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Choose Champion Build:
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Chapter 1: Introduction
Out of date; see: http://www.solomid.net/guides.php?g=26784-cynicaleffect-annie-build-guide for an in date guide :)

Let's begin...
This is my build for
Pros
-
A massive nuke
A potential aoe stun
A sexy bear
Incredible potential for dominating early - mid game.
Epic skins (if you're into that kind of thing)
Cons
-
Easily focused if you're doing well
Really annoying voice
Mana is a problem mid game ( this is minor )
Annie's Skills
- Annie hurls a mana infused fireball, dealing damage and refunding the mana cost if it destroys the target.Annie flings a mana infused fireball dealing 90/130/170/215/260 (+0.6) magic damage. Disintegrate's mana cost is refunded if it deals a killing blow.
Cost
60/75/90/105/120 Mana
Range
625
This is your bread and butter of nuking. As well as it being an excellent last hitting tool, with a short cooldown and nice damage last hitting should be a breeze, use it whenever you see a low minion, why not? It gives you your mana back if you last hit!
Quick note about smart casting
Smart casting is achieved by holding shift, holding your mouse over your target and pressing Q / E / W / R If it is a single target skill, whatever you had your mouse over will have a fireball flying at, if it is a skill shot the shot will land at that point and if it is a multi target skill the center of it will land and the location where your mouse was.
USE SMART CASTING WITH YOUR
- Annie casts a blazing cone of fire, dealing damage to all targets in the area.Annie casts a cone of fire dealing 85/145/205/265/325 (+0.6) magic damage to all enemy targets in the area.
Cost
80/100/120/140/160 Mana
Range
625
This will combo up with your disintergrate in the early game. Build your stun by last hitting with disintergrate, run up to whoever you're against use
- Shields Annie from harm, reducing damage she takes and returning damage from normal attacks.Places a shield around Annie for 15 seconds, increasing her armor and magic resistance by 10/20/30/40/50. Deals 20/30/40/50/60 (+0.2) magic damage to enemies who attack Annie with normal attacks.
Cost
25/25/25/25/25 Mana
Range
This is like a free
- 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.Deals 200/325/450 (+0.7) magic damage to units in the target area and summons Annie's bear, Tibbers, to destroy her enemies.
Tibbers has 1200/1200/1200 health, 80/105/130 attack damage, and continually deals 40/60/80 magic damage to surrounding enemies.
Cost
150/200/250 Mana
Range
600
This is a **********ing bear which is on fire which is held within a toy bear by a child who spits fire from her hands. I mean, how much awesome do you want? Usually use this spell with your passive stun but you can also use it very effectively for turret pushing and tower diving.
Tower diving achieved by holding Control and right clicking to control tibbers, while attacking the tower right click on your enemy behind the tower, then tibbers should grab tower aggro and you nuke them and run away. However in this process tibbers may die so be prepared to sacrfice him/it/her.
* Innate *- After casting 5 spells, Annie's next spell will stun the target for 1.75 seconds.This will be one of the most useful tools while playing
As you may, or may not have read, my objective is to make a tough AP nuker who can withstand team fights and be maximum disruptive. Because we are not going flat ap you will have to Focus better to make sure you are an asset
Item Sequence
Catalyst the Protector
As You can see, I left the Void Staff at the end out, this is because
-
You rarely get this far,
There are a number of choices if you do get there.
Core
Core meaning of course, item's which I get, every game without fail.
Choices
This Skill sequence Flow chart thing here shows 2 routes.
Route 1 : Path of the Nuker.
Route 2 : Path of the Survivor.

