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Annie Build Guide by Annie Sparkles


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League of Legends Build Guide Author Annie Sparkles

[7.17] FalleN3's Guide to Annie

Annie Sparkles Last updated on August 25, 2017
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Ability Sequence

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Ability Key Q
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Ability Key W
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Ability Key E
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Ability Key R

Masteries

12 Ferocity

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18 Cunning

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Threats to Annie with this build

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Threat Champion Notes
1
Karthus He is very squishy and which makes it very easy for you to burst him down and get fed against him in lane. He's a good enough lategame champion though so he will eventually hurt. Try to get fed from him, Roam and end the game as early as possible :)
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Teemo You out-range Teemo quiet a bit. If he pushes up to hit you with his (Q) Blinding Dart, hit him back with your (Q) Disintegrate, (W) Incinerate combo. He's very squishy and easy for you to burst down. Avoid his Shrooms and you'll be fine.
Guide Top

Introduction




About Me
Hey guys, my in-game name is FalleN3. I'm from Ireland and have been playing League of Legends for some years now. I'm a mid lane & Annie main and play her almost exclusively. I do enjoy to play champions such as Fizz, Akali & Orianna among others too.

I stream Monday to Thursdays at 6pm GMT+1 until 9pm GMT+1. It's highly unlikely that you will learn anything by watching me on Twitch but I do offer a chilled and relaxed stream.



Annie is a short range mage (AP Carry) and is a force to be reckoned with in mid-lane. Her spell kit focuses on Area of Effect burst and stuns. She keeps her pet Tibbers spellbound as a stuffed doll which can be summoned by using her ultimate.

Annie excels after level 6 when it becomes possible for her to 100-0 enemy AD & AP Carries (assuming you have done well in lane & have the items). In team fights she can use her flash + ultimate to dive into the enemy backline to kill enemy carries. Her ultimate can be made to have relatively low Cooldown by use of CDR runes and CDR items but you have to make 'PERFECT' use of every flash because once it is used and is on Cooldown, she has lost her best engage potential.

Annie's biggest weakness is her short range, lack of mobility & lack of escape. Because of this she is very easy to gank and susceptible to the enemy jungler camping her lane. Because she is so immobile it is possible for Annie to sometims struggle in the early stages of laning phase, especially against ranged mages & poke champions like Syndra, Orianna, Xerath, Zed etc..

If Annie dies while Tibbers is active, he will instantly heal for 50% missing health and target her killer. If Annie's killer is to ofar away from him, he will target the nearest lowest-health enemy instead.

I hope you enjoy reading this guide and can perhaps learn a little bit of something from it.


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Runes



Greater Quintessence of Movement Speed:
Annie is a very immobile champion with no escape which makes it pretty easy for an enemy Jungler to gank or camp your lane. The Greater Quintessence of Movement Speed help to increase your mobility a bit which is useful in lane for survival and fantastic for roaming to other lanes / objectives. They also help you to dodge skillshots from enemies like Nidalee, Morgana, Brand or Ahri etc...

Greater Quintessence of Ability Power:
The Greater Quintessence of Ability Power are generally the 'standard' Quints taken on Annie. They are a go to Quint for most people and offer you you some extra damage in lane. They will help you to burst an enemy down and make farming with your (Q) Disintegrate easier.

They are a good all-round option but I personally find that these Quints are really only useful in lane because they don't scale as we level up. I often pick Greater Quintessence of Movement Speed as they scale with Boots of Speed and other items such as Luden's Echo which will allow you to roam to Top/Bottom or to Objectives a lot quicker.

Greater Mark of Precision:
You can take Greater Mark of Precision if you are going to be Auto-Attacking your enemy a lot in lane, IE: a melee champion. Riven, Pantheon, Diana, Yasuo etc...

Greater Mark of Magic Penetration:
Take the Greater Mark of Magic Penetration if you are going to play passive in lane or not going to be AA the enemy a lot. It can be difficult to get many AA onto Syndra, Ziggs, Brand, Orianna etc... I prefer these when playing Annie.

Greater Seal of Armor:
You can take Greater Seal of Armor if you are playing against an AD mid-lane like Zed, Riven, Pantheon or Talon etc... They will help you a bit against the onslaught of AD damage.

Greater Seal of Scaling Health:
I generally prefer to take the Greater Seal of Scaling Health against most match-ups. Scaling health is a decent option against most champions, bar you know you are going to have a difficult time in lane against AP or AD damage specifically.

