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Annie Build Guide by Steppenwolf91

AP Carry I'm rubber, and you're... ON FIRE! (Annie for Casuals)

AP Carry I'm rubber, and you're... ON FIRE! (Annie for Casuals)

Updated on April 29, 2013
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League of Legends Build Guide Author Steppenwolf91 Build Guide By Steppenwolf91 9,880 Views 16 Comments
9,880 Views 16 Comments League of Legends Build Guide Author Steppenwolf91 Annie Build Guide By Steppenwolf91 Updated on April 29, 2013
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1
Nuxta | May 13, 2013 4:14pm
Voted +1
Bloody fantastic guide man, my favourite one for Annie so far. Kicking *** in matches with KD ratios of 25/1. Keep it up!
1
Steppenwolf91 (4) | April 29, 2013 6:05am
Thanks for the feedback. I have thought about the implications of Liandry's Torment and finally I decided to place it as a situational purchase.

The itemization pathings have been updated accordingly. Added Seraph's Embrace as an end-game alternative.

About maxing Q instead of W: sometimes its better than W, indeed, but only against passive lanes or when you get the chance of landing free poke often (like vs Fizz). I've teached myself to roam a lot and that has affected the way how I play Annie: usually I max my waveclearing tools first to ensure easy farm and good pushing potential rather than poke tools.

And yes, I know about the upcoming potion cap, though I'm a bit skeptical about picking up the Flask. It only gives you three charges and you can't chose to either replenish mana or HP. This is the main issue that I have with the item. As a support item it used to be godly, I suppose that I'll try it once the new patch is up and see how it goes.
1
GreenFrogs (40) | April 27, 2013 1:36pm
Voted +1
Reason above ^
1
GreenFrogs (40) | April 27, 2013 1:36pm
Da Review!

Gonna go over basic stuff then get into the actual guide:

Runes are fine. Hybrid pen are actually, more often than not, what you should take on a ranged AP mid. Don't listen to lagger. You literally lose something like, 2-3 magic pen. If he's not auto attacking as a ranged AP champ, well, it's probably the reason why he still hasn't shown us his elo. The basic start, mind you, will become obsolete with the next patch, so flask wouldn't actually be a bad idea if you want to change that when the time comes, but I wouldn't bring that many mana pots at all. Two is max. Your build is fine, but what I don't like about it is the liandry's. I know you say it's good late game because you can poke with your Q, but lets get real. If you go into Q range late game it's for two reasons. To engage, or if you're getting engaged on. It's way too short of a spell to "poke" with, outside of laning phase. DFG should actually be replaced with that, because annie has some sick burst late game, especially if she stuns the people that'd try to end up stopping it. Morellonomicon is, most of the time, better than twin shadows (both build out of a kages, this is why im comparing them), but situationally, if you need the movement speed or MR, twin shadows isn't bad, especially since you're not a very mobile champion. It'd help both offensively and defensively.

I would max Q over W for multiple reasons though. Q has half the CD which = more poking. Q is longer range which = more/safer poking. It's just better to max Q because it'll be the most important skill you have in the laning phase. Masteries are fine, though sometimes I pick up butcher instead and opt out of 2 point in the CDR mastery. I know you can last hit with Q, but you'll still be last hitting with your autos, and 2% CDR will pretty much do nothing for you. But you're fine there.

The guide!

I think it's fine. I think it's short, but still fine. I still think liandry's isn't very strong on annie. She doesn't have the range to utilize it even with your explanation. Haunting guise is good, liandry's, not so much. I'm going to give you a +1, but I really stress, and hope I can trust you on this, that you add more to the guide. As in, how do you play annie. I know you mentioned that you didn't finish that, so again, I'm trusting that you do. It's also to counter Lagger's immediate -1, which probably solely came from the hybrid reds, because I don't think he reads all the guides he votes on. He doesn't have time, he -1s too much. Send me a message when you're done including everything and I'll come back and check it out. Good luck!
1
TOTESMCSCOTES (11) | April 26, 2013 5:35am
I won't vote till its done but, coding errors, too short, no lane matchups, a HUGE gap in "basics gains and trade off.
1
Steppenwolf91 (4) | April 25, 2013 6:32am
Hello.

I'm currently coding the guide. I wasn't aware, honestly, that people would give so much importance to presentation. My bad I guess.

