Annie Build Guide by simonde2
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Example Full Build
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.
To start of this is my first build on Mobafire and
Bear(get the joke ^^) with me please. I will make mistakes.
I made this build becouse I really like to play with Annie and when I heard of Annie support I really wanted to share with the community what works for me. If I have a decent AD carry I win the lane alot.
I hope this also works for you and I hope you enjoy the build.
"Have you seen my bear Tibbers?"
-Pros / Cons
Pro's and Con's
Annie is a viable pick as support on summoners rift also for ranked. Her passive Pyromania will play a big role in her viability, it will give you a stun every 4 spell's. But like all champions she does have some flaws, although those con's, she'll still be my favorite support.
I went 9/0/21, aimed to help Annie catch up with the adc. I explained some masteries below:
- Double-Edged Sword :
I took this becouse you will do extra damage and poking your oponent will give you is important. So that extra little damage will help.
- Scavenger :
This will give you that extra little gold, in combination with your Nomad's Medallion you will get 5 extra gold for each minion that dies over one wave that will be 30/35 extra gold for your lane.
- Sorcery + Intelligence :
You will start with 10% cooldown reduction this means that with Talisman of Ascension you will have 30% already wich is really good and that means it's Summon: Tibbers time sooner.
You could also take some alternative masteries. Sometimes I consider going 0/9/21 with enchanted armour, Block , Unyielding , Veteran Scars and Juggernaut . I do this when I think I could lack some damage for some sustain. This will mean you don't do 3% extra spell damage etc.
You could also consider taking Expanded Mind . This will give you a larger mana pool wich you can use to harras your opponent to hell.
Greater Quintessence of Ability Power I took this to make Annie look scary early game, it also helps on her damage becouse you don't have AP items early on. Also this will make the burst without items do that little more damage to kill the enemy ADC or support .
Greater Mark of Magic Penetration This will help Annie at most stages in the game becouse this will negate the most of starting magic resist of champions.Also this will make the burst without items do that little more damage to kill the enemy ADC or support .
Greater Glyph of Magic Resist This will help against that support or that early gank from the AP jungle .
Greater Seal of Armor And last but not least counter a part of the enemy ADC auto attacks.
I also have some alternative options for runes.
Greater Glyph of Cooldown Reduction: this glyph could help you early and mid game to get your stun faster. Although my personal opinion is that you don't need them becouse from level 3/4 you have three spells to stack your stun with.
Greater Glyph of Ability Power: this will give you a little more damage, I don't think you need it personally.
Greater Seal of Health: This gives you sustain in health instead of sustain in armor, in mid lane you will see alot of people taking this to have a greater chance in surving mid lane. I think armor is more usefull on bottem.
Greater Seal of Gold: This will give you some more gold, as you are a support the gold income is minimal. So that extra gold could help you get that extra item.
Greater Quintessence of Health: to give you a little health sustain on bottem, it is usefull, but so is damage.
Greater Quintessence of Gold: This will give you some more gold, as you are a support the gold income is minimal. So that extra gold could help you get that extra item.
Great for getting the kill after they flash, you know the drill. It also helps against life steal. And there is a myth that teams with a support that got two kills early on get have a higher chance of winning the game. ^^
This is my second option. I take this when I have a heavy AD team against me. And that little slow for those couple of skills or couple of auto attacks more.
I take this becouse this is just that little chance of surviving the gank that will kill you or even engage with a Summon: Tibbers stun. You call it, it is so usefull for many things. You could call it a 'Get Out of Jail Card'.
So here I will explain what I will max first and why. First of all I start by taking Incinerate. The reason why I start with him is becouse you can build up a stun before even coming in to lane, if you have the stun you also have an AOE stun so you could get a potetial double kill. I also max this skill first becouse it does more damage then Disintegrate. ( Disintegrate 245+70% and Incinerate 280+75% on skill level 5).
