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Spells:
Ignite
Flash
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Introduction
Well, this is my first "guide" so don't be harsh :)
Annie is the first champion I unlocked and she was my favorite from the moment I started playing with her. Fire is my favorite element to wield, and Annie knows how to use it. To have an easier start I looked up for a guide, and I found one good here (don't remember it's name), but over time (around 15 levels :P) I developed my own play style and build which I want to share.
Please keep in mind that this build is just for start; flow of game may force you to switch some item order or items around etc. For instance, if you're getting really fed you would like to rush Rabadons instantly as 2nd or 3rd item, and if you're being focused always you'll get it 5th or 6th.
Changelog:
+ Added some results
+ Partially rewritten some parts with better explanations
+ Various text fixes
+ Changed item order a bit
Plan to do:
- Add more images and further format it for better visual appeal
- record games with Annie and use them where possible
- Add Using Tibbers chapter
- Proofread several times
- Write some advanced stuff ... after I learn more about game
+ Added some results
+ Partially rewritten some parts with better explanations
+ Various text fixes
+ Changed item order a bit
Plan to do:
- Add more images and further format it for better visual appeal
- record games with Annie and use them where possible
- Add Using Tibbers chapter
- Proofread several times
- Write some advanced stuff ... after I learn more about game
(Innate): After every 5 spell casts, Annie's next offensive spell will stun its target for 1.75 seconds.
This is what makes



(Active): Annie shoots a mana infused fireball, dealing magic damage to her target. The mana cost is refunded if it kills the target.
Bread and butter ability. One of the few abilities that reward lasthitting and has great farming potential, and it's low cooldown enables spamming it. If you can lasthit well, you don't need stuff like

(Active): Annie casts a cone of fire in front of her, dealing magic damage to all enemies in the area.
A no-brainer spell and one of


(Active): Places a shield around Annie for 15 seconds that increases her armor and magic resistance. Additionally, enemies will be dealt magic damage whenever they use autoattacks on her while the shield is active.
Defensive spell which makes

(Active): Annie releases her bear Tibbers from his toy prison, dealing magic damage to enemy units in the summon area. For a limited time of 45 seconds, Tibbers can move and attack at Annie's will, while continually dealing magic damage to surrounding enemies.

Tibbers can be controlled by using alt when issuing orders.
Runes




More MR penetration.

As I said before,



There are 2 possibilities. Better one is usage of

Other one is to further empower your spell attacks with usage of
Greater Glyph of Ability Power which will give you 9 AP more, which is mostly useful early game. I didn't test it so this is just theorycrafting.
UPDATE: After some thinking and calculating, it's better to take
















"Meh" spells









Leveling up
Max






My advice is to take


Another option - if you go side lane - is to take



Golden Rule: ALWAYS prepare stun before team battles. You can charge it fast by casting




Starting items
Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50
Item Sequence






Health Potion
50


Item Sequence







Core build
Item Sequence






Haunting Guise
1300

Rod of Ages
2600

Abyssal Mask
2650

Rabadon's Deathcap
3500
This build gives you about 250 AP, 60 MR penetration (20 MR reduction and 40 MR penetration to be precise) and enough HP to survive whatever they cast on you. Combined with your Runes, you get 68.55 MR penetration which is often enough to not just negate MR your opponents have but to even amplify your spells. You wouldn't believe how many idiots I've met on normal (I don't yet have access to Ranked since I'm not lvl30) that walk near me with only 40 MR when I have this core, even in the late game.


Also, item build order I listed above is not required order. If you are dominating your team of are feeling secure, you can take


Why would you buy Kage's Lucky Pick? Reason is simple: more gold => faster items. From the League of Legends wiki:
Quoted:
- This Item will pay for itself after 25 minutes and 30 seconds. If you sell it, it takes 12 minutes and 46 seconds.
- It is the second least expensive of all gold-generating items.
- It is the second least expensive of all gold-generating items.
So, when you get it as your 2nd item, usually between 5:00-8:00, it will pay for itself near the end of the game, so from that point anything you gain, and when you sell it, is profit (minimum 250 gold). Of course, you also benefit from AP it gives.
Why did I left 6th item out? Reason is simple: it is situational item, and most of the time Kage's Lucky Pick will occupy it until you have money for 6th item. There are several options for it:
Item Sequence





Item Sequence





Item Sequence





I'm not fan of it but I'll start using it.
UPDATE: I changed my mind about it. It's great as your 6th item and sometimes it's good to get it before some of the core items. And it adds more tankish feeling for Annie, which at full set and activated
Item Sequence





Item Sequence





Item Sequence





Item Sequence





Another Core
Item Sequence






Haunting Guise
1300

Rod of Ages
2600

Rabadon's Deathcap
3500

Void Staff
3000

Banshee's Veil
3000
If opponent's team is full of tanks or they bought tons of MR, this is better option.