Greater Glyph of Ability Power:
The Greater Glyph of Ability Power can be go-to Glyphs due to the fact that I generally take x3 Greater Quintessence of Movement Speed. They help you to farm in lane with you (Q) disintegrate.png and put out a bit more damage when harassing an enemy during laning phase.

Greater Glyph of Scaling Cooldown Reduction:
Cooldown Reduction is AWESOME on Annie. Not only will you have Summon: Tibbers around more often but you should also be able to get multiple stuns off in late game Team Fights. I usually take the Greater Glyph of Scaling Cooldown Reduction but sometimes choose x9 Greater Glyph of Ability Power instead (because I often take Greater Quintessence of Movement Speed).

Greater Glyph of Magic Resist:
I might take the Greater Glyph of Magic Resist in games where the AP enemy mid laner is likely to harass me a lot or deal a lot of early AP damage in lane. They can be useful to consider if the enemy jungler is also and AP champion.



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Guide Top

Masteries







Sorcery : over Fury as we will not need Attack Speed as Annie.

Feast: will help you out during laning phase as it heals you a little as you farm.

Natural Talent : I prefer the little bit of extra Ability Power over the small amount of Spell Vamp.

Double Edged Sword : You can take Bounty Hunter if you like but I prefer this.

Wanderer : I take wanderer because Annie is very immobile.

Secret Stash : Your potions an elixirs last 10% longer & the biscuits are decent.

Merciless : You will deal increased damage to champions below 40% Health.

Dangerous Game : Restores some of your Health & Mana for champion kills/assists.

Precision : It really is a toss-up between Precision and Intelligence for me. At the minute I prefer Precision for the extra damage but am not totally against the extra CDR / Utility that Intelligence will offer.

Thunderlord's Decree : Your 3rd attack will deal 10% of your Ability Power. This helps to burst down enemy champions and works well with Annie.


Annie is a 'burst' champion which means that she will usually unload all of her abilities in one go. Once this has happened it's pretty much time to GTFO. Because of this I prefer Thunderlord's Decree as it synergizes better with Annie kit.

In order to proc the damage effect of Deathfire Touch you need to land abilities regularly. This can be difficult due to 1.png Annie being a short-range mage as she can struggle a lot at harassing an enemy.

I think Deathfire Touch is better to choose on champions like Brand, Anivia, Swain, Cassiopeia, Varus, Malzahar etc... Champions that deal DoT (Damage over Time) - as opposed to a champion like Annie that deals her damage in short/quick bursts.


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Summoner Spells






Flash is an absolute MUST HAVE spell on Annie. Without it you are extremely predictable and lack any real engage potential. You have very low mobility and it's likely that you will need Flash to escape ganks in the early game. It's an important spell for late game engages and team fights as it enables you to get to the enemy teams back-line.

Ignite offers extra lane pressure. I take ignite 90% of the time. It's also a great spell to take against self healing champions. You will want to take Ignite in most games.

Exhaust can be a go-to item for playing against AD Assassins such as Zed or Talon. It's not a favorite of mine but definitely an option.

Ghost will offer you some extra mobility, escape potential and engage. remember, as Annie you are a very immobile champion.

Teleport can be used if you want to pressure other lanes, especially bot lane where you can literally one shot the enemy ADC with Summon: Tibbers. Just remind your bot lane to ward in the brushes. I generally prefer to take Ignite though and purchase Boots of Mobility




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Items




Rod of Ages is a great item throughout laning phase and I personally like to have plenty of health in late game. A solid choice if you need the extra health to survive enemy burst or are going to be playing passive.

Hextech Protobelt-01 Great item for extra engage/disengage. Excellent item to wave clear with!

Liandry's Torment Awesome item, especially against high health tanks. However, it deals damage over time which can be difficult for Annie to take advantage of. Annie is most useful being played as a 'Burst' caster, therefore there are other items better chosen over this - EG: Deathcap / Void staff.. It synergizes really well with Rylai's Crystal Scepter

Void Staff Great to have the extra Magic Pen.. A must have item really, even if the enemy is not stacking MR.

Morellonomicon Perfect item against Swain or Vladimir ... & the 20% CDR is amazing on Annie!

Luden's Echo If you want some extra burst / roaming ability or both. It's a great item if you're ahead in game.

Rabadon's Deathcap When you just need raw ability power, this is a great item. 120AP + 35% offers you amazing burst increase.

Zhonya's Hourglass Great active that can save you countless times. You can Flash deep into the enemy backline and ulti/zhonya. A great item to rush if you are struggling against a Zed or Talon etc..

