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Annie Build Guide by C9LemonNation

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League of Legends Build Guide Author C9LemonNation


C9LemonNation Last updated on January 11, 2015
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Middle Lane
Ranked #58 in
Middle Lane
Win 52%
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Ability Sequence

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

Threats to Annie with this build

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Threat Champion Notes
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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. The newest patch has reduced some of these weaknesses, by nerfing early game ganking junglers and nerfing Braum / Thresh. She is still somewhat of a vulnerable champion, and I recommend only picking her when the enemy jungler is notably weak at ganking.

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Ignite + Flash
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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0/9/21 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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Greater Mark of Magic Penetration

Greater Seal of Health

Greater Glyph of Magic Penetration

Greater Glyph of Magic Resist

Greater Quintessence of Armor

Mpen Reds and Blue increase your damage output quite significantly. The rest of the runes are the most efficient tank runes, which is necessary to make Annie not abusable during laning phase.

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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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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. Upgrading to Frost Queen's Claim allows you to make more plays and provides a decent damage increase.

Deathfire Grasp is the best damage increase that is possible, and allows you to 100-0 squishy enemy targets.

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Braums tankiness makes it so he is not going to be bullied out of lane, his Q range allows him to poke you from a safe distance, and ganks heavily favor him.
Nami is able to effectively out trade you due to her W dealing damage and healing herself. The way to win this lane is by all-in'ing and forcing a kill.
Alistar cannot stop your harass and damage effectively, and you will passively win the lane. Just watch out for ganks.
Same as for the Alistar matchup, but ganks are even scarier when thresh can lantern them in.
Leona can kill you and you cannot kill her. Very scary.
Sona can die to you and she has very little kill pressure on you, you can also out trade her.
Morgana can stop your initiation and has kill pressure on you if she lands a bind, she can control the lane.

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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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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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