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Introduction
Most guides are probably written by Gold+ players but they actually didn't help me very well at the level I play. That's why I'm writing this guide.
Early (Level 1)
Before you go to your lane you should charge up a stun by spamming incinerate a few times at the base (due to the mana regeneration at the base). This stun on level 1 may help you get first blood in some games.
Laning
Due to spellthief's edge you do a little bit more damage with your auto-attacks. Try to harass the enemy adc (or the enemy support if he's too annoying and squishy and the situation allows you to harass him without risking anything).
Warding
Warding is a big part of your job and it prevents ganks. When I started playing I knew that I was supposed to ward a lot (due to reading guides) but most beginners end up not actually doing it or not doing it right. This is mostly due to getting killed while trying to ward. The problem here is: If you ward a bush where an enemy is waiting for you you will be killed so quickly you just don't want to ward anymore. To prevent this from happening you need to have some sort of map awareness. You always have to keep an eye on the mini map. If you only see two enemies then you have no clue where the other three are and chances are that they are hiding in the bush you're about to ward right now. You also have to keep track of when enemies leave your vision. Because then you know stuff like "Well, he was there 2 seconds ago so he can't possibly be in this bush here because he needs more than 2 seconds to come down here".
Protecting your carry from ganks
This can easily be done by warding. If warding didn't help you can try to stun the incomming jungler and then run for your life (or even kill the jungler if your adc is positioned right and deals enough damage). However: Your stun is not very long (especially early) so only use it as a lost resort.
Getting kills for your ADC
In order to get kills for your ADC you need to develop a sense when to go in for a stun. This may take you lots of games. Also you have to be aware of what your ADC does. If you go in for a stun your ADC better be ready to finish the target off. Due to Annie being somewhat squishy there's a huge chance the enemy ADC will just eat your burst (which drops him to about 60%-55% from 100% life) and then just kill you. Sometimes it is necessary to do a Flash-Stun-Combo. DO NOT engage when your ADC is out of mana and needs mana to deal damage.
If you are up against an assasin that can jump in and just burst your carry down you can wait for that jump to happen and then immediately throw in a stun. This even counters a fed akali. If you play it right as Annie Support a fed enemy Akali won't just win the game for the enemy. (Also you may want to buy pink wards to counter the shadow pit).
If you see a good opening (e.g. the enemies stand very close to each other and your team is positioned correctly) you can go for a Flash+Tibber-Stun-Incinerate-Fireball-Combo and then let the rest of your team finish them off.


















Other Options are: Build more MR, Build more Armor, Build more AP. If the enemy has a fed Fiora it might be a good decision to even build a

You can also use different boots. Boots of Mobility for example are cheaper and give you more Speed (but only out of fights). Mercury's makes you less vulnerable to CC. If your Team lacks damage output go for a rabadon. I don't like it when I have to build for damage as a Support but some Teams are just bad or deal no damage so you have to go for some kills to turn the game around.
Flash-Tibber-Stun-Engage (yeah, I could have had Gangplank without giving him a kill if I played it a little bit better):
Use Tibbers to Scout the jungle:
In a serious game you shouldn't go for kills but if your team is already like 20/4 and it starts turning into a "Who can get more kills?" game you can do a lot even as little Annie.
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