The reason why I build Liandry's Torment sometimes and I included in the end-game build is because:

- It helps Annie in her lategame against HP stacking, which is one of her weaknesses as a burst mage.

- Disintegrate has a fairly low CD and the DoT makes it an acceptable poke tool in some circumstances.

- Liandry's Torment synergizes with Pyromania, dealing double damage against impaired opponents.

Abyssal Mask could be a viable alternative if you're merely looking for Magic Penetration but I think that Zhonya's Hourglass and Rod of Ages cover pretty much all defensive needs that Annie may have.

Thanks for commenting.
1
Absolute.0 (30) | April 25, 2013 5:50am
Hi, welcome to mobafire.

Since you're new here, you should know that the first 20-ish people who comment on your guide are scouts, people who look through new guides and give feedback on what they saw. the 1st 10 up/down vote would probably came from them also.

The first thing people see when they open you guide is it's coding, 0 coding is bad for your guide not only because we'll downvote it. But because your guide won't attract reader since there's so many high rating guide out there with alot of effort put into it.

Question: what's your reason for Liandry's Torment?
Annie is a burst mage, you don't benefit from it as much as others do.
1
Steppenwolf91 (4) | April 24, 2013 4:58am

While I disagree with Lagger and think the hybrid pen are fine, I do feel I should downvote. The guide is bland, no bbcode, nothing. It's short, not enough information. The ap glyphs are wrong, ap/lvl and mres beat them both and considering annie's low range, go with mres. Also, don't mention stuff you don't need; it's confusing and unnecessary.


I agree with you pretty much - I've completely misplaced those glyphs and now I realize it. I'm aware that scaling AP is far superior, though MR for me is situational and mostly useful against heavy poke-harass or all in-combo earlygame champions (as mentioned in my Malzahar/Lb quotation).

I'm going to fix the glyphs right now. Thanks for the feedback.

By the way, which parts do you find confusing? I want to make it clear and easy to read, so any suggestions in that regard will be well appreciated.

Quoted:
However the bonus armor pen becomes completely useless past the very early game. I disagree with it being a viable choice because Annie's damage output is pretty much completely magic.


That's the whole point of runes - to make give an earlygame advantage or, in some cases, boost midgame transition. It's like saying that Armor runes are pointless because you will not notice them past level 6 and half the laners you face have mostly magic damage on skills. Yet no one thinks its stupid to give AP midlaners Armor Runes, as this reduces poke damage from AA, makes AD jungler's ganks less threatening and so on. I consider that Annie's AA are a very important part of her laning phase and this slight boost (with a very small opportunity cost) I give her is a personal preference. You're entitled to disagree of course.

But this is different than posting a one-sentence comment saying that "my runes suck" without offering proper reasoning.

Thank you for the comments so far, I'll take note of the formatting issues and the need of expanding/adding sections.
1
GrandmasterD (531) | April 24, 2013 4:54am

However the bonus armor pen becomes completely useless past the very early game. I disagree with it being a viable choice because Annie's damage output is pretty much completely magic.


AA harass, which is fairly common, is gonna hurt significantly more and it makes last-hitting somewhat easier after that. I don't use it myself but I'm saying it is definitely a very viable option on Annie.
1
Laggermeister (242) | April 24, 2013 4:42am
However the bonus armor pen becomes completely useless past the very early game. I disagree with it being a viable choice because Annie's damage output is pretty much completely magic.
1
GrandmasterD (531) | April 24, 2013 4:33am
Voted -1
While I disagree with Lagger and think the hybrid pen are fine, I do feel I should downvote. The guide is bland, no bbcode, nothing. It's short, not enough information. The ap glyphs are wrong, ap/lvl and mres beat them both and considering annie's low range, go with mres. Also, don't mention stuff you don't need; it's confusing and unnecessary.
1
GrandmasterD (531) | April 24, 2013 4:31am

Hybrid pen reds are a no-no. (Your explanation for using them is faulty.)


Overall I like your comments and the fact you're downvoting guides for all the right reason. However on this part you're just completely wrong. I'm unsure if the math on it (10%, 1-2%, etc.) is entirely correct the underlying idea and motivation is correct. You trade just a few mpen for a lot of armour pen. Since Annie has high attack range, I'd say it's definitely worth it. Personally, I am a mpen stacker so I go with mpen reds but hybrid are most certainly not wrong here.
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