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Spells:
Ignite
Flash
Items
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Zed
Details below
Ideal
Strong
Ok
Low
None
INTRODUCTION

My love for


Since then I have played at least 700 games with Annie including 226 ranked games (season 5 was my first season), despite sitting in Silver III, I have mastered this champion - although I understand that rank is important, and you're probably not going to want to listen to a silver III scrub, well, I refuse to be a one trick pony - depending on my mood I play any champion - which is why I suck.
ANYWAY, here are my stats with Annie, hopefully its enough proof I know how to play this beautiful piece of creation.


Pros
- Insane burst
- Probably the easiest mechanical champion in the game
- OP passive
- Good AA attack range for a mid lane mage
- Instant AOE insta-nuke
- High AP scaling.
- Great roam potential
Cons
- No mobility
- Very bad against a team full of tanks
- Without flash being available she suffers
- Suffers against high range champions
Passive - Pyromania

Stun duration - 1.25/1.5./1.75 (Lvl 11, 16)
Every 5th spell cast will stun enemies hit with Annie's spells
Probably one of the best passives in the game, Annie's built in utility makes her great at all stages of the game, even when behind.
Q - Disintegrate

Cooldown - 4 seconds at all levels.
Magic Damage - 80 / 115 / 150 / 185 / 220 + 80% AP scaling.
Range - 625
Passive: If Disintegrate kills the target the cooldown is halved and the mana is refunded.
Annie's Q is a a point and click target spell that does massive damage. Because of of her passive it is easy to stun a target with




Cool things about this abiliy:
- Will half the cooldown on champion kills.
- Try walking up to someone with 3 stacks on your passive, Q them them and while the spell is still traveling cast your E to catch the enemy off guard (this won't work if you use E after the spell hits)). The enemy wouldn't have seen it coming because there was no indication by the energized effect underneath Annie... unless they were counting your spells. In case of that - spam "NERRRRRRRRD" in /allchat.
= Makes farming super easy. Due to the mana refund and the cooldown refund, this is the perfect tool for CS'ing. As long as you don't under estimate your damage on the minions you should have able to get all the mana that you spend and more, due to the passive of

W - Incinerate

Cooldown - 8 seconds at all levels
Magic Damage - 70 / 115 / 160 / 205 / 250 + 85% AP scaling.
Ramge - 625 (Length) 50 (Width)
Early on


Cool things about this ability:
- It can go through


- Does massive AOE damage late game, it's basically your Q but can hit more than one target.[
- Pre-level 6 AEO stun... This is such a crucial thing, because it can win a skirmish, used to catch someone out of position, used to engage team fights - the possibilities are really endless.
- Really good wave clear later on, it works really well with

E - Molten Shield

Cooldown - 10 seconds at all levels
Magic Damage - 20 / 30 / 40 / 50 / 60 + 20% AP scaling
Magic Resist and Armor bonus - 10 / 20 / 30 / 40 / 50
Annie gets a fire shield around her, while it's active Annie gains bonus MR and AR and if a champion attacks her with a basic attack, they take magaic damage. I think that people underestimate how good this spell really is. Other people don't like to get the spell until they're at level 7, which I don't really understand. I don't put more than one point into it until level 14, but I always put one point into it at level 4, because the bonus MR and the AR is always helpful in trades - not to mention the magic damage they take. But because Annie has terrible wave clear early on, if you leave lane and you're playing against a champion with good wave clear, you can stop the wave before it gets to tower, which is a good way to avoid missing farm.
Cool things about this ability:
- This ability counts towards your stacks on

- It stacks with

- With the Frost Fire Annie skin, it hides the energized animation a little bit.
- If you have

R - Summoner: Tibbers

Cooldown - 120/100/80 seconds.
Range - 600 (Length) (Width)290 (Aura)200
Initial Magic Damage - 175/300/425 + 85% AP scaling
Magic Damage per second (Tibber's aura, AOE) - 20/30/40 + 20 AP scaling
Annie has insane burst without her ultimate ability - fully built she can almost kill an ADC or an APC with the



Tibbers is OP, this coming from a player that absolutely adores this champion. I know it. Unless you have Godlike reflexes it is almost impossible to dodge it, as it is an instacast ability - meaning that as soon as you press R tibbers in summoned - and the other player is dead, unless you have terrible ping.
Because of this ability it gives Annie great potential to engage team fights or catch somebody out. A good


Cool things about this ability:
- Cooldown starts as soon as Tibbers is summoned, meaning at max rank if he survives the duration (45 seconds), the cooldown is 35 seconds - theoretically if you have 45% CDR the cooldown would be reduced by 36 seconds, resulting in a constant Tibbers.
- If you have

- Great for blocking skillshots, shut down that

- If you land this on more than one enemy with

- It has the highest AP scaling in the game with a total of 1050% scaling, assuming the target is in impact-zone and stays in the aura for the 45 second duration.
EARLY GAME ITEMS
Morellonomicon

AP: 80
100% Base Mana Regeneration
20$ CDR
Cost: 2400g
Unique Passive: Dealing magic damage to an enemy champion below 40% health inflicts Grievous Wounds icon Grievous Wounds to them for 4 seconds.
The item that is almost impossible to pronounce. This is an overall great, gold efficient item. Building this on Annie is really good if you want to have early damage, cooldown reduction, and a sweet passive for taking down champions with healing. It works really well against champions with healing their kit like




The only downside to this item is that I feel the mana regeneration kinda goes to waste because with

Abyssal Scepter

AP: 70
Magic Resistance: 50
Cost: 2350g
Unique Passive: Reduces magic resistance of nearby units by -20. (700 range)
People say that this is a defensive item, yet I struggle to see it. Let's say you're playing against a




Rod of Ages

AP: 80
Health: 300
Mana: 400
Cost: 3000
Passive:This item gains 20 health, 40 mana and 4 ability power every minute, up to 10 times.
Unique Passive: Valor's reward: On leveling up, restores 150 health and 200 mana over 8 seconds.
Rod of Ages is a great all around item. It is a very good scaling item as late game it will eventually grow to 500 health and 800 mana, and the cherry on-top being 120 AP which means it is one of only two 120 AP items in the game. It gives you more sustainability in team fights because of the extra added health, mana and Valor's reward, for that reason if you build this item you should go into team fights before you're about to level up to get the extra potion. For the cost of 3000g it is quite expensive for an early game item, it takes a while to get. But you want to get it early as it also takes a while to scale up.
Zhonya's Hourglass

AP: 100
Armour: 45
Cost: 3500
Unique Passive: Put yourself in Stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration, but also unable to move, attack, cast spells, or use items during this time. 90 second cooldown.
I don't like to really build this item first, but sometimes you kinda have to. If you're playing against a









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