Riot's reccomended items
Item Sequence






Sorcerer's Shoes
1100

Rod of Ages
2600

Archangel's Staff
2900

Rabadon's Deathcap
3500

Void Staff
3000
OK, this will be a bit boring chapter. I need to justify this build :)
Through my games I found out that effect of getting AP is smaller the more MR my opponents have. Because of that, I started to use Magic Penetration and MR Reduction items, runes and masteries in order to maximize damage I have, rather than just pumping AP up like most players do.
To start with some facts:
Magic Penetration priority order
1) Percentage Magic Resistance Reduction
2) Flat Magic Resistance Reduction
3) Flat Magic Penetration
4) Percentage Magic Penetration
Magic damage which champion's abilities do is multiplied by "Damage Multiplier".
Formula for calculating damage multiplier:
Damage Multiplier = 100 / (100 + MR) for MR >= 0
Damage Multiplier = 1 − MR / 100 for MR < 0
First, I'll offer you 2 graphs to make it simple.
First graph is how AP affects damage of spells:
On X Axis is AP, on Y Axis is damage of each respective spell.
Second graph is how MR affects damage of
Disintegrate:
On X Axis is MR, on Y Axis is damage of each respective power.
As you can see, damage of spells falls rapidly more MR your target has.
Now, let's take that our target has 100 MR. We want to increase that damage to be equal like the target has 25 MR.
There are 2 ways to do this. One is to further increase your AP to match damage. It will move that point vertically on graph. Let's calculate how much AP we need to get if we have 0 AP:
Damage of
Disintegrate level 5 with 0 AP: 245
Damage multiplier for 100 MR: 100/(100+100) = 100/200 = 0,5 => 50% reduction
Damage of
Disintegrate: 245 * 0,5 = 122,5 damage
Damage multiplier for 25 MR: 100/(100+25) = 100/125 = 0,8 => 20% reduction
Damage of
Disintegrate: 245 * 0,8 = 196 damage
So, difference is 73,5 damage.
Now we need to use damage when reduced by 20% and calculate how much we need AP to deal same when damage reduction is 50%:
196 / 0,5 = 196 * 2 = 392 damage when unreduced.
392 - 245 = 147 damage gained from AP.
Disintegrate has 0,7 AP scaling: 147 / 0,7 = 210 AP
That's one
Rabadon's Deathcap and 70 AP more if we don't count in
Rabadon's Deathcap's passive.
You may think "Yeah, but geting that AP is cheaper than getting that MR penetration and reduction!" It may look like, but... problem here is that the more MR your target has, the smaller is damage difference between 2 AP levels.
Another is to penetrate/reduce MR of your target. Well, my core build gives us right about 75 MR penetration: 20 MR reduction from
Abyssal Mask, 20 MR penetration from
Haunting Guise, 20 MR penetration from
Sorcerer's Shoes, about 9 MR penetration from our
Greater Mark of Magic Penetration and 15% remaining MR from
Archaic Knowledge
(about 5 MR penetration). Runes and masteries are out-of-game bonuses, so the cost for that is 5235 gold. Not to mention you get another bonuses from those items, not just MR penetration and MR reduction.
Another benefit of MR penetration and MR reduction is spell damage amplify when result MR is less than 0. Keep in mind that percentage baser MR penetration and MR reduction will activate too for negative values, increasing amplification effect.
I hope I explained everything well :)
Through my games I found out that effect of getting AP is smaller the more MR my opponents have. Because of that, I started to use Magic Penetration and MR Reduction items, runes and masteries in order to maximize damage I have, rather than just pumping AP up like most players do.
To start with some facts:
Magic Penetration priority order
1) Percentage Magic Resistance Reduction
2) Flat Magic Resistance Reduction
3) Flat Magic Penetration
4) Percentage Magic Penetration
Magic damage which champion's abilities do is multiplied by "Damage Multiplier".
Formula for calculating damage multiplier:
Damage Multiplier = 100 / (100 + MR) for MR >= 0
Damage Multiplier = 1 − MR / 100 for MR < 0
First, I'll offer you 2 graphs to make it simple.
First graph is how AP affects damage of spells:

