Annie Build Guide by Nyoike
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Annie
| Health | 1796 |
| Health Regen | 14.4 |
| Mana | 1150 |
| Mana Regen | 20.7 |
| Armor | 170.5 |
| Magic Resist | 30 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 6.25 |
| Attack Damage | 96.25 |
| Attack Speed | 0.713 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 847.54 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
***NOTE***
This build does not work too well in Co-op Versus AI matches. The bots do not have the most required element in an enemy player to succeed as
Annie, FEAR.
Would you charge at a full health, recently turned level 6 Annie?
Bots do. They burst you down before you can burst them. Most normal players will not come after you with your stun up.
Introduction

If you don't know who I am, you probably haven't been in the sig forums very much, I occasionally do stuff that is not in there, but most of the time I am in there. I have been making sigs for about 9 months now and finally decided to make a fully in-depth guide. Any helpful comments are welcome and encouraged. Any questions can be asked via comments or via a PM to me. If it is a good question I will even add it to the guide.
Before asking a question though, check the F.A.Q.s to see if someone has asked it before.
A Brief Introduction to The Dark Child
Base Stats
LoreInnate -
Q -
Cost : 60/70/80/90/100
Range : 625
W -
Cost : 70/80/90/100/110
Range : 625
E -
Cost : 20
Range : N/A
R -
Tibbers has 1200/1600/2000 health, 30/50/70 armor, 25/45/65 magic resist and 80/105/130 attack damage.
Cost : 125/175/225
Range : 600
Pros and Cons
| _____________ |
PROS+ Large AoE stun + 1+ + Minor mana use + Best joke and taunt in the game |
__________ |
CONS- Focused quickly - Minimal sustained damage - Worthless if shutdown early on - Countered easily by Magic Resist/Health |
Skill Sequence
When building
Combos!
Harass





Minimal Mana cost with large burst damage after a stun.
Use whenever your stun is up and the enemy champions are getting a tad too close.
Hit them with another
Single Target Termination









Fairly high mana cost, but extreme damage output.
It blows all of your cool downs, so use sparingly. Best used to take out an important enemy, like
Multiple Target Termination









High mana cost, large AoE stun and extreme damage output with probable mana regain from killing with
Blows all your cool downs, used
Team Fights







Minor mana cost, average damage output, but prevents being focused instantly.
Only blows your ult's cooldown, provides significant AoE damage, but is hard to keep up.
For more info on team fights, see the Team Fight section.
Masteries
Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Gold 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Experience 3 |
||||||||||||
Runes are fairly basic for
One of the easiest ways to counter
Extra gold, in a 20 minute game these give enough extra gold for 3.6 free wards, and combined with the extra gold from
AP, it is the only thing
Extra experience, the reason most AP carries go mid is because they need levels, this increases the rate at which you get those levels, and in the definite case of
AlternativesSummoner Spells
Other possible choices
Why not the others?
Items

