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Spells:
Flash
Ignite
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Undieing Annie
Please feel free to contact me with questions and feedback,
my IGN is "Gott der 7 Meere" on EUW





Bruiser-Annie with





Spell Damage and Utility mid game (lvl 12):
-
~450(5) vs. ~150(1)
-
~450(4) vs. ~350(5)
-
~80(1) vs. ~80(5)(nuke) or ~800(10 AA trying to kill you...)
-
~550(2) vs. ~400(2)
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~100 vs. ~75(nuke) or ~750(10sec trying to get away until bear is killed...)
I am trying to illustrate that pure AP has a much higher burst (obviously) but that AP-Bruiser can surpass that easily if he uses the DPS from Bear and Shield and sticks around for a second stun without dieing.






Pure Tank (No place in the Meta) is nice in theory because she can: protect your squishy carries, initiate battles, prevent dangerous ultimates, kill enemy high priority enemy targets - all in all the definition of a tank. Lastly, you can only tank properly if you can live through all of it wich anyone - given the proper items - can. Annie has got an amazing tool to control her battlefield when (to begin with it) we ignore her damage. Her passive allows her to AOE stun every 5 seconds for a huge duration. Together with her AP-carry-taunt (even when you build tank, ppl will focus you out of habbit) she can do it (but others can do it better). Getting Farmed in this role is difficult.
AP-Bruiser/Tank (Top/Mid) Building no AP on Annie is just outright stupid. She has splendid AP ratios. Interestingly, there is one AP item that will make your stun dependent arsenal of CC a pure annoyance:



Now things get difficult as you will need either Armor or MR to ignore large portions of enemy damage when your shield is too small or on CD. Other than resistances you also want CDR because you want to increase your total damage by those 40% rapidly, you want to stun in closer succession and you want your shield and bear up as much as possible. Also, Annie has quite some Mana issues without items. For MR you can build






Summoner Spells are obviously



Start with boots and potions. Only in difficult AD cases start with Armor and pots to have more sustain and rush

Your early game items depend on your oponent in terms of resistance








In mid game you want to be of some use in the first fights. I suggest rushing





Late mid game you complete your




Get a





Remember in all stages, that you are not focussed on nukeing, but that you want your team to take advantage of your CC. You can kill anyone 1v1, but you should not venture into the unknown or solo more enemies. If your AD carry dies, you did something wrong.
A transition to pure AP carry is obviously possible as well as a more tanky setup, depending on what your team needs most you can get


















Aura: 35 (+0.2 per AP) - 1575 (+9 per AP)
Bear AA: 85/105/130 - 3825/4725/5850
The only thing Tibbers needs, is the slow from

- Initiate with a stun, but not with your ult, you need the activation cast counter of your ult to speed up your second stun (times assume 40% CDR).
- Keep your bear away from yourself to increase your zone of influence on a battle.
- Don't save stuns, save
Molten Shield and
Summon: Tibbers to quickly charge a stun.
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