Second graph is how MR affects damage of


As you can see, damage of spells falls rapidly more MR your target has.
Now, let's take that our target has 100 MR. We want to increase that damage to be equal like the target has 25 MR.
There are 2 ways to do this. One is to further increase your AP to match damage. It will move that point vertically on graph. Let's calculate how much AP we need to get if we have 0 AP:
Damage of

Damage multiplier for 100 MR: 100/(100+100) = 100/200 = 0,5 => 50% reduction
Damage of

Damage multiplier for 25 MR: 100/(100+25) = 100/125 = 0,8 => 20% reduction
Damage of

So, difference is 73,5 damage.
Now we need to use damage when reduced by 20% and calculate how much we need AP to deal same when damage reduction is 50%:
196 / 0,5 = 196 * 2 = 392 damage when unreduced.
392 - 245 = 147 damage gained from AP.

That's one


You may think "Yeah, but geting that AP is cheaper than getting that MR penetration and reduction!" It may look like, but... problem here is that the more MR your target has, the smaller is damage difference between 2 AP levels.
Another is to penetrate/reduce MR of your target. Well, my core build gives us right about 75 MR penetration: 20 MR reduction from





Another benefit of MR penetration and MR reduction is spell damage amplify when result MR is less than 0. Keep in mind that percentage baser MR penetration and MR reduction will activate too for negative values, increasing amplification effect.
I hope I explained everything well :)
Lane select
Always, when possible, take middle lane. You need that gold and experience so you can buy your items and get



If you get side lane, try to go with teammate who doesn't need much gold (tanks or supporters) so you can farm better. Play more careful and watch out for ganks. Always coordinate with your teammate which champions you will focus and try to chain disables.
Team battles
Your role is to take out squishier champions while stunning as much as you can. If you can't get to them without greater risk target whoever you can (avoid Tanks if you able).
Remember, you have big burst damage and with MR penetration you will be able to deal full damage, taking out most of champions.
If your opponents have







If you are caught somewhere out of position or are being ganked, stun opponents with







Too bad LoL doesn't have replays so I can't prove it, but once I tried to push top lane against




Using Tibbers
This will get it's own chapter later with pictures and everything, but for now I'll keep it short.
Most players use


1) Sentry/scout - after battle, you can send Tibbers in brushes or passages to serve as a ward, warning you in time when you're being ganked. He has low duration time but can be effective if your teammates just called miss. You can also use him to check some areas for enemies.
2) Creep tank - not only he is durable against creeps, he comes with nice immolation which scales (poorly) with AP. You can use him to clean bigger waves of minions or to use his immolation to kill minions when assaulting tower. Put Tibbers between opponent's tower and their minions and minions will attack Tibbers, keeping aggro of your minions on tower.
3)




Countering Annie
There are 2 things you need in order to easily counter

1) You NEED additional Magic Resistance, don't run around with just 30-40 MR
2) You NEED



Magic resistance is essential since it reduces





Why did I separated 1 and 2? Well, if




Well, I decided to put some results of using this build. If you want, upload your pictures and send me links to them and your comments about that game I'll add them here too :)
My results
Nothing to say here. Me and Master Yi were main stars here.
Here was nice kill by blindshotting Incinerate over the wall :D
Game finished fast, I've outplayed Brand on mid, Corki left later :)
This. One. Was. Catastrophe. 4 AD carries, 2 of them instalock. I had luck Nocturne was mid so I managed to get some money... and to become carry of my team. Game was over when I was killed, but I made 11 kills before that XD
My results

Here was nice kill by blindshotting Incinerate over the wall :D


Well, it was long to write and format it but job is not over. There are still things to edit, stuff to be added and stuff to be learned in game, so this "guide" will change (almost) constantly. Hopefully I'll help someone with it.
Comment it, criticize, write suggestions etc. so I can further improve it.
Credit to JhoiJhoi for his awesome guide about making a guide, it helped me to improve it even more :D
Thanks for reading :)
Comment it, criticize, write suggestions etc. so I can further improve it.
Credit to JhoiJhoi for his awesome guide about making a guide, it helped me to improve it even more :D
Thanks for reading :)
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