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Annie Build Guide by Paullie

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League of Legends Build Guide Author Paullie

Annie - The Squishy Killer

Paullie Last updated on July 31, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

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This is something I have been trying out for a while. Figured I would see what others think about it. This build does seem to have disadvantages early game to the point to where you might end up 0-3-0 before you get you first kill (normally happens when fighting Malzahar or anyone that has a Silence ability).

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Marks: Greater Mark of Insight. This gives you .95 x 9 = 8.55 Magic Penetration. This allows your spells to do more damage.

Seals: Greater Seal of Focus. This gives you .29% x 9 = 2.61% Cooldown Reduction.

Glyphs: Greater Glyph of Focus. This gives you .65% x 9 = 5.85% Cooldown Reduction.

Quintessence: Greater Quintessence of Focus. This gives you 1.64 x 3 = 4.92% Cooldown Reduction.

Before the Game starts, you Champion already has a 22.38% Cooldown Reduction and a 8.55 Magic Penetrations giving her spells a little more power and allows you to blast more often.

The reason for this rune build is to always have spells ready so you can cycle out spells when running out to battle to ready a stun. And that can save your life in a team fight since they will normally target you (you can stun them to allow your teammates to catch up and do a lot of damage while backing away from the AD players).

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Some people will disagree, but I feel that Annie is designed to shoot of as many spells as possibly to stun and kill an enemy. That is why the 9-0-21 build is the best for her. This can be tweaked to your own personal needs. Here is the breakdown (go in this order if you are not level 30 yet):

3/3 Perseverance: This gives you a 4% boost Health and Mana Regeneration. This is great to start out with because it gives you a boost to your really low Health and Mana. This allows you to stay out in the Middle Lane longer and rack up a lot of gold.

1/3 Good Hands: This reduces the amount of time spent dead by 3.33%. This is very good for Annie due to the fact that you will always be targeted in a group fight. Reducing the time you spend dead.

4/4 Awareness: This increases the amount of experience your Champion gains by 5%. Being Annie there is a 90% chance that you will be sent Middle Lane so you will level up crazy fast.

4/4 Expanded Mind: This gives your Champion an additional 5% base Mana Pool. Due to Annie not having any base damage to discuss you will be relying on your spells. This is an important Mastery to get because it grows your Mana Pool for early game farming.

2/3 Mediation: This goes along with Expanded Mind, to where Mana Regeneration is an important factor when soloing Middle Lane. This is only going to result in 2 MP/ 5 Seconds this is not really that great but never the less it is important to always have Mana for a stun spell when running away. Items will be added to assist in Mana Regeneration.

3/3 Quickness: This increases your base movement speed by 3%. 3% is just enough when you are trying to run down an enemy or if you are trying to escape.

3/3 Intelligence: This reduces you Champions Cooldown by 6%. This is great to have in conjunction with the Runes to have as little time between each spell as possible to allow for a stun to happen just in time.

1/1 Presence of the Master: This reduces your Summon Spells by 15%. This is very important due to the fact that Annie needs to be able to jump around a lot. With this 15% Cooldown, Annie can do mass crowd control, being that she can use Teleport and Ghost sooner to get to a Turret that is under attack and blast away all the minions with an Incinerate racking in some massive money.

That gives you the first 21 Mastery Points. Now moving on to the last 9 Mastery Points that will be placed in Offense.


3/3 Archmage’s Savvy: This will give your Champion .6 AP per level. This is important because due to the way I have chosen to layout Annie’s Items, you will not get a lot of AP until Late Game.

1/3 Deadliness: This is just a spot filler got get to the next level in Offense. But it will increase your Critical Strike Chance by .66%.

4/4 Sorcery: This reduces you Champions Cooldown by 3%.

1/1 Archaic Knowledge: This gives your Champion 15% Magic Penetration. This is especially good because Tanks and AD always have some sort of Magic Resistant Armor.

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Summoner Spells

Ghost: This spell was chosen due to the fact that in a team fight you are normally the person that is targeted. This allows you to be able to run away when being run down by a big mean Master Yi. This spell can also help when trying to get out of the base and into action at one of the Inner Turrets without wasting Teleport.

Teleport: This is the other spell that I prefer. This one goes along with my discussion about the Cooldown reduction runes. I love this spell because when the team is out trying to gank another player and forget to watch another lane, you can store up a stun Teleport to the Turret throw down a Tibber’s Summon, Stun them and have the Turret help kill them.

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Start out by buying a Doran’s Ring (475). Then save up for a Kage’s Lucky Pick (765). If you are not fortunate enough to save up enough money before getting killed, I recommend buying the Amplifying Tome (435) if you have the money. Then return later to buy the Kage’s Lucky Pick (330). The Kage’s Lucky Pick will help you afford to buy all the later items that will make you a lot better end game.

From here save up for the Ionian Boots of Lucidity (1050). If you have died or need to B before you have enough, buy Boots of speed (350). Later B as soon as you have enough to purchase the Ionian Boots of Lucidity (700).

Following the Ionian Boots of Lucidity you can either save up to buy the Tear of the Goddess (995), or buy it in pieces starting first with the Meki Pendant (390) then the Sapphire Crystal (400) then buying the Tear of the Goddess (205).

After this, jump into your survivability and start working towards your Force of Nature (2610). I recommend piecing it together by buying two Regrowth Pendants (870 [435 x 2]) then save up for the Force of nature (1740).

Now that you are not completely squishy, you realize that shooting off spell after spell continuously drains your Mana, it is time to start building up your AP and Mana Regeneration. Start by buying the Blasting Wand (860). From here buy the Archangel’s Staff (1000). Once you have this it will be more difficult to run out of Mana allowing you to farm more.

The next item that you will be saving up for is the Void Staff (2295). I suggest you buy this in two stages buy the Blasting Wand (860) first, then buying the Void Staff for (1435).

Following the Void Staff, save up for either the Rylai’s Crystal Scepter (3105) or the Rabadon’s Deathcap (3600). The order you purchase of these two items does not really matter. If you want more kills in the game I recommend the Rylai’s Crystal Scepter. This should be done is stages buy first selling off the Doran’s Ring (-238) and then buying the Blasting Wand (622 [with sale of Doran’s Ring]). Then buy the Rylai’s Crystal Scepter (2245). After the purchase of the Rylai’s Crystal Scepter save up for the Rabadon’s Deathcap. You have two options from here, First you can just utilize the Kage’s Lucky Pick to save up all the money you require, or you can sell off the Kage’s Lucky Pick (-383) and buy the Needlessly Large Rod (1600) then save up for the Rabadon’s Deathcap (2000).

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9x Greater Glyph of Focus
9x Greater Mark of Insight
9x Greater Seal of Focus
3x Greater Quintessence of Focus

Giving you 22.38% Cooldown and 8.55 Magic Penetration

Standard 9-0-21 Build

Summoner Spells:
Teleport: Good for crowd control and getting items and making it back to front lines.

Ghost: Good for getting last shot for a kill, running away, and getting to Inner Turrets.

You should end up with the following items if the game lasts long enough:
Ionian Boots of Lucidity
Force of Nature
Archangel’s Staff
Void Staff
Rylai’s Crystal Scepter
Rabadon’s Deathcap

This build is great End Game. It has a lot of power for quick kills and assisting in team battles. The major downfall to this build is that in Early Game, you do die a lot and it is hard to stop your deaths from stack up and YOU get blamed for FEEDING, being a NOOB, and losing the game.

Please comment after you have tried this build I am looking to improve it any way I can. Thank You in advance for your input!