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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Threats & Synergies
Try to shut down Gangplank early with the help of your Jungler. Gangplank will eventually outscale you in the progress of the game, so putting him behind will make it harder for him to take over the map. Don't engage with melee trades when Gangplanks Passive is up. It will help him win trades, so wait for him to use it on a minion before looking to fight. Wait for Gangplank to blow up his Barrels Powder Keg(E) before looking to fight. If he has one placed in a nearby bush or has one under him, wait for it to blow before looking to fight.
If you’re playing as a ranged champion, try to harass and poke Zed down. Avoid over-committing to harassing him though as minion damage does stack heavily. Invest in early armor when playing as a Mage to protect you from Zed’s damage. This will reduce his chances of killing you. Try to play to the opposite side of the lane at all times. This will make it hard for Zed to get on to you without using his Living Shadow(W). Once he does use his W, move to the opposite side of his W so he can’t get on top of you.
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health.When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge(Q) on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
Always watch your positioning during the laning phase. Try and stay at max distance so it’s harder for her to root you with her Tangle-Barbs(E). This will also make it harder for her to get a good Ultimate Pop Blossom(R) off as she has to close the gap in order to stun you. Stand outside of the minion wave at all times if possible. This will make it harder for Neeko to push and poke you at the same time with her Blooming Burst(Q). Once Neeko has her Ultimate, her kill pressure will increase. Make sure you back when low whenever she has her Ultimate up.
Diana has a unique playstyle when it comes to farming and trading during the early game. Her Pale Cascade(W) has a strong impact on the wave and she will tend to push the wave with it. Try to engage and fight her when her Pale Cascade(W) is on cooldown. Diana is dependent on landing her Crescent Strike(Q) for the all-in. Try to back away if she lands it to reduce her chances to follow up with her Lunar Rush(E) and trade.
Be careful when going for short trades with Qiyana as she prefers them over long extended ones.When Qiyana has her River Element (the blue one), do not overextend or play super aggressively. There is probably a reason she has picked this up and her Jungler may be nearby. Play safer when she holds this Element. Pre-6, Qiyana will constantly push the minion wave with her Q. Stand outside of the minion wave at all times so she is unable to push and poke at the same time. But, do not stand near a wall so she cannot R you into it.
Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate Comeuppance. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.
Expect Talon to play aggressive in the early game. He is really strong at level 2 and 3 and can easily get an early first blood. To prevent Talon from roaming, keep him pushed in while maintaining a good distance from him so he is unable to jump on to you and kill you. Using basic attacks and abilities to get him low will make it hard for him to fight or jump in with Noxian Diplomacy(Q).
Stand at the opposite side of the lane at all times. This will make it harder for her to land her Paddle Star!(Q) and Sleepy Trouble Bubble(E). Ensure that you’re always behind the minion wave and not inside it. As Zoe’s Q deals AOE damage, you will take damage if you’re near the minion line. When trading, keep an eye on what spell (if any) Zoe has picked up. If it is an aggressive spell, expect her to look for a trade. If it’s Flash, expect her to be more mobile and if it’s a defensive spell, it will be harder for you to kill her.
Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Do not over-commit to doing this though as he could look to turn the exchange around. Playing around Yasuo’s Windwall Wind Wall(W) will make killing him a lot easier. If you can, try to bait this ability out before committing to the all-in.
Ekkos main source of damage comes from his Passive. Avoid letting him stack his Passive by dodging his Timewinder(Q) and standing outside his Phase Dive(E) range. Ekko will look to set up a Parallel Convergence(W) stun by walking out of vision. Be cautious of this and wait a few seconds after he appears again before trading with him. Ekko will look to constantly push the wave with his Q. Punish him whenever he uses it for waveclear by engaging in trades.
Do not go for extended trades with Fizz as he will always come out ahead thanks to his Seastone Trident(W). Unless you benefit from any other wave manipulation, try and keep the wave even or closer to your side. This prevents him from engaging on you or chasing you down. Fizz has insane roaming potential. Do not blindly follow him as he can easily turn around and kill you. Instead, communicate with your team while following him from a distance if possible.
Cassiopeia has a powerful level 2 all in with her Noxious Blast(Q) and Twin Fang(E) spam. Make sure you hit level 2 at the same time which is the first wave followed by 1 melee minion on the second wave to reduce her ability to kill you. Cassiopeia has mana issues in the early game. If she is low on mana, it could be a good time to fight her as her damage output will be heavily reduced as she relies heavily on mana to trade. She is an immobile mage with no escapes. Let her push the wave and then call for assistance from your Jungler to shut her down.
