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Recommended Items
Runes: Dark Harvest - Sorcery
Domination
Sorcery
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Flash
Ghost
Items
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability

Pre Game |
Annie |
Gameplay & More |
Runes
|
Abilities
|
Introduction
|
Summoner Spells
|
Itemization
|
Laning Phase
|
|
Tips & Tricks
|
After Laning Phase
|
|
Mid Matchups
|
Teamfighting
|
|
|
Shotcalling
|
|
|
Conclusion
|
Hi, my name is Jared. I am a gamer from the north bay area of California. I have been playing League of Legends since August of 2012, when my college roommate Christian first introduced me to the game. I am best known for my dedication playing the champion
Annie.
What champions do you play?
I only play
Annie, really. I play
Malzahar or
Veigar if
Annie is banned.
What is your favorite
Annie skin?
Red Riding Annie.
Do you ever get bored of playing
Annie?
No, I don't.
How much
Annie mastery do you have?
On annie bot i have 15.0m annie mastery (29,879 annie games) and 17.3m annie mastery (32,919 annie games) overall as of nov 7 2024.
What does the 'bot' in your name mean?
it comes from the co-op vs ai mode annie bot.
If you would like to follow me, my social media links can be found here:
Twitch | Twitter | YouTube

FAQ
What champions do you play?
I only play




What is your favorite

Red Riding Annie.
Do you ever get bored of playing

No, I don't.
How much

On annie bot i have 15.0m annie mastery (29,879 annie games) and 17.3m annie mastery (32,919 annie games) overall as of nov 7 2024.
What does the 'bot' in your name mean?
it comes from the co-op vs ai mode annie bot.
If you would like to follow me, my social media links can be found here:
Twitch | Twitter | YouTube
There are many different keystones that can work with
Annie. I list some of the most common ones I consider taking below.
Arcane Comet: This sustained-damage keystone is, by far, the one I use the most. Why? It provides the most consistent damage of any keystones over the course of the game. While it may not necessarily be the strongest keystone early (see:
Electrocute) nor the strongest late game (see:
Dark Harvest), it also allows you access to all of the
Sorcery tree's minor runes which, to me, feels the best to use out of any tree there is for a mage like
Annie.
Annie burns through mana rapidly, so having the
Manaflow Band rune helps a lot in offsetting her high-cost abilities. Furthermore,
Transcendence and
Gathering Storm, the other two minor runes I usually opt for, are perfect for a scaling, high ap ratio mage like Annie because higher
Ability Haste and
ability power can never be a bad thing.
Electrocute: This early-game keystone is strong for a burst mage like
Annie. It aids in Annie's burst the most during the early laning and middle game, and therefore leads to solo-kills in lane more readily. However, because I don't like taking the
Domination tree primary due to its minor runes being less attractive for a mana-burning mage like
Annie, I don't use this keystone as often.
Dark Harvest: This late-game rune is also very strong for
Annie. Because
Annie's ability combo tends to drop enemies below 50% health,
Annie can readily proc and collect stacks for dark harvest and scale the keystone quickly. However, because
Dark Harvest doesn't allow for much lane pressure and it also requires going down the
Domination tree's minor runes, I don't tend to use this keystone as often.
First Strike: This scaling keystone is very good versus melee champions, as it provides damage and extra income to help you scale. It is especially nice versus tanks in the top lane. This keystone is best used against an enemy laner that you can easily harass in lane.























There are several summoner spells I would consider taking on
Annie, and they are as follows:
Flash: This summoner spell is pretty much mandatory. There is just too much utility being lost if you don't take this summoner spell.
Annie's Flash-R combo is a cornerstone of
Annie's notoriety and she just would not be
Annie without flash. So, be sure to take this summoner spell on at least one of the two slots you are allotted.
Ghost: This summoner spell is the one I recommend after
Flash. It gives
Annie another surprise factor and way to engage by allowing her to speed at enemies (or run away to escape). This summoner spell is very strong for
Annie and I think you will find it to be useful, too.
Teleport: This summoner spell is also very strong for
Annie for several reasons. For starters,
Annie can be bullied by many enemy laners, so being able to
Teleport back to lane reduces the chance of falling behind in gold and experience (because you can simply teleport back to lane instead of slowly walking back). Furthermore,
Teleport can allow for some sneaky engages on the sidelanes by teleporting to wards, traps, or minions with favorable positioning. This is especially useful because you will not have to worry about enemy vision as you traverse the river or enemy jungle. Definitely a summoner spell that can work with
Annie very well.
Ignite: Probably the last summoner spell I would consider running on Annie. It allows for easier solo-kills in the early laning phase. Something I would consider if I am against a melee opponent, like
Ekko or
Talon. Use this summoner spell if you like to be aggressive in the laning phase.


















