Annie Build Guide by FalleN3
[9.24] Annie Mid | FalleN3's Guide to AnnieBy FalleN3 | Updated on December 11, 2019
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Threats & Synergies
Akali is weak before level 6 and therefore should be abused as much as possible. You should be able to harass her with your AA a lot. When she goes in to last hit a minion you should be able to land some decent damage onto her. Even if Akali uses her (W) Twilight Shroud you can still damage her with your (W) Incinerate and your (R) Tibbers Be careful of ganks as this is a perfect way for Akali to get ahead of you!
Poke Diana as much as you can in lane, use your AA and/or (Q) whenever she comes up and tries to last hit a minion. By bullying her early in lane you can force her to have to last hit minions with her (Q) which will blow through her mana. Try to keep your stun ready or almost ready (x3 stacks or so) at times that she might go for an all-in on you. If you have your stun available, you should be able to burst her down and survive. If you don't have a stun, she will likely kill you.
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 :)
Play this match-up reasonably passive and don't give her free kills. Harass her as often as you can when she goes to last hit a minion. Stun her whenever she tries to ulti you. DO NOT use (R) Tibbers to stun her as there is a high chance she can leap away before it lands. Instead, use your (Q) Disintegrate to stun her and then hit her with (R) Tibbers. Be aware of her leaving lane for roaming kills. This often happens and she will get fed from other lanes if you don't keep track and ping or follow her. Katarina is squishy and you should have no problem 100 - 0 her after level 6.
Kayle is a relatively easy champion for Annie to lane against. Poke her as much as possible in lane with your AA but concentrate more-so on farming. You will be able to 100-0 her after level 6 with your full combo and (R) Tibbers. If she (R) Intervention to survive your combo she will have to either run away from you to back or you should be able to finish her off before she can kill you.
This is definitely a skill match-up and a decent Lissandra can troll you quiet a bit with her (E). You will each be able to burst each other down. Take care of her engage as she can easily get to you with (E) and lock you down as her Jungler arrives. After level 6, she can kill you just as easily as you can kill her.
Harass him when his shield is low as without it he's pretty squishy. Farm as much as you can and ask your Jungler for some help to get ahead early and snowball.
Avoid her (Q) and stay behind your creeps in laning phase. Farm until level 6 and ask your jungler for some help. You should be able to 100-0 her after lvl 6.
Ryze is very weak early game so you need to take advantage of this as he will outscale you a LOT in the late game. He gets tanky as the game progresses so ask your jungler for some help to get ahead of him early.
Taliyah out-damages you in the early game & if she manages to land a combo on you, it'll hurt a lot. Use Movement Speed Quints & MR Glyphs for this match up and play safe to level 6. Once you have Tibbers, you should be able to all in her no problem.
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.
This is an easy lane & realistically there should be no problem for you to win it. He is super squishy and won't be able to out-trade you. Once you have Tibbers, he should be an easy kill. TF will want to roam to other lanes with his ulti. If he ults from in front of your vision, try to stun him before the channelling finishes.
He as a big range advantage on you and will poke you hard through laning phase. Movement Speed Quints will be useful here and farm until level 6. You will be able to all-in him once you have Tibbers.
This 'should' be a relatively easy lane for you but be careful of his mobility by using (E) through minons - don't let this panic you into silly trades. You can use your AA to down his passive before you trade. He is squishy so from level 6+ you should have no problem 100-0 him. His windwall only blocks your (Q) and your AA. Perhaps max your (W) before (Q) in this matchup.
Azir has LOTS of range and is a serious lane bully which makes it a difficult early game for Annie. He is squishy so if you can get up-close to him after lvl 6 you should be able to kill him, especially with jungler help.
Brand out ranges you quiet a bit which will make it difficult for you to harass him. He will do insane damage to you with his combo, and I mean INSANE damage. You can stand behind minions to block his stun (Q) Try to avoid his spells and farm as much as you can until you hit level 6. Be careful with Tibbers as standing beside him during Brands ulti will result in you getting hit multiple times.
Start with Boots + Health Potions against Karma. Her longer range and high early damage makes her a challenge to lane against. Pre level 6, without jungler help - she will be a real pain so concentrate on farming. After level 6, assuming you haven't fed her - you should be able to all in her with (R) Tibbers.