After Syndra’s first back, she will have a lot of pushing power. Make sure you match her damage on the minion wave so she is unable to get early plates and roam priority. Syndra’s Scatter the Weak(E) has an incredibly long cooldown. If she uses it to trade with and misses, use this timer to play aggressive and poke her down. Post 6, if Syndra has lots of balls on the floor, do not commit to a trade as her Ultimate Unleashed Power(R) will deal lots of extra damage. Commit to trades when she has no balls on the ground.
Avoid standing too close to Azir’s Soldiers Arise!(W) as he can auto attack you from afar. When he places a Soldier Arise!(W), move to a safer position out of its range. Go for a trade after Azir’s soldiers has disappeared. It’s best to wait for the soldiers to disappear first before fighting him as his damage output will be decreased. After level 6 keep a keen eye on the map and Azir’s mana bar.
Twisted Fate will look for picks with his Ultimate Destiny(R) during the mid-game. Avoid splitting too far apart to reduce his ability to get picks. As Destiny(R) gives him a lot of map pressure, expect him to be split pushing in the mid-game. While you could fight with the numbers advantage, make sure you keep an eye on him so you can disengage if he makes his way to the fight. Twisted Fate will look to poke as much as possible before initiating. Do not allow him to poke by engaging as soon as you spot him.
Anivia has a weak laning phase and often has trouble farming and trading. If she uses any abilities on the minion wave to last hit with, make sure you abuse the cooldowns. Don’t forget about Anivia’s Passive. It has a long cooldown, so once it’s been popped, make sure you try to kill her while she is most vulnerable. Call for assistance and ask for ganks while it’s down. Try and hold off from using any dashes that can help you dodge skill shots. Anivia’s Flash Frost(Q) and Crystallize(W) can be deadly if you have no tools to get away from them.
Try your hardest to dodge Vel’koz Plasma Fission(Q)’s in lane. Invest in early Boots if you’re struggling to dodge this ability. As soon as he channels his Ultimate Life Form Disintegration Ray(R), either disengage, CC him or commit to the all-in. Hard CC will interrupt his Ultimate, but roots do not. After he has got his first item, Vel’koz will constantly push the minion wave. Stand close but outside of the minion wave at all times so he is unable to push and poke at the same time.
Always make sure you’re stood behind at least 2 minions so she is unable to root you with her Light Binding(Q). If Lux uses her Q and it misses, use the cooldown of this ability to play aggressive as she will be unable to protect herself and prevent the all-in. Mitigate Lux’s E effectiveness by standing behind and not inside the minion wave. This will make her choose between using her Lucent Singularity(E) to poke with or to push with.
Before looking for the all-in, bait out his Gravity Field(W). His W is his only real form of defence and protection from an all-in and once it’s down, he is easier to kill. When Viktor has completed his first upgrade, which is usually his Death Ray(E), make sure you’re always outside of the minion wave so he is unable to push and poke you at the same time. Viktor will be looking to play safe in the early game. Try to abuse this to get ahead.
Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind. Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.
Yone is incredibly mobile in lane, but if he uses his Soul Unbound(E), you can abuse the cooldown (after he’s returned) to play aggressive and poke him down. This will make it harder for him to survive a trade or trade back with you. Avoid chasing too far when Yone uses his Soul Unbound(E) as he will always return to his original spot. Try and stay far back though so he is unable to get onto you by his E+Q very easily.
Stand outside of the minion wave or behind it. This will result in him having to choose between pushing or poking you. Don’t stand in the minion wave as he will be able to push and poke with his Phosphorus Bomb(Q) or Missile Barrage(R). Whenever Corki has his Passive, communicate with your team and ping that he’s missing. He will look to roam as soon as he recalls and picks it up. Post-level 6, Corki will look to constantly push the minion wave. Try to match his wave clear so he doesn’t keep you pushed in. If you don’t, you’ll lose priority and tower plates.
Avoid going into melee range when Vex’s Personal Space(W) is up as it not only shields her but also deals damage to enemies close to her. Standing outside of the minion wave at all times will help you counter Vex and prevent her from being able to use her Mistral Bolt(Q) to push the minion wave and poke you at the same time. When recalling, keep an eye on your positioning as Vex’s Ultimate Shadow Surge(R) could be used to snipe you and kill you. Try and recall behind minions or out of vision.