Annie has four activatable abilities and 1 passive. They are as follows:
Pyromania: This is
Annie's passive. After 4 spellcasts,
Annie's next ability will stun its target for a specified duration. This passive is extremely strong, especially when used in conjunction with one of
Annie's AoE abilities. It sets the stage for the notorious "flash-r" combo.
Disintegrate: This is
Annie's Q ability. Annie hurls a single-target fireball at an enemy that does heavy damage. If the fireball kills its target, it refunds the mana and half the cooldown cost. Because this ability has the most potential for single-target damage due to its comparably low cooldown versus her
Incinerate, I opt to max this ability first.
Incinerate: This is
Annie's W ability. Annie projects a wave of fire that damages all enemies in a cone. This ability is terrific for waveclear. However, beacuse this ability doesn't allow for the most damage in a single-target combo (because you can often use
Disintegrate twice in a spell rotation with
Summon: Tibbers, I do not max this first. I tend to max
Incinerate second, although you can max this ability first if you want to play a more roam-oriented strategy.
Molten Shield: This is
Annie's E ability. It gives
Annie or an ally a shield and decaying movement speed. This shield also reflects some damage back to any enemy that attacks the shield. This ability is useful for several reasons, including stacking
Manaflow Band or proccing
First Strike in lane, escaping or engaging, and stacking
Pyromania for a stun combo. I recommend getting a point into
Molten Shield early as it helps her mobility during the laning phase (and trading abilitiy), but I usually opt to take a point in
Molten Shield a little later if I can get away with it in favor of more points in
Disintegrate and
Incinerate for better waveclear and damage on the enemy laner. If I need to escape or engage a gank, I usually have
Ghost and
Flash to accomplish that in place of
Molten Shield.
Summon: Tibbers: This is
Annie's R ability. Annie summons Tibbers onto an area which deals initial AoE damage and spawns a bear that will follow
Annie's commands for a time, burning and attacking nearby enemies. This ability is very important for
Annie as
Summon: Tibbers does massive damage to enemies and helps protect her by blocking enemy skillshots and attacking enemies that get near her.
Summon: Tibbers is the reason why many of the burn builds work so well with her, because
Annie can stand pretty far away while
Summon: Tibbers does most of the damage in teamfights or skirmishes.
Annie wouldnt be
Annie without her bear, to be honest.



































