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Spells:
Ignite
Flash
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Introduction








_____I somehow managed to get CasterMaster to help me with this. We made this guide together, and yeahh. You are probably asking how we made it. Well, we made a troll account and then did the guide there. Then, we copied and pasted all of it to my account and released the guide. It worked out pretty well, my knowledge of

_____This will be my 3rd guide here on MobaFire. I have studied other


_______________________________________

_______________________________________

As with all champions,

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Superb Pros
+ Extreme burst damage + Amazing AoE damage + Built-in ![]() + Not mana dependent + Extremely viable to any team composition + She controls fire?!?! |
space |
spaaaaaaace |
Atrocious Cons
- Squishy - Susceptible to CC - Easily countered - Focused quickly - Useless if shutdown early - A bit difficult to master |

You can consider many different paths for

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Runes



M a r k s |
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M a r k s |
Runes



S e a l s |
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S e a l s |
Runes



G l y p h s |
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G l y p h s |
Runes



Q u i n t s |
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Q u i n t s |
Runes




This is our main rune page set-up. This is focusing on giving you nice damage output and a nice amount of survivability.

New Annie:


Intermediate Annie:


Expert Annie:




























You should know not to take the ones that are not listed above!
















Ability GIFs
Thanks to Shizukani for pointing out the GIFs! TYVM!






Harass
Explanation:
This is a minimal, but effective way of harassing. You just stun them, pop a






Single-Target Obliteration
Tips:
- Make sure to have
Pyromania charged up so you can lead in with a vital stun that determines if you get the kill or not.
- Lead in with
Disintegrate because it has a relatively low cooldown so you can burst them if they try to escape.
- Make sure to pop in
Ignite so that they don't get away or heal up.
- Make sure to
Summon: Tibbers so that he deals DoT damage.

Multi-Target Obliteration
Tips:
- Lead in with
Summon: Tibbers so you can stun their entire team to ensure you guys win the teamfight.
- Make sure that
Pyromania is charged before you enter the teamfight.
- Try to hit
Incinerate on all your enemies.
Just a quick little video to show you the power of comboing!

Novice Setup
Explanation:
1. You are stilling learning how to last hit with

2. You do not have

3. You do not know mastery setups/rune setups.
4. This build is aimed for a balance of damage and health while also trying to makeup for the lack of mobility and the potential mana issues you might have.
5. This is for levels 1-11 ONLY.
The masteries here are aimed to give you some utility and a fair amount of damage output.
Runes:




Rune explanations:
Lesser Mark of Magic Penetration: This is just to help you with the damage output. Since you are low level, you can't really find better runes at your level than these.
Lesser Seal of Scaling Mana Regeneration: This is for the potential mana issues. You are still learning the game, therefore you are having trouble last hitting with
Disintegrate.
Lesser Glyph of Cooldown Reduction: Standard AP per level glyphs. These are just to help you learn to stay in lane more so you know that the more you stay in lane, the more AP comes your way.
Quintessence of Health: Since you are still learning the game, you are going to have trouble avoiding ganks and learning what 1v1s you can and cannot win. These will help you a little and give you a little bonus health to add on with
Doran's Ring.
This is what you should start with. You are going to be squishy and have trouble managing to last hit with

Summoner Spells:
Ghost: Since we don't have
Flash yet take this. Another reason to take this is because
Annie has no reliable method of escape so this will help you escape some frisky situations.
Clarity: This is a decent spell for you if you are still having trouble managing your mana.
Heal: Good spell. You are going to have trouble staying in lane and this will help you survive teamfights, ganks, and 1v1s.
Exhaust: This is a good spell for you. You are still going to be struggling to pull of your combo and survive in teamfights, 1v1s, and in lane. This will help you manage your opponents without worrying.
Teleport: You are going to have trouble staying in lane. So this will allow you to recall and get items and then be back within 6-10 seconds. That is a tiny little window of opportunity for your opponent to take advantage of, but they usually won't push because they think you will gank them.
Item Sequence










This item setup is aimed to give you an abundant amount of health, decent survivability, and a large amount of damage output. This is focused to help you survive, kill, and gank with efficiency and effectiveness.