Leblanc is an early game bully. Watch out for her Sigil of Malice(Q) + Distortion(W) + AA combo. Whenever Leblanc’s W is on cooldown, she is squisher and vulnerable. You could use this time frame to play aggressive and go for a trade as she will not be able to escape or trade as effectively back with you. Standing outside of the minion wave and far back is a good way to reduce Leblanc’s ability to push and poke at the same time with her Distortion(W). If you stand as far back as you can, she will be unable to land her Distortion(W) on you regardless.
Vladimir’s Sanguine Pool(W) has an incredibly long cooldown during the laning phase. Find a way to bait it out and then look to play aggressive while it’s on cooldown. Whenever Vladimir has his empowered Transfusion(Q) available, play safer or walk backwards so he is forced to use his Transfusion(Q) on the minion wave rather than you.
Make sure you reposition and move away from Katarina’s Blade drops. This will reduce her ability to trade and kill you with her Shunpo(E). Don’t blindly follow Katarina’s roams or you might get ambushed. Punish her by pushing the wave into her turret whenever she leaves the lane. One of Katarina’s weaknesses is her lack of range, so try to harass her with abilities and auto-attacks. Make sure you watch your positioning though so she doesn’t try to all-in you in return.
Pay close attention to the location of Orianna’s Ball Command: Protect(E) throughout the laning phase. Try and adapt your positioning and move to the opposite side of the lane to where her ball is. Do not roam unless Orianna has recalled. She has very good wave clear thanks to her Command: Attack(Q) and Command: Dissonance(W) and can quickly push you in and take Tower plates. Due to her lack of mobility and her inherent ability to push waves, Orianna tends to be weak against ganks. Ask your Jungler for ganks whenever she pushes the lane.
To make it hard for Sylas to land his E on you, always make sure you’re behind at least 1 minion so he cannot land the CC on you. If Sylas is able to get on to you, try to disengage as quickly as you can. A lot of Sylas’ damage is dealt when he is on top of you. Try and stay at max range as much as possible to make it harder for him to get on to you. Sylas has really good map pressure and can roam with ease. If he has left lane and started roaming, communicate with your team and push him in to deny him gold and XP.
Akali has a powerful early game with her Five Point Strike(Q) and Passive. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Five Point Strike(Q) and it hits, do not walk forward for some time. Akali has no built-in sustain and she has poor base stats. She is also melee. Use this to your advantage to trade with her early on and harassing her whenever she goes for CS. A good time to trade with her is when she has used/missed her Five Point Strike(Q). Akali’s Twilight Shroud(W) is important for trading and her survivability, but it has a long cooldown. Trade and harass her whenever it's down.
Look for extended trades whenever possible. Gragas relies heavily on his abilities to deal damage, but if they’re on cooldown he cannot really do anything except for auto-attack. Go for extended trades when one of his abilities are down. Gragas can tease an engage when his Body Slam(E) is up. Try and stand behind or near minions at all times. However, do not stand too close to them since the ability does have an AOE and if you’re close to them, you’ll be hit by his E. If Gragas uses his Drunken Rage(W), it’s because he wants to do something such as setting up his Jungler or going for a trade. Play safer for a short period of time whenever he uses his W.
Xerath has very reliable wave clear and push thanks to his low cooldown abilities and kit. Avoid taking unnecessary damage by standing outside of the minion wave when he uses his abilities. Look to trade with Xerath when his Eye of Destruction(W) or Shocking Orb(E) is on cooldown. When he doesn’t have either of these abilities, he is incredibly vulnerable. Avoid roaming if Xerath is in lane as he can push the lane very quickly while you’re gone. Look to roam when he’s either dead or in base.
When Ahri’s Charm Charm(E) is down, she has no real way of defending herself without blowing her Ultimate Spirit Rush(R). Look to fight her when her Charm(E) is not available. Try and stand outside of the minion wave, but close to it. This will force her to choose between pushing with her Orb of Deception(Q) or poking with it instead. Stand close to the wave so you can run inside of it to dodge her Charm(E). Ahri is incredibly vulnerable when her Spirit Rush(R) is down. Make sure you abuse the long cooldown early on.