There are many, many different builds that can work on
Annie. However, due to the nature of
Annie and her R ability
Summon: Tibbers, I usually opt for some type of burn builds over any other build. In other words, I go for a build that maimizess [[Summon: Tibbers]'s damage. Having said that, these are the items I usually go for:
Dark Seal: I usually start
Dark Seal +
Refillable Potion. The basic reasoning is to save cost on my core build, as I often transition into
Mejai's Soulstealer later on in the game (and
Dark Seal builds into that).
Refillable Potion is also nice because I don't have to spend more money on health potions whenever I need to recall. So, basically, I maximize cost by opting for these items at the cost of less mana and a little less laning stats early on.
Doran's Ring: This is the other item I would consider starting on
Annie. The main advantage this has over
Dark Seal is its ability to provide mana back to the user. This is especially useful since
Annie tends to use mana quite a bit. You can always buy
Dark Seal second on your first back if you start
Doran's Ring, so this is a solid choice for a starting item.
Malignance: This is the primary item I take first on
Annie. It gives the most
Ability Haste for your ultimate (normal
Ability Haste + ultimate
Ability Haste) has burn damage on its passive and additional magic resistance reduction on its passives. A really great item to use for a burn build, and the one I recommend first to build.
Shadowflame: This is the second item I go for on
Annie. It gives a lot of
ability power and
magic penetration that helps aids
Annie's burst and
Summon: Tibbers burn damage. At the moment, its passive also gives ability crit for enemies below a health threshold, further helping
Annie and
Summon: Tibbers finish off pesky enemies.
Void Staff: This is usually the third or fourth item I go for on
Annie. Around this time, most champions will have at least a little bit of magic resistance (whether fromjust a simple null magic mantle or a full MR item) and this item helps cut into that defense. This item is especially strong if you already have magic penetration due to the nature of the % penetration applying first.
Rabadon's Deathcap: This is usually the item I build after in the later stages of the game (either 3rd, 4th, or 5th). This item is essential on
Annie, as she has high AP ratios that greatly benefit from high amounts of AP. Definitely an item I am always looking to buy at some point. And, the earlier, the better usually.
Mejai's Soulstealer: The gambler's favorite item. And I like to gamble. The strongest item by far if you can get it to work (any amount of stacks above 10 is fantastic due to it granting movement speed at this point). Just make sure you are careful not to die doing silly things like overextending or overcommitting to a fight. And this item will be your best friend in combat, I assure you.
Banshee's Veil: My go-to defensive item if I need it. It's passive negates an enemy ability and therefore, helps tremendously when trying to engage on long-ranged CC opponents like
Syndra or
Lux as they cannot simply stun or root you with a single ability. I prefer this defensive item the most.
Zhonya's Hourglass: Useful against AD assassins like
Zed or
Talon. I would buy this if I am against multiple of these types of champions, usually as a 2nd or 3rd item.
Liandry's Torment: Useful against enemy comps with heavy tanks and/or melee characters that stack HP. I sometimes go for this, but usually as a later item (item 5 usually).
Rylai's Crystal Scepter: Useful against champions like
Garen,
Nasus, or any type of immobile melee without a dash. They simply cannot go to you when
Summon: Tibbers is walking on top of them constantly slowing them. So basically, buy Rylai's when you know you can easily kite the enemy, e.g. when the enemy composition lacks dashes.



Starting Items












Core Items


















Situational Items











Tips...
Tip 1: You should use your


Tip 2: I usually start most Annie combos against a single target with




Tip 3: Use R-Flash instead of Flash-R. Using






Tip 4: Make sure not to overstay for a turret plating if it means you will be missing a wave of minions before the time you can return to lane. One turret plating is not worth the combined gold + xp as that minion wave you would miss (plus, you usually lose a bit of your turret's hp in the process).
& Tricks!
Trick 1: Using an ability before your