*This sequence is for a best possible scenario, it should never be followed 100% of the time as all games will differ.*
Quick link to the chart!
Starting Items
This is one of the best possible starting items for casters. It gives a good amount of AP, plenty of mana regen, and a lot of health for its small price.
This is another possible start setup if you know who you are going against. If you are going against a Early Game Items
Doran's items are some of the most powerful early game items, and they are decent well into mid game as well. If you are having a bad early laning phase, stack these. Take up to 3, no more or it is wasteful. The health these give is incredibly helpful against high harass enemies.
Boots are a necessity to all champions in the game, the main problem is, figuring out which one is right for the champ.
It's a straight AP item that also gives 5 gold/10 seconds. It also builds into Mid Game Items
The possibility that the enemies will never use any form of CC on you is never going to happen. Face the truth. You are going to be CC'd. You are going to die from CC. You are going to need Tenacity. I prefer to get it from this and still keep
This is the most potent AP item available, and on a character where all you need is AP, this is one of the best items possible. You technically want this as soon as you can get it, but you are probably not going to be able to get it until at least half-way through the game.
Quite a bit of extra AP, some delicious CDR, and a powerful, AP increasing, nuke active ability. Plus it builds from your Late Game Items
The only survival item you should need as
As I mentioned earlier, one of the easiest ways to counter
Late game, esp. after you need to buy a Void Staff, you are going to be able to get rid of your
When in doubt, get more AP. If you already have gotten a Situational Items
Every once in a while you just have a bad game; sometimes you need to grab some different, less ideal items.
If you are being nuked all the way down from the enemy AP Carry before you can even do anything, this might be a good item to get. You get a good amount of AP and a lot of MR from it. This is not an ideal item because the passive is wasted a good amount of the time you have it.
If you are able to get decent farm, you can probably get this before it's too late in the game, the passive on
If you are being focused before you can do much of anything in team fights, this will probably help. It might make you a less desirable target, or if that doesn't work, then when they kill you once, you will probably revive in the middle of them. Get as much AoE Nuke off as you can, focusing the enemies that will damage you most with your
If you are taking quite a bit of harass in the laning phase and your enemy is someone that can take a lot more harass than you can give, you might want this. You will heal up quite a bit of the harass you take. The extra mana regen will let you spam your spells more. The extra 5 gold/10 seconds is going to probably pay for the item after a while, if you get it fairly early on. This is not ideal as it gives no AP, ergo no extra damage, ergo no extra kills, ergo no extra gold.
If the enemy team has even one suppression,
If you never have time to get off you combos before you are focused, then you may want to go "Support" Annie instead of pure nuke. This will allow you to provide constant slows on the entire enemy team, and it also provides a good chunk of health for some extra survival team fights. This is not ideal because of the fact that you have a fairly low range on your spells, and will need to get very close to fights just to "support" someone else.
If you are being killed constantly by an AD character, like
Flow ChartEarly Game
Right when the game starts we are going to want to grab a
Doran's Ring, put our first skill point into
Disintegrate, and head to our lane, which is preferably mid.
(If you are going to be in top or bottom you should probably go AP Support instead of AP Nuke.)
If you have a jungler starting at blue you may want to leash for him, it is not necessary but it is a big help in the long run. Once the minions arrive to lane, dodge any and all harass from the enemy champion by continuously moving. Keep an eye on all of the enemy minions health bars and last hit them with your
Once you have hit 5 minions, giving you the stun, do not use
After your first harass combo, the enemy will probably try and play safer, take this to your advantage and zone them. If they get too close to the minions, walk up and hit them with a
Continue to do this process, last hitting as many minions as you can, and harassing whenever possible.
Mid game
After a while, the laning phase is going to end and you are going to need to change your gameplay. Instead of being a bully like in early game, you are going to need to try and keep your distance in any and all ganks, team fights, etc.
Your role is still going to be nuke, but instead of focusing on farming, you are going to want to focus on kills and shutting down enemy champions. You are going to want to wander around some, but still not too much, or you will have lost too much experience and farm. A good idea is whenever
Summon: Tibbers is off cool down, look for an opportunity to gank. If there is a good one, head there ASAP. Push your lane, go back, and head there through the jungle. Use one of your Termination combos depending on what is needed, and then go back to farming for a while.
The hardest part of mid game
