Sorry about that.
- 1. Runes
- 2. Masteries
- 3. Skill Order
- 4. Guide currently discontinued
- 5. Introduction and shorthand terms
- 6. Masteries
- 7. Runes
- 8. Summoner Spells
- 9. Skills
- 10. Skill Order
- 11. Item Builds
- 12. Early Game
- 13. Mid Game
- 14. Late Game and Teamfighting
- 15. Spell combinations
- 16. Matchups
- 17. Mathstuff: Effective HP and magic penetration
- 18. Trolololol - AD Annie, Support Annie, Jungle Annie and Full Tank Annie.
- 19. Final Comments
Guide currently discontinued
Sorry about that.
Introduction and shorthand terms
I decided to write this guide due to the fact that there is only one other approved guide, which seems to be lacking some stuff. So, I'm hoping to fill that gap here.
Annie is a great pick due to her massive burst and AoE stun. If you play her she should win her lane against the majority of mid champions if played right and snowballs well from there. Even if the lane phase does not go well, having an AoE stun available at the start of the fight and another five seconds after that, still makes you incredibly useful.
The above build, masteries and runes are just an example of solid choices, you don't have to, and should not religiously stick to them. I explain the possible viable choices in much more depth in the appropriate sections.
Throughout this guide I will use abbreviations and shorthand terms. Here is a list and explanation of all those that I use.
CD = Cooldown
CDR = Cooldown Reduction
AP = Ability power
AD = Attack damage
MR = Magic resistance
If you're in a particularly tough lane you can spec into the defence tree, but this should be a very rare occurrence.
Greater Mark of Insight: These are the obvious choice for marks. Flat magic pen is great early and still useful late game.
Hybrid penetration: I've never used them as I can;t justify the cost. But these in theory should be a viable choice if you harass well with autos in lane. I don't have the maths to see how they compare to standard magic pen but they certainly aren't a bad choice.
Greater Mark of Strength: This is something I'm currently trying out. I don't expect it to be competitively viable, but it's interesting at least. An extra 8.5 AD, when coupled with the brute force mastery givs you +11.5 ad on your auto attacks. Couple this with Annie's incredibly long range, and you have effective harass. If you do go this route, I'd advise prioritising magic pen items earlier than you normally would.
Greater Seal of Vitality: These are aimed at increasing your mid to late game durability. An extra 180 health at level 18 is nothing to laugh at. Especially when combined with the defensive steroid of which makes it a decent amount of effective health.
Greater Seal of Replenishment: Mana regen again. Always a viable choice, but not what I would prioritise on Annie.
Greater Seal of Resilience: Armour is always a good choice against both AD heavy teams or an AD mid such as Talon or Urgot. Other than that, it's best to go for something else.
Greater Seal of Force: At level 18 a set of these will give you less than 18 AP. That is pretty minor to be honest. I would never touch them, but if you really want to maximise your damage, I guess these are for you?
Greater Glyph of Force: At level 18, a set of these give 27 AP (35 if you have Rabadons). It is a moderate damage boost and a good choice. They level out with the flat AP glyph at level 7, making these the much superior choice out the two.
Greater Glyph of Shielding: Scaling MR. This helps you mitigate damage in lane and be pretty bulky late game. Another great choice.
Greater Glyph of Warding: Flat MR. These are more effective than the scaling version until level nine. If you're in a lane that has great burst at level six, such as or these would probably be the better choice.
Greater Glyph of Focus/Celerity: CDR is a great thing for Annie to build. It allows you to throw out more damage and get off more stuns. At 40% CDR you can keep your shield on almost constantly. However, a combination of blue buff, masteries and elixir of brilliance should put you near to the cap anyway.
Greater Quintessence of Potency: Three of these give you ~15 AP. These help maximise your early game damage and level six burst.
Greater Quintessence of Swiftness: As mentioned earlier, movement speed is great. It will make it possible to land combos without having to use flash, it will also allow you to effectively kite and harass with autoattacks and Q.
My current rune page
I'm running Magic pen reds, health per level yellows, AP per level blues and flat AP quints. I feel this gives good damage throughout the game, and the extra health is especially useful on Annie. But any combination of my above suggested runes are perfectly viable.