What to do during the laning phase depends largely on the matchup. In general, in mid lane you will face four different types of classes: Assassins, Mages, Fighters and Tanks. I outline the general strategy behind what to do in each of these cases:
Assassins tend to be difficult to lane against, even though they are generally of the melee class. Levels 1 and 2 generally allow
Annie to trade favorably against them, as most assassins tend to try to all-in you rather than poke you and thus need all their abilities leveled to do so. So they would need to be level 3 to have one point in each ability. This isn't true for Talon, who will all-in you at level 2. So generally, use
Disintegrate and auto-attacks against assassins levels 1-2, and then post level 3 you need to make careful consideration that either:
1. Have your stun ready to begin the trade, or
2. they have used abilities on the wave and will not be able to all-in you should you decide to step forward to trade.
Generally speaking,
Annie is at her weakest point at level 5. Do not risk dying to an assassin at level 5 for a minion. Simply back off and wait for the creep wave to come back to you.
Mages can be subdivided into three different subtypes. Melee, Short-range and Long-range.
Subtype melee: These tends to be the easy-medium matchups.
Sylas,
Ekko,
Diana. Champions that tend to be tankier but again, you have no problem using your combo on and are generally easy to gank. Depending on who you're facing you shouldn't have any trouble farming to level 6 in these matchups.
Just be careful and poke with
Disintegrate and auto-attacks only when they've used their abilities on the wave or are going up to kill a minion. Usually, you won't kill them unless they accidentally get too close to your tower. Ganks are always an option vs melee champions.
Subtype short-range: These tend to be the easy matchups as well.
Twisted Fate,
Vladimir,
Ryze, etc. They are easy because they tend to be squishy and do not outrange
Annie, and thus
Annie has no problem using her combo on them. Still, you need to be careful about trading early as
Annie tends to be weaker until later in the game. So generally trading when they are about to kill a minion and/or when you have
Pyromania available is usually best.
Subtype long-range: These tend to be really annoying. Azir, Viktor, Syndra, Neeko. Honetsly, I have found it best to build MR in these matchups. So going back and getting an early Verdant Barrier will do you wonders in these kind of matchups, as most of the harass you will receive is going to be next to impossible to avoid. So, banshees Veil is recommended as item 2 after mythic, with verdant barrier being bought early to survive the landing phase.
Generally, fighters tend to be easy to moderate. This includes
Yasuo,
Yone,
Wukong, etc. These matchups you can poke levels 1-5 if they ever use abilties on the wave or you are close enough to your tower that any retaliation would cause them to take tower aggro. In addition to poking, try freezing the wave and setting up a gank with your jungle. They don't tend to do well when they're sitting near your tower this early as they have limited ways to escape.
Tanks tend to be easy to moderate. Champions like
Ornn,
Dr. Mundo,
Cho'Gath. Usually, tanks are squishy early and are very gankable with your jungle as they are melee. You just have to avoid getting into melee range with them. So avoiding skillshots and not overstepping into their range is to be preferred. These matchups I consider going
Tear of the Goddess into
Archangel's Staff as the extra mana can help versus the health and magic resist they inevitably build, but this isn't necessary.
First Strike is also a good option versus tanks as you generally get to hit them first before they hit you.
Assassins
Assassins tend to be difficult to lane against, even though they are generally of the melee class. Levels 1 and 2 generally allow


1. Have your stun ready to begin the trade, or
2. they have used abilities on the wave and will not be able to all-in you should you decide to step forward to trade.
Generally speaking,

Mages
Mages can be subdivided into three different subtypes. Melee, Short-range and Long-range.
Subtype melee: These tends to be the easy-medium matchups.



Just be careful and poke with

Subtype short-range: These tend to be the easy matchups as well.







Subtype long-range: These tend to be really annoying. Azir, Viktor, Syndra, Neeko. Honetsly, I have found it best to build MR in these matchups. So going back and getting an early Verdant Barrier will do you wonders in these kind of matchups, as most of the harass you will receive is going to be next to impossible to avoid. So, banshees Veil is recommended as item 2 after mythic, with verdant barrier being bought early to survive the landing phase.
Fighters
Generally, fighters tend to be easy to moderate. This includes



Tanks
Tanks tend to be easy to moderate. Champions like






Once you have
Summon: Tibbers you have significantly more kill pressure. Setting up a gank by pulling your wave and freezing it is usually best until you have your
Sorcerer's Shoes built. Try not to roam too much if you don't have boots. You're too slow and you will miss a lot of CS. So only roam without boots if it's likely to succeed scenario. By "likely to succeed," I mean:
1. the skirmish is close-by
2. the enemy is greatly overextended in a side lane
3. your team is doing an important objective like
Dragon or
Rift Herald.
Once you have your boots, it becomes much easier to roam. You can look to set-up plays with your jungle after you shove your wave in middle, or, if you notice a large ally wave building up in a sidelane, you can walk to that lane and dive with your laner with all the minions. These types of roams are brutal for the enemy laner as not only do they die, but they also miss a massive amount of gold and XP from the missed minions. So, keep in mind the status of the minion waves in sidelines to decide which way you want to roam before you commit to something. This is an important aspect to consider if you want your roams to be successful.


