Annie Build Guide by SnugglePuggle94
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
AP Mid Lane
Final Build (My Penta Kill Build)
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Annie with this build
|Yasuo||Annie is one of Yasuo's top counters. Her long AA range can break down his shield and her stun can stop him in his tracks. Come level 6, he has no way of killing her by himself especially if she rushes ROA.|
|Akali||Akali is another easy match up. She's melee so Annie can abuse her with her spells, and she can burst her down quickly with Tibbers, which she can land in her shroud for an easy way to zone her off.|
About the Author
|Annie is a monstrous, fire dealing little girl that can set her enemies a blaze and running for their life. She has a point and click spell , AOE poke , a defensive shield , and a massive AOE monster that give her many tools to peel off enemies and obliterate them.
She is a very viable choice to pick in the current meta as she can easily turn teamfights in her favor with her massive AOE stun and damage.
|If you like this guide and want to see my other work, I don't have much right now (this is only my second build, really!), but my first build is a support Morgana guide.
I would love your vote as well if it helps you succeed as a bottom laner Morgana, and if you have any questions, feel free to post a comment on any guide or send me a message.
As always, this is a free guide made for you, but if you would like to make a donation, please do so here :)
|- Slow MS
- Low range
- No escapes
- Weak vs poke
|>As always, every champion has weaknesses besides their strengths. With 335 movement speed in her base stats, she's very slow early and can be easily exploited until she gets boots and items. She is also short to medium sized in range, and that limits her in what she can do with poking and going all in. Sometimes in order to make flashy plays, she has to flash and use her only escape, and even then sometimes it doesn't work in her favor. Being especially susceptible to long range poke is a hazard, but with time and practice, dodging them becomes easy as cake.|
P>After casting 4 spells, Annie's next offensive spell will stun its next target for 1.25/1.5/1.75 seconds. The duration changes every 5 levels.
Q>Annie flings a mana infused fireball at her target, dealing 80 / 115 / 150 / 185 / 220 (+80% of ability power) magic damage. If Disintegrate deals a killing blow, the cooldown is reduced by half and the mana cost is refunded.
Disintegrate is your bread and butter for farming and long range poke. It can depend from game to game but it's your choice to max it first or second.
>Max this first if you are against long ranged champions.
W>Annie casts a cone of fire dealing 70 / 115 / 160 / 205 / 250 (+85% of ability power) magic damage to all enemy targets in the area.
Incinerate is a great, short ranged AOE spell to use for poking melee champions, eradicating large minion waves and stunning multiple enemies if the ult is down. Maxing this first is a preference of your own; just take each game to mind and adjust accordingly.
>Use a flash W stun combo for a unique AOE play if the chance arises.
E>Places a shield around Annie for 3 seconds, reducing the damage she takes by 16 / 22 / 28 / 34 / 40% for the duration. Additionally, enemies will be dealt 20 / 30 / 40 / 50 / 60 (+20% of ability power) magic damage whenever they use auto attacks on her while the shield is active.
Molten Shield is your main defensive ability besides flash. The damage reduction helps immensely in late game team fights, and it's a great way to spam your passive stacks.
>Use E if you are being heavily auto attacked as it will return damage to the attacker.
R>Annie releases her bear Tibbers from his toy prison, dealing 150 / 275 / 400 (+65% of ability power) magic damage to enemy units in the summon area. For the next 45 seconds, Tibbers can move and attack at Annie's will, while continually dealing 10 / 15 / 20 (+10% of ability power) magic damage to surrounding enemies.
Tibbers has 1200 / 2100 / 3000 health, 30 / 50 / 70 armor and magic resist and deals 50 / 75 / 100 (+15% of ability power) magic damage per auto attack.
On summon, using Pyromania on an enemy champion or if Annie dies while Tibbers is summoned, Tibbers becomes enraged, ignoring unit collision and gaining 275% bonus attack speed and 100% bonus movement speed which decays over 3 seconds. In addition, Tibbers regenerates 50% of his missing Health and automatically targets Annie's killer if she dies while he's summoned.
While out of combat for at least 5 seconds, Tibbers gains movement speed when moving toward Annie and regenerates 6.0% of his maximum Health every second.
Your ult is the biggest determining factor in the game especially during teamfights. The massive, enraged AOE bear that pounds your enemies into the turf along with your stun can turn the tide into your favor. And if you manage to die, Tibbers will avenge your death in the best way possible.