Flash is simply a must on Annie, but not for escapes like most champions use it for. Flash initiations will win you teamfights. Flash stuns will win you your lane. Flash will win you the game.
Ignite makes it easier to burst people down. As a burst mage, this is exactly what you want.
The above two are fairly standard choices, however another summoner that can be used to great effect is.
Get your bot lane to place a ward in the bush closest to the enemy tower and then allow their lane opponents to push. With a stun and ult ready, you can teleport in behind their AD + support and get an almost guaranteed double kill.
Obviously, you can do the same top lane. However this works best bot lane as they're likely much easier to burst down.
Note: This reveals the ward you're teleporting to, even if it's in a bush. That's why it's best to do it behind them, to cut off their retreat.
Consider running this against Cass/Veigar.
No other summoner spell should really be considered.
After every 4 spell casts, Annie's next offensive spell will stun its target for 1.75 seconds.
I will go on record and say this is one of the best passives in the game. In lane it gives you the needed time to burst an opponent before they can do anything. In teamfights it will give you a MINIMUM of two AoE stuns per fight. The stuns are for decent durations as well.
Annie flings a mana infused fireball dealing 85/125/165/205/245 (+70% of ability power) magic damage. Disintegrate's mana cost is refunded if it deals a killing blow.
Cooldown 4 seconds
Cost 60/70/80/90/100 mana
This is your harass and where the vast majority of your non-ultimate damage will come from, and as such you should max it first. The low cooldown allows you to spam this in fights for good sustained damage and more charges towards your stun.
Annie casts a cone of fire dealing 80/130/180/230/280 (+75% of ability power) magic damage to all enemy targets in the area.
Cooldown 8 seconds
Cost 80/95/110/125/140 mana
This provides good AoE damage. If you're in a teamfight with stun charged and Tibbers on CD, try to stun with this if you can safely do so. This is due to the obvious fact that an AoE stun beats a single target stun.
E: Molten Shield
Places a shield around Annie for 8 seconds, increasing her armor and magic resistance by 20 / 30 / 40 / 50 / 60. Deals 20 / 30 / 40 / 50 / 60 (+20% of ability power) magic damage to enemies who attack Annie with melee attacks.
This gives you a great defensive steroid. With 40% CDR, you can maintain this shield almost constantly giving a constant +60 of both resistances. This is roughly equivalent to a free chain vest + Cloth + Negatron and half a null magic mantle. This means that building health on Annie is ridiculously efficient due to the way effective HP works. [Explained later in math chapter] This also returns decent damage against any autoattackers, not that you'd want to be getting hit however.
Lastly, this can be used to get your stun faster. Which is always good.
R: Summon: Tibbers
Deals 200 / 325 / 450 (+70% of ability power) magic damage to units in the target area and summons Annie's bear, Tibbers, to destroy her enemies.
Tibbers has 1200/1600/2000 health and 80 / 105 / 130 attack damage, and continually deals 35 (+20% of ability power) magic damage to surrounding enemies. In addition, Tibbers gains 30/50/70 additional Armor, and 25/45/65 additional Magic Resist for each rank.
Cooldown 120 seconds
Cost 125/175/225 mana
Flaming bears of death.
The above four words pretty much sum up this ability perfectly. This ultimate has so many uses. So lets go over the main ones.
Initiation: Tibbers cast is instant. With your stun up, if you see a few enemies grouped, you can flash and ult them, stunning them all and leaving them in a very bad situation. The same applies to laning. If you lead your combo with this, your opponent will have no chance to react, allowing you to get off a full combo.
Upfront burst: At any point in the game, this does a huge amount of damage. Damage is good.
Sustained damage: If you have the moderate total of 300AP, Tibbers will be doing 95 damage to anything around him per second. It is deceptively strong and enemies will likely ignore tibbers mid-teamfight, allowing you to do a large amount of free damage.
Taking towers: I'm not suggesting you use Tibbers just to kill a tower (Well, maybe if it was an inhibitor tower it might be worth it) but if Tibbers is still standing in a teamfight that your team just won, use him to attack and tank towers. They will fall pretty fast.