1. the skirmish is close-by
2. the enemy is greatly overextended in a side lane
3. your team is doing an important objective like


Once you have your boots, it becomes much easier to roam. You can look to set-up plays with your jungle after you shove your wave in middle, or, if you notice a large ally wave building up in a sidelane, you can walk to that lane and dive with your laner with all the minions. These types of roams are brutal for the enemy laner as not only do they die, but they also miss a massive amount of gold and XP from the missed minions. So, keep in mind the status of the minion waves in sidelines to decide which way you want to roam before you commit to something. This is an important aspect to consider if you want your roams to be successful.
Teamfighting can be tricky. Often times it is simply a bunch of random champions dashing forward and backward, in and out, skillshots going everywhere and in all the chaos you find yourself trying to decide the best course of action in a small amount of time. Generally, there are three main approaches to teamfighting. These three approaches are as follows:
This approach means, hit whatever is in front of you and don't go deep into the enemy's position. This is usually my preferred method of teamfighting, as I tend to build Liandry's and so am more able to shred frontline tanks or any carries that get caught up alongside them. But this approach also has its cavest. In general, focusing the frontline is best if:
i) The enemy team has little
Magic Resistance. If the enemy team doesn't have much
Magic Resistance built, you should focus whatever is in front. Going deep into the position against a team of squishy carries will end in a swift death. So play with your AD carry here - play to kill whatever is near you.
ii) Eenmy team is a bunch of fighters / tanks / melee. Just hit the frontline here and you will have served your purpose. Do not try to go past the
Sion to focus a
Yasuo or
Yone. Just let them try to come to you instead as you kite backward.
When is it appropriate to ignore the frontline and instead, try to use your damage for the backline, then? In what cases should we ignore a tank and instead go for the support/carry heroes? In general, there are two cases where focusing the backline will be preferred.
i) The enemy frontline has high
Magic Resistance and you have
Flash available. Imagine a
Sion with several high
Magic Resistance items. It will not be beneficial to focus him as the amount of damage you will deal to him will be minimal. It is better in this case to focus a squishy carry in the backline. If you are successful in killing a carry, backoff and play to protect your ad carry afterward.
ii) The enemy team carries have clumped together and you have
Flash. This is the best case scenario if you do have this option. Killing one (or two) squishy champions in the opening fight will surely net your team the victory in any teamfight.
So, what happens if you don't have
Flash available, and you feel like hitting the high
Magic Resistance tanks will be a waste of valuable resources? In this scenario, you should try to protect your AD carry and let them deal the damage instead. This strategy is particularly useful if the enemy team is easily kited.
Rylai's Crystal Scepter might come in handy in a scenario like this as the slow will help your AD carry kite the enemy and make it easier for them to deal the damage necessary to carry the fight.
Focusing the Frontline
This approach means, hit whatever is in front of you and don't go deep into the enemy's position. This is usually my preferred method of teamfighting, as I tend to build Liandry's and so am more able to shred frontline tanks or any carries that get caught up alongside them. But this approach also has its cavest. In general, focusing the frontline is best if:
i) The enemy team has little


ii) Eenmy team is a bunch of fighters / tanks / melee. Just hit the frontline here and you will have served your purpose. Do not try to go past the



Focusing the Backline
When is it appropriate to ignore the frontline and instead, try to use your damage for the backline, then? In what cases should we ignore a tank and instead go for the support/carry heroes? In general, there are two cases where focusing the backline will be preferred.
i) The enemy frontline has high