Lissandra will be using her Ice Shard(Q) and Glacial Path(E) to push the wave. Stand outside of the minion wave so she is forced to choose between pushing with her Q or trying to poke you instead. When Lissandra is level 6, you’ll need to play a bit safer as she has increased kill pressure and can set up her Jungler very easily. Make sure you have enough vision around your lane to spot the enemy Jungler before they show up and gank you. When playing as a melee champion, try and stay at max range at all times so it’s harder for Lissandra to CC you with her Ring of Frost(W). Be careful when walking forward to last hit and play respectfully if she is zoning you so you don’t take tons of damage.
Try to keep the minion wave closer to your side of the map early. She will not be able to use her Spark Surge(E) very much if she is pushed up. Post 6, beware of her strong burst and all-in potential with her Ultimate Lightning Crash(R). Try and stay far back from her if you’re low. Her is blocked by minions and so is her Ultrashock(W). Always stand inside or around the minion wave to make it hard for her to harass you.
Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove(E) will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension(R).
Try to match Taliyah’s wave clear during the laning phase. Matching her wave clear will reduce her ability to roam. Taliyah doesn’t gain access to a damaging Ultimate Weaver's Wall(R) at level 6. If you’re a champion with a strong Ultimate, try to abuse her weakness at this time. When trading with Taliyah, always keep behind at least 1 minion. This will make it very difficult for her to deal damage with her Threaded Volley(Q). Make sure you also watch out for her Seismic Shove(W).
Veigar is at his weakest in the early game. Try to abuse him to set him behind. Delaying his stacks will make him less effective in the later stages of the game. Whenever Veigar uses his Event Horizon(E), try to abuse the cool down as it’s his only defensive tool in the early game and once it’s down, he is rather vulnerable. In order to get ganks or kill the Veigar, you need to bait out his Event Horizon(E) first. You can do this by constantly toggling in and out of range of him. Make sure you always bait it out before committing to the all-in.
Ryze’s laning phase is when he is at his weakest. Avoid trading with him too much in the very early game as he will just want to recall early and get his Tear anyway. When Ryze hits level 6, his kill pressure doesn’t increase as his Ultimate Realm Warp(R) is not a damaging tool. For most champions, your level 6 will be stronger than his. Try to fight as often as possible. Ryze needs time to scale, so delaying his ability to scale is key. Getting an early kill and putting him behind early will reduce his ability to scale into the mid and late game.
Malzahar isn’t very strong in the early game and can be made weaker by destroying his Passive shield whenever it comes up. As soon as he gets it, pop the shield so he has to play even safer. Malzahar will be looking to push the wave constantly once he has an item. Avoid standing inside the minion wave at all times so he cannot poke you and push at the same time. Once Malzahar hits level 6, you’ll have to play more respectful as he will tend to get ganks once his Ultimate Nether Grasp(R) is up. Whenever he has his Ultimate up, make sure you have wards in the river so you can spot the Jungler before they get to your lane.
Stand outside of the minion wave at all times during the laning phase. Seraphine players will often use their High Note(Q) (or empowered Q) to push the minion wave. By standing outside of the wave, she’ll be unable to poke and push the wave at the same time. Keep an eye on how many empowered stacks she has. If she has 3, play safer as her next ability will be much stronger. Once she hits level 6, expect her to either look for kills in lane or set up her Jungler for ganks. Her Ultimate Encore(R) is a strong tool that offers her extra kill pressure.
When Galio charges towards you, try to disengage as quickly as possible. If you let him get close, he will look to engage with his Justice Punch(E) and then taunt you with his Shield of Durand(W). As soon as Galio goes missing post level 6, ping your team as he may be looking to roam with his Ultimate Hero's Entrance(R).
Champion Build Guide
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1. Annie is great in team fights thanks to the large AOE on her Ultimate Summon: Tibbers. When paired with her Passive stun, she will be able to stun multiple champions if they’re grouped together.
2. She is easy to learn. Lots of pros, analysts and high ELO players recommend playing Annie if you want to learn the basics of the mid-lane.
3. Annie is really good at bursting down and ambushing squishy, low health enemy champions. Getting a few kills on Annie can make her Ultimate [[Summon: Tibbers
R]] incredibly scary. Look to pick off low health targets for easy kills.
1. Your burst damage is almost non-existent when your Ultimate Summon: Tibbers is down. Any champion or player who can play around your Ultimate Summon: Tibbers can set you back massively.
2. You are weak against long-ranged poke due to your spell range being low to moderate (depending on the ability). You are also not as effective if you aren't able to accumulate a lead on your enemies early on.