Intermediate Setup
Explanation:
1. You have

2. You are still lacking rune/mastery wisdom.
3. You are developing at a decent pace.
4. This build is aiming for health, survivability, damage, and a decent amount of mana regeneration to compensate for you missing last hits.
5. This is for levels 12-19 ONLY.
The masteries here is aimed to give you a reasonable amount of damage, and a pretty good amount of utility throughout the game.
Runes:




Rune Explanation:
We are stilling using the same runes until level 20 because Tier 2 runes are not worth buying. Save your IP for Tier 3 runes or buy cheap 450 IP champions along the way. I recommend you stick with these runes because it is going to be a waste of IP to upgrade to Tier 2 runes.
Doran's Ring: This is a usual starter item if you are still in need of the health and mana regeneration, which you do need so I recommend you start with this if you are still having trouble surviving ganks and/or 1v1s.
Boots and 3x
Health Potions: This is what I used to start with around this level. This gives you a mobility advantage over your opponent and a reasonable amount of sustain in lane. Your opponents will usually start with
Doran's Ring.
Summoner Spells:
Flash: This is mandatory now. This will allow you to blink over walls, escape ganks, catch up to opponents, or get out of a sticky situation.
Ignite: This is optional. I never took this when I was at levels 12-19 because I needed the sustain and utility in lane. I usually only took this for fun at those levels.
Clarity: If you are still having trouble managing your mana.
Heal: If you are still having trouble surviving teamfights, 1v1s, and/or ganks.
Teleport: If you are still having trouble staying in lane.
Exhaust: If you are still having trouble 1v1ing and/or ganking opponents.
Item Sequence










This item setup is aimed to give you armour, health, magic resistance, and most of all... a lot of damage output. This will be your main setup until you get to level 20. At level 20, you can start using the next 2 setups.

"Support" Setup
Explanation:
1. You want to "support" teammates, but still own.
2. You want some spell vamp to fit into your build.
3. You want to have nice damage output.
4. You want to survive in teamfights with a reasonable amount of damage.
5. For levels 20+.
The masteries here are aimed to give you a reasonable amount of damage output and a lot of utility throughout the game to help you and your teammates.
Runes:

Greater Seal of Replenishment


Rune Explanation:
Greater Mark of Magic Penetration: These runes will allow you to deal a decent amount of damage while still supporting.
- Greater Seal of Replenishment: These seals will allow you to bring in multiple stuns while keeping a decent amount of mana to help your team out later.
Greater Glyph of Scaling Magic Resist: These glyphs will allow you to survive in teamfights and to survive those pesky AP carries.
Greater Quintessence of Health: This will allow you to survive teamfights, and make you a bit beefier.
These are your one and only starting items as support




Summoner Spells:
Clairvoyance: As the support, you want to take this so you can prevent ganks in your lane and in other lanes.
Flash: Self explanatory.
Exhaust: To help you and your teammate handle your opponents.
Item Sequence










The items here are to benefit you and your team bringing utility to you and your team and a decent amount of damage output. The build is focused on survivability, damage, and most of all... utility.

Obviously the entire guide is focused on our main setup.

Item Sequence


































Core Items
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This is probably one of the best defensive item made for casters. It's also really important for ![]() ![]() ![]() ![]() |
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Offensive Situational Items
Item Sequence







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An underrated item for ![]() ![]() ![]() ![]() |
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Great item. Provides you with AP, CDR, and an awesome active! If the enemy team has a lot of heals (i.e. ![]() ![]() ![]() ![]() |
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On ![]() ![]() |
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Defensive Situational Items
Item Sequence







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It's ![]() ![]() ![]() ![]() |
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Snowball Items
Item Sequence





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Only really necessary if you are doing extremely good and you are confident that you won't lose stacks. This item is only worth it 8+ stacks. If you manage to get this to 20 stacks, then do not die. You will lose 1/3 of those stacks. Again, only if you have mastered ![]()
CasterMaster's advice: I'd suggest that if you are in a very high-level game, don't ever touch this item. You'll just be dead meat when you get it. Also, we have all the necessary items to deal damage, so this item is not needed.
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Farming with


Farming with



Farming with AA's: Of course,



A quick video that is going to illustrate what could happen when you are farming :D

Harassing
With







Solo-Laning
No matter who you're facing mid (or even in a sidelane), you should first check their summoner spells! Now, if you are very good at harassing your lane opponent, sometimes, they will be too afraid of coming close. What you should do then is try to keep them out of experience gain range without overextending. If you stand between the enemy and his creeps, he won't receive any experience for that wave, and you should be able to farm at your leisure.
Denying 2 or 3 creep waves's worth of experience that way can be a huge advantage, and I am not mentionning the demoralizing side-effect. Plus, they aren't getting any gold to top it off. Be careful to not take too much damage and ALWAYS WATCH YOUR HEALTH! Watch the minimap. If you manage to push to the tower after a kill, you should go into a teammate's lane and setup a gank with your team.