Granting vision: If there's a teamfight in a jungle that is not properly warded, after using tibbers you can order him to stand in a bush, granting vision of it. It's certainly not the best use of him in most scenarios, but hey...it's something.
What's that, you'd rather want to last hit with Q at level 1? Tough.
Take incinerate. Charge your stun on fountain. Congratulations, you have an AoE stun prepared for a level 1 jungle fight. Which, is incredibly strong.
Depending on the rest of your team and your opponents, you should seriously consider a jungle invasion with Annie on the team.
What to max first?
I'd certainly recommend maxing . It's good harass, easy last hits and you can get two off in one stun combo, as opposed to one incinerate. However, if you're going to want to gank a lot, taking may be a better option to quickly push waves, be careful with mana use though.
Why get shield at level four, do I not want to max my burst?
This is my personal preference and it's actually champion dependant. It's true that taking shield at level four instead of a second point in incinerate does reduce your damage of your level six burst. However, having your shield available does let you use a trick I like.
A good opponent against Annie will play extremely defensive with your stun and ult up. This can make it hard to land a combo. They will also be ready for a flash stun from you, and may have their finger on their own flash. With fast enough reactions they can dodge the Tibbers completely, leaving you looking like a retard.
However, if you have a point in your shield, you can build up three charges, activate your shield a split second before flashing and follow that up with a stun. This catches lots of people off guard.
Shield also lets you help survive against other burst champions such as Veigar and Leblanc. I will however take an extra point in incinerate against slightly bulkier opponents, such as as it's your only chance in hell of killing him. Most other mid champs should drop regardless though.
I also definitely take a second point of incinerate if I'm running teleport over flash, as you need the damage.
This will give you the best balanced start. Movement speed allows you to harass them easier, avoid damage and the health pots give you lane sustain. With season 3, it's no longer as important to start with boots due to a higher base move speed. However, it's still a solid choice.
First trip back
This completely depends on how the lane is going and what you're matchup is and how you want to play it.
Sorc shoes along with standard runes and masteries will be causing you to do close to true damage against your opponents with MR runes, making them easier to burst. The health will also make you a bit bulkier.
If you're struggling against heavy harass.
This will give you lane sustain and make you hard to drop.
Want to go ganking? (The soloqueue build)
Boots of mobility and mejai's? I know what you're thinking. "This guy's an idiot." Well, this build is great for carrying soloqueue games.
If you go this route, the aim is to push your lane out. Walk to either top or bottom lane in no time at all, and kill them. Or hell, go into the enemy jungle and hunt for them. If you can do this successfully, mejai's obviously fits in well. This is incredibly effective in soloqueue, as the more lanes you win for your team the more chance you have of winning the game. If you win mid and bot lane for your team, you will win the vast majority of your games.
Mid game items/core
+ ] + OR
This gives you good damage for the mid game teamfights where Annie shines most. Obviously, deathcap route will give more damage but leave you more frail. Which route to go depends on how your lane and the game in general is going. As a general rule, the better the game is going the more damage orientated items you should build. This will allow you to snowball the game better.
Standard late game build
+ + + + +
If you did have boots of mobilty, you should have sold them by this point and bought either mercury treads or sorc shoes.
Rod of ages + Rabadons + DFG provide you with great burst.
Void staff will allow you to actually do more than lightly dent their tankier champions.
Zhonyas allows you to refresh your CD's safely after an initial combo.
Comprehensive item list: When to get what
These should be your standard boots. They maximise your damage. You want damage.
Good for ganking mid game. If you won't be able to kill your mid lane, or other lanes seem highly gankable most the time, these can be a good purchase.
Situational, but can be very effective. If an opponent relies on CC to burst you down, these are worth looking at. For example or . Although, you could still just go sorcs and kill them first. Decisions, decisions.
Good offensive items
The holy grail of AP items. This gives you the most AP on a single item and makes all your other AP items more effective. Rabadons is never a bad choice.
As mentioned earlier in the guide, Annie benefits hugely from HP once she has a few points put into . Add on good lane sustain and decent AP, and this is a great item for Annie. This is also never a bad decision.
The bad news is that this no longer scales with AP at all. The good news is that it still helps you blow up a single target especially effectively. It goes without saying, but make sure you lead your combo with this.
