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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Threats & Synergies
Galio
He usually builds a lot of MR and can poke you out of lane. You will probably not get any kills on him unless you get a good gank from the jungler. To get you started in this game, you need to be able to roam, but that will be hard to do after he gets some mana regen/CDR since he will be able to push the waves fast.
Introduction
Hello everyone, I'm FatKookie, a Gold level NA player that enjoys playing

Why are you writing yet another Annie guide?

What is mid Annie's role in a team?


Let's take a quick look at her pros/cons to get a better idea of how she should be played.
Pros
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+ AoE CC with passive. + Not mana hungry. + High burst damage. + Good AP scaling. |
Annie's passive ![]() |
Cons
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- Short range abilities. - No gap closer. - No escape ability. |
As you can see from the listed disadvantages, her biggest issue is mobility. She has no gap closer, and no escape ability. This is why you should not use your ![]() |
These facts are important to keep in the back of your mind, because your role, together with your advantages/disadvantages and the enemy team composition will dictate what masteries/runes/items you should get and your in-game playstyle.
Style of play with Annie
The most important thing

Because of these particular advantages, she has good synergy with either pick oriented champs (such as










Flash is non-negotiable with
Annie since she has relatively short spell casting range, no gap closer, and no escape ability.
- For the second summoner spell, I prefer
Ignite over
Teleport since it gives you more kill potential at all stages of the game.
Teleport is a viable alternative for a more passive play, and it is easier to help the other two lanes.

- 21 points in the Offense Tree provides you with the highest damage output from your burst (your main role is to burst carries down, do a lot of damage and provide CC).
- The 9 points in the Utility Tree are mainly there for decreasing the
Flash cooldown (3 points in
Summoner's Insight ) and providing 1.5% extra movement speed (3 points in Fleet of Foot). These are the best choices because, as stated previously,
Annie's biggest weakness is her lack of mobility. The remaining 3 skills in the utility tree can be assigned differently. However, I do not recommend putting more than one point in
Meditation , and you should get
Runic Affinity if your jungler will give you the blue buff.

Do NOT get these Runes
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Never get this mark under any circumstance with
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You should not have mana problems if you play the lane right. If you are struggling with mana issues early in lane, you could put 3 points in
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These seals provide very little AP when compared to
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Note:


Do NOT get these items
I've seen the items listed below in other Annie guides, and you should not get these in most cases.
You don't need mana regeneration or a large mana pool, there are better items to buy than this, do not get it under any circumstance.
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Do not get this item, since you do not need the spell vamp, there are again better items to get. For example,
![]() |
Don't buy this item on
![]() ![]() ![]() ![]() ![]() |
You are not an auto attacker. Don't get any
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
It will be hard to keep your stacks in a game you're not already winning hard because of your lack of escape ability. There are better items for
![]() |
You should never buy this early-mid game. There are always better items for you to purchase. Click below to see why it is a bad idea to get this item early.
![]() |
Essential Items
There's really only two items that you should have on a full build Annie.
You should have it as part of your final build. Remember you want to deal as much damage as possible in team fights, the 30% AP bonus is huge for you since you have very good AP scaling on all your damage abilities. |
Good Early Items
Besides


If you need survivability, this item is a good first option. The
![]() ![]() ![]() |
It's a good alternative to the
![]() |
Do not buy this item early if against an AD mid laner. The value of this item goes up if you have another magic damage dealer on your team. If you are against a mage in mid lane, and the enemy jungler or top is also a magic damage dealer, then the
![]() ![]() ![]() ![]() ![]() |
The 80 AP and 20% CDR is key here. In a fight with an opponent, you will be able to get 2 stuns out sometimes. Most importantly, you will be able to use
![]() ![]() ![]() ![]() |
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Late game items
These items should be built as the last or second last items ONLY.
Most
![]() ![]() ![]() ![]() |
There are few occasions when you should build this item. Get it only if there are 2+ opponents with lots of health. This item works better if you have
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I only recommend this against a team with lots of CC and magic damage, otherwise there are better options.
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I recommend this against an AD-centric enemy team ONLY (the CDR is very useful and effectively doubling your health is nothing to sneeze at).
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There's no other items you should consider.
Boots and enchantments
I usually go for either


If you are planning to roam a lot and are against a champion that doesn't push you to turret every single wave. These are my personal favorites, I get them more often than
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I've made a short list of when to leave the game and when to stay.
DODGE
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* Obvious trolls on team. * Extremely toxic players. * Very bad team comp with no agreement on roles. |
Most important thing you can do to determine if you should dodge or not, is check the match history of the players on your team in champion select, to see if they have been trolling or playing really bad. |
PLAY
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+ Hard lane match-up. + Did not get requested role. + Off-meta champion picks. |
Do not leave Champion Select just because you have a hard match-up. Also, sometimes you do not get what position you want - so learn how to play OTHER positions. Don't be that "MID or FEED" guy. Finally, people sometimes have weird picks for a given role, don't automatically assume he/she's trolling, check his/her record first! |
Dodging the correct games is really helpful, even if you don't play ranked. It can be the difference between waiting 5 minutes or wasting 30. If you DO care about ranked, then dodging can help you move up in rank - -3 as opposed to a loss is a big difference.
I have been favoring the








