Annie Build Guide by Rutchkabi
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Final Build example
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.
Threats to Annie with this build
|Teemo||At an early game this guy wouldnt be such of a big problem, just add a little Magic Resist|
Hi Guys, this would be my first Build Guide for Annie
Annie is an extremely strong support for 2v2 laning phases, but is extremely weak to ganks. She has fallen out of favor due to her inability to deal with the tanky supports currently in the meta, and due to her extreme vulnerability to ganks. The newest patch has reduced some of these weaknesses, by nerfing early game ganking junglers and nerfing Braum / Thresh. She is still somewhat of a vulnerable champion, and I recommend only picking her when the enemy jungler is notably weak at ganking.
But by building the right items for her this wouldnt be a big problems, just try putting up wards and (kindly) ask your teammates to "report" their situation and if they're enemies are MIA(missing in action) or not
Ignite + Flash
These are the only summoner options. Flash is necessary for initiation, or out of your reach, or if any enemy is escaping, or if you need some space between your enemies. Ignite is necessary for bursting down enemies, which is your one goal as Annie. Ignite is very useful if your running low on mana and if your enemy has theyre health diminished
Quints: try getting Movement speed beacause it is really important because at a starting game Annie would be slow, and is easy to catch up by your oponents
Glyphs: if your trying to build an AP kind of Annie then get Ability power, if your trying to build a Tanky Annie then get Magic Resist
Marks: always get Magic penetration here
Seals: get Mana reg here
Cooldown: 4 seconds
Get this at lvl 2. Use it to harass with your auto attack whenever possible. Use it to last hit creeps as they are about to die to charge up your stun if you have the mana to support it. Make sure you cast the spell after your ADC sends his auto-attack flying, so you don't actually steal the creep, but just get the charge of your passive.
Cooldown: 8 seconds
Get this at lvl 1 and charge it immediately once in base, and continually charge it as you walk. This is your primary damage ability, should be maxed first, and is used for everything: Harassing in lane, AOE stunning enemies, charging your stun.
(E) Molten Shield
Cooldown: 10 seconds
Get this at lvl 3 or 4 situationally. Level 3 if you want to charge your stun for a lvl 4 engage or are able to bait them onto focusing you in an all in. Level 4 if you want more burst damage at lvl 3. Spam this whenever its off cooldown to charge your stun, it costs a very minimal amount of mana.
(R) Summon: Tibbers
Cooldown: 120/100/80 seconds
Use this for long range initiating. Also use it for high burst and sustained damage in fights. It’s quite good for helping to finish Dragon / Baron faster. Tibbers does an extremely high amount of sustained damage, make sure you spam the R button to control Tibbers and have him attack enemy champions as much as possible. After the fight is over try to avoid giving the Tibbers last hit to enemies, as it is worth 50g if it is killed.