I can't understate how important magic pen is. If an enemy has 100 magic resist, you will only do 50% of your raw damage. With just a void staff, you will reduce their magic resist to 60, causing your attacks to do 62% of your raw damage. This means you're doing an extra 12% more damage to that target, which is certainly a noticeable amount.
Haunting guise is a very strong item, especially against low magic resist opponents as this combined with sorc boots and magic pen marks, will have you hitting for true damage against opponents with less than 50 magic resist. This is about the amount that people running defensive runes have. True damage is best damage.
If you find yourself flash initiating fights for your team, this could be a very good item to pick up. Otherwise you could find yourself getting instagibbed once your stun wears off. If you flash, R, Q, E, W then use the active forcing your opponents to focus somebody else, you can then come out and use Q, W straight away giving you another AoE stun.
This is a relatively situational item but does have its uses. For a start, it once again counters high burst AP champs that may be able to otherwise combo you from full to nothing. It also works well with a double AP comp, as the reduction of MR benefits any AP champion you have. However, for the aura to work you're going to have to be near the enemy team. This makes it synergise well with the zhonyas tactic mentioned above. It does also allow for better trading in lane against AP mids if you get it during the laning phase. However, this along with haunting guise and sorcs can be overkill in terms of magic pen.
The most situational item you can get. I generally try and avoid snowball items like this, but on Annie it can be put to great effect if you go ganking early or are crushing your lane. If you're not dominating, avoid buying this.
This item is relatively cost-inefficient. Mediocre health and AP. You're paying for the slow here. Two of your skills are AoE so apply only a minor slow. I personally don't think it's worth having a slow on only one ability, unless you're up against somebody who really needs the movement speed, but even then there should be people better suited for countering said champion. However, if you just need a chunk of health and it's too late to get a RoA then there it isn't an awful choice.
This item is great. If you have an important fight coming up make sure you have this active.
/ Althoguh I'm not personally a fan of these items on Annie (I think they work better with sustained damage over burst) I have seen others use them to good effect.
Bad offensive items
You do not need the mana. This is bad. Oh so bad.
I just don't think these stats benefit Annie enough. As mentioned in the rune section, blue + elixir + masteries put you close to CDR cap regardless. Not worth getting
Your spell combos will be done too fast with no attacks in between, meaning you lose proc chances. It could possibly work well in a glass cannon build if you sit at the back and fire Q's and autoattacks every two seconds with 700AP. I'm yet to try it. But until I do, I'm leaving this item here.
Deals damage based on enemy current health. After a combo they should be very low health, if alive at all, this item is relatively useless on Annie.
Okay, this isn't an outright bad item. It gives okay AP, nice CDR and it does let you spam without blue buff. However, I just do not consider it to be an optimal choice. Consider it as an option if you're not going to be getting your own blue buff.
I will only be including items that were not mentioned above in the offensive items category.
This item is great on bruisers. But for Annie...well I'm not a huge fan of it. I think it simply costs too much for what it gives. The revive means nothing if you die in a bad position, it just means you'll get instadropped when you're back up. It can make the difference between winning or losing a fight...but it could also be totally useless. For the cost, it's simply not worth the gamble in my view.
The health and mana is great on Annie, however the active can easily be popped by any poke ability. I prefer QSS or abyssal over Banshees.
Cheap and effective. What's not to love about this item? Being supressed in fights? Get this cheap yet wonderful item, and that won't be a problem anymore.
This is something I have never tried, but could be quite effective in theory. As I've repeatedly established, makes building HP on Annie more effective than most other champions. With RoA and Warmogs...you're not going to go down easily. It goes without saying that this dents your damage and as such should be saved until after you have several main AP items. This is also reliant on your team having a good damage output, as you'll be taking more of a tanky stun role than damage dealer.
No other items are even remotely recommended.
- Try to last hit with autoattacks, saving your stun to try and zone your opponent. If they come for CS, hit them with an auto, Q, auto, auto. If your stun isn't up, feel free to last hit with Q.
- Using Q and W costs too much mana for harass, so it is not recommended.