There's two main things to remember early game: maintaining a good Creep Score(CS) over harassing and staying safe. Here are some general guidelines:
- Try to harass with auto-attacks from range when the enemy champions goes in for a CS (especially against melee champions). Don't over-extend with auto-attack harass, only do so if you don't draw much minion aggro. This is very important at early levels, since minion attacks really hurt and, more importantly, you might end up pushing your lane which is NOT something you ever want with
Annie early game. Remember you have no escape mechanism so it is really easy to gank you if you overextend.
- Let your opponent push the lane towards your tower,
Annie can farm under tower very well, and you are safe from ganks. The other advantage is that with the lane pushed up, your jungler can come in and gank easily. His CC, coupled with your stun and
Ignite can net you kills/assists.
- Don't
Flash offensively, unless you are guaranteed a kill. You have to be able to estimate the amount of damage you can do (I am particularly guilty of using
Flash offensively when I do not get an important advantage, but I am trying to control this). The choice to use
Flash offensively in lane is also dependent on what summoner spells your enemy laner is running (does he have
Flash,
Barrier,
Heal) and on the amount of MR the opponent has.
- If you do move up in the lane (although you shouldn't), you should have the stun from
Pyromania ready just in case the enemy jungler shows up. Even then, a good gank can force you to burn your
Flash, and you don't want to do that.
- If you warded only one of the side bushes, try to stay on that side of the lane if you move up.



Mid game
- CSing is still important, but in this part of the game you have to pay more attention to enemy movements and you should roam whenever possible. Mid game is defined by sporadic team fights and jungle/tower control. You should be able to complete 1-3 items + boots in this interval, depending on how well the game is going.
- You should always buy wards in this part of the game and at least a
Vision Ward. This is also the part of the game where I recommend switching from a
Stealth Ward to a
Sweeping Lens. Upgrade that sweeping lens whenever you can - it provides REALLY good value for only 250 gold. Denying enemy vision is just as important as acquiring vision. Landing a full combo (
Summon: Tibbers+
Disintegrate+
Incinerate+
Ignite) from a bush you just swept, or one that has a
Vision Ward in it, will most likely net you a kill on the unaware victim. This is the second reason why warding is very important for
Annie (and all burst mages for that matter): you can get free kills because of proper warding/denying the enemy wards.


Late Game
- Team fighting and Inhibitors/Towers/
Baron/
Dragon is the name of the game. Your objective in a team fight is to burst down their carries with your
Summon: Tibbers and to stun as many people as possible.
- Don't move to areas you have no vision by yourself - stick with the team. Chances are you will be a high priority target for the enemy in team fights, so getting a
Zhonya's Hourglass is very important at this stage.
- If you see an opportunity to land
Summon: Tibbers on 2+ members of the enemy team and kill at least one, take it. Otherwise, stay towards the back and wait for the fight to start.
- Don't be impatient and drop
Summon: Tibbers on the enemy tank as soon as the fight breaks out, your purpose is to kill the enemy team's carries, provide cc, and do as much damage as possible. Bide your time until you see a good opportunity to get
Summon: Tibbers and
Incinerate on 2+ enemies.
- Of course, don't wait too much, as the team fight may be lost by the time you decide to join in. This is the part that is most difficult to explain, since it changes for every single fight. Your team fighting ability will improve with experience; the main message I want to get out is "Don't be impatient, wait for a good opportunity". Once a fight breaks out, people have a tendency to group, which is not the case when people are vying for position and attempting to get a good initiation.
- A good three man ultimate is a lot of the times a won team fight right then and there. With a rank 5
Incinerate and rank 3
Summon: Tibbers, you will be able to do 745 + 205% AP to two people, and 965 + 285% AP to the target you choose to use your
Disintegrate on (the AD or AP carry if he/she is still alive). That is 2455 flat + 700% AP worth of magic damage before magic resist. If you have around 450 AP, that is 5600 Magic damage (before MR).
- There are no other champions that can net that amount of magic damage in a team fight, and provide an AoE 1.75 seconds stun, all off one combo. The good part about
Annie is that this situation is far from rare late game.

Change Log
31/05/2015 - Updated information and wording for all sections
11/03/2015 - Updated information in several chapters and added a new chapter.
18/02/2015 - Made changes for patch 5.3.
12/03/2014 - Added champions and made changes to the VS. Champions Section.
12/08/2014 - Added extra information on items and expanded VS. Champion Selection pool.
12/11/2014 - Slight changes to runes, skill sequence and items.
12/15/2014 - Added a section on

01/10/2015 - Updated the rune selection chapter.
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