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Annie Build Guide by FalleN3

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[9.18] Annie Mid | FalleN3's Guide to Annie

By FalleN3 | Updated on September 11, 2019
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Runes:

Domination
Dark Harvest
Cheap Shot
Eyeball Collection
Ravenous Hunter

Sorcery
Transcendence
Gathering Storm
Bonus:

+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Middle Lane
Ranked #16 in
Middle Lane
Win 51%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies






About Me
Hi, welcome to my Annie guide. I'm FalleN3 and I've been playing League of Legends since season 2. I mostly play mid lane or jungle on the EUW server. I enjoy playing aggressive champions that enable me to take risks in my games.

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 weaknesses are her short range, lack of mobility & lack of escape. Because of this she is very predictable, easy to gank and susceptible to the enemy jungler camping her lane. She can sometimes 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 too far 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.



PROS

+ High Base Damage
+ Amazing Burst Potential
+ Rarely Banned
+ Low Cooldown Spells
+ Easy to play
+ Not difficult to master
+ Lots of hard CC potential
+ Can delete enemy ADC's
CONS

- Immobile Champion
- Easy to camp Annie in lane
- Short / Mid Range Mage
- Predictable
- Relies heavily on Flash
- It's easy to camp Annie in lane
- No escape other than flash
- Can be difficult in higher elo



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Runes





Dark Harvest:
Damaging a champion below 50% of their maximum health deals 20-60 (based on level) (+ 5 per Soul) (+ 25% bonus AD) (+ 15% AP) bonus Adaptive damage and reaps 1 Soul. This cannot happen again for 45 seconds, resetting to 1.5 seconds on champion takedown.

Cheap Shot:
Damaging champions with impaired movement or actions deals 10-45 bonus true damage (based on level). Cooldown: 4 seconds and it activates on damage occurring after the impairment. This is a decent Rune to take on Annie since her entire kit revolves around stunning (impairing) an enemy or multiple enemies movement. It adds a small amount of burst of True Damage which can help to secure a kill when you all-in or are simply trading.

Eyeball Collection:
Collect 1 eyeball per champion takedown, up to 10.
Gain an adaptive bonus of 0.6 Attack Damage or 1 Ability Power per eyeball collected, up to 12 Attack Damage or 20 Ability Power total.
Completing your collection awards an additional adaptive bonus of 6 Attack Damage or 10 Ability Power.

Ravenous Hunter:
Heal for 1.5% (+ 2.5% per Bounty Hunter stack) of the damage dealt by your abilities. Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion. Healing reduced to one third on Area of Effect abilities.

Transcendence:
Gain 10% cooldown reduction at level 10. Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 1.2 Attack Damage or 2 Ability Power. CDR is great to have on Annie it will allow you to cycle your spells sooner and also have Summon: Tibbers around more often.

Gathering Storm:
Every 10 Minutes gain AP or AD, adaptive. As the game progresses you will gain some extra AP to help burst down carries in skirmishes and team fights. I recommend taking this rune but if you prefer to roam more efficiently it's possible to pick Waterwalking instead. Your third option here is Scorch which will add a little bit of bonus magic damage on your next hit every 10 seconds. If you are going to roam a lot, you could swap this rune out for Waterwalking.



Unsealed Spellbook Keystone:



Games using Spellbook

Unsealed Spellbook:
While out of combat, you can swap one of your equipped summoner spells to a new, single-use summoner spell. After using the single-use summoner spell, your original summoner spell will swap back in.

Your first swap becomes available at the 6 minute mark, with an initial 240 second cooldown. Each unique summoner spell selected reduces the swap cooldown by 20 seconds, down to a minimum of 120 second cooldown. You must swap to 3 different summoner spells before returning to one you've already used.

I like to start with Ignite as this gives you extra lane pressure, especially if I think that my Jungler is strong enough to help me secure an early kill. Once the ability to swap summoner spells becomes available I generally tend to take first Teleport and look for a pushed bot lane / top lane to TP gank, assuming the lane has not been decided already.