Going for the kill
- By the time you're level 6, they should hopefully be low enough to be burst to 0. If you took a point in shield, try and keep your passive charges on 3. When an opportunity comes up, activate your shield and then instantly tibbers them. If you have two points in incinerate, keep your stun up and try to land a Tibbers on them, flash if you need to do so.
- After stunning them, follow up with Q+W+ignite, and a few autos and they should be dead, especially if they were effectively harassed earlier.
Other things to remember
- If you're unable to kill your own lane or another lane is struggling, look to gank them.
- Make sure you keep farming, even if you're playing a gank heavy style you shouldn't fall too far behind in CS.
- Remember to ward. Other guides cover this in great detail, so look for them if you want to know where to be warding.
- Mid game teamfights is where Annie shines the most. If you're ahead of your mid lane opponent, use this time to snowball the game. Force teamfights whenever possible if your ult is off of CD. At this point, you can probably drop anybody from full to zero.
- If you're not doing so well, Annie is still great in teamfights, so if other lanes are doing well you can still look for fights and you act as a stunbot.
- At this point in the game, you probably want to be maximising your AoE damage. Hit as many targets as possible to damage and disable them. For example, if you have the choice of dropping a tibbers on Janna/Lee/Brand or the lone Vayne, you should go for the group at this stage in the game. This is of course assuming a squishy opponent is not ridiculously fed, if they are you can just drop everything on them and take them out of the fight.
- If you're winning fights, keep taking objectives and pushing towers. If not, play more conservatively. Try to catch people out of position, or Tibbers stun a large group of people and try and win the fight from there.
Late Game and Teamfighting
The later the game is, the less effective Annie becomes as enemies become bulkier. You can fulfil various roles at this point.
- A flash ult with your stun ready is one of the best initiations in the game. You need to wait until you can hit three or more enemies ideally. Make sure your team is ready to follow it up if you do go for it. Taking Zhonyas if you're initiating can be very effective, as explained in the item section.
- By this point, assuming their AD carry is remotely competent, they will be the main threat in these fights. Chances are though, if you can get in range you can instantly drop them. Wait for the proper time, (Ideally once the fight has been initiated) flash and kill their AD. If successful, transition into one of the two below mentioned roles.
- In this role, you just want to be stunning and hitting as many people as possible. I explain how to do this better in the combination section below. If you're in range of a priority target, use your Q on them.
Protect the carry
- Once again, take advantage of your stuns. If your AD carry is significantly stronger than theirs, use your stuns to disable anybody that's threatening your carry.
You can obviously do more than what I've just listed. But they're what I find the most impactful approaches to be.
To maximise your AoE stun capabilities, use the following method.
If you lead with and follow it up with , , . Your next incinerate will be a stun. Now, assuming you have close to 40% CDR, that's roughly five seconds between two stuns, with your enemy spending almost two of those five seconds stunned.
After that, just clean up whatever is left. If you managed to stun multiple targets twice, you should have easily won the fight.
In roughly seven seconds of fighting, your opponents just spent 3.5 seconds stunned. This is without even taking your team into account yet.
Maximising damage onto a single target
If there's somebody you just have to absolutely kill, the following combo will maximise damage. This combo can be pulled off in around three seconds, with proper CDR.
(If applicable), , , , , , .
If your target has survived that, you're hitting the wrong thing. It certainly takes fast fingers to pull that off, but once you can it is worth it. You also have a stun ready to be procced for the next wave of attacks.
Note: * Next to name = hypothetical. Do not completely rely on them, but they should still be a good indicator of how to play a lane. I play Annie less than I used to and therefore may have very limited experience in matchups with more recent champions.
Annie is pretty strong against Ahri. Make sure you dodge her shots pre-6 and poke her whenever you can. Once you hit six it should be easy to combo her. Make sure she doesn't dodge your Tibbers with her ult.
This one can go either way. Annie has the advantage pre-6. Harass whenever possible with Q and autos. Don't let her proc her Q on you, it hurts. Once you both hit six, you need to make sure you can take her out in one burst or you're going to end up dead. If she is level 6 and has a Q on you, back off and wait for it to go. Don't let her jump on you to proc it and then hit you with another immediately. It's where her burst comes from.