ii) The enemy team carries have clumped together and you have

Protecting your AD Carry
So, what happens if you don't have



Shotcalling is an important aspect to any team game. Having somebody calling the right plays can literally tilt the game with a single call. So knowing the right moment to start, avoid starting, contest, or give up an objective is vital to success. Here are some general tips to get you on the right track of knowing when to contest or give-up an objective.
Usually, starting
Baron when the enemy team is all alive, behind the Baron pit and watching you guys do it is not ideal for several reasons. They could steal it (think
Evelynn) or simply mow you guys down after you take massive damage from Baron's attacks and debuffs. So, in general, look to start an objective like
Baron,
Dragon or any other objective when:
i) People on the enemy team are dead. Yes, it is easier to do an objective when there are less enemies on the map. Especially if these enemies happen to be laning in the same hemisphere as where the objective spawns (so, killing bottom lane and then doing
Dragon after, for example, is usually a solid idea).
ii) The enemy team has no vision of the area and you can "sneak" it. This can be risky, but very rewarding. If your team is dominant in vision control and you know you can melt an objective fast, it may be worth it to go for. If the enemy team starts reacting and moving towards you, consider whether you have the time to finish it and, if not, back off.
iii) The enemy team has committed to killing one of your allies on the opposite side of the map with multiple players. In this case, the enemy team has used much of their disposable resources on a single player away from the objective, so in most cases it is okay to start the objective if you are capable of taking the objective in a reasonable amount of time.
Sometimes, you may be wondering whether or not your jungler pinging
Baron when it's only you, him, and one other ally around the pit may be a good idea or not. Here are some examples of when it might not be okay to start it.
i) You don't have the resources or manpower to take it. Sometimes, even if the enemy is on the opposite side of the map, your teammates may not be close enough, healthy enough, or provide enough damage to take an objective in enough time. So consider what resources you have at your immediate disposal when it comes to whether or not you have the power (and time) to take it.
ii) You don't have your jungler available to smite the objective This one may seem obvious but even in higher rating games people make this mistake. It's a bad idea to start
Baron even if you've killed multiple of their players if the enemy jungler is still alive, and your jungler happens to be the only one that died on your team. The enemy
Evelynn will thank you for doing the dirty work of getting
Baron low so she can steal it with
Last Caress and
Smite.
Some objectives are contestable. Look to contest an objective when:
i) Your team is all alive and around the objective, but without any vision. Even without vision, you can let your tankiest member lead and take the initial damage from the enemy as they do the objective. Usually, as you walk into the
Baron area as the enemy team is attacking it, they are too busy using their resources to attack
Baron to use any towards your frontline immediately. So contesting in this scenario is advised.
Some objectives are not contestable, and sometimes the best play is to go farm a side wave that is crashing at one of your towers or taking another smaller objective instead. Look to give up an objective when:
i) You have no vision of the area and you are at some sort of disadvantage. So, imagine your jungler just died right before
Dragon spawned, you have no vision around it, and your team is either even with the enemy or behind. In this case, it is best to avoid contesting the objective. You are already at a disadvantage by having no vision around the objective, and with a player down, a successful contest is unlikely.
ii) Your team is weaker and the objective is of a smaller scale. Sometimes, it is best to give up, say,
Dragon and let your team that's behind farm up than to try to contest an objective where you are at a clear disadvantage in terms of items and levels. In this way, it prevents further snowballing and allows your team time to get items.
Starting an Objective
Usually, starting




i) People on the enemy team are dead. Yes, it is easier to do an objective when there are less enemies on the map. Especially if these enemies happen to be laning in the same hemisphere as where the objective spawns (so, killing bottom lane and then doing

ii) The enemy team has no vision of the area and you can "sneak" it. This can be risky, but very rewarding. If your team is dominant in vision control and you know you can melt an objective fast, it may be worth it to go for. If the enemy team starts reacting and moving towards you, consider whether you have the time to finish it and, if not, back off.
iii) The enemy team has committed to killing one of your allies on the opposite side of the map with multiple players. In this case, the enemy team has used much of their disposable resources on a single player away from the objective, so in most cases it is okay to start the objective if you are capable of taking the objective in a reasonable amount of time.
Avoid Starting an Objective
Sometimes, you may be wondering whether or not your jungler pinging

i) You don't have the resources or manpower to take it. Sometimes, even if the enemy is on the opposite side of the map, your teammates may not be close enough, healthy enough, or provide enough damage to take an objective in enough time. So consider what resources you have at your immediate disposal when it comes to whether or not you have the power (and time) to take it.
ii) You don't have your jungler available to smite the objective This one may seem obvious but even in higher rating games people make this mistake. It's a bad idea to start





Contesting an Objective
Some objectives are contestable. Look to contest an objective when:
i) Your team is all alive and around the objective, but without any vision. Even without vision, you can let your tankiest member lead and take the initial damage from the enemy as they do the objective. Usually, as you walk into the


Giving-up an Objective
Some objectives are not contestable, and sometimes the best play is to go farm a side wave that is crashing at one of your towers or taking another smaller objective instead. Look to give up an objective when:
i) You have no vision of the area and you are at some sort of disadvantage. So, imagine your jungler just died right before

ii) Your team is weaker and the objective is of a smaller scale. Sometimes, it is best to give up, say,

