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General Guide by Livramento

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League of Legends Build Guide Author Livramento

generic guide layout ((Support))

Livramento Last updated on April 21, 2015
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Pros & Cons

+ high base damage
+ high burst with some ability power
+ good initiation with Flash + Tibbers
+ can snow ball your lane easily
+ never banned

- easy to gank, only a stun for disengage
- really squishy, even with Sightstone
- notorious kill stealer
- initation heavy, can die a lot
- the stun needs some preperation

About Annie

Annie is a really strong pick for solo queue, but extremely week to ganks. She can easily carry a 2v2 lane when the enemy jungler isn't a great ganker. You can build Annie as Second AP carry if your ADC suck or your team needs more damage.

About the Author

I'm a main Support/Jungler from the EUW Server and I playing League since 2012. My main supports are Leona, Thresh, Lulu and Annie.




greater mark of hybrid penetration Hybrid Penetration (Alternative - Magic Penetration)
I always run hybrid pen marks for better poke with auto attacks and abilities.

Health
Health seals works better than armor seals against the mixed AD/AP damage on botlane.

Ability Power
Some AP for better early game damage (min. 80% scaling on damage abilities).

Armor (Alternative - Ability Power for more damage)
Armor quints against AA harass. Synergize really good with your health seals.



0/9/21 masteries gives some tankyness for the laning phase and the full benefits of the utility tree.

I prefer two points in Inspiration for solo queue.
Inspiration gives you a small XP boonus if you are behind your team. It helps a lot in mid to late game.
Bandit in combination with the Spellthief's Edge passive generate a lot of gold while laning.

Alternative:
Spend two points in Phasewalker , Fleet of Foot, Meditation or Scout over Inspiration .












Ignite + Flash
The goal of Annie support is to burst down enemies, so Ignite is necessary.
Flash is necessary for initiation with Summon: Tibbers or escaping ganks.


Exhaust + Flash
If the enemy team pick up some crazy faceroll champions like Riven or Zed, it's good to have Exhaust. But in general I take Ignite and burst them down.








(Passive) Pyromania
After casting 4 spells, Annie's next offensive spell will stun the target for 1.25/1.5/1.75 seconds. The duration changes every 5 levels.



(Q) Disintegrate
Cooldown: 4 seconds
Mana Cost: 60/65/70/75/80
Notes
get this at: Lvl 2
max it: first

Try to harass with Disintegrate and auto attacks whenever it's possible. Cast Disintegrate after the ADC's auto attack projectile is flying to get a charge of your passive and not the creep score.



(W) Incinerate
Cooldown: 8 seconds
Mana Cost: 70/80/90/100/110
Notes
get this at: Lvl 1
max it: second

Use Incinerate one or two times in base and then during walking out of the base to charge your stun.
Try to stun multiple targets on an invade or save it for lane presence.



(E) Molten Shield
Cooldown: 10 seconds
Mana Cost: 20
Notes
get this at: Lvl 3
max it: last

Get Molten Shield at lvl 3 to charge up your stun for an engage. Spam Molten Shield (low costs) whenever it's off cooldown to charge your stun.



(R) Summon: Tibbers
Cooldown: 120/100/80 seconds
Mana Cost: 100
Notes
get this at: Lvl 6
max it: whenever possible

Summon: Tibbers is your bread & butter skill for initiating. Combine it with Flash for long range initiation with your stun. The sustained damage of Tibbers is extremely high. Spam (R) in fights to let him attack champions for a good amount of damage.








Starting Items


The best starting item for Annie, Spellthief's Edge provides some AP and mana regen and a lot of gold with his passive. Harass whenever it's possible to get gold

This is the best trinket to start the game with. The short duration ward is pretty helpful early on to ward the river or lane bushes.

3x Total Biscuit of Rejuvenation + 1x Mana Potion. General caster spupport start. Biscuit's for sustain and a Mana Potion to poke more with spells.



First Back


The Sightstone is your core item to take control over the lane/map. Try to ward the river and tri bush everytime to see incoming ganks in the laning phase. Don't forget to buy a Vision Ward.

You need the red trinket to reduce the vision of the enemy team and giving your midlane/jungle the opportunity to gank. Use it everytime it is off cooldown to win the vision war.



Core Items


The best boots for initiation and roaming mid after the the first botlane tower is destroyed. Rush this boots to walk around and making plays with your stun.