Without a junglers help, this can be a somewhat hard lane due to Anivia's passive. Pre-6 Anivia is not a threat if you can dodge the slow moving ball of ice. The problem is, you cannot kill her with your burst. She'll just revive before you can finish her off. Unless you have a jungler helping you of course. Once she hits 6 and has blue, she becomes a much bigger threat. If possible, work with your jungler to deny them blue.
Bad..ish matchup. You're just outranged. Focus on dodging and farming until 6, then going for a kill if you're confident. Be careful not to let his ult bounce between you and tibbers.
A mixed matchup. Cass has range advantage, but if Annie can dodge Cass' poison, stun and walk away she can come out on top. Once they hit six, whoever stuns first will likely win. Unless of course you take cleanse, putting you in a strong position for trades.
* Back in my day, cho went top lane! However, with the buffs he has been given, he's now a viable mid. This is not good for Annie. He sustains well, is very hard to burst, possibly impossible without a jungler, he pushes well to make it harder to roam and if he lands a rupture can quickly burst you down, especially with a junglers help. If you're stuck in this matchup, try and get your kills from other lanes. If he's low or you have jungler help once you hit 6, it's possible you can get a kill. This will likely be the only chance that you will get though.
* She's melee, so bully her in lane. You should be able to zone her well pre 6. Once she hits 6 obviously make sure you avoid her skillshot as that nullifies a lot of her damage. If you try to burst her, make sure you do it with her shield down. Obviously it's harder to burst somebody with a shield up, this is not helped by the fact that Tibbers may well refresh her shield for her.
* Another melee and a pretty squishy one at that. This is one you win before 6 and can faceroll afterwards. She will likely go roaming if given an opportunity, try to countergank. Consider boots of mobility.
If fizz can read your actions or has incredibly fast reactions, they can win this lane. Pre-6, just try and keep a stun up. Harass him with autos. If he charges into you, stun him and walk away. Once you hit 6, just make sure you land the ult and that he doesn't dodge it. Your ultimate is instant, but the flash animation isn't.
Awful lane. You won't kill a decent Galio. You can't easily go roaming as he can outpush you. He does decent damage to you. Just not fun.
Another bad lane. He can outpoke you well with his barrels. Do your best to avoid them, try to stand away from creeps so he has to choose between farm and harass. Harassing him is somewhat pointless due to his passive. He's also pretty hard to burst down at 6. Try to avoid the lane.
I love this lane. He's soooo squishy. Hit him in the face with fireballs. Level 6 burst is a guaranteed kill on him. If the game does go to lategame and he does decent damage, I'd advise getting a zhonyas to negate his ultimate.
This is not an awful lane as you might expect it to be. You just need to make sure you don't let Kass get free Q's onto you. Make sure you have your stun up, if he tries to silence you, make sure you stun him as well and chuck a few autos his way. You will trade semi-decently. Once you both hit six, you can outburst him.
* Another I have yet to play against post-remake. I have however been playing Kat a fair bit, which means I have a pretty decent idea of how Annie should play against her. She's melee, so as always, harass with autos. Stand away from your creep wave. She'll want to use bouncing blades on it for waveclearing, staying away from it helps you avoid free harass. If she shunpos onto you, do not retaliate with your abilities instantly as she has large amounts of damage reduction. Once she hits 6, make sure you have a stun ready/close to ready to interrupt her ult. Don't let her dodge your ult with a shunpo, you'll feel rather silly.
* I haven't gone up against any AP kog's as Annie. But I assume Annie stomps him because of how frail he is. Flash and tibbers at 6, and gg.
Playing against LB is never easy. (Unless you're Galio) But Annie deals with her better than most. Don't let her get off free damage. If she Q's you, fire one back. Once you hit six, you can easily combo her. She can do the same to you though. Invest in an early negatron and you just won the lane if you were having trouble.
Long range, with kiting abilities and a shield. All the things that counter Annie. As against any champion, dodge skillshots when possible. If she does hit you, try to not let her proc her passive with an autoattack. In the rare times that she will be in range for you to hit her, she can shield your harass. When you try to burst her, if she gets off a shield she will block both a chunk of your front load of burst and then when the shield comes back to her she'll be countering your ignite. Just generally a bad lane. She is relatively susceptible to ganks though if she misses a light bind.