Explanation
: Is the item which I usually start with, it is mainly to get a quicker
: At this point you might feel quite squishy if you do not have the Greater Quintessance of Fortitude's and so a Doran's ring will soften the blow of alot of out problems.
-
Bad mana regen.
Low Health
Little AP while building next items.
Is up next, bringing us a wonderful 180 ap fully stacked with 15% cooldown reduction at 20 stacks. Now, assuming you get stacks, this is THE item. However, if you don't. You could go for
: These are standard AP caster boots, they give magic penetration, which always helps, with your
: A solid Health and AP item which stacks over time, which is why you need to as much as you can to get it early, if you have enough gold saved up before your boots, go for it, get and early
: When paired with Path of the Nuker
: This item is a flat ap item, no questions asked one of the most worthy investments since
: The item which should help more late game than early game, which is why in the BIGGER NUKE path, it occurs at the very end. At this point tanks must have realised the damage that you can put out and so they have got themselves a For Both Paths
Path of the Survivor!
Abyssal Scepter Grants you a tasty bunch of Magic Resist which should allow you to survive those pesky casters and in addition gives you even more nuking power from Ability power and an aura which lowers enemy magic resist which helps your whole team, so you are a team player. GO YOU!
Guardian Angel, grants you second life, wonderful if you are getting focused. Just wait for yourself to die and then watch their team try to body camp you while they are getting destroyed by your team, get up ghost the **** out of there, charge your stun and run back in win the team fight and win the game. In a perfect world. Guardian Angel wins you games.New item.... shiny.
This is the new ap oriented tenacity item, tenacity being each% gives you a % of cc reduction. This is very nice against heavy cc teams. However i would not recommend this highly, the cc reduction is 10% less than mercury treads.As a result, my conclusion on this item is it has lackluster ap with only 50 and lackluster tenacity compared to mercury treads. So if you do come up against a heavily cc stacked team then buy mercury treads because dat is where da money is at.
Situational Items
: However, i would not get this item in every game. The item's which i have mentioned in my 2 paths work very well against most teams, however this item should only be used in situations where you are getting shut down by tanky dps such as
:
: I would first like to state my love for this item, as my love is so great. I might buy these every game or i might buy these every 10 games, but they are a cheap source of ap and cooldown reduction to get you back on your feet after a poor start. Another situation I might get it in, is where you get your This is a point in alot of builds which people tend to ignore.
Because they aren't level 30 etc, but these runes are not ESSENTIAL like jungling runes might be, these just give you more potential to dominate early game especially
Right so,
Next up is
Then we have
Now Quintessances, I take 3
However, if you don't want that you can always take
3x
An Alternative to Greater Quintessence of Fortitude
You could, instead take 3x
Alternative to Greater Glyph of Force
An alternative to these glyphs could be
^
Thanks to RedBlueJeans for this suggestion
But my main point would be that, Although runes are really nice and help a bit, they cannot influence your gameplay or item choice, which is all you really need to dominate.
Because these sections are reasonable minor, I decided to condense them into 1 section.
Masteries
Since the mastery revamp in season 2 offense is the best route for Annie, following a 21 0 9 setup taking all the awesome offense masteries which now send annie into overdrive damage. After offense I then go straight into utility taking movement speed and buff duration for the blue buffs which your Jungler should help you to pick up early.
Summoner Spells
The Good
-
Ganking
Comboing Easier
Getting away
Making it difficult to target you
Comboing easier
Because
Getting away
Quite self explanatory, holy **** 5 man gank, troll face away.
Making it difficult to target you.
In a jungle team fight, there is alot of grass around usually, at this point, popping
The Bad
The Ugly
Seeing as Team Fights are 80% of this game i would like to explain a bit more about them and Annie's role in them.
Your rotation should be this:
So, charge the stun first off, if you don't have your stun, open with
Now, you may be thinking. Why don't i use
Well my friends,
Generally you will want to go mid, but if you don't then try to lane with these people!
Friends!
Hard Stuns
I'm Sure there are more like this but these are in my opinion some of the best.
Taunts
Taunts are wonderful, the longer people are left inside your range of destruction the better, however out of them I would probably love
Supports
Support lanes are wonderful for
Randoms
Enemies.
Hard Stuns
In general, your best friend is your worst enemy, with single target stuns such as
Silences
These 3 will cause endless pain, in stopping you getting your nuke off, if you cant pull the entire thing you will appear to hit like a wet fish, this is not good and these people should be your main targets.
Anti-carries
These will cause endless havok to you, with their also unique ability to choose their target, either ignoring or not taking any damage from any other sources these champions will make it difficult for you to play your role in team fights.
At which point you realise oh look i only have 2 points in
Here's a pretty cartoon for fun.

^ this is not my work.
:)
19 / 2 / 11 : Chapter Reshuffling and added zhonya's hourglass item explanation and new item path model.
01 / 3 / 11 : Changed item sequence, it now starts with a
Changed rune selection : instead of 3x
Changed mastery selection : Took 2 points out of quickness and put them into improved flash and 1 into expanded mind.
02 / 3 / 11 : Added the "situational items" section.
06 / 3 / 11 : Code fixes.
14 / 6 / 11 : Added a build for higher elo/ranked games.
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