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Spells:
Flash
Ghost
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Introduction




You can escape to menu and go to "key bindings". I like to set the third item slot key binding to the 'T' key instead of the number keys because it's right next to 'R' so I can use

*You can left click drag items if you have to move the

*As far as I can tell key bindings can only be set in game but after they are set you have them for every game.

Magic penetration marks are pretty much the best thing you can get in marks for a spell caster. It increases your damage across magic resistance from 30-100 by an average of some 3% but is closer to 4% against champions that only have 30 magic resist-- that compared to the damage you would deal with AP marks would only barely reach 1% increase in damage(not counting magic resist) through Annie from the AP increase even with


At 3.06 ability power at level 18 it's not bad and is even more useful with




There is nothing else in seals to increase your spike damage so this is the best option and its not too bad because it's basically the 1% increase in damage you would have got in Marks from the 17ap(22.1 with


This will put your magic penetration with marks to 10 magic penetration so that if you get more flat magic pen/reduction in items(which is usually 20) you will easily go through the 30 magic resist that most champions have by default.

The idea behind these runes and the accompanying Quickness in Mastery is to stretch the effectiveness of


This item should be held on to for mana. Annie shouldn't have problems farming for the items she needs with this build so she shouldn't find herself at a point where she has to sell anything for money.



Kage's Lucky Pick and

Kage's Lucky Pick should make it easier for you to get your items together if you have it earlier.

As with most casters the first choice is usually


It's not so much that using






Having




It would seem that you would want to get




And now you are running Deathfire Annie with the fastest 300 AP you could race for in a reasonable game dealing more spike damage with your additional nuke than an Annie that went something like





It's a far cry for most casters but

With this build you will only be moving 5 points slower(0.01%) with a




Usually the goto survivability AP items.


I get this if a particularly dangerous opponent has stacked magic resist or people on the opposing team are stacking unnecessary amounts of magic resist.

If I am having trouble with all the crowd control and nukes.



It's a great item for a nuker, could be squeezed in place of the Kage's Lucky Pick if you plan to go on some serious kill streaks. I don't usually run snowball items, especially when I run this squishy.
Solo Lane
Dual laning with a nuker is a shame because as spell spikers they really benefit from being ahead in levels compared to other heros-- Ranged ad carries need to farm but they should be with a babysitter rather than getting ahead in levels. Dual laning with this build may be more of a challenge.
Ganking
Ganking alleviates much of the pressure for your allies who are being pushed to their towers or having a hard time farming in their lane with harassment. You shouldn't blame your allies if their champions just aren't the best solution to the ones they are facing in their lane. Somewhere before or just after you get your

Team Fights(Nuking)
Nuking isn't just dealing damage it's dealing damage when everyone on the other team least expects it and is in the worst place to receive it so even if you don't get kills your team can go on killing sprees. Usually this means you want to drop one hero on the other team before or while they don't know what's happening, other times you are nuking groups of people who are in a bad spot so your team is likely to score an ace, it all depends on the situation, who on their team is getting the most kills and if you can take them down etc.
Warding
Don't be the last to take initiative to put wards when the situations calls for them but you aren't the kind of hero who can afford to use them when the situation doesn't call for it.
If you don't have to worry about well fed champions then your early game targets should be the tanky ones. Having them shut down before they can get survivability will help your team later in team fights because if your team can outlast the other team your tanks can push in more aggressively in order to win team fights. You should only focus on tanks that you can still do significant damage to.
AD Carry
The AD carries are your targets all game, you shouldn't ignore a chance to gank them but you should really focus exclusively on them in team fights.
You shouldn't focus too(italics) hard on harassing or trying to get your opponent back for killing you early on during the laning phase, that includes devoting too much effort to save your energyzed


Nuking
The general approach to playing this build is to play like any other nuker. You run in and nuke with everything you got and if things are looking scary at any point in the battle you run away and come back later. That's not to say you should be afraid to mingle without full health, you are a nuker and better at decimating when you have the element of surprise and everyone is weak than you are when you are at full health.
Dealing with Mana Issues
You will be playing tight for mana but as a nuker you shouldn't be too reluctant to go back to base to recharge, it won't put you behind. Killing Ancient Golem for Crest of the Ancient Golem is a good option but you shouldn't devote too much work to it as there is time better spent in team fights getting kills and pushing towers.
Trying to get energyzed for





Tactics for a Squishy Hero
Map awareness is important. It was mentioned that you should be able to wander for ganks but this doesn't mean you should wander the map freely the entire game without knowing where your opponents are. It is more specifically speaking about when everyone is still laning and you are ready to gank. You should get good at watching the map and making good judgements about how long it takes the enemy to get around the map. It's pretty easy to tell when the other team is wandering around for a gank because none of them will be visible on the map.
Use bushes, tree tops and other large champions on your team to obstruct the vision of your champion during team fights. Annie is one of the best champs for using this tactic to become less conspicuous because of her size.
Sometimes you just need to give up on the effectiveness you have as a primary damage dealer and just sit back a little bit and let the tanks and the assassins do the work and wait for things to get mixed up before going in.
--A build that has good momentum with your capacity to one shot creeps with incinerate and move quickly around the map.
--You are Annie and you are even more scary than usual with an extra nuke and fast 300 ap.
--You have some freedom to adapt for team play with an extra nuke.
Cons
--You are squishy but not necessarily a glass cannon like Karthas because you have molten shield.
--Mana will be tight.
--Late game tankiness and healing will still be an issue you will not be able to overcome without your team.
--The bane of this build is lots of lockdown with gap closing ability such as Warwick, Jax, Tryndamere, Maokai, Malphite etc. should they decide to pick on you.
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