3. Regardless of the additional movement speed your Molten Shield offers, Annie has little to no form of escape. If you’re overextended without your Molten Shield to protect you, you will be an easy target.
This is a great passive skill that allows you to stun a single target or a large group of enemies, which makes Annie's cast really decisive in most fights. Due to the large number of active skills, the stun is charged in a short time. The mass stun can be activated with Incinerate or Summon: Tibbers skills. In other words, before the showdown, Annie simply builds up charges, and then uses one of her AOE skills to stun the maximum number of enemies. The only difficulty will be to accurately hit the abilities so that they hook the maximum number of enemies, but this is sometimes not easy to do, since the range of using some abilities and the radius of their destruction is not as large as we would like.
Due to this skill, Annie is able to easily farm minions in the lane without any mana cost, along with accumulating charges for the Pyromania passive. To do this, you just need to practice and choose the right moment to finish off the minion. The skill is great for periodically harassing the enemy, especially when combined with a stun. The main advantage of the ability is that you don't even have to aim. Simply select a target to attack and the fireball will reach the enemy. Yes, damage can be blocked, for example by Banshee's Veil, but in general, enemies will suffer from this ability. The fireball itself has a certain flight speed and on the one hand this is a minus, but this fact has a plus. For example, while flying a fireball, you can activate Molten Shield and this very shield can give you the last charge of Pyromania passive. As a result, the fireball will not only deal damage, but also stun the target. The method is quite effective, since many players look at how many charges Annie has and when they are not enough to stun, they usually act more aggressively and carelessly. This use of a fireball (i.e. in a combo with a shield) has a small minus. If you continue to fight later on, then the shield will potentially absorb less damage, since you activated it very early and the enemy did not attack you, but was stunned. So, if you are counting on a long exchange of blows, then it is better to hold the shield a little and activate it at the moment of contact.
This is one of Annie's most powerful skills, with massive damage. The main disadvantage of the skill is its small range of application. That is, it is applied almost point-blank and given the specifics of Annie, it is sometimes difficult to safely approach the target. Starting an attack with this skill is extremely difficult and dangerous, as the enemy will understand in advance what you intend to do. Therefore, most often Incinerate is used after the ultimate ability or after the stun from Disintegrate (in combination with Pyromania). The pluses of the skill include the fact that it is applied almost instantly, unlike the same Disintegrate fireball. If let's say the enemy attacked you first and intends to deal a lot of damage, and you already have a passive charged, then it is much better to use a wave of fire. In this case, the stun will work as quickly as possible and taking advantage of the moment, for example, you can move away with the help of acceleration from Molten Shield or, for example, by using the Flash.
Thanks to this skill, Annie can significantly increase her survivability in battle, as well as the skill is convenient to use in order to gain passive charges faster. The damage return while the shield is active is certainly nice, but the damage is honestly negligible and the normal effect can only be achieved against enemies with high attack speed, which rely on auto-attacks. The problem here is that usually these champions end up with a lot of damage and you would rather die than deal a lot of damage with a shield. In one of the updates (or rather, even in several), the power of absorption of damage by the shield was reduced, but instead they gave the shield an additional chip. When activated, Annie gains a short-term boost. It does not last long and the acceleration power quickly weakens, but this can be enough to, for example, catch up with the target and stun them. In team fights this boost can be used to initiate a combat. In fact, this is the only way to somehow increase the mobility of the champio, and this must be constantly kept in mind. In some cases, the ability can even save your life when you see an enemy jungler coming out of the forest and trying to attack you. The advantage of the skill is a modest mana cost, so the ability can be used very often.
Annie's ult is what makes this champion really strong. Firstly, we have a skill in our arsenal that deals area damage and can also stun an entire group of enemies due to the charged Pyromania passive. The summoned bear, punches well by a hand and has a fiery aura, which also deals good total damage in battles. The bear has a large amount of HP and his opponents will not be able to kill him fast. Due to this, it is very good to demolish the towers after a successful battle. The bear can tank damage a little. Also, the bear is very good to use for farming minions and neutrals, of course, after you use it for its intended purpose. When Annie uses Disintegrate ability on an enemy champion, the bear goes into a rage and thus can be ordered to kill a specific enemy. Under rage, the bear runs very fast without blocking by minions and its attack speed increases significantly. Exactly the same effect happens when Annie dies. Thus, Tibbers will be useful not only for the initial AOE damage, but throughout the entire fight. It is highly desirable to learn how to manage it and, if possible, competently give orders to it during a team fight. During the battle, the bear can really inflict tons of damage and greatly ruin the life of enemies.
