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

Would you charge at a full health, recently turned level 6 Annie?
Bots do. They burst you down before you can burst them. Most normal players will not come after you with your stun up.

If you don't know who I am, you probably haven't been in the sig forums very much, I occasionally do stuff that is not in there, but most of the time I am in there. I have been making sigs for about 9 months now and finally decided to make a fully in-depth guide. Any helpful comments are welcome and encouraged. Any questions can be asked via comments or via a PM to me. If it is a good question I will even add it to the guide.
Before asking a question though, check the F.A.Q.s to see if someone has asked it before.



Innate -

Q -

Cost : 60/70/80/90/100
Range : 625
W -

Cost : 70/80/90/100/110
Range : 625
E -

Cost : 20
Range : N/A
R -

Tibbers has 1200/1600/2000 health, 30/50/70 armor, 25/45/65 magic resist and 80/105/130 attack damage.
Cost : 125/175/225
Range : 600

_____________ |
PROS+ Large AoE stun + 1+ ![]() + Minor mana use + Best joke and taunt in the game |
__________ |
CONS- Focused quickly - Minimal sustained damage - Worthless if shutdown early on - Countered easily by Magic Resist/Health |
When building




Harass





Minimal Mana cost with large burst damage after a stun.
Use whenever your stun is up and the enemy champions are getting a tad too close.
Hit them with another

Single Target Termination









Fairly high mana cost, but extreme damage output.
It blows all of your cool downs, so use sparingly. Best used to take out an important enemy, like



Multiple Target Termination









High mana cost, large AoE stun and extreme damage output with probable mana regain from killing with

Blows all your cool downs, used

Team Fights







Minor mana cost, average damage output, but prevents being focused instantly.
Only blows your ult's cooldown, provides significant AoE damage, but is hard to keep up.
For more info on team fights, see the Team Fight section.
















Runes are fairly basic for















Other possible choices


Why not the others?









*This sequence is for a best possible scenario, it should never be followed 100% of the time as all games will differ.*
Quick link to the chart!
Starting Items





Early Game Items




Kage's Lucky Pick It's a straight AP item that also gives 5 gold/10 seconds. It also builds into

Mid Game Items





Late Game Items
















Situational Items
Every once in a while you just have a bad game; sometimes you need to grab some different, less ideal items.





Philosopher's Stone If you are taking quite a bit of harass in the laning phase and your enemy is someone that can take a lot more harass than you can give, you might want this. You will heal up quite a bit of the harass you take. The extra mana regen will let you spam your spells more. The extra 5 gold/10 seconds is going to probably pay for the item after a while, if you get it fairly early on. This is not ideal as it gives no AP, ergo no extra damage, ergo no extra kills, ergo no extra gold.











(If you are going to be in top or bottom you should probably go AP Support instead of AP Nuke.)
If you have a jungler starting at blue you may want to leash for him, it is not necessary but it is a big help in the long run. Once the minions arrive to lane, dodge any and all harass from the enemy champion by continuously moving. Keep an eye on all of the enemy minions health bars and last hit them with your

Once you have hit 5 minions, giving you the stun, do not use


After your first harass combo, the enemy will probably try and play safer, take this to your advantage and zone them. If they get too close to the minions, walk up and hit them with a



Continue to do this process, last hitting as many minions as you can, and harassing whenever possible.

Your role is still going to be nuke, but instead of focusing on farming, you are going to want to focus on kills and shutting down enemy champions. You are going to want to wander around some, but still not too much, or you will have lost too much experience and farm. A good idea is whenever

The hardest part of mid game




Continue to follow your team mates around the jungle, grab blue buff with some help, and keep as much warded as possible. This is about all there is to late game. Just get an ace and push for the win.



After the rest of your team has initiated, go in, if possible from the side or via bushes, and hit as many of the important champions with your Tibbers stun. Immediately back off and toss in


You should be able to easily kill one or two of the squishy champions and then you will be able go in and take the rest head on using your


A good team fight should go something like one of these:
It is extremely important that your team mates understand the main fact of

Work with your team to get as much vision on the map as possible. Your jungler will probably have

Here's a good example of team work:
Warding is such an easy thing to do, yet so many people under look it.

Warding is an essential part to most games. It provides so much extra vision and can save you many times. As you can see in the video above, it also can actually get you surprise kills.
Sight Ward - The basic ward, able to give normal vision to anything in its sight radius. Does not reveal stealthed units or other wards. 1100 Range and 3 minute duration. Costs 75 gold.

Keep in mind that both kinds of wards do not reveal inside of bushes unless placed in a bush.
Which ward to use
This is a very good question and one that must be concidered throughout the game.
The best uses for Sight Wards are:
- Warding in the jungle
- Warding mid lane bushes
- Early game warding
The best uses for

When to use wards
Early game
Wards are fairly cheap, but they do come at a price. They are best used when there is a high possibility of ganks. For example the enemy team has a jungler and you are over extended.
Another good time to use them is when the enemy team has highly mobile characters or roamers.
This will allow you to see them when they are on their way to come and gank you.
Mid game
Wards are going to be used less mid game due mostly to the fact that you are going to want to rush your items. They are, however, still extremely important. Some of the most important places to ward is neutral buff camps, Dragon, and lane bushes.
Late game
Wards are going to be even more useful late game then they are early game. They will allow you to find out what your enemies are doing for a minimal cost. Key spots to ward are Baron, highly used jungle paths (esp. ones by lanes), dragon, and just outside a base. Either your base if they are pushing hard, or their base if you are pushing hard.
To get stuff right off the bat:
Q: Why don't you have survival items?

Q: Why don't you get


Q: Why don't you get


Q: Why don't you get


Q: Why don't you get


Q: Why don't you take


Your question could be here!
Wonder what the most recent patches did to Annie overall?
Here's where to find out!
V1.0.0.141 : Pulsefire Ezreal Patch (June 17, 2012)

Overall: No Change
V1.0.0.139 : Spectator Mode Patch (May 1, 2012)
Base Mana cost on


Overall: Buff
V1.0.0.138 : Hecarim Patch (April 18, 2012)
2012-01-20 - Guide published
2012-01-20 - Minor typo fixes along with updates thanks to Kurt Ottman
2012-01-20 - Added Warding section
2012-01-25 - Added more videos and updated the ward section more
2012-01-28 - Added an item flow chart
2012-04-20 - Removed "asdf" from Warding section, updated for latest patch
2012-05-01 - Updated for latest patch, added "patch effects" section
2012-05-18 - Removed

2012-05-25 - Added spoilers to some less important areas to reduce overall load time
2012-07-25 - Updated Achievements tab with guide rank, added the V1.0.0.141 patch to patch effects
2012-8-19 - Updated the masteries to remove



Over 34,000 characters including bbcode!
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