Dodge shurikens, they're bad for your health. Also take note of when his auto attack passive is up, try to make him use it on a minion. If he tries rushing at you, stun him, hit laugh and walk off, or if possible just kill him. Most of his damage is avoidable and you can outtrade his standard autoattacks with some of your own and an ability or two. Easy to burst at 6.
Another example of "First full 6 combo wins". Before 6, don't let his malefic visions spread to you from your minions. Harass when possible. Once you hit 6, kill him as soon as possible. If you're standing on his AoE, get off before he ults you on it. Flash if needed.
* I can honestly say I've never played this matchup. So can't really say anything with real conviction. But as always against Morde, don't stand in your creeps. Make him choose between CS and harass. If he's in range with shield down, you may as well poke him a bit. Can't help any more than that.
A hard lane. Morg doesn't die easily and can shield your stuns if she predicts well. She can sustain harass well. If you flash in to combo her and she survives, you're pretty much dead. Try and get your kills elsewhere.
Orianna can zone you pretty easily with her range. She can also shield some of your burst if she predicts well. This is a bad matchup. Not much you can do in it either.
* I've only played against one Pantheon mid. I was Lux. I have never lost midlane so hard as this game, Annie should however do a better job of it. He has good poke and burst. As always, don't let him get off free poke, fire something back at him. I'm unsure on how easily you can burst Pantheon at 6. But hey, go for it anyway. You're Annie. You shouldn't really give a fuck.
A fairly even matchup. Don't try trading without your stun up. If you play right you should win this early. If you mess up you can end up pretty dead. If he rushes mana you can crush him at six. If he rushes banshees, just push to tower and go ganking.
If Sion starts charging his shield and tries running at you, just stun him and walk away. If you can, break the shield so he cannot farm. He runs out of mana a lot faster than you do. As long as you don't make any mistakes, you should win this lane.
Boo, Swain. Make sure you avoid his snares. You can trade favourably pre-6 as long as you dodge them. Once you hit 6, try to burst him. If you get the kill, good. You're going to need it. Post-6 and after he buys some defensive stuff/gets blue buff, he becomes a real pain to deal with.
This one can go either way. Don't stand in your creep wave. He will have to choose between raking them and you. If he goes up for a melee last hit, shoot a fireball into his face and stun him. Throw in some autos and back off. If he jumps on you, he will outtrade you pre-6. Stun him and escape if he does. Once you hit six though, it becomes yet another first to attack wins scenario.
Yay, more squishy champions. Dodge his wildcards whenever he throws them. He can probably out trade you pre-6 with a stun, followed by wildcards. But once you hit 6, you can easily burst him down from full HP. Try and have his path towards top or bot lane warded to help prevent him ganking with his ult.
Consider running cleanse or taking merc treads. If you do so, you can avoid his dark matter, which makes up a large amount of his burst. Hit him in the face with fire when you can, he'll want to farm baleful strike. Forcing trades benefits you. Once you're 6 it's an easy kill. Take a more tanky build vs him, stacking AP will just get you one hitted later one.
* Very rarely see Vlad mid, but might as well include him here anyway. He's pretty weak early game, due to his very high CD's. You should be able to bully him. When going for the full burst combo, you need to kill him before the stun wears off or he will pool away. After level 9, it's going to be a much harder lane. He'll have great sustain and be able to freely poke and outtrade you.
If you can dodge his stuns pre 6, you have the advantage here. Harass him when possible, focusing on dodging his stuff. Once he hits 6, if he drops his stun mark on you, flash at him and kill him first.
If you can dodge his bombs well, you'll win this lane, If you cannot, he will. Pretty simple. Another easy champ to blow up once you hit six, but that won't mean anything if you're poked out of lane.
One mistake I see bad players make is walking away once Zilean puts a bomb on you. Do not do this. Chase him and hit with everything you have while he's got stuff on CD. Getting a point in shield early could be smart, as you know when the damage will hit you. That 10 extra magic resist could be quite helpful. When trying to burst him, you need to do it while he is stunned. Don't give him a chance to ult himself.
