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Annie Build Guide by tailgating

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League of Legends Build Guide Author tailgating

The Annie Guide

tailgating Last updated on December 27, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 8

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Hello. I always had different view points from the top annie guide in this site and I wanted to share my own thoughts on annie.

She is a very easy caster to be good in and also a very useful caster with aoe stun and great amount of burst damage. She's very good choice to be used to climb in elo and I want to share my ways :)

This guide isn't pretty by any means and I plan to change that later as I have time. However, be sure to read everything as they are all important!!!


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Pros / Cons


Has a massive Bear
Awesome Burst
AOE Stun
Little bit tanky with her shield


Stun may not be up all the time.

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Ok this is the part where the most controversy comes in. In my opinion, I really don't think runes make up big difference (although they are pretty important) so these are my cup of tea, and if you disagree with me, I wouldn't say anything because I don't have particular opinions on some of them.

Greater Mark of Insight and Greater Quintessence of Insight--- However I believe they are mandatory for annie. Well for any AP caster in my opinion. And this is where it come cloudy...

I believe the greater seals of replenishment will help me early game to not waste my money on mana regen items and just focus on AP and magic pen.

I believe that Greater glyph of warding will help me because Annie would usually go against an AP mid, and those early magic resist will help me alot. MR per level does give more MR at the end, but magic resist difference in early game is greater than magic resist difference in late game..

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Summoner Spells

Flash is mandatory because it's the best for escaping ganks and flashing in for a tibbers aoe stun. Great summoner spells overall...

Ignite is also good for combining it to your skill combo and ensuring the kill. It is great early on and later on as well.

Ghost is ok. flash is better though...

Teleport is not bad, can be used against a strong laner.

Exhaust is sometimes viable as well... I tend to stun and burst down any ad carries that try to kill me. and at late game zhonyas help me in that case as well... But if your team does not have an exhaust, it doesn't hurt to carry one.

Anything else is below optimal...

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Start with Boots- which will help you dodge enemy spells and use your own spell as well...

Early game dominance is so important!! You win your lane and deny enemy cs, you're more likely to win the game. That's why I stack on Doran's rings. I always get 2, and if i want the extra protection or just extra dominance, I get the third one.

Then I get sorcerers shoes along with Rabadon's Deathcap. This will soar your damage through the roof :)

Then it's void staff, for extra magic penetration as enemy will realize how strong you're and start having MR.

Morello's Evil Tome is great for its CDR.
Zhonya's Hourglass is great because of its active and armor
Rylai's is great for its slow and the HP it gives.

I tend to not get Rod of Ages because it takes too long for it to reach its maximum potential and I believe Doran's rings help me better in the early game and i can just sell them later on.

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Skill Sequence

I upgrade Q first because of its awesome passive that lets me secure creep kills without any mana problem.

Then i prioritize W over Q because W deals more damage and it makes your combo so much stronger.
Dont get Q please :(

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Early Game

Last hit with Q Q Q Q and last hit last hit last hit!! So important..

If your mana is full go Q(stun) and W the enemy. Then just farm until your mana comes back up.

If you're dominating your lane, then you can deny enemy their creep kills as you walk toward them when they come to last hit.

At level 6, you can kill a 75% HP enemy with your combo. Q - R - W - Q (comes back on cd) and ignite. Be sure to keep following the enemy in between the spells or you might not be able to Q them at the end.

The enemy junglers tend to underestimate your burst in early games and this is a good opportunity to snag some kills as well.

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You have one goal in teamfight. AOE stun and damage.

Stand behind your team and when the fight begins, do whatever you can to tibber stun the group of enemy and then W them. This will take majority of their HP off and your team will most likely win the teamfight. Do not get picked off early on as your team will most likely lose if that happens.

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I realize that this guide is pretty bland to read, so as time goes on I will be sure to add pictures and make it all pretty!!!

I just wanted to make this guide to share my info as i disagree with the current top annie guide

Thanks and have fun :)