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Annie Build Guide by DatKawaiiBunny

Support [10.7] ♥ DatKawaiiBunny's Annie Support Guide

By DatKawaiiBunny | Updated on April 1, 2020
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Runes: Main Runes

1 2 3
Domination
Electrocute
Taste of Blood
Eyeball Collection
Ultimate Hunter

Precision
Presence of Mind
Coup de Grace

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Middle Lane
Ranked #16 in
Middle Lane
Win 53%
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Champion Build Guide

[10.7] ♥ DatKawaiiBunny's Annie Support Guide

By DatKawaiiBunny


♥ Please note I will not be going over the Laning Phase. My goal is to explain the champion's pros, cons, runes, summoner spell options, abilities, and combos. Sorry in advance, please enjoy the guide! Items will be coming soon. I have other guides to edit in the new format, so it might take some time. ♥



Welcome to my Annie guide! My name is DatKawaiiBunny, and I'm a Silver IV ADC & support main. I've been playing since season 7. I've been playing Annie support and ADC recently. Annie is one of those champions you can play anywhere. She fits in almost every role.


From popular demand, a lot of people have been wondering why I pick Annie Support. She has no heal, like most supports, she's a mage. Most supports are squishy, such as Soraka and Janna, and high cooldowns are a struggle with support champions. A lot can happen in a span of 5 seconds, so I wanted to find a champion that could survive longer and can do a lot of damage, then I came across Annie. I am currently working on videos that show Annie's abilities!


Her passive Pyromania stuns people after casting 4 abilities, which goes nicely with her Q Disintegrate because it has a short cooldown and low mana cost. Unlike most supports, Annie has a couple of escape options. Once Annie gets Summon: Tibbers she can stun enemies with her passive once she drops Tibbers, or she can use him to run away. In my opinion, it's so handy to have a stun or an ability like Molten Shield because you're not as squishy as most support champions!


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Pros

♥ A good amount of crowd control[


♥ Easy to learn


♥ Doesn't use up a lot of mana (If you kill units with your Q)


♥ A lot of kill potential with Tibbers


♥ Not as squishy


Annie is a fun champion that offers a lot of crowd control. Her passive Pyromania allows her to stun champions, which gives her allies a lot of kill potential, especially in teamfights. Because of her ult, she isn't as squishy as most supports. Tibber provides her with some protection from the enemy team, and he can pick up kills after you die.
Cons

♥ Short Range


♥ No heal or shield for allies


♥ High Cooldowns on Abilities


♥ Relies on Her Passive to Engage


Without Annie's ult Summon: Tibbers, she is vulnerable for a short period of time. She can be picked off by assassins, or strong enemies. Tibbers acts as a protector. He's tanky and does a lot of damage however, his cooldown isn't that long if you use him until his time runs out. Annie has a good amount of range, but there are other champions, such as Vel'Koz, Brand, and Sona that have more range. Annie also relies on her passive Pyromania to engage. That's the only crowd control she has, besides Tibbers.

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Electrocute
Electrocute is great for bursting down champions. After attacking an enemy target with three abilities within 3 seconds, it deals bonus damage. Poking the enemy or hitting them with a combo can deal more damage because of this rune, which is why I take it! Dark Harvest is another rune I've tried on Annie. If you get a lot of souls, her damage is great, but the problem is getting those souls. She has a good amount of range, but if the enemy is behind tower or behind the minions when they're low health, it makes it difficult to get the souls. It's also difficult to get the souls if you're outmatched in the lane, so it's not the best rune to take.

Taste of Blood
Taste of Blood gives Annie some healing when she damages an enemy champion. Since she's a little squishy during the laning phase, this is a handy rune to take. It heals you for about 18 - 35 health. It can heal more based AD, AP, and level.