Mid is fun. Laning against some Mid lane champions, though, is not so fun. Here are some common matchups you will face in mid and how to go about them.
Ahri: Ahri is a mobile AP assassin with mid-game scaling. She tends to be a powerful roamer as she has great mobility with her ultimate
Spirit Rush. Ahri is moderate in difficult. This matchup used to be easy when her
Orb of Deception ability did not grant movement speed. But now that it does, it is difficult to get close enough to her to punish her for missing her abilities because she simply runs away with the increased speed. So, it's better to look for opportunities to burst her down with your ultimate post-level 6. In teamfights and skirmishes,
Ahri tends to need to get into
Annie's range to get her
Fox-Fire and
Spirit Rush damage off, and so it is possible to burst her. Lead with
Disintegrate stun as she will be moving around a lot with her ultimate (because you don't want to whiff
Summon: Tibbers and look to burst her down afterward.
Anivia: The great ice bird. She actually can be quite annoying. Her most common tool to poke is her
Flash Frost followed by her
Frostbite a couple auto-attacks. Mostly, if you can avoid her
Flash Frost skillshot, you should avoid most of her damage levels 1-5. I like to wait until level 6 to all-in her, as even if you are able to get her to zero health before level 6, it is unlikely you will have the damage to then kill her egg. Ganks are always an option versus immobile mages like
Anivia.
Akali: Akali is an AP assassin, and thus is a roaming-type early- to mid- game type of champion. Post level-6, she is very bursty and mobile with her ultimate. She's tanky early levels but you can poke her with your
Disintegrate and auto-attacks. After level-6, I usually play further back toward my tower against her as I don't have the same burst potential as her at my own level 6. Any time you fight akali, I recommend using
Disintegrate to stun her first, as she tends to dash around a lot in skirmishes and teamfights.
Galio: Galio is an early-mid game AP global mage. His ultimate
Hero's Entrance allows him to traverse the map quickly to help his allies. It is very difficult to outroam him, so I usually prioritize farming against him until level 6. He is gankable because he is a melee hero, so coordinating a jungle gank can do well against him. Early in laning he is a bully due to his ranged Q
Winds of War and his high burst combo beginning with
Justice Punch so you probably want to stand back and avoid this knockup ability. In teamfights,
Galio is usually squishy because he builds AP, so as long as you are not caught in his taunt ability you should do well into him later.
Lux: Lux is a mid-game scaling AP control mage. She tends to excel at making picks with her
Light Binding ability that roots up to two targets at a time, and then bursting them down with her spell combo. She doesn't tend to roam that much. It's similar to
Annie, just that she tends to have more range but at the cost of needing to land skillshots.
Lux can be difficult in lane, as she tends to poke
Annie a lot with her
Lucent Singularity. I tend to be unable to trade with her pre level 6. However, post-level 6 is a different story.
Ghost enables
Annie to get onto Lux despite her range, so as long as you can avoid her rooting
Light Binding ability, you can get
Summon: Tibbers off on her and do heavy damage. With enough items,
Lux dies to a single spell rotation. In teamfights, save
Flash to kill
Lux or another high priority target.
Sylas: Sylas is a melee AP burst mage with mid to late game scaling potential. He tends to roam a lot, too. In early laning phase, you have to avoid his
Abduct ability (the one where he throws out a chain to try to pull himself to you). If you can do that, pelt him with as many
Disintegrates and auto-attacks as you can as he walks away. Post level 6, he has just as much burst, if not more, than you. Just avoid the chain-pulling ability and you will probably win the all-in. This is where
Ghost comes in handy in dodging his skillshots.
Ignite can work too it will reduce the heal on his
Kingslayer ability. In teamfights,
Sylas is a melee champion, so bursting him down shouldn't be too difficult of a task, especially if he piles on top of another one of his allies.
Syndra: Syndra is a mid to late game scaling AP Mage with a lot of AoE Damage and CC. Her ultimate is very powerful towards a single target, and she tends to bully
Annie a lot in lane. I would recommend getting a bit of
Magic Resistance like
Verdant Barrier into a
Banshee's Veil in this lane to mitigate her burst and negate her AoE stun ability.
Magic Resistance goes a long way against tough ranged AP Mages. In teamfights, save your
Flash to get in range of her so you can burst her down. Just make sure she doesn't push you away with her