Duo-Laning
Make sure you let your lanemate know that your stun is up so you and him can rape your opponents. If you are on ventrilo or teamspeak, it is easy to coordonate your attacks. If not, here's my suggestion:
- Tell you teammate that you will try to engage a pinged target 2 seconds after the ping. If you did not engage, it means it was aborted and should wait another ping. Yes that means you should only engage when you have a stun ready. Refrain engaging an enemy with
Flash though, as your lanemate will probably be unable to catchup in time before the stun ends.
- You should pick a harassment target that you will both focus whenever given the chance, preferably the squishiest one. It does not mean you shouldn't harass the other, especially if he's showing signs of aggressiveness, just that you should favor him.
If your lanemate also has a CC, make sure you don't use them at the same time, but in sequence, so that your opponent does not have the time to retaliate between them. In the best case scenario, you should know your lanemate's CC duration and use your own stun when they expire.

CasterMaster's advice: No idea why you would be in a duo lane anyways. It's pretty bad since


Your Laning Weakness
You must understand that there are several weaknesses in









CasterMaster's advice: Harass ONLY when



Battle Strategies

Example: "Enemy


Now is the time to use your thinking cap. Let's analyze:





BUT WAIT! Is there a better solution? Let's turn up the heat. You have a

"










This is an example of a GOOD situation. However, this may not (and usually is not) always the case. To be extremely cautious, you must ALWAYS take a look at the worst possible scenario, as let's follow back to our previous example:
"The enemy team also has a




This is called strategical thinking. It's common to deceive your opponents and turn the tides in any game. This is something you have to decide.

Don't find yourself missing out on action. There are many types of strategic battle plans you can face and decide. If you are leading your team, then give out good orders. Make sure you know exactly what kind of outcome your order gives. If you are not the leader, then follow the leaders plan. If the plan is DECISIVE and INTELLIGENT. There will be times when you have to risk things, and it's ok. If you don't risk it, you won't win. If you risk it, you have a CHANCE of winning. Here's an example:
"The enemy has regrouped in five-man formation and is heading towards dragon to earn some extra gold. You have your AD carry and your jungler with you. Your support and your top lane is coming from base. You have grouped in the mid lane and haven't made a move yet."
Here we stumble upon a VERY common gameplay. When the enemy team is forcing you to fight them at dragon for a clear gold advantage.
"Your leader decides that once you have regrouped up in about 5 seconds, the whole team will fight the opposing team at dragon. The enemy team is near dragon and since it's 26 minutes into the game, they'll most likely finish in 15 seconds."
With the logical example above, if they are going to finish in 15 seconds, you know by the time you get there you only have 2 seconds left to commit the fight. They have a relatively solid ground and there isn't much you can do about it. Here's a risk you can do:
"As your team pulls together, you head towards dragon. Suddenly you realize that there's just simply no hope in trying to contest dragon. The enemy team still has

Now let's look at the above and decide an action.
- You will not be able to steal dragon
- You will not be able to win a fight against them
- You cannot contest
What will you do? A tag fight to baron and simply force them to give up dragon? No that's a stu... but of course!
"Your team heads towards baron as their team starts dragon. Suddenly they realize that your team is at baron and immediately withdraws their attack and moves north at full speed. As they reach the upper bush in mid lane, you pull back and launch a sneaky surprise attack and ace the enemy team."
This is just an EXAMPLE. A good outcome of a smart decision. Tactics usually backfire in a way, but in this case there simply was nothing that could've went wrong afterwards. We need to look and see a different approach. Remember that there are two sides to a decision: A good one and a bad one. Sometimes there will be an even draw but that's quite rare.

MORE TO COME!