Orianna will zone you a lot by using her ball, this will make it difficult for you to farm and very difficult for you to harass her. Her (E) will absorb a lot of your damage in the early game laning phase. Be mindful of Orianna's AA as they can really hurt!
It's not very likely you will be up against a Rumble in midlane but it can happen. He has decent early damage and can hurt you a lot. You will need to take advantage of his heat-bar when he is silenced but be aware that his AA will be stronger during this time. He only deals AP so picking up a little MR might go a long way for you. Be sure to get out of his Ultimate as quickly as possible as it really hurts, especially when he has a few items.
This is not going to be fun. She out-ranges you by a LOT. This is a really difficult match-up and you will need ganks to gain any kind of advantage. I generally rush Banshee's Veil in this match-up. Play as safe as possible but remember she can even hit you when under your tower. You will need some MR ASAP .. Syndra can pick Tibbers up with her (W) Force of Will and throw him out of the fight or back onto you which will deal damage to you both. On the plus side, she is also squishy and immobile which makes her susceptible to ganks.
DO NOT feed her in lane... AP Tristana will fall off very hard after laning phase... but she is seriously dangerous in lane. AD Tristana will be much easier to lane against. Difficult to kill until you are level 6+
He out-ranges you a LOT and hits hard. Take Movement Speed Quints for this game and try to not get hit by his combo's. This is a difficult lane but if you manage to get up to him while he is ulting, you can stun him which will interrupt it. This lane is really going to rely on how decent you are at avoiding his skill shots and knock up. ROA or another HP item will be of great use here since he deals a fair chunk of true damage.
This lane is a nightmare. If Xerath is anyway near decent he will destroy you in this match-up. He is extremely long-ranged which will make it easy for him to harass you and difficult for you to get near him to trade. He out-ranges you by a lot and his spells are difficult to avoid. He's not mobile so therefore weak to ganks, he is also squishy so you can burst him down after level 6. Try your best to farm until then.
This is an extremely tough lane and you will need some jungle pressure or ganks to help you survive or win lane. It is almost impossible for you to trade with him due to his (Q) providing him with harass and a shield. Choose flat AP Quints and AP or MR Glyphs against Kassadin. I try to play this lane passive, survive and farm as much as I can. Call for jungle help and roam to to other lanes when possible. Oh,,,,,, what fun you're going to have :)
This is pretty much a skill match up. Avoid her skill-shots and you will be able to burst her down after level 6. Take care though because if she manages to hit you with a charm, you are in for a world of hurt. Be sure to not lead with your (R) when you are going for an all-in on her as she can be very mobile when using her ultimate and you can easily miss, qq. Avoid her (E) Charm or you will take a big chunk of damage. She does outrange you but will find it difficult to trade with you unless she lands her charm. Use you minions to your advantage as they will block it. If Ahri misses her (E) Charm you should try to harass her while it is on CD. Rylai's can help you to chase her down if she doesn't die to your all in burst. Be careful if she hits level 6 before you! Without a stun, you are in big trouble!
You need to avoid her skill shots (Q) Noxious Blast and (W) Miasma and try to keep your distance from her while farming. You should ask your jungler to gank in this match-up and take advantage of any time that she overextends. Boots and Health Potions can be a good start against her.
This is a difficult match-up but certainly winnable. He's a pretty annoying champ and has the ability to troll you with his Shadows. You need to avoid his skill shots in lane in order to not get poked down but can definitely kill him after level 6. You can rush Seekers Armguard into a Zhonya's Hourglass and this will totally negate his ultimate. You can either wait for him to ulti you and then stun him with your combo or you can try to catch him off guard and all-in him first.
Corki is a mobile champion and he deals a lot of damage. He can easily escape with Valkyrie should you try to all in him. Be sure to have your stun up for trading with him using your (Q)+(W) combo. It's likely that he will out-trade you pre lvl 6. If he takes Barrier you will find it next to impossible to 100-0 him, even with Tibbers. Don't try to all-in him when he has full health. After level 6, he gets a lot of annoying poke on you with his (R) Missile Barrage and he will hurt a lot. Farm as much as you can and try to roam to other lanes to help secure kills and pressure.
This is a skill match-up. Dodge her skill-shots and you will make the laning phase a lot easier for yourself.Start Doran's ring and Health Potions against her and pick up some early boots as soon as possible.