Eyeball Collection
Out of all of the options, Eyeball Collection is the one you want to take. For every takedown, you collect one eyeball. You can get up to 10. You gain an adaptive bonus of 0.6 Attack Damage or 1 ability power per eyeball collected. You can collect up to 12 attack damage and 20 ability power. After completing the collection, you are awarded a bonus of 6 attack damage or 10 ability power. It works like a dark seal, except you keep your stacks. Zombie Ward is another good rune to take since it raises a zombie ward that lasts 180 when you destroy a ward or when your own ward expires. I see no reason to take Ghost Poro since Zombie Ward is a better warding option.

Ultimate Hunter
Your ultimate gains a 5% reduction on its cooldown, and you gain an additional 4% cooldown reduction per stack. You gain stacks from killing an enemy once. I take this because Bullet Time has a long cooldown. You can also take Ravenous Hunter since it heals you for 1.5% and 2.5% per stack of the damage you deal with your abilities. If you want healing, you can take Ravenous Hunter. It gives you a lot of sustain once you takedown enemy champions. It heals you for 1.5% (+ 2.5% per Bounty Hunter stack) of the damage dealt by your abilities.


Arcane Comet
Arcane Comet is another option you can take on Annie. Most people take it so they can poke. It hurls a comet towards the enemy when you hit them with one of your abilities. It deals 30 - 100.

Manaflow Band
Manaflow Band gives you 25 mana every time you hit an enemy champion with an ability. It also gives you up to 250 mana. This is good to take early game since you use up mana while poking. You can also take Nimbus Cloak. After you use a summoner spell, you gain additional movement speed. It goes well with Molten Shield.

Transcendence
Transcendence grants you 10% CDR at level 10. Your extra CDR will get turned into AP after you get 40 - 45% CDR. If you don't want extra CDR, then take Absolute Focus. When you're above 70% health, you gain extra adaptive damage.

Gathering Storm
Gathering Storm a good rune for Annie. You gain additional adaptive damage every 10 minutes. At 10 minutes, you gain 8 AP. It increases to 24 and so on. I take this rune for Summon: Tibbers. He'll do a lot of damage in teamfights.

Coup De Grace
When an enemy is below 40% health, you deal 8% more damage to them. This rune goes really well with Electrocute because she does a lot of damage when she uses her other abilities.

Presence of Mind
Annie can use up mana because of her other spells, or if you don't kill units with Disintegrate. When you kill an enemy or get an assist, you gain 20% of your maximum mana and it increases your mana by 100 (up to 500).

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Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


♥ Passive: Pyromania


After casting 4 abilties, the next spell Annie casts will stun enemy champion(s) for 1.25 / 1.5 / 1.75 seconds. The duration changes every 5 levels.


♥ Disintegrate


Annie throws a fireball at an targeted enemy champion or monster dealing 80 / 115 / 150 / 185 / 220 (+80% of ability power). If she kills an unit with Disintegrate, the cooldown is refunded by half, along with the mana cost.


♥ Incinerate


Annie casts a cone of fire that deals 70 / 115 / 160 / 205 / 250 (+85% of ability power) to all the enemies or monsters that are in the area.


♥ Molten Shield


Annie places a shield around herself and Summon: Tibbers for 3 seconds. It reduces damage by 10 / 13 / 16 / 19 / 22% for the duration. She also gains a 30-60% movement speed bonus (depending on level) which decays over 1.5 seconds. Enemies that auto attack Summon: Tibbers will take 20 / 30 / 40 / 50 / 60 (+20% of ability power).


♥ Summon: Tibbers


Annie summoners her bear, Tibbers. He deals 150 / 275 / 400 (+65% of ability power) to enemies within the summon area. For the next 45 seconds, Tibbers can move and attack at Annie's will, while continually dealing 10 / 15 / 20 (+10% of ability power) to all surrounding enemies.