After this there are two options get a level three Molten Shield, if you are having trouble in lane or just max your Disintegrate for more damage. (The best defence is your offence) But if you go for the Molten Shield option don't get more then three levels before maxing your Disintegrate. After this max your last skill wich should be Molten Shield.
And last but not least take your ultimate Summon: Tibbers when ever you can!
"Get 'em, Tibbers!"
I will explain some of my item choises and why I would pick them on Annie:
I picked those on Annie becouse they are really reliable on her. It will give her some magic penetration wich will help you early and late game.
I picked this enchantment becouse I think flash is really important on Annie, becouse it is her engage and escape.
This item is really good one, becouse you have the item that comes in front of it any way. Two, it really helps the team literally forwards, you are still the support. And last but not least it helps you catch that nasty getaway.
This item helps you complete the burst. It is a really viable item becouse it gives you AP and really shred's down high health champions.
Do I need to explain this? Wards, you are the support please use them.
It gives you a little more sustain in health and it also gives you a decent amount of AP to boost ones again your burst. You are still an AP caster, even if you play support.
That final damage item that will make the tears run down your enemy's cheeks.
The optional starting item is Spellthief's Edge using this will mean that you will have more poke damage and a higher burst on botlane this could mean that difference between death and alive.
In the laning fase it is important to keep pressure on the lane. I think it is more important to play too agressive than too passive. This becouse if you play too agressive you are more likely to make play's than when you are too passive. Becouse Annie has such a long auto-attack range she can easly poke the enemy. You will also get gold from it if you got it in your masteries.
Also note that you will stack your passive to get your stun quickly you often do this with molten shield becouse it is so cheap that's why I get a point for it relatively quick. Then I always try to use my stun with my Incinerate or Summon: Tibbers.
Summon: Tibbers also play's a role in a early dragon. If you summon him on dragon or after a fight send in the dragon he will tank it and do it damage this means that you don't have to tank all of the damage. This means you can do it earlier than normal. Dragon control is a important part of the botlane, afterall they buffed the money of dragon.
Warding, I'll make another chapter with warding places. I'll go futher into early game botlane warding. You should really ward the lane bush, this is for the harrasment and control. The river and the tri are also really important. I normally ward one of the two bushes in bot, the river and the tri-bush as Annie and communicate with my ADC that he or she will ward the last lane bush this way we have full control and vision.
So I am not saying that you sould only ward here or ward at all those places these are just guide lines. I see this from the red base, if you play at blue base you should turn the colours purple and blue around.
Green: River/Crossing ward's.
Purple: For invading or counter jungling.
Blue: For protecting your jungle.
One, two, five, seven, nine and nine are the ones that I use the most.
In team fights Annie play's a big role becouse she doesn't only engage with her Summon: Tibbers Pyromania combo, she also bursts out alot of damage. And this damage is spread over two AOE skills. This means if you do it correctly that you damage there whole team twice and one of them is a posible kill. Also her Molten Shield tanks some of the incomming damage and even reverses some of that damage. And ofcourse the DOT damage on Summon: Tibbers is amazing.
But after all those amazing things she does have the possibility of dieing becouse she is still squishy (Even with Rylai's Crystal Scepter and Molten Shield) but I think that's a risk of playing Annie. Just make sure your placement in battle is good and you'll be fine.
Annie Support is extremely fun to play, also she is not hard to master on bot lane. I've had good scores since my first game with her. Please comment, give me tips and also don't hesitate to ask any questions about my guide.
If you think I did a good job please upvote. And I beg you only downvote if you also leave a comment on why you downvoted my guide. This so I could look at the problem and also solve it.
My bad grammar could be becouse I am from the Netherlands, and beleive me I am working on it.
"You wanna play too? It'll be fun!"
Have fun tibbering the enemy ADC,
17/12/13: I've changed the mastery's and gave a new option for starting items.
13/12/13: I've add a new chapter called Laning.
9/12/13: I've add some alternative runes and masteries.