Talon has a decent amount of early level damage so be careful of your positioning at all times. Wait for him to use his (W) Rake before you try to harass him, (Q) + AA or simply just an AA. Try to not play this lane aggressive in the early stages unless you have a clear opportunity to come out on top. After level 6, you can burst Talon down but remember that he is an assassin so it's crucial that you can actually survive his all in. Rushing 'Seekers Armguard' -> 'Rod of Ages' is a solid option when dealing with Talon. ROA is a must have!
Lux has a massive range advantage over you, however she is squishy and has no real escape. If she plays aggressively and keeps pushing into you, call for a gank from your jungler. After Lvl 6, be sure not to get hit by her abilities because her (E) Lucent Singularity will slow you, which will make it easier for her to land (Q) Light Binding and from here you are pretty much dead with (R) Final Spark. If Lux takes barrier, she can be extremely difficult to all in 100-0, even with your ultimate (R) Final Spark. I tend to start boots and health potions against her but if you're feeling confident with your footwork, Doran's Ring is a solid option. Dodge her skillshots and you should win this lane! TIP: Lux (R) Final Spark is not a channel, it is simply an animation. Once the animation has begun, you CANNOT stop Lux from ulting with a stun.
He will generally push the lane, HARD! This will make it so that you are going to be CS'ing under your tower for most of the laning phase. He has low mobility and is vulnerable to ganks so the fact that he will generally push the lane so hard will likely mean that he will over-extend quiet a bit. Use this to your advantage and call for some jungle help. His passive can be annoying as it makes him immune to CC (which includes your stun) so make sure his passive is down before attempting to all-in him. After level 6 you both can burst each other down so it would be wise to be the one to make the first move! TIP: Cleanse will not remove Malzahar's Ultimate from you because it is a suppression.
A half decent Fizz can be a pain in the ass to play against due to his mobility and ease to bait out your combo. As with any assassin he is likely to roam in order to pick up some kills, especially if you are playing safe in lane or have frozen the minions. Ideally, you should only use your (Q) to stun him as if he manages to leap onto his troll-poll you will not lose the stun stack and can either hit him with another ability to stun him or wait out your (Q) again if possible. Don't underestimate his early damage and even if he has low HP, be aware that he can easily dive you at your tower, get the kill and exit to safety. This match-up can be won but it depends on how you are playing in the match-up and the enemies ability.
It can be difficult to win lane well versus Viktor but this is a skill match-up. His laser can poke you quiet hard from a safe distance from him and if you take too many hits from it as you try to farm/poke him you can find yourself in trouble very quickly. If you can dodge his (E) laser consistently and not get yourself stunned you will make this lane a lot easier than if you can't. After level 6 he can burst you down quickly, just as you can do to him.
You need to dodge his (Q) and be sure not to take constant damage from his (W). Farm as much as you can and once you have not fallen behind you can try to take him on with Tibbers level 6. It is possible that he will have picked up some very early Magic Resist so be careful if you decide to all-in him. Also, he may take barrier or exhaust against you so be sure to factor this into your 'all-in' potential should you decide to go for it. You need to be aware of his ability to roam, especially as Annie does not have decent wave-clear at low levels. Do not sit in lane last hitting creeps if he is roaming, either follow him or if you can't follow then push hard if possible. if you fall behind early, it can be difficult for you to burst him down as the game progresses into mid-game.
This is a skill matchup. If you are playing against a decent Morgana then this match-up can be tricky to deal with. As with champions that have skill shots you will need to do your best to dodge her Q as this can root you for quiet some time, even a level 1. You need to use your flash wisely against Morganna and never waste it without a reward because it you can be a sitting duck for her to all in you (If she notices you are not ready to stun her she can simply shield herself, walk up to you and ulti and when you are stunned, she can Q you and W and ignite assuming she has it). You also have the ability to burst her down assuming you can get the correct engage on her, usually flashing onto her and using full combo before she gets a chance to spell shield herself.
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.
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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.
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.
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.
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:
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.
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: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min. Biscuits restore 10% of your missing health and mana. Consuming or selling a Biscuit permanently increases your mana cap by 50.
+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.
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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|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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|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...|
|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.|
|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.|
|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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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: 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: 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: 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: 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 30-60% (levels 1-18) 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: 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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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)
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.
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.
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.
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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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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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,
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