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








_____I somehow managed to get CasterMaster to help me with this. We made this guide together, and yeahh. You are probably asking how we made it. Well, we made a troll account and then did the guide there. Then, we copied and pasted all of it to my account and released the guide. It worked out pretty well, my knowledge of

_____This will be my 3rd guide here on MobaFire. I have studied other


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- AoE: Area Of Effect. A spell that deals damage in an area instead of a single target. (i.e.
Miasma)
- AD: Attack Damage.
- AP: Ability Power
- Burst: Categorizes any hero that rely on chaining his abilities quickly to inflict high damage. (i.e.
Annie)
- Carry: Champion which needs to develop his efficiency so that he can "carry" his team to victory in the end-game. (i.e.
Varus)
- CC: Crowd Control, any ability that prevents from doing what he wants to do: Silence, Fear, Stun, etc.
- Combo: Short for "Combination". Quick succession of abilities (and sometimes attacks) that synergizes together to provide good damage and/or additional effects.
- Denying: To deny an opponent from obtaining gold and/or experience.
- DoT: Damage Over Time abilities or spells. (i.e.
Malefic Visions/
Ignite)
- DPS: Damage Per Second with basic attacks, the higher the better. By extension, categorizes any champion that is supposed to kill his foes using auto attacks. (i.e.
Tryndamere)
- Feed: Action of giving someone repeated champion kills, so that they get extra experience and gold. Carries are usually VERY dangerous when fed. You want to feed your carry mostly, and avoid feeding the opponent.
- Gank: Short for Gang-Kill, when several heroes team up to dispatch an inferior number of ennemy champions. (i.e.
Annie)
- Last Hit: Slaying Minions & Monster grants gold to its killer, but ONLY for the killing blow, refered as a "Last Hit". In the laning phase you hence want to only last hit enemy minions.
- MIA (SS): Missing In Action, usually followed by the name of a champion or the lane involved, meaning a champion's whereabouts are unknown, and might be on their way to gank someone, somewhere.
- Skillshot: A skillshot is an ability that you cast with no target, "hoping" to hit an opponent. You usually have to "predict" where they are going to go before you shoot your skillshot.
- Support: Action of helping a teammate. By extension, categorizes any champion that mainly supports his team, be it with heals, support spells, crowd control, etc. (i.e.
Sona)
- Tank: Action of taking the blunt of the damage while you fight back. By extension, categorizes any champion that is supposed to focus the enemy's attention on her while her teammates provides the damage. (i.e.
Leona)
- Zoning: The act of forcing an opponent to stay out of range of your attacks and/or abilities from fear of getting disabled or heavily damaged. By effectively zoning an opponent out of experience range, you are effectively denying him experience and gold, since he cannot last hit either.

As with all champions,

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Superb Pros
+ Extreme burst damage + Amazing AoE damage + Built-in ![]() + Not mana dependent + Extremely viable to any team composition + She controls fire?!?! |
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spaaaaaaace |
Atrocious Cons
- Squishy - Susceptible to CC - Easily countered - Focused quickly - Useless if shutdown early - A bit difficult to master |

You can consider many different paths for

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Runes



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Q u i n t s |
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This is our main rune page set-up. This is focusing on maxing out your damage output throughout the game.

New Annie:


Intermediate Annie:


Expert Annie:































You should know not to take the ones that are not listed above!

Novice Setup
Explanation:
1. You are stilling learning how to last hit with

2. You do not have

3. You do not know mastery setups/rune setups.
4. This build is aimed for a balance of damage and health while also trying to makeup for the lack of mobility and the potential mana issues you might have.
5. This is for levels 1-11 ONLY.
The masteries here are aimed to give you some utility and a fair amount of damage output.
Runes:




Rune explanations:
Lesser Mark of Magic Penetration: This is just to help you with the damage output. Since you are low level, you can't really find better runes at your level than these.
Lesser Seal of Scaling Mana Regeneration: This is for the potential mana issues. You are still learning the game, therefore you are having trouble last hitting with
Disintegrate.
Lesser Glyph of Cooldown Reduction: Standard AP per level glyphs. These are just to help you learn to stay in lane more so you know that the more you stay in lane, the more AP comes your way.
Quintessence of Health: Since you are still learning the game, you are going to have trouble avoiding ganks and learning what 1v1s you can and cannot win. These will help you a little and give you a little bonus health to add on with
Doran's Ring.
This is what you should start with. You are going to be squishy and have trouble managing to last hit with

Summoner Spells:
Ghost: Since we don't have
Flash yet take this. Another reason to take this is because
Annie has no reliable method of escape so this will help you escape some frisky situations.
Clarity: This is a decent spell for you if you are still having trouble managing your mana.
Heal: Good spell. You are going to have trouble staying in lane and this will help you survive teamfights, ganks, and 1v1s.
Exhaust: This is a good spell for you. You are still going to be struggling to pull of your combo and survive in teamfights, 1v1s, and in lane. This will help you manage your opponents without worrying.
Teleport: You are going to have trouble staying in lane. So this will allow you to recall and get items and then be back within 6-10 seconds. That is a tiny little window of opportunity for your opponent to take advantage of, but they usually won't push because they think you will gank them.
Item Sequence