Summon: Tibbers has 1200 / 2100 / 3000 health, 30 / 50 / 70 armor and magic resist and deals 50 / 75 / 100 (+15% of ability power) per auto. If Summon: Tibbers is summoned while Annie uses Pyromania or if Annie dies when he's summoned, he gains 275% bonus attack speed and 100% bonus movement speed which decays over 3 seconds. Summon: Tibbers regenerates 50% of his missing Health and automatically targets Annie's killer if she dies while he's summoned. When he's put out of combat for 5 seconds, he regenerates 6.0% of his maximum Health every second. and he's gains movement speed towards Annie

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  • Spellthief's Edge is the basic starter item on Annie. She needs AP because of her strong poke. With this item, With this item, you get 8 AP, 10 health, 25% mana regeneration, and 2 gold per 10. With Frostfang, you get 15 AP, 70 health, 50% mana regeneration, and 3 gold per 10. You need to earn 1,000 gold so you can upgrade into Shard of True Ice. With Shard of True Ice you get 45 AP, 100% mana regeneration, and 100 health.
  • Luden's Echo is the main AP item that most mages build. You get 90 AP, 10% CDR and 600 mana. The passive gives 10% CDR and when your item is at 100 stacks, your next spell expands, hitting 4 enemy units within the area and dealing 100 (+10% of ability power). This is your first big purchase for Annie. this will increase her damage and help with farming CS as well.
  • Rabadon's Deathcap gives 120 AP, plus a 40% increase. This is the second or third big purchase for Annie. This will simply help you deal more damage with Tibbers.
  • Redemption also grants a 10% bonus on healing and shielding. Redemption gives 10% cooldown reduction, 200 health, 50% base health regeneration, and 150% base mana regeneration. It has a unique activation. Targets an area within 5500 range. After 2.5 seconds, call down a beam of light to heal allies for 30 - 370 (based on target's level) and deal 10% of maximum health true damage to enemy champions and 250 true damage to minions (120-second cooldown). It can be used while dead. This is usually a situational support item for Annie. You mostly build AP so you do more damage, but you should build this if your team needs more sustain in fights.
  • If there's a lot of fed AP champions on the enemy team, I suggest you buy Locket of the Iron Solari. It's a situational magic resistance item, or if you want extra armor. You get 30 armor and 60 magic resistance. When you activate the item, you and your nearby allies get a 130 - 300 (+20% of the caster's bonus health) shield. Also, if Locket of the Iron Solari is cast on the same target within 20 seconds, the cooldown will be reduced by 75%. You can also build Banshee's Veil.
  • Morellonomicon is the second item I usually go on Annie or other mages. You get 70 AP and 300 health. You also get 15 magic penetration. When you deal magic damage to enemy champions, they are inflicted with grievous wounds for about 3 seconds.

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These are the places I usually ward. Some factors change my warding, like ocean dragon or if we're losing.
Blue Dots are of course the Blue Team.
Red Dots are of course the Blue Team.
White Dots are Control Wards.

This is my early game warding for blue team.

    I usually use my control ward for Baron, Dragon and Rift Herald. I put a control ward in the bush near the wall or in the triangle bush. I sometimes put it in the middle bush, but it depends.
    I focus on warding the river and bushes in the bot lane.

This is my Mid-Late game warding for the blue team.

    I still ward the objectives with the control ward.
    I focus on warding deep into their jungle and in our jungle.

This is my early game warding for the red team.

    Just like the blue team warding, I use a similar method. I ward the objectives Baron, Dragon and Rift Herald. I focus on warding the river, triangle bush, and in the lane. I also ward the bush near the dragon, or near the blast cone.

This is my Mid-Late game warding for the red team.

    I still ward the objectives with the control ward.
    I also ward deep into their jungle and around the objectives.

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Flash teleports your champion wherever your cursor is. Plus, it's a key summoner spell for every champion, except Yuumi. Annie can combine Flash with Pyromania and Summon: Tibbers. It also provides her with an escape!

Ignite deals damage 70-410 true damage on a targeted enemy champion for 5 seconds and applies grievous wounds, which reduces all healing received and regeneration rates by 40%. This provides more kill potential in the lane and can be used when you stun the enemies with your Pyromania.

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League of Legends Build Guide Author DatKawaiiBunny
DatKawaiiBunny Annie Guide
[10.7] ♥ DatKawaiiBunny's Annie Support Guide