This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
NOTICE
If you're looking for good, up-to-date info on how to build Annie successfully, check out champion.gg! The site is automatically updated to show both the most used items on Annie as well as the items that yield the highest win rate. Take a look!
Thanks for all the support and feedback over the years. Happy gaming!
* Official Match History
* LOLKING profile
* opgg profile
If you're looking for info about Annie's lore, stats, or skills, or if you want some basic tips on how to play her, click here.
So, this guide is all about pure-damage. No defensive focus. Plan on building as much pure burst damage as possible, and position yourself well enough on the map to avoid any encounters that might make you wish you had more health.
Here are the core principles:
MAXIMIZE YOUR DAMAGE
Annie has some of the highest AP-scaling in the game, so she should be building a lot of high AP items.
Maximize the amount of damage that you do with each spell cast.
AVOID DANGER
Since Annie will be extra squishy with this build, you have to be at the top of your game if you're going to pull it off. Don't think that you're as tanky as a normal Annie would be; you'll be doing a lot more damage than a normal Annie, but at the cost of being easier to kill.
Be EXTRA careful in everything you do. Each mistake will likely cost you your life.
GREAT RISK
Even with some innate defense in

Be cautious. Ward, watch pings, and know what your opponents can do before you commit to a play.
GREAT REWARD
Annie does a lot of damage and has immense stun potential. Most of your stuns should guarantee kills, even if you're alone.
Use your power to win fights and secure objectives. Be the carry!
BLIND PICK
When you don't know what you're up against, it's wise to take a mix of everything.





DRAFT PICK
When you're in draft pick, you typically know who you'll be laning against. Adjust your runes accordingly.
AGAINST MAGIC DAMAGE
When you're up against strong magic damage, it's wise to build magic resist.
Replace your default glyphs with


AGAINST PHYSICAL DAMAGE
When you're up against strong physical damage, it's wise to build armor.
Replace your default seals with


WHEN YOU'RE NOT ROAMING
If you think you'll have a hard time ganking for some reason, or if you would prefer an easier time farming with Q, bring some more AP.
Replace your default quints with

AGAINST TANKS
When you're up against a team with a lot of innate MR, you're just not going to do that much burst damage to them. You'll want to build some tanky stats yourself, and then buy CDR and

Replace your default seals with


Replace your default glyphs with


BE FLEXIBLE
Remember to always have different rune pages set up to meet each situation. If you encounter a matchup that you can't handle, try making a new rune page to help you succeed in that type of scenario.
I often adjust my masteries to help against specific lane opponents, but this is my standard set.
OFFENSE TREE
Take anything that will increase the magic damage you'll be dealing.
(1)

(4)

(3)

(1)

(1)

(3)

(3)

(3)

(1)

(1)

This should use up 21 mastery points. If you're not auto-attacking frequently, you might want to trade out




DEFENSE TREE
This build is all about damage. No defense is required.
UTILITY TREE
Annie relies heavily on her flash for fights, so we're definitely aiming to have all three points in

(3)

(3)

(3)

I definitely recommend changing these masteries around (or just having multiple pages) to fit your needs. You might have a 21/9/0 page handy, for example, in case you feel the need to be a little tankier.

You might use flash once or twice in the early game to secure a kill or escape a gank, but in the mid and late game, you'll want to reserve your flash for surprise stun engages.
Flash is absolutely necessary on Annie. Don't leave champ select without it.

ALTERNATIVES TO IGNITE



I tend to start with



For the rest of the game, focus on your




CONSUMABLES AND EXPENDABLES
This list consists of anything you'll buy regularly but that isn't a part of your main six items.

I start every game with Doran's Ring. Since my runes are often set up to foster late-game strength, Doran's Ring is optimal because it grants a nice compensatory early-game power boost, along with some lane sustain.

Extra sustain in lane is clutch when you're buying time to reach late-time.

By far the best trinket for Annie. Knowing your enemy's location is key to netting free kills with stun into full combo.

This will be invaluable for late-game when you need to check Baron and Dragon from a distance.

The true damage from this is huge against tank teams and decent for attacking structures, but the small AP boost is nice, too.

These are nice for clearing Dragon and Baron, and they're also useful in establishing safety for your jungler if they're getting invaded.
CORE ITEMS
These are the items that I build in every single game that I play pure-damage Annie. The last three items slots vary, but these three do not.

This item is absolutely necessary on Annie, and not just because it grants immense power. Since Annie has no innate mobility, the movement speed it grants is almost required. This item is fantastic for making ganks, chases, and escapes easier, and the passive damage it deals is a strong bonus. This item should come before Deathcap.

This is the most important AP item in the game for Annie. It grants the most possible AP per item, meaning it allows Annie to deal more AOE damage than any other item in the game, and it buffs the AP you get from every other AP item. It should go without saying that this is Annie's most important core item. It would be first on the list, but Annie needs the mobility from Luden's Echo to chase / escape enemies, so Luden's Echo comes first.

This item has a good passive on top of a very good damage boost. Having this is great for chasing and peeling, and it gives a decent health boost as well. The passive is the main reason I buy this item - the stats are just awesome bonuses.
AGAINST MR / AGAINST NO MR
You ALWAYS want some kind of MPEN item. I've run some damage calculations about when it's more effective to build Void Staff than it is to build Abyssal Scepter based on how much MR your opponent has. Basically, if you know your opponents will NOT go above 60 MR, get an Abyssal Scepter after your core items. If you know that most of them WILL go above 60 MR, get Void Staff after your core items.