This item setup is aimed to give you an abundant amount of health, decent survivability, and a large amount of damage output. This is focused to help you survive, kill, and gank with efficiency and effectiveness.
Intermediate Setup
Explanation:
1. You have

2. You are still lacking rune/mastery wisdom.
3. You are developing at a decent pace.
4. This build is aiming for health, survivability, damage, and a decent amount of mana regeneration to compensate for you missing last hits.
5. This is for levels 12-19 ONLY.
The masteries here is aimed to give you a reasonable amount of damage, and a pretty good amount of utility throughout the game.
Runes:




Rune Explanation:
We are stilling using the same runes until level 20 because Tier 2 runes are not worth buying. Save your IP for Tier 3 runes or buy cheap 450 IP champions along the way. I recommend you stick with these runes because it is going to be a waste of IP to upgrade to Tier 2 runes.
Doran's Ring: This is a usual starter item if you are still in need of the health and mana regeneration, which you do need so I recommend you start with this if you are still having trouble surviving ganks and/or 1v1s.
Boots and 3x
Health Potion: This is what I used to start with around this level. This gives you a mobility advantage over your opponent and a reasonable amount of sustain in lane. Your opponents will usually start with
Doran's Ring.
Summoner Spells:
Flash: This is mandatory now. This will allow you to blink over walls, escape ganks, catch up to opponents, or get out of a sticky situation.
Ignite: This is optional. I never took this when I was at levels 12-19 because I needed the sustain and utility in lane. I usually only took this for fun at those levels.
Clarity: If you are still having trouble managing your mana.
Heal: If you are still having trouble surviving teamfights, 1v1s, and/or ganks.
Teleport: If you are still having trouble staying in lane.
Exhaust: If you are still having trouble 1v1ing and/or ganking opponents.
Item Sequence










This item setup is aimed to give you armour, health, magic resistance, and most of all... a lot of damage output. This will be your main setup until you get to level 20. At level 20, you can start using the next 2 setups.
"Support" Setup
Explanation:
1. You want to "support" teammates, but still own.
2. You want some spell vamp to fit into your build.
3. You want to have nice damage output.
4. You want to survive in teamfights with a reasonable amount of damage.
5. For levels 20+.
The masteries here are aimed to give you a reasonable amount of damage output and a lot of utility throughout the game to help you and your teammates.
Runes:

Greater Seal of Replenishment


Rune Explanation:
Greater Mark of Magic Penetration: These runes will allow you to deal a decent amount of damage while still supporting.
- Greater Seal of Replenishment: These seals will allow you to bring in multiple stuns while keeping a decent amount of mana to help your team out later.
Greater Glyph of Scaling Magic Resist: These glyphs will allow you to survive in teamfights and to survive those pesky AP carries.
Greater Quintessence of Health: This will allow you to survive teamfights, and make you a bit beefier.
These are your one and only starting items as support




Summoner Spells:
Clairvoyance: As the support, you want to take this so you can prevent ganks in your lane and in other lanes.
Flash: Self explanatory.
Exhaust: To help you and your teammate handle your opponents.
Item Sequence










The items here are to benefit you and your team bringing utility to you and your team and a decent amount of damage output. The build is focused on survivability, damage, and most of all... utility.
Obviously the entire guide is focused on our main setup.

Farming with


Farming with



Farming with AA's: Of course,


















Harass
Explanation:
This is a minimal, but effective way of harassing. You just stun them, pop a





Single-Target Obliteration
Tips:
- Make sure to have
Pyromania charged up so you can lead in with a vital stun that determines if you get the kill or not.
- Lead in with
Disintegrate because it has a relatively low cooldown so you can burst them if they try to escape.
- Make sure to pop in
Ignite so that they don't get away or heal up.
- Make sure to
Summon: Tibbers so that he deals DoT damage.
Multi-Target Obliteration
Tips:
- Lead in with
Summon: Tibbers so you can stun their entire team to ensure you guys win the teamfight.
- Make sure that
Pyromania is charged before you enter the teamfight.
- Try to hit
Incinerate on all your enemies.

Harassing
With





Solo-Laning
No matter who you're facing mid (or even in a sidelane), you should first check their summoner spells. Now, if you are very good at harassing your lane opponent, sometimes, he will be too afraid of coming close. What you should do then is try to keep him out of experience gain range. If you stand between the enemy and his creeps, he won't receive any experience for that wave, and you should be able to farm at your leisure. Denying 2 or 3 creep waves's worth of experience that way can be a huge advantage, and I am not mentionning the demoralizing side-effect. Plus, they aren't getting any gold to top it off. Be careful to not overextend. Watch the minimap. If you manage to push to the tower after a kill, you should go into a teammate's lane and setup a gank with your team.
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