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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Quick Reference
Item Sequence






Start Items: | First Back (1595g): | Core Items: |
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Against heavy AP: | Against heavy AD: |
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Against heavy CC: | Against heavy magic resist: |
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Basic skill order for more sustain:




Basic skill order for more damage:






Keep in mind that all masteries, runes and items are suggestions! Many things could or have to be changed by situation. For example if you face a very hard CC team you want to buy items that help you with that instead of raising you damage. Because if you can't do damage it's meaningless how much damage you would deal. Use your common sense to adjust this guide to your needs.


Pros: | Cons: |
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+ High burst damage | - Small health pool |
+ Built-in ![]() ![]() |
- No escape mechanics |
+ Built-in resistances -> ![]() |
- Mana hungry if not played properly |
+ Good farming potential -> ![]() |
- Often focused |
+ Multi-target stun | - Bad mobility |
+ Powerful summoned bear from hell | - Hard to master |
This guide will at least lower the first two Cons by increasing the health pool and give Annie some improved escape mechanics.

Teleports you to your cursor position in a specific range. 300 seconds cooldown.
This is your only escape tool on Annie so I stronly recommend to pick this summoner spell in any game. You can use it to close a gap on chasing as well or increased the space between you and your chasers. Flashing over walls is the best way to escape.

Ignites a target enemy unit dealing 70-410 (50 + 20 per champion level) true damage over 5 seconds and reduces healing effects on the target for that duration. 210 seconds cooldown.
This ability is useful to secure a kill or help facing a champion that relies on health regeneration, healing, life steal or spell vamp like





Other possible choices:
I recommend to replace



Exhausts target champion, reducing his movement speed by 30%, attack speed by 50%, attack damage dealt by 30% and ability and item damage dealt by 30% for 2.5 seconds. 210 seconds cooldown.
This can also improve your ability to escape or to win a fight. In combination with


Restores 100-355 (85 + 15 per champion level) health to your champion and nearby allies. 300 seconds cooldown.
This spell can be a life safer especially in early game but also in late game. Pick it if you think you'll need it. In combination with


Shields your champion for 95 + 20 per level for 2 seconds. 210 seconds cooldown.
This spell can also be a life safer. It will consume up to 455 damage on level 18 which is a lot. In combination with


Your champion ignores unit collision and has 27% increased movement speed for 10 seconds. 210 seconds cooldown.
If you think that your



After casting for 4 seconds, teleports your champion to target allied minion, turret or ward. 300 seconds cooldown.
This skill is nice to be back in lane very fast and therefore miss less creeps or avoid that the enemy destroy your turret. It also is nice for surprising moments when you can switch lanes immediately by teleporting to a ward somewhere on the map. If you target a minion it will be invulnerable. This can be used to effectively destroy an enemy turret. In combination with



Restores 40% of your mana and those of nearby allies. 180 seconds cooldown.
Pick this spell if you have mana problems with Annie. The cooldown is very low for a summoner spell and with




Removes all disables or summoner spell debuffs (like

Note: This spell does also remove the damage over time component of

Pick this spell if you face a hard CC team (stuns, slows, taunts or fears). This is a more powerful alternative to


Not really good choices:

Let your support pick this skill if necessary.

This spell doesn't fit Annie well. It might have its uses on some champions but you should better try to stay alive. ;)

This spell is only for junglers or champs that have a really hard time to kill creeps. None if this is given for Annie.

Effects: After casting 4 spells your next offensive spell will stun the enemy for 1.75 seconds.
This is your passive ability and is one reason why Annie is such a good AP champ. Keep in mind that two of your offensive spells are area spells so you can stun multiple enemies with




Cooldown: 4 seconds
Mana: 50 / 65 / 70 / 75 / 80
Range: 625
Damage: 85 / 125 / 165 / 205 / 245 (+0.7 * AP)
Damage type: Magic
Other effects: You gain the full mana back if you kill an enemy unit with this skill.
Use this skill to lasthit creeps if it's hard or impossible to lasthit with your autoattack. Also keep in mind: You add a stack to your


Cooldown: 8 seconds
Mana: 70 / 80 / 90 / 100 / 110
Range: 625
Damage: 80 / 130 / 180 / 230 / 280 (+0.75 * AP)
Damage type: Magic
This skill does area damage in a cone. You have to cast it in a specific direction. If the




Cooldown: 10 seconds
Mana: 20
Effects: Increases your armor and magic resistance by 20 / 30 / 40 / 50 / 60 for 5 seconds. It also damages enemies who autoattack you by 20 / 30 / 40 / 50 / 60 (+0.2 * AP) in this time.
This skill has very low mana cost. Therefore it's a good choice to add stacks to your



Cooldown: 120 seconds
Mana: 125 / 175 / 225
Range: 600
Damage: 200 / 325 / 450 (+0.7 * AP)
Damage type: Magic
Other effects: Summons your bear Tibbers which will stay for 45 seconds on all levels. You can control Tibbers by holding the Alt key and rightclick on the map as you would do to move Annie. Tibbers deals 35 (+0.2 * Annies AP) magic area damage around him per second.
Tibbers health: 1200 / 1600 / 2000
Tibbers armor: 30 / 50 / 70
Tibbers magic resist: 25 / 45 / 65
Tibbers attack damage: 80 / 105 / 130
This is your powerful ultimate with several usages. First of all it does a huge amount of damage in an area when casting. If the



I put more points in








As always put a point in your ultimate

Basic priority for more sustain:




Basic priority for more damage:




Damage (Offensive Tree)























Sustain (Defensive Tree)







In addition I use


As you face an AP champ most of the time in mid lane it's a good choice to invest 3 points in



Utilities (Offensive Tree / Utility Tree)






To have











Why not use
Havoc
,
Mental Force
,
Archmage
or
Executioner
?
Basically because other masteries are more important. Your damage will be huge enough in mid/late game thanks to your items. But let's have a closer look:






Alternative Masteries
Offensive:

Defensive:








Utility:






Runes




Total stats of the runes:
+7.83 magic penetration
+25.65 ability power
+9.72 life per level (+174.96 life at level 18)
Why not using AP/lvl glyphs?
Those glyphs will weaken your early game damage by nearly 10 AP which is much in the beginning and will boost your AP at level 18 by something slightly above 10 AP which is not much in endgame. Therefore I always prefer flat AP runes in general.
Alternative Runes
Marks:
Simply said: None. Passing magic penetration is just stupid. But if you don't have this runes you may use


Seals:



Glyphs:



Quintessences:







Item Sequence


















Why start with
Haunting Guise?




Simply said:

Or:

Sustain














Because of







Damage







All your skills scale with AP so you want to buy as much AP items as you can to boost your damage.











Utilities












Alternative Items























Alternative Boots
I highly recommend

Ionian Boots of Lucidity - If you want more cooldown.
Sorcerer's Shoes - If you want more magic penetration. If you pick those maybe you won't need
Haunting Guise.
Ninja Tabi - If you face a really hard AD team and also face a heavy AD champ in mid lane.
Mobility Boots - If you want to be faster back in lane or at teamfights or are fed and want to clear out the map quick.








At your base after death or bluepill you should use



If the enemy managed to run away with low health and your Tibbers is present, order Tibbers to follow the enemy as he will do area damage (see

Before teamfights start you also should have your



Use your


Try not to face strong enemies 1vs1 if you are not sure that you can kill them safely or if you don't know where their teammates are. Be aware of enemy skills especially stuns, silences, fears or slows and also consider enemy heal potential (for example


Don't use



Use





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