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Annie Build Guide by ThaKinetic

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League of Legends Build Guide Author ThaKinetic

Annie - Tibbers Incoming! - In depth

ThaKinetic Last updated on April 13, 2012
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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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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I can't change this guide, improve, or just write on it if i get no constructive critism! If something needs to be added tell me in comment or PM, and if not i suppose this guide is complete. Please vote and comment this guide so i can improve it ;)

Now to the real guide :)

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A nice juke i did with Annie recently :) Wacth in 1080p!

Hey all, welcome to my Annie guide. This build focuses on playing Annie as a heavy burster, while dominating mid lane. And thx to Jhoijhoi for her awesome Guide about making guides. Also please try out the build before you downvote, and leave a comment so i know what you don't like, and maybe will be able to change something or tell you why i did so.

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Who is Annie?

In the time shortly before the League, there were those within the sinister city-state of Noxus who did not agree with the evils perpetrated by the Noxian High Command. The High Command had just put down a coup attempt from the self-proclaimed Crown Prince Raschallion, and a crack down on any form of dissent against the new government was underway. These political and social outcasts, known as the Gray Order, sought to leave their neighbors in peace as they pursued dark arcane knowledge. The leaders of this outcast society were a married couple: Gregori Hastur, the Gray Warlock, and his wife Amoline, the Shadow Witch. Together they led an exodus of magicians and other intelligentsia from Noxus, resettling their followers beyond the Great Barrier to the northern reaches of the unforgiving Voodoo Lands. Though survival was a challenge at times, the Gray Order's colony managed to thrive in a land where so many others would have failed.
Years after the exodus, Gregori and Amoline had a child: Annie. Early on, Annie's parents knew there was something special about their daughter. At the age of two, Annie miraculously ensorcelled a shadow bear - a ferocious denizen of the petrified forests outside the colony - turning it into her pet. To this day she keeps her bear Tibbers by her side, often keeping him spellbound as a stuffed doll to be carried like a child's toy. The combination of Annie's lineage and the dark magic of her birthplace have given this little girl tremendous arcane power. It is this same girl who now finds herself as one of the most sought-after champions within the League of Legends - even by the city-state who would have exiled her parents had they not fled beforehand.

"Annie may be one of the most powerful champions ever to have fought in a Field of Justice. I shudder to think of her capabilities when she becomes an adult."
High Councilor Kiersta Mandrake

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Pros / Cons


+ // Amazing burst!
+ // 1.75 sec stun!
+ // She get's very dangerous at 6
+ // She can summon a teddy bear!
+ // Fun to see enemies get beaten by a little girl :)

- // She's damn squishy
- // Before 6 it's harder to get kills
- // She has the most annoying voice ever!

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I take 21/0/9 masteries when playing Annie. Before the new masteries update, nearly all mages took 9/0/21 but now, with the changes that makes the offense tree go into AP as well, these are common masteries for a mana using AP caster. Annie benefits alot from Mental Force and Blast , and of course Arcane Knowledge . Also i feel that needs Meditation to sustain early - mid game laning.

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Greater Mark of Magic Penetration

Greater Quintessence of Ability Power

Greater Glyph of Ability Power

Greater Seal of Mana Regeneration

Alternative Rune Setup

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Summoner Spells

Good Summoner Spells

Flash: // As Annie you have no real way of escaping, and Flash closes that gap. It's extremely good for chasing, escaping, positioning, ohh this spell has so many uses. I would always take this on a mid champ as Annie

Ignite: // Ignite is a great damage boost, to secure low health kills, while they flee from your massive burning teddy bear Summon: Tibbers.

Teleport: // Alternative to ignite, gives very nice map control, and you can shop safely while not missing more than 5 creep kills.

Viable Summoner Spells

Clarity: // Clarity is a good spell early game, as you won't have to go back for mana, as this spell just give you alot back. But it also use a slot. Take this if you aren't good managing mana.

Ghost: // Ghost is a nice alternative, but simply, flash should not be replaced, so you would drop ignite for this. And that's not worth it. Simply.

Cleanse: // Cleanse is also a viable spell on Annie], you are very squishy, and this clears CC on you, so you can [[flash away after.
Exhaust: // This is kinda "meh" for me, i like the spell on Lee Sin and other AD champs, but on mages it's kinda.. Meh.. It is nice for chasing, escaping etc. But there are better choices for Annie

Non-Viable Summoner Spells

Don't take this, you should not use this on any champion (Maybe support). There are alot better choices than heal.

You are not a support. End of story.