Scatter the Weak ability right after you flashed. That tends to happen if you're too obvious about your plans.
Twisted Fate: Twisted Fate is a mid-range AP control mage with a global ability. He tends to excel at roaming. He is not the hardest matchup in the world. He can trade with
Annie evenly before level 6, but after level 6 he tends to be a target for
Annie. Because
Twisted Fate possesses good waveclear, by default he will push the wave into you and look to roam to other lanes. If you can avoid his red
Pick A Card ability when he uses it on the wave, you can try to trade a
Disintegrate and auto-attack into him. Otherwise the card will slow you and you'll miss the chance. Post 6, he is killable, you just have to find a way to get on him. I find
Rylai's Crystal Scepter to be surprising effective in dealing with
Twisted Fate as he is unable to escape when
Summon: Tibbers is on top of him. And there is no way he can outtrade
Annie post-6, so this item tends to be good in this matchup. In teamfights,
Twisted Fate sometimes goes
Rapid Firecannon for extended range on his gold
Pick A Card ability. But you can always
Flash on him, or wait until he uses his gold card on someone else and then go for him.
Yasuo: Yasuo is a melee fighter, with mid to late game scaling potential. He can be an early lane bully against
Annie because he can dash on top of you with his
Sweeping Blade, use
Steel Tempest and then an auto-attack, and then just
Sweeping Blade back away from you towards his side of the lane. In this matchup, it's usually best to proc his passive
Way of the Wanderer shield before all-ining him. Yasuo tends to be sqwuishy without the shield, and because his
Wind Wall ability won't consume
Annie's
Pyromania stacks if she casts
Disintegrate to stun him,
Annie can then use her
Incinerate or
Summon: Tibbers to then stun and burst
Yasuo down and kill him. This tends to be an easy matchup if the
Yasuo builds full damage and no defense. In teamfights, it's straight forward.
Yasuo stuns himself when he uses his ultimate
Last Breath, and so it's really easy to hit him with
Summon: Tibbers and stun and burst him to pieces.
Yone Similar to his brother and just as annoying, Yone is an melee AD fighter with mobility, and tends to be a late-game scaling type champion. He can be a lane bully, even against a ranged champion like
Annie because his
Soul Unbound ability gives him movement speed and extra damage after it ends, allowing him to close the distance to
Annie and trade with her.
Annie has low amounts of armor early game, so this results in usually an unfavorable trade. Normally,
Yone will stack his
Mortal Steel ability to enable him to dash before using his
Soul Unbound ability. If you can dodge this knockup ability, you can get off a bit of harass on him as he won't have anything else but his
Spirit Cleave to do damage to you. You can also harass when he walks up to charge his
Steel Tempest ability. Later on in teamfights,
Yone tends to build squishy crit damage items, so he is burstable if you can avoid being caught up in his ultimate
Fate Sealed. he's a bit harder than
Yasuo to deal with in my opinion.
Zed: Zed is a early-game melee AD Assassin that specializes in roaming and killing off single targets with his combo. He tends to be a lane bully because of his
Living Shadow ability providing him range beyond his normal
Razor Shuriken poke range. Early game, it is possible to poke with
Disintegrate and auto-attacks if he ever wastes his
Living Shadow on the wave or in attempting to harass you but misses. If he connects his
Living Shadow with his other abilites, it will really hurt, and you need to be careful that he doesn't port to his
Living Shadow and finish you off with
Flash and
Ignite and auto-attack. At level 6, his ultimate
Death Mark is quite powerful. It allows him to amplify any damage he does to you in the next few second with his other abilities, and so if he has any sort of lead it just results in him chain killing you over and over.
Zhonya's Hourglass is a good idea in this matchup. Even having the
Seeker's Armguard will reduce his burst enough to survivabilty, so long as you are able to avoid at least a couple of his abilities. Post laning phase,
Zed tends to roam, so make sure to ping where he is going if he is moving to sidelane. In teamights, he's easier. Because he can only focus one person at a time, I recommend stunning him with your
Disintegrate because he tends to move around a lot, and once he's stunned, simply burst him down with your team.













































































































"Hop, skip, jump..."



I hope you have enjoyed reading through this guide and learned a thing or two about my favorite champion and her bear Tibbers. I wish you the best of luck on the rift, summoner.
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