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Annie Build Guide by BkrBg

Support [S5] (5.5) Support Annie Carrying with plays.

Support [S5] (5.5) Support Annie Carrying with plays.

Updated on March 15, 2015
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League of Legends Build Guide Author BkrBg Build Guide By BkrBg 130,015 Views 0 Comments
130,015 Views 0 Comments League of Legends Build Guide Author BkrBg Annie Build Guide By BkrBg Updated on March 15, 2015
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Spells:

LoL Summoner Spell: Ignite

Ignite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

INTRODUCTION

Annie is an extremely strong support for 2v2 laning phases, but is extremely weak to ganks. She has fallen out of favor due to her inability to deal with the tanky supports currently in the meta, and due to her extreme vulnerability to ganks.
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SUMMONERS


These are the only summoner options. Flash is necessary for initiation. Ignite is necessary for bursting down enemies, which is your one goal as Annie.
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MASTERIES

9/0/21 is a relatively common support page, it gives a necessary amount of tankyness for laning phase, and gives you the full benefits of the support tree, most notably the 5% mvspd when out of combat which is very useful on roaming champions such as Annie.
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SKILL EXPLANATIONS

(Passive) Pyromania


(Q) Disintegrate
Cooldown: 4 seconds

Get this at lvl 2. Use it to harass with your auto attack whenever possible. Use it to last hit creeps as they are about to die to charge up your stun if you have the mana to support it. Make sure you cast the spell after your ADC sends his auto-attack flying, so you don't actually steal the creep, but just get the charge of your passive.


(W) Incinerate
Cooldown: 8 seconds

Get this at lvl 1 and charge it immediately once in base, and continually charge it as you walk. This is your primary damage ability, should be maxed first, and is used for everything: Harassing in lane, AOE stunning enemies, charging your stun.

(E) Molten Shield
Cooldown: 10 seconds

Get this at lvl 3 or 4 situationally. Level 3 if you want to charge your stun for a lvl 4 engage or are able to bait them onto focusing you in an all in. Level 4 if you want more burst damage at lvl 3. Spam this whenever its off cooldown to charge your stun, it costs a very minimal amount of mana.

(R) Summon: Tibbers
Cooldown: 120/100/80 seconds

Use this for long range initiating. Also use it for high burst and sustained damage in fights. It’s quite good for helping to finish Dragon / Baron faster. Tibbers does an extremely high amount of sustained damage, make sure you spam the R button to control Tibbers and have him attack enemy champions as much as possible. After the fight is over try to avoid giving the Tibbers last hit to enemies, as it is worth 50g if it is killed.
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ITEMS

Spellthief's Edge is the normal starting item, as it provides good stats and a ton of gold. Doran's Ring is a viable start if the enemy lane is something extremely bursty, such as a Leona lane.

Rush Boots of Mobility and start wandering and making plays. Sightstone is core for taking control of the map.

Get Enchantment: Distortion on your boots so you can use Flash liberally to make plays around the map.

Rylai's Crystal Scepter is a better item for Annie than Rod of Ages because Tibbers(and all of your spells) can constantly slow your enemy.
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EARLY GAME

First charge your stun from base by spamming your W, Incinerate. You should have it charged by the time you reach the middle of the map. Ideally you should get your team to invade with you, as Annie's lvl 1 is basically the strongest in the game.

During the laning phase you should abuse the fact that Annie has a longer range AA than the majority of enemy ADC's, and every support. Take control of the brush (use your red lens if necessary). Use your extremely high autoattack range to constantly harass. Constantly try to stun your lane opponents and harass them down. Using Flash + W to stun both of them is often the right choice if the opportunity presents itself.

Make sure you keep wards up, as Annie is an extremely immobile champion that is very weak to ganks. If you have vision control it allows you to play extremely aggressively on Annie, as she is extremely strong early game.

When your stun is down you have to play a lot more passive, as you will lose all in fights. Harass where you can, but be careful not be engaged upon. When it is up you should be able to bully aggressively with auto-attacks, and saving your stun for them if they try to engage.

You are stronger than any other support at lvl 1 and should use this advantage to bully them and push the lane from lvl 1. Stun them and all in if they try to fight back.
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POST-LANING PHASE

At this point you should be attempting to keep your 3 wards up (which is covered by Sightstone) and 1 Vision Ward constantly. With Boots of Mobility and Flash you are an extremely strong playmaker, and you should be going around attempting to make any plays that become available to you. Try to stick with your highest damaging teammates, as they will be needed to follow up your stuns.

You are an extremely strong initiator for teamfights, and you should be looking for Flash + Summon: Tibbers stunning initiations whenever possible. If you can ever hit their AD or AP carry with a flash stun bear, or even better multiple enemies, you should be doing it!
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TEAMFIGHTS

You have two basic roles in team fights:

1: Initiator: As Annie support you should be looking to initiate very heavily, whenever you can find a charged stun onto their ADC or Mid, it is likely you should be doing it. Constantly be looking for good flash engages.

2: Peeler: Stay close to your ADC and spam stun the enemies trying to kill him. Annie is a bit weaker at doing this than she is at initiating, and you should only be doing this if your ADC is extremely fed, or if you have no other choice.
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How I ended Season 4 :


At the moment Season 5 :

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League of Legends Build Guide Author BkrBg
BkrBg Annie Guide
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[S5] (5.5) Support Annie Carrying with plays.

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