This is typically reserved for after your opponents start building MR, but it is by far the best MPEN item in the game. Even when your opponents have very low (less than 60) MR, this item increases your damage more than every other MPEN item in the game. As soon as you see your opponents' MR pass that threshold, get Void Staff INSTEAD of Abyssal Scepter.

This is good if the enemy team has very little MR, or if you're up against strong AP champs. It reduces the damage you take from them while increasing the damage you deal. As an added bonus, the item's MR reduction counts as an aura, so it'll benefit anyone else on your team who deals magic damage. However, the aura only works if you're close enough to your opponent, so be mindful of your opponents' spacing options when purchasing this item.
Since people almost always build MR against Annie, I tend to build Void Staff more frequently than I build Abyssal Scepter.
SITUATIONAL OFFENSE
The items listed above are the items I build most frequently on Annie, but they're not the only items that can be effective on her. Below are some alternatives that I build occasionally into my last item slots, depending on how much my game demands it, or if one of my regular items is not ideal for some reason.

This is the item I build most frequently to fill my last item slot. It grants more AP than any of the other alternatives. It also grants 2.5 second damage immunity, which can be very useful for getting out of tight spots.

I wish there were seven full item slots in the game, just so I could build Morellonomicon more often. It grants cooldown reduction on top of a decent damage boost. Its passive also lowers your opponents' healing potential immensely, to the point where it can shut an entire tank team down. This item is the answer to the problem of enemy tanks like



This is a good choice when your opponents have a lot of health. Be warned: you'll deal slightly less burst damage if you buy this item instead of one of the recommended damage items, so don't buy it for the AP. Buy it when you need the passive.

This item grants a decent AP boost along with an auto-attack buff that's based on AP. Since Annie has a ridiculously long auto-attack range, this item is a smart choice if you find yourself frequently mixing auto-attacks in with your spell casts, or if you're in a siege / poke comp instead of a hard engage comp.

This item grants a decent AP boost, CDR, AND spell vamp. Since Annie is very squishy, she shouldn't ever survive long enough to be able to use the spell vamp. So this item is really only useful if they enemy team is killing you slowly, perhaps with damage over time, instead of quickly with burst.
SITUATIONAL DEFENSE

Let's face it: Annie is squishy. Her high-AP scaling makes it downright frustrating to use up an item slot on a tanky item instead of on a damaging one, but Rod of Ages manages to be a tank item AND a damage item at the same time. This item eliminates any mana problems Annie could possibly have while simultaneously boosting her AP AND her health. There's no better dual-purpose item in the game for Annie than Rod of Ages. Of all the situational items in this build, this is easily one of the items I buy most frequently, just because it's a strong pick in situations when you just NEED to have more health.

This item is good when you're super-fed and the enemies keep focusing you, but honestly, Zhonya's Hourglass is typically better because it accomplishes basically the same thing while also granting an immense power boost. Only get this if you NEED to be alive for your team to win.

This is good when the enemy team has hard engages that you have a hard time dodging, like



If you find yourself in a game where pure damage just doesn't work, and you decide to go a little bit tanky, consider picking up a Sunfire Cape. If you have max cdr, you'll be throwing out stuns like crazy, and the more tank stats you have, the longer you'll be alive to keep stunning people. Sunfire Cape would just grant you some nice passive damage on top of your spell damage, but this should only even be CONSIDERED if you've already committed to being a tanky stun machine.

This is reserved exclusively for fed enemy ADCs. Or

BOOT OPTIONS
I wholeheartedly recommend Sorcerer's Shoes OR Ionian Boots of Lucidity most of the time, but there are some extreme cases where these two just aren't the best options.

These don't increase your damage by much against tanks (the more MR a target has, the less effective MPEN is), but they're the only tier two boots that directly increase magic damage, and against squishy targets, they actually boost your damage by quite a bit. Buy these if you're up against an entire team of people with very little MR.

If pure burst isn't working, or if your opponents have a lot of MR, these boots are better than Sorcerer's Shoes. The CDR helps you stun targets more frequently, allowing your team to deal more damage overall. Building these instead of Sorcerer's Shoes will cut your damage slightly, but since they lower the cooldown of your


These are reserved for when the enemy team has a LOT of hard CC that you have a tough time avoiding. If you find the enemy is stacking stuns on you, you should probably invest in some Mercury's Treads.

Like Thornmail, this item is almost exclusively reserved for when an enemy AD auto-attack champ gets fed. It's not a strong buy on a pure-damage Annie, so I can't really recommend it, but it has saved my butt against all AD teams on occasion.
ENCHANTMENT OPTIONS

This is good if the enemy champions are fast and you're having a hard time catching them, or if you're fighting away from base a lot, or if you're ganking frequently.

This is good if you rely on your Flash plays, or if you just like having Flash up as often as possible.
ADAPT TO WIN
Don't build the same six items every game and expect to hit challenger. Be willing to adapt to each match. Build items that counter your opponents. And get used to changing your playstyle to fit the items that you build.
Be cautious. Ward, watch pings, and know what your opponents can do before you commit to a play.
Use your power to win fights and secure objectives. Be the carry!
You must be logged in to comment. Please login or register.