Perfect Timing:
Start the game with a Commencing Stopwatch that transforms into a Stopwatch at 10 minutes. Stopwatch has a one time use Stasis effect. This free Stopwatch contributes only 250 gold towards upgraded items and sells for 20 gold. It reduces the cooldown of Guardian Angel, Gargoyle Stoneplate, and Zhonya's Hourglass by 15%.

I prefer to take Perfect Timing here because waiting 10 minutes as Annie for Magical Footwear can sometimes put you in compromising positions if you need early boots in order to help you dodge skill-shots etc.., remember you cannot buy Boots of Speed if you have taken Magical Footwear.

Biscuit Delivery:
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will at 3:00, 6:00, 9:00 and 12:00. Biscuits restore 15% of your missing health and mana over 15 seconds. Consuming any Biscuit increases your mana cap by 40 mana permanently.

Cosmic Insight:
+5% CDR | +5% Max CDR | +5% Summoner Spell CDR | +5% Item CDR.
Cooldwon Reduction is always a plus on any champion. I really like to make sure I have Flash and Summon: Tibbers around as much as possible which makes this rune a solid choice.

Celerity:
All movement speed bonuses are 7% more effective on you and you gain 1% movement speed. Taking this rune can give you the ability to roam and rotate more efficiently. It is a really good option for giving you an extra boost in speed to move around the map to gank and help with objectives.

Waterwalking:
Gain 25 Movement Speed and an adaptive bonus of up to 18 attack damage or 30 ability power (based on level) when in the river.



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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. Remember, Annie has very low mobility and it's very likely that you will need Flash to escape from 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.




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.

Cleanse can be worth taking if you are playing against an enemy that has hard CC. Be careful if they have multiple champions with CC though because even if you Cleanse one ability, you can still be hit by the others. (Note: Cleanse will NOT work against Malzahar ultimate, Warwick ultimate, Skarner ultimate, Tahm Kench Devour or Urgot Fear Beyond Death due to them being 'suppression's')

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.

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Items




Starting Choices:

Doran's Ring is a solid choice to start with in general and I take it first in 90% of my Annie games. It gives you some ability power, health and some useful mana regeneration.

Boots of Speed will help you to dodge skill-shots and make it a bit easier to position in the early laning phase. Consider starting Boots of Speed against enemies with ranged skill-shots like Lux, Syndra, Morgana, Nidalee etc...

The Dark Seal can be taken if you are confident that you 'will win' the lane and want to start snowballing quickly. Only take this as your starting item if you are sure that the enemy laner is not going to get a kill on you.

Cloth Armor can be purchased first if you are playing against an AD champion. It's a part of the Seeker's Armguard which means you will be able to pick it up faster. Remember, you do not need to finish Seeker's Armguard into a Zhonya's Hourglass right away. I do not necessarily recommend this as a starting item but it can certainly be worth considering.



Standard 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.

Luden's Echo gives you a decent amount of damage at +90 Ability Power which will give you some extra burst. It's passive 'Haste' gives you and extra 10% Cooldown Reduction and it's passive 'Echo' will help you to wave clear. You also get a decent amount of mana from it too, healthy amount of +600 Mana

Hextech Protobelt-01 Great item for extra engage/disengage. Excellent item to wave clear with! You will also gain 10% Cooldown Reduction and some health to allow you to survive longer.

Liandry's Torment can be taken if the enemy team consists of high health tanks. However, it deals Damage Over Time which can be difficult for Annie to take advantage of and is best suited to champions that deal DOT such as Cassiopeia, Brand, Zyra etc.. It synergizes really well with Rylai's Crystal Scepter. Annie is most useful being played as a 'Burst' caster, therefore there are other items that can be better chosen over this - EG: Deathcap / Void staff..

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

Morellonomicon is a perfect item to help you shut down 'healing champions' such as Swain Dr. Mundo, Maokai, Soraka, Garen, Vladimir etc.. It also gives you some flat magic penetration from it's Oblivion Orb component which will help you to delete squishy targets!
Rabadon's Deathcap When you just need some more raw ability power, this is a great item. It will give you +120 Ability Power and increases your total AP by +40% Ability Power which is an amazing increase to your burst potential.