is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.
is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.
is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.
is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.
is a strong item against magic damage but is most valued for its ability to prevent crowd control or counter poke damage. As such it is highly recommended to build Banshee's Veil when you are being focused by crowd control effects, or when the enemy has initiation or pulling abilities like Enchanted Crystal Arrow and Rocket Grab. Combined with Zhonya's Hourglass, Banshee's Veil will make you very resilient to both magic and physical damage.
is a good choice for those mages who have low mobility, but desperately need it.
is a very good item for ability power-based champions, as it allows you to ignore 18 points of your enemy's magic resistance. Sorcerer's Shoes are less efficient against enemies with high magic resistance. However, they synergize well with other magic penetration items, percentage items such as Void Staff in particular. It is possible to sell these boots at late-game once you have Void Staff, as the extra magic penetration is arguably negligible.
That rune is very good since it gives you a great boost on your burst damage that can makes the difference between a running 50hp opponent and a sweet boost of 300 gold in your pocket.
The rune gives your champion some sustain which is especially useful during the early game and the rune scales also with AD and AP items so it can become a reason in the late game why your champion survived a fight with 1-3% HP.
This rune gives you some amount of AD or AP whenever you score a takedown (but this amount of AD\AP gain is limited).
This rune gives a lot of movement speed out combat which is very helpful during all stages of the game and it can help you to chase down enemies or to group with your allies faster.
The rune allows your champion to not run out of mana very fast. You have to remember that this rune needs to be stacked 10 times firstly to give you +250 mana and mana regeneration. And there is a small cooldown between the moment when the rune can be stacked once, so in most cases it's better to not spam abilities when the rune is on the cooldown or you will run out of mana quite fast. The rune is helpful for those players who love to spam their abilities and feel strong lack of mana.
This rune gives some amount of additional AD or AP so you would have higher damage, but only when your champion is above 70% HP. Take the rune if you know you will be able to keep your health high enough to get this bonus.
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
Ghost is most often used by damage dealers, especially with melee attacks. In addition to a good movement speed bonus, Ghost gives you the ability to pass through units, which is very useful when chasing an enemy who is trying to hide behind his minions. A similar effect can be obtained using Phantom Dancer. Ghost can be used either offensively or defensively. The increase in movement speed and ignoring unit collision makes it easier to both chase down enemy champions, and escape bad situations.
Annie’s best power spike in lane is once she unlocks Summon: Tibbers. She can look for aggressive picks and Flash plays with Tibbers and her stun. Annie will always be a little bit strong when she has her stun ready or almost ready. If the enemy looks to fight you while you have max stacks, you can quickly turn around the fight. Once Annie has completed her first component item, her wave clear and trading power increases. In particular, her Disintegrate and Incinerate will make trades go more in her favour.
Annie gets her first power spike when she unlocks her Disintegrate and Incinerate. Disintegrate mana mechanic allows her to save a lot of mana, while her Incinerate provides her with lane priority due to the wave clearing potential. Her biggest power spike is when she obtains her Ultimate Summon: Tibbers. Now she can easily burst people down and roam to other lanes using her Molten Shield, after shoving the enemy wave with her Incinerate. Her first core item decides when she will power spike the hardest. If she takes Luden's Tempest first, she can quite easily start blowing people up.
MID GAME (strong):
Annie is a team fighting champion thanks to the AOE on Tibbers Summon: Tibbers. As teams will start to group during the mid-game, it is plausible that she can land a multi-person stun with him. When she has 2 points in her Ultimate Summon: Tibbers, she will be able to look for more aggressive plays around the map. She can also use her Flash to get picks too. She will put the second point in her Ultimate Summon: Tibbers at level 11. Since Annie is a mage, she would’ve completed multiple items during the mid-game. This will enable her to get picks on squishy champions and take them down with ease.
In the mid-game, she is powerful whenever her Ultimate Summon: Tibbers is up. Roaming to over-extended enemy lanes and lane ganking pushed up ally lanes should give her a massive lead. Very high pick potential due to her Passive and Ultimate Summon: Tibbers. After shoving the wave, she should be aiming to roam around with her Jungler and help the team. Once she gets her core items, she can pretty much burst down any enemy squishy who doesn't have any form of magic resistance in their kit.