>Take Liandry's to add to the AOE burn damage Tibbers creates.
|>This is my standard AP rune page. Yes, it's a lot but I have the most success with it. Magic penetration marks are there to help your damage since you are AP. Armor seals help defend you against AD laners that like to attack such as Yasuo or Zed for example.||
>Magic resist in your glyphs give you a defensive cushion against magic users like Leblanc or Diana, and a little bit of ability power mixed in your seals and glyphs add to your quints to give you extra damage. It has a little bit of everything in this setup.
>For most mid lane mages and typically for Annie, Doran's ring is the best start. It gives you health, AP, and mana regen that helps farming early while the extra AP helps your trades and the health supports your survivability.
>The Dark Seal is not an item I recommend for her at all. The stats are less appealing not to mention you need to stack it up to get the full effect. You sacrifice less AP, health and mana regen for stacks of AP that take a long time to get. Choose your pick, but choose wisely.
>There are many boot choices to choose from, but the main choice for Annie is magic penetration. Since this build is a mix of health and damage, and taking into account you might need to switch out some items in accord of the enemy team, you might need more damage if you opt for more survivability in your items. These are a nice choice to help your abilities attack with more of a burn.
>Rod of Ages. It's a necessity. Some Annie players decide to go the rout of full AP, meaning they start their build like this: and so on. Now I've only seen a handful be successful with it as that's a very squishy build to take. I always opt for Rod of Ages for the added health, sustain, and ability power.
>Rylai's Crystal Scepter is a great item for Annie as the slow can be added on any of her abilities, including Tibbers, and not to mention it's just fun to watch your enemies get taken down in a swirl of fire and frost. The added health makes you even more tanky and the AP is just a bonus.
>Luden's is a great item not just for the added poke damage from it's passive, but the 100 AP and 10% movement speed are the real factors in buying this item. Annie is slow in nature as already mentioned, and the added speed here helps immensely. It can also be switched out for a more defensive item if needed.
>Zhonya's has fallen down the totem pole lately since the (barf) disgusting nerfs Riot slapped onto them, but the active is too hard to pass up. With Annie, she is the only champ I take the item on so late as she can survive with the health from items described above, and only needs it early if she's getting ****ped on. This is especially handy in teamfights if you have been hit with a or on top of you.
>Guardian's Angel is the ultimate survival item come late game. It gives you an extra option to use if your Zhonya's is on cooldown or vice versa, and the restoration of health and mana is immediately usable when you respawn out of it. Take this last when it comes to late game and add an elixir of your choice to finish off your build.
>Mercury's Treads is a good defensive boot choice as the MR helps negate heavy magic poke early game and adds to your defensive magic resistance throughout the rest of the game. If you are up against a heavy CC team, the added tenacity reduces the duration of crowd control spells and items, which can be the ultimate deciding factor in your survival.
>Rod of Ages and Rylai's are your two main damage items, as always. Going full tank on Annie is never a good option, so you need at least two items that do considerable damage. The added health will give you more survivability too.
>Abyssal Scepter is great for this build as the added MR reduces enemies resistances, and the CDR is great for spamming. You can rush this earlier after ROA if needed.
>Frozen Heart is a good choice if you are up against a heavy AD or AS teams, or a combination of both. It gives you 90 Armor, 20% CDR, 400 Mana, and reduces the attack speed of your enemies who attack you, which all are useful on Annie.
>Depending on how the game goes, you can opt for Void Staff if this build isn't giving you the damage that you want, or the enemy team is building a lot of magic resistance. Your items should give you a hefty amount of survivability, but if you so choose to go Guardian Angel instead, that's also a good choice.
If you want any more added, drop me a line and I will be happy to put it up for you! Otherwise, just read up about more match ups at the top of the page :)
Remember: Always build defensive if you are losing your lane. NEVER go for damage. Rush Abyssal Scepter against MR, Zhonya's Hourglass or Frozen Heart against AD.
>As always, early game is always about csing, and trading every so often. This is not the time to race for the first blood kill. Slow down, take a deep breath, and farm. Sometimes you will get that all mighty FB, and sometimes you won't. Don't make a risky play that could result in you giving first blood away because you jumped the gun.