Upgrade your trinket between lvl 9 and 11 to increase your vision control. The 10 seconds invisible unit detection is a amazing tool for supports.



After Core Items


This is the new big brother of the Talisman of Ascension. You get some tankyness and sustain with the stats and passive. The active increase the engage potential of Annie.

After your big item, it's time to upgrade your Spellthief's Edge. The CDR (more stuns) and the active are good for fights to reduce the disengage potential of the enemy team. You can skip FQC for Locket of the Iron Solari or Mikael's Crucible.

I only upgrade my Sightstone if I need the 5th ward charge. So upgrade your Sightstone if needed or skip it. In the most games, I pick up my Ruby Sightstone after my 2nd or 3rd big item.

Upgrade your boots with this enchantment if your Flash is off cooldown. The reduced Flash cooldown is great for Annie's Flash + Summon: Tibbers engages.



Situational Utility/Defense Items


This is most of the time my 3rd big item after Glory & FQC. Strong item against heavy magic damage teams and it negating a lot of magical damage with the aura and the activatable shield.

Strong item against Dark Binding or Twisted Advance. You should build it as 1st or 2nd item if your lane is really behind or the enemy have a lot of roots etc.

In my opinion the best armor item for supports, the passive is great against fed AD Carries or auto attacking bruisers. The amount of armor synergize with your health from Righteous Glory and the 20% CDR are great on Annie (looking at you Tibbers).

Great item at mid game against heavy magical damage teams or teams with single target engaging skills like Morgana's Dark Binding.

If you need some more presence in team fights, pick up this item. The Slow and extra health are good in longer team fights to kite enemies and stay alive.








Charge up your stun with Incinerate in base and while walking to the middle of the map. You should invade with your team, Annie's lvl 1 is one of the strongest in the game with Incinerate and a charged stun. If your team won't invade, safe your stun for harassing at lvl 1. Use your advantage with your lvl 1 stun and bully the enemies and push the lane with your AD Carry from lvl 1. If they try to fight, stun them with Incinerate and fight back.

The next important point is, Annie has a longer auto attack range than the most AD Carries and Supports. So try to abuse this and harass constantly with auto attacks and Disintegrate. You should stun constantly the enemies and poke them down. Stay safe after using your stun, it needs some time to recharge and Annie is very immobile and week to ganks.

When your stun is down you need to play passive, harass if you can but don't get engaged, you will lose all in fights without your stun.

Keep your wards up and try to control the bushes, you don't have any disengage except your stun. If your lane is warded and you have vision control, try to play aggressive and abuse your strong early game.








As Annie you should use your Sightstone and Vision Ward to set up team fights and catch ups.

You should engage fights with your stun, Summon: Tibbers or Incinerate and maybe Flash. Engage whenever you can see a opportunity to stun their AD Carry and/or Midlaner.
After the engage, stay close to your AD Carry and spam stuns on every enemey they trying to kill him. If you got engaged, do the same and stun everyone they try to kill your carry.

Use your Righteous Glory and Frost Queen's Claim Active as engage/disengage tool.








Getting charges with Disintegrate:

Cast Disintegrate after the AD Carries auto attack projectile is flying to get a charge of your passive and not the creep score. It needs some time to learn it.


Surprise stuns with Molten Shield:

First you need three charges of Pyromania and Molten Shield off cooldwon.

Cast your Disintegrate on a enemy and cast Molten Shield before the projectile hits the target. You get the final charge and stun him.

Press Incinerate and Molten Shield at the same time to get the 4th charge and the stun. Incinerate has a short cast delay, so you can cast Molten Shield in this delay too.

On Summon: Tibbers it is the same like Incinerate. Cast it together or in the short cast delay of Summon: Tibbers.


Spam Molten Shield:

Whenever it's off cooldown, cast Molten Shield for getting stuns or throw back some auto attack harass. The spam don't hurt your mana pool, 20 mana aren't a big deal.

Control Summon: Tibbers in fights for the maximum damage:

Spam R to let him walk and auto attack the enemies. The damage aura of Tibbers does a lot of damage over time. If you use Molten Shield, while Tibbers is alive he gets the shield too.

A kill on Tibbers is 50 gold worth:

Don't let a enemy kill Tibbers. If he's close to die, move him out of fight and hope none gets the kill.








Thank you for reading my first Summoners Rift guide. Comments and suggestions are welcome, feel free to leave them in the comment section.

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