LATE GAME (average):
Annie is a great team fighting champion and as teams will be grouping in the late game. This allows her to get a multi-person Summon: Tibbers. Although Annie has a lot of burst damage, she starts to fall off in the late game as champions start to build defensive items. Keep this in mind before trying to make aggressive plays. At level 16, Annie will have 3 points in her Ultimate Summon: Tibbers. Tibbers will deal a lot of damage if he is used in conjunction with the rest of her abilities and her Passive.
Her Passive empowered Ultimate Summon: Tibbers can legitimately delete people from the map if Annie is even slightly ahead. Flanking to achieve this increases her power. Great AoE damage potential with her Ultimate Summon: Tibbers and Incinerate due to her completed items. Finding clumped fights and using her Ultimate Summon: Tibbers properly allows her to take over the game single-handedly. The reduction in her Ultimate Summon: Tibbers cooldown makes it possible for her to have Tibbers up all the time. She doesn't need to worry about being caught out without her Ultimate Summon: Tibbers that frequently.
Try to harass and poke Zed down. Avoid over-committing to harassing him though as minion damage does stack heavily. nvest in early armor to protect you from Zed’s damage. This will reduce his chances of killing you. Try to play to the opposite side of the lane at all times. This will make it hard for Zed to get on to you without using his Living Shadow. Once he does use his Living Shadow, move to the opposite side of his Living Shadow so he can’t get on top of you.
As Zed is an Assassin, he will look to take down targets that are walking around the map alone. Avoid moving through the river if it’s not warded. Keep a constant eye on the map and do not put yourself in the same area as Zed if you don’t know his exact whereabouts. Expect Zed to flank and takedown squishy targets with his Ultimate Death Mark. Ensure that your flanks are warded when sieging an objective so he cannot get the jump on you. During the mid-game, Zed will often be in a side lane split pushing. With this in mind, you could use the fact that he cannot impact the fight to start a team fight 4v4 or 5v4 with the numbers advantage.
As soon as Zed hits level 3, his kill pressure increases once he has access to his basic abilities. He can look for an all-in if he’s been able to poke you down beforehand. Whenever Zed hits level 6 his kill pressure increases once again and he will look to go for kills whenever he has his Ultimate Death Mark available to him. Expect him to play aggressive once he gets the level up. Zed is rather good in the mid-game as he will have 2 items and be able to assassinate any squishy target he comes into contact with. Avoid walking in areas where you know Zed is or has recently been in.
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health. When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
Try and lock Irelia down at the start of the fight. This will make it much harder for her to jump around your team and get resets on her Bladesurge. Avoid fighting too close together as it will allow Irelia to use her Ultimate Vanguard's Edge on multiple people and allow her Bladesurge to reset. Stand together but not super close together. Try and fight after Irelia uses her Flawless Duet as it is one of her best tools to start a fight. Ideally, try and also fight around her Ultimate Vanguard's Edge as it will reduce her chances of getting resets.
Irelia is very strong whenever she has her Passive fully stacked. Avoid fighting with her at this time. When Irelia hits level 6, her kill pressure intensifies as her Ultimate Vanguard's Edge is a very good duelling tool. Irelia benefits from extended trades, so try and avoid going for them whenever you can. Keep them short and sweet.
Always watch your positioning during the laning phase. Try and stay at max distance so it’s harder for her to root you with her Tangle-Barbs. This will also make it harder for her to get a good Ultimate Pop Blossom off as she has to close the gap in order to stun you. Stand outside of the minion wave at all times if possible. This will make it harder for Neeko to push and poke you at the same time with her Blooming Burst. Once Neeko has her Ultimate Pop Blossom, her kill pressure will increase. Make sure you back when low whenever she has her Ultimate Pop Blossom up.
Disengage is your best friend when dealing with Neeko and her Ultimate Pop Blossom in team fights. Disengage as soon as Neeko walks forward and tries to engage to minimize the usefulness of her Ultimate Pop Blossom. Ward your flanks and nearby bushes when sieging objectives as Neeko may use her Passive and Shapesplitter to get a good engage off with her Ultimate Pop Blossom. Splitting up and not standing too close together will help reduce how many people Neeko and stun with her Ultimate Pop Blossom. Group when team fighting, but don’t stand too close together.
Once Neeko hits level 6, her kill pressure intensifies. When fighting her, keep in mind that she can cast her Ultimate Pop Blossom and deal damage and CC you. When Neeko has completed her first item, she will have tons of wave clear and will be able to push the wave very fast. You’ll need to make sure you can push the wave back so you don’t lose your Tower early. Neeko is good in team fights thanks to her Ultimate Pop Blossom. Disengage as soon as you see her channel her Ultimate Pop Blossom.