Farming Annie is known for her being easy to use, and this factor is mainly the reason why. Her Q refunds the mana cost if it kills a unit. Last hitting is a bit tricky for a new player especially early game when your Q does little damage. Wait to you see the minions health is really low and hit your Q. It takes some practice but once you get the hang of it it's a no brainer. Here's an example for you:
Poking Poking early game is fun to do just to see how much damage you can get off and to assert that you will be battle ready soon. Don't get too crazy, just a simple Q or W every so often, like this example that I weaved in a Q while farming.
Trading Early game, you shouldn't be trading heavily or fighting for kills. For instance, 1) trading costs mana, 2) cooldowns are a bit longer early, 3) it's harder to get your stun ready to use if your opponent decides they want to kill you, and 4) you lose a good amount of CS that could've been used for your first back items. Here's a simple, clean example of how to poke early on:
>Here is the time where you can trade more often and go for kills. Be wary of jungler ganks but don't be afraid to be aggressive if you are doing well. A fed Annie is always a huge threat that most don't want to deal with later on.
Going All In When you want to go for a kill, it's not that difficult to use your combo. When you see the opportunity, make sure your stun is ready and hit the enemy with , then add a Q+W or the other way around if they are close to you for the W to have more of an effect. Use ignite to finish them off if needed. Your burst comes out quickly so have fun with the 3 shot combos :) Sometimes there are instances you will need flash to get in range or just to catch them off guard. Here's an example:
Warding One of the most essential things you can do in the game is to ward. If you don't have vision it drastically hurts your team. During laning phase, try to ward both your bushes, and if you can't, stay to the side of the one bush you have warded. When roaming, always place some wards in the dragon pits or small bushes you know the jungler would come through to help your team become aware of where the enemies are.
Roaming And of course, roaming is another essential part. If you have good map awareness, it can lead to you getting multiple kills or helping others acquire them. If your enemy laner decides to roam, you can follow them and counter their gank. Always try to roam a little and help your team with Annie's stun combo.
>If your game turns into a long brawl, late game is where you thrive in team fights. With a fully stacked Rod of Ages, Rylai's and multiple offensive or defensive items, you are a someone to be wreckened with. Here are some tips to help you in your quest for the victory:
>Sometimes in teamfights your ult might be off cooldown but you have a stun ready, and in those instances you will need to use it. The best way is to use your to get the AOE stun on many as possible. Here is an example:
>When you roll down the lane with your team, spam your spells to pick up your stun. Watch for your tank or engager and try to hit the enemy team when they garble up into a ball of champions so you can stun more than one at the same time, which will lead to your team winning the fight, like this:
>If more than one champion is fed on the enemy team, talk with your teammates and choose who will focus them. For example, your tank and jungler can focus the fed Riven and Yasuo while you help focus the ADC and support with your bot lane. Communication with your team is essential.
>Ward the dragon and baron pits, carefully. In the late game, teams like to bait out the fights to those monsters so they can be hiding anywhere to pick you off. Late game death timers are very long so don't hurt your team by being careless.
>Never go by yourself late game. If you have a turret, farm the big waves there but don't go down the lane by yourself. Alone=death. Teams will see you as an easy kill.
|Q:Is Cooldown Reduction necessary on Annie?||// Personally I think it's not necessary but if you prefer it, it's your choice. Sometimes late game you might need it if you need to spam spells in a hurry. Just make sure you get ROA and Rylai's but other than that do whatever you want.|
|Q:Is Annie a safe pick to choose if I get first pick in champ select?||// Yes, she is just beware that the enemy can counter you with a Zed or LeBlanc, and if they do, itemize accordingly and/or change your summoner's to defend against them.|
If you have any more questions, drop me a line and I will post them here!
I want to thank you for reviewing my guide! It has been a pleasure to make this as it's quite fun to put my own personal touches on it and get more accustomed to using code. If you loved it or had success from following my guide, please give me an upvote! Thank you!
In addition, I want to personally thank these lovely people for their helpful guides, templates, and coding help:
>I want to thank you for creating my beautiful artwork including the banners and dividers. Since I'm not that good creatively, you helped spark my guide up with an amazing rainbow! :D
The Nameless Bard
>Thank you, Bard, for creating the wonderful signature banner! It looks great and I love it!
Thank you to these guides that I consulted from and used:
Making a Guide
Learning to BBCode
A Coding Service
Examples of Tables
Foxy's Tables Guide
How to Use Columns
Guide Making Help and Tutorials
GrandmistressD's Guide Format
10 Second Guide to Making a Custom Table of Contents
Astrolia's Column Guide:No More Black Text