Many says this is good on AP champs. But seriosly if you see your opponent turn bigger and get a fiery aura around them, you can see they are up to something. Don't take it.

This should not waste a slot for other spells.

Very underated spell, certainly not good anyways. I admit it's pretty nasty on Pantheon as he just revives, and Ults into the battle again. But you are Annie. Don't take it.

I'm not gonna explain this for you it should be rather self explanatory.

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Skill Explanation

// After every 5 spell casts, Annie's next offensive spell will stun its target for 1.75 seconds.
// This is why your enemies fear you. Nearly 2 sec stun on every 5th spell. This turns teamfights to your favor when aoe stunning with Summon: Tibbers

// Annie shoots a mana infused fireball, dealing magic damage to her target. The mana cost is refunded if it kills the target.
// Your main harass and lasthitting tool. This spell has a massively low cooldown, and high damage, max it first.

// Annie casts a cone of fire in front of her, dealing magic damage to all enemies in the area.
// A mini AoE can be used to clear caster minions when leveled up abit, also useful in teamfights for great AoE damage.

Molten Shield
// 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.
// This skill get's very useful late game. It's like an in-built thornmail, whenever trynda shows up turn this on, and he'll get 100 dmg right back in his face (Scales of AP)

Summon: Tibbers
// 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.
// The little bear in you hand jumps down from the sky and nukes your enemy. This ability should NEVER be underestimated, this can turn teamfights, and best of all - Summon: Tibbers is controlable, just press Alt while moving and Summon: Tibbers moves instead. He has an in-built Sunfire Cape aoe, and around 80 - 100 damage. He can tank towers, while you tower dive, he can farm for you, and alot more. This is your precious toy and your enemies hate you for it.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

We max out Disintegrate over Incinerate, because of it's massively low cooldown and higher range. Second we max Incinerate for more damage output, and last max Molten Shield. Take a point in Summon: Tibbers whenever you can.

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Skill Combo

> > > > >

This is your main rotation when killing your opponent. When you hit 6 and your opponent has 3/4 of his HP maybe less, kill him with the above combo. Charge up Pyromania and fire Disintegrate on them. Then Incinerate, Summon: Tibbers and Ignite. If they aren't dead your Disintegrate is off cooldown, and you fire it again. They should be dead now. Hopefully :)
  • Many opponents are aware of your stun, and especially when you hit 6. Try get 4 stacks of Pyromania go fo them, when you are in range pop Molten Shield and do the combo above.
  • Alot of ppl tends to initiate with Summon: Tibbers. This is wrong. Summon: Tibbers is a skillshot, and you can miss with him, or they flash away. But Disintegrate is a lock-on so stun is guaranteed!

In the above video i was against a Katarina mid. She got a little bit to close when i hitted 6, so this is what happened :)

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Early game (1 - 6)
  • : // Early game it's a great boost to have 2 dorans, you get 30 AP, 10 M/5, 200 HP.
  • : // Mpen is very good on Annie, this makes you hit like a truck!
  • : // If you are doing good, or your mid opponent sucks badly, grab this. This is a great AP item, but chances are that you get focused very much if you get this.

Mid game (6 - 11)
  • : // 200 HP, 25 AP is decent, but 20 Mpen is awesome! This paired with Sorcerer's Shoes makes you hit like a BIG truck!
  • : // Core of any AP caster out here. 140 solid AP, and 30% increase in AP! This should always be bought.

    Late game (11 - 18)

    At late game, most items are situational. If the team builds Magic Resist to counter me, i build Void Staff, and if they have bursty mages as well, i tend to build Abyssal Mask.
    • : // If they have some troublesome AP casters, this would be a good option. It also lowers Magic resist of nearby enemys.

    • : // Nunu "I kill you!" Activating Absolute Zero. Annie "Sure lol". And pop Banshee's Veil and kill him. Very nice item if they have a troublesome Veigar or LeBlanc.

    • : // Your target won't escape with this. And massive AoE slow in teamfights + 1.75 sec stun. Yes please!

    • : // If they have heavy Magic resist, grab this after rabandon deathcap

    • : // This is good if your against a Karthus or you get focused very much. But remember you can't do anything in 2 seconds, which may turn to enemies favor.

    • : // Good surviability , if you lack this, grab it but i don't really like it... So much.. Take it if you want :)

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Early game 1 - 6

This will explain what you will do from the start to mid game.