Zhonya's Hourglass has a great active that can save you countless times throughout a game. It can also allow you to Flash deep into the enemy backline and ulti/zhonya combo. A great item to rush if you are struggling against a Zed or Talon etc.. due to it's active and the armor it offers. You also receive 10% Cooldown Reduction from this item.

Banshee's Veil Gives you +75 Ability Power, +60 Magic Resist and 10% Cooldown Reduction. It's passive grants a spell shield that blocks the next enemy ability. It refreshes after no damage is taken from enemy champions for 40 seconds. It is 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.


Not Recommended:


Spellbinder In my opinion, this item is 'not' a great choice on Annie and I do not recommend purchasing it. I've simply included it here for the few that might want to try it. It gives some flat AP and a 10% movement speed increase so it will give you some extra damage, burst and the ability to roam more efficiently. Remember, Annie is a very immobile champion and she benefits greatly by any additional movement speed. You will gain a charge on this item every time an ally or enemy uses an ability up to 100 charges which can then be activated to gain an additional '1-100' movement speed boost & ability power increase for 4 seconds.



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Abilities




-Skill Order-

> >

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E



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. Another option when leveling your abilities is: Q,W,Q,W,Q,R,E (You are not taking E until level 7 and this will give you some extra damage / wave clear)

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 effects 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 10/13/16/19/22% 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. Additionally, Annie gains 25% + 1.5% per level decaying bonus movement speed over a 1.5 second duration.

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 (+15% Ability Power) 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 ignores unit collision and gains 275% bonus Attack Speed and 100% bonus Movement Speed which decays 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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Combos





SINGLE TARGET:

#1 : + + + +
Q (stun) + R + W + E + Q
This combo works well for single targets and assumes that you have a stun ready. It can be super risky to lead the combo with (R) due to (silly as it seems) the chance of it missing, especially playing against mobile champs like Zed, Yasuo, Ahri, LeBlanc or any other champion that still has their Flash. Leading this 'single target combo' with (Q) will ensure you stun the champion and can deal the most damage! You should use your AA too, between the spells (when they are on Cooldown)



1.1 : + + + +
Q + E (stun) + R + W + Q
This combo is for a single target and assumes you have (x3 stacks) on your passive. For this combo to work, you need to cast your (Q) and while it's traveling to your enemy press (E) to activate your stun on them. This combo can be useful to try catch an enemy off guard as they are not expecting you to stun them.






MULTIPLE TARGETS:

#2 : + + + +
R (stun) + Q + W + E + Q
This is your main combo for blowing up multiple targets and assumes that you have a stun ready. You are leading with your ultimate (R) to stun multiple enemies and following up with the rest of your abilities. It is fine to have (E) Molten Shield activated before you engage. This combo combines with your Flash can enable you to reach the enemy backline and delete squishy targets almost instantly. Don't forget to use your AA or reposition during cooldowns.



2.1 : + + + +
W (stun) + R + Q + E + Q
This combo works well for multiple targets and assumes that you have a stun ready. You are leading with your (W) to stun multiple enemies and following up with the rest of your abilities. Don't forget to use your AA or reposition during cooldowns.





NOTES:
The reason for casting (Q) before (W) is because it has a lower cooldown and you will have it available quicker if you use it first. Don't forget to use your Auto Attacks or reposition when your abilities are on cooldown. It is fine to have (E) Molten Shield activated before you engage. Be careful if starting any combo with your ultimate (R) as their is an increased risk of missing the target.




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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. Don't just sit here and alt+tab or AFK to use the toilet, you need to be alert and react if the enemy team arrives. 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 Speed 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's 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 easier ganks for your jungler.
You do not want to push out too far from your tower, therefore keeping safer from enemy ganks.
You want to deny your opponent Experience and CS

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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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



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League of Legends Build Guide Author FalleN3
FalleN3 Annie Guide
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[9.18] Annie Mid | FalleN3's Guide to Annie