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How to Juggle Bears
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Consider an early Hextech Revolver if you find yourself with missing health a lot just from poke exchanges.
Recall when you can afford one of these!
Only get these to counter a specific issue.
Fed AD Autoattacker:
Fed Bursty AP:
Fed Sustained AP:
Lots of CC:
I'd like to start with a short explaination of the previous chapter of the guide. I made the first section with a specific group of people in mind. Players who are already well on their way to playing their first match as Annie, but without the time to read a guide.
I added that section because in the past I was a new summoner with no champions of my own and often got stuck with a champion I didn't want to play. I would panic and look up a guide for whoever I was stuck with and had to flail my way through the guide looking for valuable information, so I took it and compressed it all there.
Anyhow! Annie is a very simple, squishy, high damage mage with very high AP ratios, several AoEs and a powerful hard CC passive. She's the glass cannon that shoots bears.
This guide is focused on generating enough AP quickly enough to be able to burst down someone one-on-one and also remove a high-importance target from a teamfight, without dying.
I thought of creating a PROS vs CONS section, but those mostly seem like they are in guides for comic relief.
- Greater Quintessence of Ability Power: Since you start with boots, these will serve to increase your damage with an early 15 AP.
- Greater Mark of Magic Penetration: Like any caster, Annie loves Magic Penetration. This is important early on because the more Magic Resist an enemy has, the more each point does for them. This also means the less Magic Resist an enemy has, the more important it is to get rid of it.
- greater seal of replenishment: Annie's mana issues occur mostly early game, so flat MP5 Glyphs can allow for poking, use of your Incinerate or possible last-hitting mistakes, without OOMing you.
- Greater Seal of Scaling Ability Power: If you feel like you can keep Annie from going OOM, and utilize the extra AP better than the extra mana, take these, or Greater Seal of Ability Power, but these are also out-scaled like their glyph-cousins at level 6.
- Greater Glyph of Scaling Ability Power: These glyphs aren't just a nice addition to end-game and mid-game damage, but they also make for fine early game damage dealers. They become better than Greater Seal of Ability Power at level 6, and we all know what happens at level 6.
Butcher is taken over two points in Mental Force , since two AP is much less noticeable than four extra damage for last-hitting when you are waiting to use your stun or in between your Disintegrate cooldown.
If you prefer Ignite to Teleport or Flash, feel free to drop a point in Mental Force to get Summoner's Wrath .
Summoner's Insight is only required if you have Flash, if not, it can be dropped.
Expanded Mind and Good Hands are both equally useful if you play properly, and by that I mean not very useful, feel free to take either one, or just throw a point into Improved Recall
Meditation isn't taken because our Runes easily take care of our early game mana issues, making Swiftness a much better investment.
Runic Affinity extends the duration of your Blue Golem Buff, which your jungler should be letting you have most of the time. Don't have a jungler? Go get it now.