Banshee's Veil Gives 70 AP & 45 MR and also gives you a shield against an enemy ability. Nice to have the 10% CDR too. I buy this item a lot. An excellent item for when you're matched against an AP heavy team.


Rylai's Crystal Scepter I love this item. Lots of health, some ability power and a useful slow. It also works with Tibbers which can be handy for making an escape or keeping up with an enemy. See video below.





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Abilities




-Skill Order-

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Generally you should put your first point into (Q) Disintegrate. This enables you to last hit minions with Disintegrate and have your mana refunded and cooldown halved for each one.

If your team are going for an invade, you can put your first point in (W) Incinerate and charge at least x2 stacks on your stun at the fountain. You can charge the other stacks on your way to the invade if need be.

I like to get an early point in (E) Molten Shield but this is not necessary. It can be helpful for quicker stacking of your stun or reducing some damage from champions that can harass you a lot in lane.

I like to have x3 Stacks on my stun ready... Then if I want to stun an enemy, I cast (Q) Disintegrate and before it lands on the enemy, activate your (E) Molten Shield to get the 4th stack and stun them. However, keep in mind that if an enemy is stunned for almost the entire duration of your (E) Molten Shield then you are not taking advantage of its damage reduction.


Pyromania

Pyromania: After casting four abilities, Annie's next damaging ability will stun enemies that it damages for 1.25 / 1.5 / 1.75 seconds. It is an on-cast effect. Spell shields such as Banshee's Veil will block the stun. The stun will not be consumed if the target of Disintegrate becomes untargetable or if the projectile is destroyed by Wind Wall

Pyromania is a very strong passive as it allows you to regularly have an AOE stun at your disposal.



Disintegrate

Disintegrate: Annie hurls a Mana infused fireball, dealing damage and refunding the Mana cost if it destroys the target.

Deals 80/115/150/185/220 (+80% Ability Power) magic damage. Mana cost and half the cooldown are refunded if Disintegrate kills the target.

It applies spell efffects as a single target ability and it will be blocked by spell shields such as Banshee's Veil. It is considered to be a projectile for Unbreakable and Wind Wall



Incinerate

Incinerate: Annie casts a blazing cone of fire, dealing damage to all enemies in the area. Casts a cone of fire dealing 70/115/160/205/250 (+85% Ability Power) magic damage to all enemies in the area.

Incinerate applies spell effects as an area of effect (AOE) ability. It can be blocked by spell shields such as Banshee's Veil.



Molten Shield

Molten Shield: Grants Annie and Tibbers increased percentage Damage Resist and damages enemies
who attack with basic attacks.

Annie grants herself and Tibbers 16/22/28/34/40% damage reduction for 3 seconds.While
the shield is active, enemies who basic attack it take 20/30/40/50/60 (+20% Ability Power)
magic damage.

Molten Shield is a self-targeted buff. It does not deal damage against towers and their attacks. Attacks that miss against Annie or Tibbers will NOT cause the shield to deal damage.



Summon: Tibbers

Summon: Tibbers: Annie wills her bear Tibbers to life, dealing damage to units in the area. Tibbers can attack and also burns enemies that stand near him.

Summons Tibbers, dealing 150/275/400 (+65% Ability Power) magic damage to enemies in the target area. For the next 45 seconds, Tibbers burns nearby enemies for 10/15/20 (+10% Ability Power) per second and attacks for 50/75/100 (+0) as magic damage. Annie can control Tibbers by reactivating this ability.

Tibbers Enrages when: summoned; Annie uses Pyromania on an enemy Champion; and when Annie dies.
Enrages: Tibbers gains 275% Attack Speed and 100% Movement Speed, decaying over 3 seconds.

Summon: Tibbers applies spell effects as an area of effect (AOE) ability. It can be blocked by spell shields such as Banshee's Veil.

Rylai's Crystal Scepter will apply a 20% sow for 1 second.


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Pros / Cons




+ High Base Damage
+ Amazing Burst Potential
+ Rarely Banned
+ Low Cooldown Spells
+ Easy to play and not very difficult to master
+ Tibbers
+ Can delete enemy ADC's

- Immobile Champion
- Short / Mid Range Mage
- Predictable
- Relies heavily on Flash
- Easy to camp Annie in lane due to her being immobile




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Guide Top

How to Play





Typically at level 1, you will have started (Q) Disintegrate. You will now want to pick a position in your jungle and cover a buff/watch for enemy invades. If the enemy team has invaded you will need to coordinate with the rest of your team regarding how you are going to counter it.