Coordinate with your team. They should know that you go mid, and nobody else do. When your at loading screen look at the enemy team. Who's their jungler? Do they have Clairvoyance on team? Look for this. You can predict where you should stand for not being ganked if you know their jungler. If it's Rammus, don't go past the brush unless you know where he is, and if it's Warwick you can farm more safely before he hits 6.

At fountain, buy Boots of Speed and 3 Health Potion. If your jungler starts at blue go protect it. You pull blue and go mid. Last hit with autoattacks and Disintegrate. Be sure to kill the target with Disintegrate because it refunds mana if target is killed.

Farm, farm, farm... Do that until you hit 6. Harass a little bit, not too much. When you hit 6 your enemy begins to get careful. Unless they are stupid or know what they are doing.

Last hit with Disintegrate until you have 5 stacks of Pyromania. Get close enough to fire Disintegrate and perform the combo in above section :)

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Mid Game 7 - 11

Now, we assume that you killed your mid opponent. Push your lane a little bit, and use Recall . Now buy 2 Dorans, and some wards. Go back to your lane. Now you should farm. But most important right after farm is SCARING your opponent. If your opponent fears your burst, you can zone him. Harass him with Pyromania > Disintegrate > Incinerate.

If a teamfight happens in a lane; Be there. Really, you are invalueable. When the fight starts, do the combo in Teamfights Section Below. DEVASTATING! Your team will be able to win this. If you are properly protected. If you get focused down by an aggresive Trundle just flee. If you die before your combo, it can turn to a loss.

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Late Game 12 - 18

Most basic rules of Lategame

1. Don't go alone!
2. Farm only when it's SAFE
3. Stick to your team (May be the same as 1)
4. Prevent other teams from doing Dragon/Baron, and do yourself if possible.

Be the carry. Yes, Annie rapez entire teams lategame. Your rip them apart if fed. Coordinate with your team, gank enemies, backdoor, push. Baron should be warded late game. Always. WITH Vision Ward! Important, very important. You can destroy their wards and prevent Baron steal.

Eventually you will get the outcome. Win or Loss. If you won; Good job keep it up, practice more to be even better. DId you lose? Maybe. If you did, think about why. Was it your teammates feeding? Or just being unskilled? Alot of ppl with good scores like 8/2/X tends to blame their team for the loss. I see this NEARLY every game. Nearly. But don't think like that. Yes, you may had a flawless game, but still, nobody can win everytime. Annie has potential to carry, if you have compentent team you can win.

But never ever blame your team. DOn't yell " OMFG my team sucks report Master Yi, and Garen for feed! " Or "My team sucks so much freaking report these morons -.-"

If your about to rage, just Press "SHIFT + 3" Dance :D. Tell your team what to do, be the leader. If no one leads, you must.

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Disrupt! Stun! Burst!

> > > >
Annie is devastating in teamfights, with great AoE damage and a low cooldown, single target ability. Annie excels in stunning the whole enemy team with Pyromania and Summon: Tibbers, and enemies fear her for it. Stand back, let your tank initiate.

While behind the rest of your team you drop your nukes everywhere. Aim Disintegrate for the squishies, and try get out of focus fire. IF! They focus you, turn on Molten Shield and flee. When your team has taken aggro (lol) go back and repeat.


More in depth description of your teafight role.

Let your tank initiate. Stand behind your team. Don't waste your stun on one enemy. Use it when you can hit their carry and some others. Drop Summon: Tibbers. Now Disintegrate their squishiest, and fire Incinerate at most enemies possible. If you are fed, farmed or just have a decent AP, this causes chaos. Now Disintegrate will be off CD, spam it on their carry.

If you get focused by their carry Vayne, Caitlyn etc. Pop Molten Shield and cast your spells on them. Then escape. Quickly. You can fire one Disintegrate very fast, but then escape, carries shouldn't be underestimated.

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Now well, to be honest, Annie is a very fun champion to play. She amazingly bursty when fed, and overall, good damage. She dominates when you get the hang of her. I will add more sections to this guide, tell me if there is something you want to be covered, and i'll try work on it.

Again credits to Jhoijhoi for her awesome template which you can find here.

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Submit your screenshot! It will be posted here on the scoreboard :)

Here is Aquamador with his awesome Annie game using this guide ^^

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Change Log

  • 16/12 - 2011 : Build published!
  • 17/12 - 2011 : Added skill sequence to Teamfights, and Mejai's soulstealer to items. Also changed Core Items to Items, and added Scoreboards section.
  • 06/01 - 2012 : Cheers, happy new year! Removed FAQ section (Not needed) and added Mid - Late game sections.
  • 14/01 - 2012 : Minor tweaks nothing remarkable.