Description: Caster/Nuker/Burst/Taunt
Build: AP
Power Level: 4
Skillset:





Make sure not to push too hard, you do not want to overextend against




Description: Melee/Burst/Anti-Carry
Build: Hybrid
Power Level: 5
Skillset:





Before level 6, she is fairly easy to deal with. Make sure to take advantage of levels 1-5 since her real burst comes when she gets her ultimate,



Description: Caster/Nuker/Burst/Stun/Slow
Build: AP
Power Level: 4
Skillset:





This one is really difficult to work with. Never tower dive her unless her passive is down. If it is up, do not tower dive her unless you can kill her and live. She can block you from escaping turret shots and even stun you at the turret. Have your jungler gank because her damage can be devastating. She has a lot of burst with








Description: Ranged DPS/Carry/Slow/Stun/Global
Build: AD
Power Level: 2
Skillset:





When you begin the lane, pay attention to her first attack. He first attack will guarantee a critical hit due to






Description: Caster/Nuker/Burst/Stun
Build: AP
Power Level: 5
Skillset:





The issue with










Description: Ranged DPS/Carry/Stun/Slow
Build: AD
Power Level: 4
Skillset:





If you suspect she will be mid, rush there ASAP to prevent her from laying her






Description: Caster/Nuker/Burst/Stun
Build: AP
Power Level: 5
Skillset:










Description: Ranged DPS/Carry/Nuke
Build: AD
Power Level: 2
Skillset:





The problem with






Description: Caster/Ranged DPS/Carry
Build: AD/AP/Hybrid
Power Level: 3
Skillset:





There are 2 problems to circumvent when facing








Description: Caster/Nuker/Silence/Fear
Build: AP
Power Level: 3
Skillset:
















Description: Melee/Burst/Nuker/Slow/Knock-Up
Build: AP
Power Level: 4
Skillset:





This little slick fish will be able to evade your ultimate pretty easily. He can use











Description: Melee DPS/Caster/Nuker
Build: AP
Power Level: 1-4
Skillset:













Description: Ranged DPS/Carry/Vision-Block
Build: AD
Power Level: 3
Skillset:












Description: Caster/Nuker/Support/Pusher
Build: AP
Power Level: 3
Skillset:




First things first, your AAs have a greater range than his turrets. For example, he lays a turret at the middle of the lane before the creeps come. Just AA it to death and take no damage. Obviously he is going to come and protect it, but just blast him with a





Description: Caster/Nuker/Pusher/Global
Build: AP
Power Level: 4
Skillset:





Watch your steps, litteraly, don't let him harass you with











Description: Melee/Caster/Pusher/Nuker
Build: AP
Power Level: 3
Skillset:





This guy will get on your nerves. With










Description: Melee/Caster/Pusher/Nuker
Build: Hybrid
Power Level: 2
Skillset:





She is a fairly easy opponent to handle. Since you can cancel her ultimate, she really is no problem. Most of her damage comes from her ultimate. She has a reasonable amount of harass and can escape ganks pretty easily with teammates/minions/wards around.




Description: Caster/Burst/Stun
Build: AP
Power Level: 2
Skillset:





I haven't faced a decent









Description: Ranged DPS/Nuke/Carry
Build: AP/AD/Hybrid
Power Level: 2
Skillset:





Pre-level 6,





Description: Caster/Nuker/Burst/Silence/Slow/Stun
Build: AP
Power Level: 5
Skillset:




Another really annoying person to go up against. With her







Description: Caster/Nuker/Burst/Silence/Slow/Polymorph/Knock-Up
Build: AP
Power Level: 3
Skillset:





I haven't really gone against a good mid









Description: Caster/Nuker/Burst/Snare/Slow/Shield
Build: AP
Power Level: 2-5
Skillset:




Depending if the







Description: Caster/Nuker/Burst/Silence/Suppression
Build: AP
Power Level: 3-4
Skillset:





Very annoying at level 6 since he has a combo that can kill you easily, cannot be






Description: Ranged DPS/Carry/Slow
Build: AD
Power Level: 3
Skillset:





Good news first, she is very squishy and susceptible to CC. If you manage to get in range of your 3-hit combo, she is toast. The bad news is, she is extremely mobile with





Description: Nuker/Tank/Burst
Build: AP
Power Level: 5+
Skillset:





Here's a problematic match-up. He's the typical champion you will need to play a couple of times to understand what he can do. I'll still give you a few pointers. Under his health bar, where usually champion's have either a mana or an energy bar, you will see a white bar. This is his shield. When




Description: Caster/Nuker/Burst/Snare/Slow/Stun/Shield
Build: AP
Power Level: 3-5
Skillset:





