[Patch 6.21] Annie - Elo Climb
#2 First Back (Depending on Matchup - Pick one + T
#3 Second Back (Second part of item + Tier 2 Boots
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
[Patch 6.21] Annie - Elo Climbing Guide
Welcome to my 'Annie' Champion Guide, This is my first guide I have created on Mobafire so all constructive feedback is appreciated. Throughout Season 6 I have been experimenting with a large variety of champions, which is when I stumble across Annie, she is a hard-carry Champion with little to no mechanics to play.
I was able to climb from Silver 4 to Platinum 5 within a month, after taking a 9 month break from League, with a 65% winrate on Annie over 140+ Games, showing that she is a very effective champion in low and higher elo.
Rune Pages are a way of letting you customise your champion to fit to your preference, which is a large factor in how you play Annie in the early game, as you can either take runes which will scale well into the late game, or runes that give you the extra all in potential at level 6 so you can snowball the lane and roam.
These are the two Rune Pages I recommend
This rune page will give you good CDR in the early game to help in last hitting, ending at 10% CDR by the time you are level 18, though despite having the early game CDR, you have less ability power compared to the other page, meaning you have less all in potential.
The MoveSpeed Quints are useful in general for being able to roam and chasing opponents.
This is the page that I have recently been using due to the fact the additional ability power not only makes last hitting easier, but if your lane opponent hasn't recalled by the time you reach level 6, your abilities have a higher chance of killing them due to the additional ability power, which gives you a much higher snowball potential and a stronger early game.
Spells can be a personal preference or a match-up dependant thing, if you are against an AD Mid-Laner such as Yasuo or Zed, I would recommend taking Exhaust over Ignite, due to the fact not only will it reduce their DPS, it also lowers their MR (Magic Resist) meaning you can burst them down quickly.
If you are facing a standard mid-laner such as Veigar, Ahri, Syndra etc. I often take Ignite to add to the kill potential as it's the extra 120 or so damage in the early game which could give you the ability to snowball the game hard.
Teleport is also a possible Summoner Spell to take on Annie as this gives her the ability to gank a lane that is pushing towards your teammates but I wouldn't advise it as since you are a mid-laner, you are the closest to the side-lanes.
Annie hurls a fireball at the target enemy, dealing magic damage.
If Disintegrate kills its target, it refunds its mana cost and half of its cooldown is immediately refreshed.
Due to the fact the mana cost gets refunded, this makes it the optimal ability to last hit minions with, and to avoid missing your ultimate stun in a 1v1 Situation, it is recommended you use your Q stun and then follow up with your Ultimate.
Annie releases a cone of fire in the target direction, dealing magic damage to all enemies in the area.
Since it is an AoE ability, I would suggest using it to wave clear when you're getting shoved it, but do not overuse this ability since you can quickly run out of mana. When going all in against an enemy, use this in quick succession after your stun to ensure it doesn't miss.
Annie wraps herself and Tibbers Tibbers in a fiery aura, reducing damage taken for the next 3 seconds. Enemies who use basic attacks on Annie during this time are also dealt magic damage
E is a very powerful ability, due to the fact it provides percentage damage reduction, so if you can time it correctly (e.g as soon as Fizz's ultimate pops, Jayce E+Q combo etc.) it can help you survive.
Annie summons Tibbers Tibbers to the target location in a burst of flame, dealing magic damage to all enemies in the area. He then remains on the field as a controllable minion for up to 45 seconds.
This will be your main source of damage when you all in people, and what your team will rely on you for in team fights, it is suggested that you have your stun charged and flash ultimate the enemy carries instantly to zone them out or possibly kill them.