If your team wants to invade the enemies at Level 1, you should now start with your (W) Incinerate and charge up at least two of your passive stacks before leaving the fountain. You need to be quick! You can charge the next stacks en route to the invade. use your stun Pyromania as an AOE stun during the invade.

Farming is your number 1 goal from levels 1-6. FARM FARM FARM !!!! Remember that you are a very immobile champion with no escape (apart from Flash) so you need to be very careful not to overextend, no matter how confident you are feeling. You need to be aware of the enemy jungler. As you can see in the clip below, had I pushed up further I most likely would have lost my Flash at the minimum and possibly given up first blood.



Be sure to ward a lot !!

Try to be aware of your jungler to see if you can help to secure an enemy jungle objective or possible assist in a first blood at the enemy red/blue buff.








Continue farming as much as you possibly can but by this stage you should have some items. By this point I usually have Boots of Mobility and roam as much as I possibly can. If you are able to 100-0 the enemy mid-laner by all means do this, but I usually prefer to roam and secure kills in other lanes.

It is good practice to use Annie at this point in the game to help your other lanes get ahead. Between your stun and your burst, roaming can be very effective to securing kills when you gank other lanes.

Be sure to place wards !

You don't always have to get a kill for a gank to be successful. Simply applying pressure on an enemy lane can be enough, it can make them think twice about going all-in on your teammates when your missing (as you could be near their lane). Obviously blowing a summoners like Flash or Heal is a successful gank too.







So you've made it to mid game as Annie, now what do you do?

At this point in the game, players will begin to roam and group up for ambushes, ganks or to secure and objective
( Towers, Dragon, Rift Herald etc..) Large scale Team-fights and smaller skirmishes will begin to occur. Victory or Loss of these fights at this stage can sway the outcome of the game.

Vision control is an crucial part of mid-game and this can definitely turn games to your advantage or destroy a well earned lead. A well placed ward can help you to get picks on the enemy team.

You will want to try to keep wards in key areas on the map and at key objectives, keep farming all the time and roam as much as you can.

Do your best to 'never' get caught alone.

In the skirmishes and team-fights you will want to focus as many of the enemy with Tibbers as possible but put the 'HIGHEST' priority on the enemy squishes: AP Carry - AD Carry etc..








Flash is extremely strong in team fights, it allows you to reach right into their back-line and Summon: Tibbers onto the enemy carries.

You will want to have your stun ready or at least just one stack off being ready (you can use Molten Shield to ready up your stun) and you can either initiate on the enemy carries and have your team come in to finish them off or you can wait for your team to initiate the fight and you can enter at a more suitable time.

You will want to try to CC as many people with your stun as possible and at the same time burst down an enemy carry from 100-0. Try to wait for an opportunity when the enemy team/carries group together so you can deal as much damage as possible in one go.

It might be a wise initiation to lead with Incinerate and then Summon: Tibbers to ensure you don't miss hitting them with Summon: Tibbers

Hextech Protobelt-01 can be a great item for extra initiation in team fights as with every other stage in the game. Don't forget you can also use it to escape. Check the video below.












What is lane freezing?
A frozen lane is basically a lane where the creeps site for battle does not move.

Why would I want a frozen lane?
You want to set up easy ganks for your jungler.
You do not want to push out too far from your tower, therefore keeping safer from ganks.
You do not want the enemy to have an easier time farming under their tower.

Where is the best place to freeze a lane?
Ideally you will want to freeze your lane close to your tower but not at the point where the enemy minions are being attacked by it.

How can I freeze a lane?
You need to make it where the enemy minions will always beat your minions. You will only last hit minions at the very last possible second. Once all of your minions die, you will need to tank the enemy wave near your tower until your new wave of minions arrive. You can draw them towards river and then back to the lane.

Now that the enemy minions have the numbers advantage, continue to only last-hit them at the very last second.

My enemy has frozen the lane, how can I unfreeze it?
Push harder! Ward both river brushes and push as much as you can. Ideally you will have knowledge of where the enemy jungler is (or at least have flash) at the time you are pushing because you will be overextended and susceptible to being ganked.



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Twitch Stream



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Conclusion



Well that's it for my guide to Annie. I hope you have found it an interesting read and that it might help you to improve. If not that, at least some food for thought, so to speak.

Annie is one of my favourite champions and I hope you enjoy playing her as much as I do.

It's not all about winning/losing guys, at least we get to play the game!


Thanks for stopping by,
FalleN3