Here's a little ***** that will get on your nerves. Her








Description: Caster/Nuker/Burst/Animal
Build: AP/AD/Hybrid
Power Level: 3-5
Skillset:













Description: Caster/Nuker/Support/Burst/Pusher/Knock-Up
Build: AP
Power Level: 4
Skillset:











Description: Caster/Nuker/Pusher/Melee/Mage DPS/Slow
Build: AP
Power Level: 3
Skillset:





Watch your steps, literally, don't let him harass you with









Description: Caster/Nuker/Burst/Snare
Build: AP
Power Level: 1-5
Skillset:





This guy will get on your nerves. He has a snare,








Description: Ranged DPS/Carry/Pusher
Build: AD
Power Level: 2
Skillset:





Pay attention to where she goes, and how she moves. Also pay attention to












Description: Caster/Nuker/Burst/Root/Slow
Build: AP
Power Level: 2-4
Skillset:





Going












Description: Melee DPS/Silence/Slow/Pusher/Carry
Build: AD
Power Level: 5+
Skillset: Mercy



To be honest, if you are mid lane against








Description: Caster/Nuker/Burst/Blind/Slow
Build: AP/AD/Hybrid
Power Level: 1
Skillset: Camouflage




Honestly, he shouldn't even be soloing mid, especially against






Description: Ranged DPS/Carry/Slow/Knock-Back
Build: AD
Power Level: 2-3
Skillset:





She is a really easy champion to deal with. Early game, her range is mediocre so use this to your advantage. Harass her and deny her gold and/or experience. When she has used





Description: Ranged DPS/Backdoor/Stun/Slow/Teleport/Burst/Caster/Nuker
Build: AP/AD/Hybrid
Power Level: 2
Skillset:





He really isn't difficult to deal with. Just dodge





Description: Ranged DPS/Carry/Slow/Stealth
Build: AD
Power Level: 1
Skillset:




He really isn't difficult to deal with.





Description: Ranged DPS/Carry/Suppression/Slow
Build: AD
Power Level: 2
Skillset:




Move erratically to avoid being hit by






Description: Ranged DPS/Carry/Slow/Snare
Build: AD
Power Level: 4
Skillset:





Watch your steps, literally, don't let him harass you with






Description: Ranged DPS/Carry/Stealth/Knock-Back/Stun
Build: AD
Power Level: 2-4
Skillset:





Laning against










Description: Caster/Nuker/Burst/Stun
Build: AP
Power Level: 1-5
Skillset:





He is a weak early game champion and really only shines mid-late game. His burst is amazing, do not underestimate him. He will be able to gain ability power easily by last hitting with





Description: Caster/Nuker/Burst/Stun/Slow/Silence
Build: AP
Power Level: 4
Skillset:



















Description: Caster/Nuker/Burst/Slow
Build: AP
Power Level: 3
Skillset:













Description: Caster/Nuker/Burst/Stun
Build: AP
Power Level: 5
Skillset: Ascended Form








Description: Caster/Nuker/Burst/Slow/Global
Build: AP
Power Level: 5
Skillset:















Description: Caster/Nuker/Burst/Snare/Knock-Up
Build: AP
Power Level: 4
Skillset:
















Teamfights and Carries
Your most important job is to stun enemies, preferably the enemy carry or support so that your team can take them out. Do not engage the tank for obvious reasons. Whenever possible, try to stun as many enemies as possible so that they are vulnerable to your full teams capabilities by eliminating them one by one, as possible: Carry, Support, DPS/Burst, Tank. Occasionally, you will need to switch around the order if someone on the enemy team is fed.
The second role is more subtle.

Another role you should fill in teamfights is protecting your carry. Not protect as a tank, but try & make sure you are intimidating enough so that they can't get to your carry before they get through your tank first, then you. Blow




Warding

- Yellow: Vital to protect the jungler on your team.
- Blue: For protection depending on which lane you're on
- Red: To guard Dragon and Baron
- Orange: In order to Counter-Jungle
Passive Warding
Passive warding refers to warding areas of interest ahead of time: Buffs, choke points, gank paths, gank brushes. The goal is to give away enemy whereabouts to allow your team to react accordingly when an enemy moves through that area.
Active Warding
Active warding refers to warding areas in "emergency" situation. The position of the ward won't usually be optimal as the objective is to benefit from the ward immediately.
Some examples:
- Warding Baron or Dragon from the back of their respective pen.
- Warding mid-lane brushes from the parallels path
Vision Warding mid-fight to reveal stealth characters without being too obvious with an
Oracle's Elixir.