Annie is to find the balance between farming and ganking. Once you find the balance you will dominate all of mid-game.
Late game
Late game for
Annie doesn't differ too incredibly much from mid game. You have to fear all enemy champions whenever you have anything on cool down. Almost all of late game is team fights, grabbing buffs, jungle ganking, and Baron. Ganking, grabbing buffs, and Baron are all going to be cake; it's the constant team fights that are going to be a problem for
Annie.
Continue to follow your team mates around the jungle, grab blue buff with some help, and keep as much warded as possible. This is about all there is to late game. Just get an ace and push for the win.
Team Fights
Team fights are the weakest part of
Annie's gameplay. Yes, she has a large AoE stun, but you have to be really close to make it work. Starting with
Molten Shield gives you more survival, and another spell to activate your
Pyromania.
After the rest of your team has initiated, go in, if possible from the side or via bushes, and hit as many of the important champions with your Tibbers stun. Immediately back off and toss in
Disintegrates whenever you can, while saving
Incinerate for a last resort defensive line.
You should be able to easily kill one or two of the squishy champions and then you will be able go in and take the rest head on using your
Disintegrates and
Incinerate.
A good team fight should go something like one of these:
Team Work
This is a team game, it is very important that you actually work with your team.
It is extremely important that your team mates understand the main fact of
Annie, she is super squishy. Aside from being in mid lane, you should never be left alone out on the fields. If you are going to get blue buff, make sure you have someone to keep an eye out for you, make sure they call MIA's and all that.
Work with your team to get as much vision on the map as possible. Your jungler will probably have
Wriggle's Lantern, you will be able to get free wards from your Seals and
Kage's Lucky Pick, and your other team mates should try and ward whenever they have a little bit of extra gold.
Here's a good example of team work:
The Power of Wards
Warding is such an easy thing to do, yet so many people under look it.
Warding is an essential part to most games. It provides so much extra vision and can save you many times. As you can see in the video above, it also can actually get you surprise kills.
Keep in mind that both kinds of wards do not reveal inside of bushes unless placed in a bush.
Which ward to use
This is a very good question and one that must be concidered throughout the game.
The best uses for
- Warding in the jungle
- Warding mid lane bushes
- Early game warding
The best uses for
When to use wards
Early game
Wards are fairly cheap, but they do come at a price. They are best used when there is a high possibility of ganks. For example the enemy team has a jungler and you are over extended.
Another good time to use them is when the enemy team has highly mobile characters or roamers.
This will allow you to see them when they are on their way to come and gank you.
Mid game
Wards are going to be used less mid game due mostly to the fact that you are going to want to rush your items. They are, however, still extremely important. Some of the most important places to ward is neutral buff camps, Dragon, and lane bushes.
Late game
Wards are going to be even more useful late game then they are early game. They will allow you to find out what your enemies are doing for a minimal cost. Key spots to ward are Baron, highly used jungle paths (esp. ones by lanes), dragon, and just outside a base. Either your base if they are pushing hard, or their base if you are pushing hard.
F.A.Q.'s
This is where any and all good questions will be posted and answered.
To get stuff right off the bat:
Q: Why don't you have survival items?
A:Q: Why don't you get
A:Q: Why don't you get
A:Q: Why don't you get
A:Q: Why don't you get
A:Q: Why don't you take
A:Your question could be here!
Patch Effects
Wonder what the most recent patches did to Annie overall?
Here's where to find out!
V1.0.0.141 : Pulsefire Ezreal Patch (June 17, 2012)
Overall: No Change
V1.0.0.139 : Spectator Mode Patch (May 1, 2012)
Base Mana cost on
Overall: Buff
V1.0.0.138 : Hecarim Patch (April 18, 2012)
Special Thanks
A big thanks to the following:
SchizoFrancis - suffering through me asking for input for a month
neomagii - proof reading everything and giving input
Kurt Ottman - fixing masteries and some text and just being plain helpful
You could be here!
Change Log/Achievements
2011-12-07 - Guide started
2012-01-20 - Guide published
2012-01-20 - Minor typo fixes along with updates thanks to Kurt Ottman
2012-01-20 - Added Warding section
2012-01-25 - Added more videos and updated the ward section more
2012-01-28 - Added an item flow chart
2012-04-20 - Removed "asdf" from Warding section, updated for latest patch
2012-05-01 - Updated for latest patch, added "patch effects" section
2012-05-18 - Removed
Fiendish Codex from items due to it no longer building into DFG; removed the mana regen notes on DFG
2012-05-25 - Added spoilers to some less important areas to reduce overall load time
2012-07-25 - Updated Achievements tab with guide rank, added the V1.0.0.141 patch to patch effects
2012-8-19 - Updated the masteries to remove
Havoc
, in preference of
Butcher
and
Summoner's Wrath
(check F.A.Q.s for why); updated rank
Over 34,000 characters including bbcode!
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