Whenever Annie has her stun available, you need to respect her and play slightly safer. If you’re melee, stand back and wait for her to consume it before walking forward. Post level 6, respect Summon: Tibbers and her stun. Pay attention to the number of stacks on her Passive. You can trade with Annie before she gets 2 stacks without the fear of getting stunned. Annie is prone to poke even though her Molten Shield offers her some protection in trades. Try to poke her down with your abilities before committing to the all-in.
Items like Banshee's Veil, Guardian Angel, Quicksilver Sash or Zhonya's Hourglass are great against Annie as they protect you from her burst damage. If she gets ahead, make sure you invest in one of them. In team fights, do not group too closely together as Tibbers Summon: Tibbers is an AOE ability that can stun multiple members of your team if you’re grouped near one another. Stand close, but not super close that she can CC your whole team. Annie’s lack of mobility and defensive stats make it hard for her to fight. Try to delay team fights as long as you can while you poke her down. If she is low, engaging or using her Disintegrate or TIbbers Summon: Tibbers aggressively will be very dangerous for her.
Annie’s greatest power spike is when she hits level 6 and unlocks her Ultimate Summon: Tibbers. Respect her damage output once Tibbers Summon: Tibbers is primed and ready. Annie is clearly stronger when her stun is ready, and when she has 3 stacks on her Passive. Whenever she has her stun ready, you need to respect her damage output and her ability to trade with you. Annie is strong during the mid-game and in team fights (if she can get a multi-person stun). If possible, do not walk around the map alone and without your team. Stick to warded areas and try to stay away from her at all times.
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The young couple claimed a piece of land beyond the Ironspike Mountains to the north, finishing their small home just before winter and the arrival of their first child. During their journey, other colonists’ tales of the great shadow bears that once roamed the territory had captivated Amoline—now heavily pregnant, she passed the time sitting near the fireplace, creating a toy version of the protective creatures. Just as she finished sewing the last button eye on the stuffed bear, the quickening of labor overcame her. Gregori remarked later that his daughter was eager to play with her new toy, for there, on an ember-warmed hearth, Amoline brought Annie into the world.
When Annie was still a toddler, she and her father took ill. As night fell, Annie began to burn with fever, and soon she was so hot, she could no longer be held in her mother’s arms. Amoline grew desperate, deciding at last to fetch icy water from the nearby river. The next morning Gregori awoke, weak and groggy from his sickness. In the crib, a now-healthy Annie played with her stuffed bear, Tibbers, but Amoline was gone.
Naïvely, Annie believed her mother would one day return. Gregori would often find the girl sitting in her mother’s rocking chair near the hearth, hugging Tibbers and staring into a crackling fire, where he was sure there had been nothing but cold ashes. He chalked up these slips of the mind to the burden of parenting a child alone.
Years passed, bringing more colonists to the region. And in time, Gregori met Leanna, a woman seeking a new life outside the capital with her own young daughter, Daisy.
Annie was eager for a playmate, but spoiled by the indulgences of being an only child, so acclimation to her new stepfamily was difficult. Whenever Annie’s fiery temper erupted, it left Leanna uneasy, and quick to take her own daughter’s side. It fell to Gregori to keep an uneasy peace between the three.
Unused to the dangers of the untamed borderlands, Daisy’s playing ended in catastrophe for the family. Leanna, of course, blamed Annie for the loss of her daughter, focusing her rage and grief on her stepdaughter’s most prized possession: Tibbers. Annie was horrified as the last physical memory of her mother was threatened. The girl’s terror grew to an unbridled rage, releasing her latent and powerful pyromancy, and the stuffed bear was brought to life in a maelstrom of protective fire.
When the flames died down and the swirl of ash settled, Annie was left orphaned and alone.
Believing most city adults to be like her stepmother, Annie has kept to the wilder parts of her frontier homeland. On occasion, she will use her disarmingly adorable exterior to be taken in by some pioneer family long enough to be offered new clothes and a hot meal. However, fire and death awaits anyone foolish enough to try parting Annie from the stuffed bear at her side.
Kept safe by Tibbers, she wanders the dark forests of Noxus, oblivious to danger—and the dangers posed to others by her own unchecked power—hoping, one day, to find someone like her to play with.