Initiating














Ganking

Shut down the enemy carry
Carries only get strong with items, meaning they need money. When you are ganking, the carries should always be your primary target. If both you and the enemy carry are both mid, coordinate with your allies to setup a successful bait and gank. Enemy carries can get really scary once fed. During the laning phase, never leave your turrets unprotected.
Feeding your carry
Logically, you want your carries to get their strongest items as fast as possible, and feeding them kills and creeps is a great way to do that. You generally want to feed your AD carry first if for some reason there is another AP carry in your team. If your AD carry gets fed, he can literally recover a game and lead you guys to victory. Your carries come first, ALWAYS remember that.
Pushing
Usually when you gank a lane, your teammates will usually recall to shop/heal up. If the gank was successful, you and your teammates should stay in the lane and push the turret. Once that turret is down, you and your allies can coordinate other ganks on other lanes. If your allies are low on health and you are almost full on health, allow them to recall. If they decided to recall, you and Tibbers push the turret until it is time to back off.
How to Gank
Since you are mid, you should have a level advantage on the side lanes. Levels 6-9 is usually referred to as the "gank window". That is referring to the point where levels 6-9, lanes should be ganked from the laners, whereas the junglers are suppose to gank throughout the entire laning phase. Before you gank, make sure to tell your allies so that someone can come and fill your place in the meantime. Also make sure that your enemy is pushed to their tower so that you can gank and return to your lane without worrying about your turret being pushed.
Points to remember when ganking:
- Always make sure
Pyromania is charged so your enemies have a lesser chance of escaping the gank.
- Always ask the lane you are ganking if it is warded.
- Wait for the *right* time so the gank is successful and not a waste of time.
- Mind the opponents escape routes.
- Always mind the mini-map. If you warded the ganking brushes, make sure that no enemy is on their way to gank so that it doesn't mess up your gank.
- If you run into their jungler, go back to your lane and wait for another opportunity to gank.

Masteries : 21/0/9
Runes:



Summoner Spells:


Items:







I'd like to thank you on behalf of me and CasterMaster for reading "Incandescence Obliteration ft. CasterMaster ~ Virtuoso Annie". If you enjoyed the guide, please upvote it. If you disliked it, please do not downvote and just tell me what I could do to make this guide better. If you have time, feel free to check out my other guides!
My Guides:
CasterMaster's Guides:


Credits are going to be listed here:
- jhoijhoi for her guide on Making a Guide. I'd also like to thank her for the chapter banners. See her signature shop here! Kudos to her for the warding map as well :D
- Shizukani for the gorgeous
Annie line dividers! TYVM!
- CasterMaster for obvious reasons :3
- LoLWiki for the GIFs.

- May 27, 2012 - Guide published.
- May 28, 2012 - CasterMaster kicks in with major updates! / Tweaked the "Runes" and "Masteries" section up a bit. / Fixed some typos.
- May 29, 2012 - Made a lot of changes to the cheat sheet and the "Items" and "Situational Items" sections.
- May 30, 2012 - Fixed some typos. / Fixed up the "Situational Items" section.
- June 18, 2012 - Added "Alternate Cheat Sheet" cheat sheet. / Edited
Talon's description and power level in the "Laning Opponents (O-T)" Section.
- June 19th, 2012 - Added in outro banner. / Added in the
Annie line dividers :D
- June 27th, 2012 - Fixed some errors.
- July 22nd, 2012 - Edited Xerath's description in the "Laning Opponents (U-Z)"
- July 26th, 2012 - Added in
Zyra to the "Laning Opponents (U-Z)" section.
- August 7th, 2012 - Tweaked the rune build on the "Alternate Cheat Sheet" build.
- September 2nd, 2012 - Cleaned up some of the setups.
- September 3rd, 2012 - Fixed up the "Items" and "Situational Items" sections.
- September 29th, 2012 - Cleaned up some grammar mistakes and coding errors in the "Laning Opponents" sections.
- October 11th, 2012 - Changed the cheat sheet up and deleted the 2nd cheat sheet.
- October 31st, 2012 - Updated cheat sheet to keep up with the DFG nerfs.
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