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I do want to ask you which part you specifically did not understand or did not make sense to you. I ask because maybe I have an error in my calculations or maybe I have not been clear in my explanations. Either way, I want to modify it so it is correct/more clear so please point it out to me hehe.
As for the offensive masteries I will check that this evening and get back to you.
Edit: Yes, that is a mistake on my part. Thank you for pointing that out. In my masteries page I have Expose Weakness (the one above it). You can also go with Double-Edged Sword or Butcher .
Double-Edged Sword I don't recommend if you are playing in a lane vs someone that can out-poke you/out-trade you.
Expose Weakness is great for team fights since you will be doing AOE to 2-3 members of the enemy team, and that will give 2% extra damage for your whole team to follow up in the next 2-3 seconds.
I think however that this skill is the least important out of all other selected ones in the offensive mastery tree.
I want to ask how did you make your masteries? When i put 4 points on Sorcery and 3 points on Mental Force, i cannot move to the next line. It says i need 8 points in Offense for it.
I do not want to pretend that I'm smart or anything, but it seems like kind of impossible to make the masteries, like the guide says.
Please fix it or tell me how can i do the same (if i can...)
By the way the guide ROCKS!
Very good and accurate, I became a killing machine with Annie.
Thank you.
Pingucica
One thing I found interesting is the Greater Quintessence of Magic Penetration vs Greater Quintessence of Ability Power debate.
In terms of damage, Greater Quintessence of Magic Penetration is better than Greater Quintessence of Ability Power when the Base damage of the spell is twice as high as the AP scaling (in percentage from 0-100). So if the AP scaling (which is constant for all ranks of the ability) is 80%, then you would need a base damage of 160 for Magic Pen Quints to break even.
For Annie, since she has 80-85% ap scaling on Q and W, she will deal more damage with MP Quints only after rank 3 (the damage difference is very small). This is assuming opponents don't build MR. If they do, then you need even more base damage to break even with AP Quints.
The other interesting thing I found, especially for high AP scaling champs, is regarding enemy MR. If the enemy laner builds MR, it is EVEN more beneficial to build AP first rather than magic penetration - which seems a bit counter-intuitive, but it makes sense once you look at the math behind it.
Also to note is that AP Quints are almost always better for champs that provide some utility abilities with AP scaling. So for example Lulu has poor AP scaling (40 and 50% on offensive abilities), but she has a shield, the speed up, and the ult that scale off AP, whereas Magic Penetration does not help. In those cases the AP Quints are clearly the better choice even if damage scaling is poor.
Regarding unfinished guides, yes I'm aware of that, the Guide I posted though is complete (ie there are no important sections missing), but you can always add more detail and present the information in a better format - or add explanations as you pointed out for the seals :D - hence the numerous revisions haha.
Thank you again and +rep
1. For Annie, we don't care about runes that provide attack damage, attack speed, armor penetration, critical chance, energy, mana (flat or regen), health regen. What we want from runes is to boost one of the following stats: Movement Speed, AP, MP, Armor/MR, Health, CDR.
As you are probably aware Marks, Seals, and Glpyhs offer you the same choices in terms of damage, resistances/health and utility (CDR). However, the amount of health/ap/etc differs. Marks offer the best Magic Penetration, Seals offer the best armor and health stats and glyphs offer the best AP, MR and CDR stats. Here are three relevant examples:
I changed the paragraph on seals so it offers more of an explanation as to why I would recommend flat or scaling health seals.
2. My apologies about that, you are right I should change it for the display, thank you for pointing it out.
3. For enchantments as I mentioned either works. I do prefer distortion because it reduces your flash cooldown by one minute. It also gives you a slight speed boost after, so you can escape easier. As I mentioned, Flash is your main escape tool and it allows you to have good initiations in team fights. Reducing the cooldown by a minute and a half (with utility masteries as well) is very important. Homeguard is the best enchantment overall, but I usually pick it only if we are pushed to our base. Getting to flash more often can be the difference between a won and a lost team fight with Annie.
4. For match-ups, yes I will expand more on the harder match-ups as you mentioned, I was planning on adding a section in the next 2 weeks.
Thanks for the constructive criticism!
You seem to know what you are doing, but I would really like to know WHY you made those choices.