Annie Build Guide by CritterZoid
Not Updated For Current Season
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
|Kog'Maw||Kog'Maw even though he has a lot of range, he is still pretty weak, especially after you get the Iceborn Gauntlet|
Hello, my name is CritterZoid. I've been playing League for nearly two years now. This build is meant for snowballing, and making sure you win your lane easily. This is my first guide though, I've made this build and it does help snowball and win your lane easily, there are champions that it doesn't work well against but more on that later on. Enjoy this guild and build, and have fun out on the rift!
The masteries are one of the main driving force of the build. The reason I went 17-0-13 was manly because I wanted to see how powerful it could make me alone in my lanning phase, what ended up happening at first was me loosing my lane, so after going through my mastery page several times, I found the correct way to use my masteries for maximum efficiency.
Going 17 offense is a big help, due to what is chosen for the masteries you get a 25.00% CDR, pretty quickly. You also get bonus AP, and deal more damage to champions below 50% of their maximum health. The biggest part of this is the Arcane Blade which is really helpful for auto attack harass.
Having 13 in utility might look a bit strange, but the three biggest things about having that 13 is mostly the gold, getting +1 gold every 10 seconds is actually really helpful. Then there is greed which will give you bonus starting gold, which help keep you in lane, for longer periods of time.
These are the runes I use (although one of them seem to be not on here for some reason) these are the second driving force of the build to be sure you snowball your lane easily.
x9 Greater Marks of Scaling Ability Power - I go with x9 Marks of Scaling Ability Power because through the early game it will give you a pretty helpful boost.
x5 Greater Seal of Scaling Ability Power - I have x5 Greater Seals of Scaling Ability Power just to add more AP to give more burst.
x4 Greater Seal of Magic Resist - These Seals only give a flat amount of MR as there is no MR in the actual build itself, these runes really help out, through the lanning phase.
x9 Greater Glyph of Scaling Ability Power - The Glyphs as with all the rest of the runes give a massive boost in AP through the game making sure that you keep snowballing
x2 Greater Quint of Scaling Ability Power - these two quints alone give you a massive boost through the early levels, later levels is where the x5 Seals, x9 Marks and Glyphs come in really handy.
x1 Quint of Ability Power - Now I couldn't actually find this rune on here (the only one it shows close to it is 4.95 AP) I'm not sure if they changed this rune or not, but it is supposed to give 3.75 AP it is just a flat AP and it does give you a good edge in early lanning.
The items while it looks a bit weird, the items themselves are meant to give two things.
1) damage to your ultimate (lots of it)
2) loads of sustain
Sustain is very important to this build, as it gives an early lane advantage against your opponent, like for example, if you were lanning against a Katarina chances are she will out poke you with her Q forcing you to stop csing. With these items you wont need to worry about her harass. Due to all the sustain you'll get you'll be able to get more cs, and take objectives easier.
The core items for this build are the Iceborn Gauntlet, and the Lich Bane. The reason for getting the Iceborn Gauntlet is for the slow zone it creates. The Lich Bane is just for buffing your basic attack giving it more magic damage to harass your lane opponent easily.
The first late game item you should get is a Death Fire Grasp before your Rabadons Deathcap. The reason for getting a Death Fire Grasp first before the Rabadons, is for the 10% Cool Down Reduction, and the Unique active, buff it gives to your basic attack, as it will deal 15% of the target champions maximum health in magic damage, and it gives 20% more AP damage for 4 seconds.
The final item you should get, even if it is in desperation is the Zhonya's Hourglass. throwing its active aside, the main reason to get this is for the armor and the +120 Ability Power
Skills are important especially for Annie, her Q - Disintegrate, for this build (until later levels) is going to be manly used for last hitting far away creeps, and for stunning your lane opponent, it's not good for engaging until you get your W - Incinerate.
Once you get W - Incinerate this will be your main farming tool for levels 4 and up, and another source of harassing your lane opponent, you can also with this build after using an ability sneak in an auto attack quickly.
At level 6, this is where you have the most burst given to you as her R - Summon Tibbers is going to get the most out of this build. once you hit levels 15-18 Tibbers will deal over 600 AP splash damage alone (this is without baron buff) this will reduce your lane opponents or any opponents HP close to nil. Once you get 25.00% Tibbers is basically always up (9 second cool down rather then a 120 second cool down).
In ranked play this build can seem untrustworthy especially since you are building a Sheen first before a Catalyst of the Protector. Yet once you get your first two items the Iceborn Gauntlet and the Rod of Ages the build is already a massive form of harass, and have a big burst for csing.
Lanning Phase (pre-level 6): the lanning phase will start off slow, as it will basically be a test to see who will get level 2 first in your lane, 95% of the time it will be you hitting level 2 first if you last hit with your Q and keep Stunning your opponent, and giving harass.
Early Game (post level 6): During the early game after getting your Iceborn Gauntlet and the Rod of Ages you can almost one shot your lane opponent with your ult alone.
Mid Game (levels 10-15): After completing your Lich Bane and the Death Fire Grasp you lane opponent and basically anyone with Magic Resist will be bopped out of existence with Tibbers. Not only will tibbers be very powerful, but your auto attack will be powerful as well shredding down, and form of Magic Resist, along with Tibbers.
Late Game (levels 16-18): This build tends to fall apart during the late game as most champions will start to build armor rather then Magic Resist. It can still work, but only if you want risk dying a lot.
Pros / Cons
- Has a lot of sustain early to mid game
- Shreds champions with Magic Resist
- Gives a massive amount of harass
- Your ult will be able to one shot everyone on the other team
- Works well in team fights
- Is not meant to go into the late game
- Is countered by armor
- Most champions can chase you down if you are low
- It's tricky to get used to at times
This build works really well in team fights as you can engage with your ult dealing massive amounts of splash damage, as well as setting up your team to secure the kills and an ace or two. Tibbers is the best way to engage in a team fight as you'll be dealing over 600 AP damage alone from the splash, this will get most of the champions below half health, then you and your team can secure the kills.