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Build Guide by AkaiTsumi

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author AkaiTsumi

Spell Vamp Annie

AkaiTsumi Last updated on January 16, 2011
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Ability Sequence

1
4
7
9
12
Ability Key Q
2
5
8
10
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

Introduction *Unfinished Guide*

Welcome Summoners,to the Spell Vamp guide to Annie.

This build focuses on using spell vamp items along with high ability power to increase survivabilty allowing you to kite enemies that try to chase you along with being a guide that encourages a funner playstyle that most other Annie Guides.


Guide Top

Runes

For runes I run standard spellcaster runes running,Magic penetration marks,Mana per level seals,Ability power per level glyphs and Flat health Quintessences. The magic penetration helps me deal more damage early game while also being the best marks available to Champions that focus on Ability power builds. The Mana per level seals allows me to harass my enemys better also,since this build contains no Mana Regen items the only regen you will have will be from your runes. I take ability power level glyphs giving me a slight extra boost too ability power,I take ability per level over flat Ap runes because around level 6 you will be gaining more ap from your runes than you would get from flat Ap glyphs.Health Quints,Self-explanatory the extra Health helps your laning phase ALOT.


Guide Top

Masteries

Standard 9-0-21 build taking reduced cooldowns and Magic Penetration in Offense and Taking the extra mana regeneration,Movement speed boost,improved flash and reduced Summoner cooldowns in the Defense Tree.


Guide Top

Items

I start with a Sapphire crystal and 2 health pots this gives me a preety strong lane giving me the extra mana to cast spells and health regeneration incase I take damage while laning.As soon as I have enough money for my catalyst I recall back to base and buy it,then return to my lane,the early catalyst lets me stay in lane for as long as I like while being the base for my core item:Staff of Dark Ages. Afterwards I buy an Amplifying tome and build towards my will of ancients and hextech revolver if the game continues I get my Zhonya's Hourglass and Rabbadons Deathcap.

I buy wards whenever I can and as Mid or Bot lane you should try to ward dragon as much as possible along with the brush to your left and right in mid lane to protect yourself from ganks.If you are top or bottom lane Ward the brush that is closest to the river as this is usually where your enemies will be ganking you from.


Guide Top

Skill Sequence

My skill Build focuses mostly on Disintegrate,my Q spell,as I can last hit minions alot easier,I max Disintegrate at level 12. The second skill I level up is Incinerate,my W spell, although it does slightly more damage than Disintegrate it is a Skill shot and the Hit box can be deceiving so I feel leveling Q is a safer choice,I max incinerate by level 13. I take Molten Shield at level 3 as although the armor is negligible at low levels It allows me to charge my Stun up when I start roaming or before team fights. I take My ultimate Summon:Tibbers whenever I can and max it by level 16.


Guide Top

How to Use your abilities

Disintegrate:
Your Last hitting skill,whenever you get the last hit on a minion,or hero with this ability the total mana cost of the ability is refunded. This spell is incredible imo it lets you last hit nearly every creep and is perfect for annie since it allows you to charge your stun up without spending any mana,I usually last hit with this ability then when I have enough charges for a stun I stun the enemy and use Incinerate,If you a laning against a passive player then you may want to use this ability along with your auto attack to zone the enemy out of experience.

Incinerate:
Your folllow up skill for your Q ability,your standard combo will be to use molten shield,Disintegrate to stun then walk up and cast Incinerate then walk back before they have a chance to retaliate. You can also use this ability to stun multiple enemies when your ultimate is on cooldown. This will also be the ability you use to charge up your stun when you are out of lane.

Molten Shield:
Your shield ability it give you bonus armor and magic resist and works like a thorn shield in that enemies that attack you receive magic damage,this works on both melee and range attackers. Your main usage of Molten Shield will be to charge up your stun before teamfights or ganks. Molten Shields other main use is to disguise the white circle that appears when Annie has a stun available.

Summon:Tibbers:
Your Ultimate,and your Initiation Spell your aim early game will be to get your enemy low enough that you can burst them down with FLash+Tibber stuns then casting Q and W dealing around 650-750 damage in around 2 seconds,you can control tibbers by pressing alt while right clicking the place you want tibbers to move to or the enemy you want to attack.

Please note:Annie will stand still while you are clicking alt+right click to control Tibbers

Using Annies ult in Teamfights:
In teamfights you want to hang back and wait for a chance to flash then mass stun the enemy team with a Tibbers stun then casting all your spells and ignite and then backing away while your team closes in, then rejoining the fight when your spells come off cooldown.