* I'm honestly not sure how Zyra is these days after her broken release state, I'm guessing she's still very strong. I feel this matchup will depend on your jungler. In a 1v1 without intervention, Zyra's range will likely trouble you, much like orianna. However, once you hit 6, if you have a strong ganking jungler a kill is practically assured everytime you have flash/ult up.
I've played this matchup once. It certainly is not a good matchup in any way whatsoever. He's hard to keep locked down, he trades strongly and has insane burst once he hits 6. Rushing a might not be a bad idea in this lane. It may be better to play this safely and gank other lanes when possible.
Mathstuff: Effective HP and magic penetration
- Effective health, or effective HP is the total amount of raw (Pre-resist) damage your champion can take. It's calculated with both your resistances and health.
- As Annie's Molten shield increases your resistances by 60, this makes health items considerably more effective than they normally would. As established, 60 points of resistances = 60% increased effective health. An extra 60% of 4000HP is a lot more than 60% of 2000HP.
- This allows you to mitigate the enemy magic resist. There is both flat and % magic resist reduction, but which do you get?
- Well, with the change of season 3 and the way that magic pen is calculated, it's become a lot harder to choose what to get. They've made it so buying both % and flat magic pen can work well together. Just be careful not to spend a needless amount of gold on magic pen as you'll end up lacking AP.
Trolololol - AD Annie, Support Annie, Jungle Annie and Full Tank Annie.
However, Annie can perform well in any role for the team, except for top. Here are some basic builds/strategies for the other roles.
This is the one that I'd consider the strongest of the alternative roles.
What Annie brings: One of the longest autoattack ranges in the game. A self buff which reduces your damage taken and hurts the enemy the AD for autoattacking you. Great CC/early burst. Can lead to easy kills in lane (Especially with the help of a jungler) and helps you protect yourself in team fights. She also has extremely easy last hitting with her Q.
What she lacks: The biggest thing that she misses is attack speed. It's pretty awful. An escape (Other than stunning) would also be nice. Lastly, some sort of AD steroid, this limits her viability late game.
Runes/Masteries: Running attack speed reds can make up for her limited attack speed. As already mentioned, you can last hit with Q, meaning you can live without the flat AD reds. Other than that, I'd build her standard AD. You MIGHT want to take the hybrid pen quints, but I'm not expecting anybody to spend the IP on them for a "troll" build.
Build: I'm not entirely sure the best way to build her, I need to play it some more. I think going a triforce/BT/GA build may be the best option at this time, as going the full DPS IE/PD combo is still going to result in you doing less damage than the enemy AD anyway. You're not going to be a late game champ regardless, so probably best not to build like one.
How to play: You should only pick AD Annie if you have a support to help you CC/burst a target. Alistar and Taric would be excellent choices. In lane is where you are strongest. Make sure you make the most of this time, harass when possible with your superior attack range (Unless you're against Cait). With your stun up, you should be able to effectively zone if with earlier mentioned supports. If you do get an opening to burst them, go for it! Should easily be a kill post-6. Get a jungler to assist for a definite kill.
In teamfights, stay safe and attack whatever you can. If somebody dives you, stun them. If your team is quite far ahead, play more aggressive. Stun as many of them as you can, just try not to get killed and throw the game.
What Annie brings:: CC and burst. Should be very strong at maintaining bush control and zoning when ahead.
What she lacks: Sustain/damage mitigation. You're pure offence, going for the burst. This leaves you quite vulnerable to poke.
Runes/Masteries: Go standard support. You MAY want to take more offensive based masteries if you're going to be ballsy.
Build: Gold items. Wards. Some more wards. Aura items. You're a support. Try and hit CDR cap to maximise your stuns in fights. Boots of lucidity + shurelias will do the job well enough.
How to play: Like AD Annie, you should only pick this when laning with a bursty champion. Tristana, Graves and Corki would be very good choices. Play her like you would Taric, just with more burst and less Auras. Try to zone the enemy by gaining bush control. Remember to ward.
In teamfights, if you're being the aggressors, try and stun as many people as possible, you'd make a good initiator. In closer fights, try and protect your AD if they have anybody diving them. Maximise your stuns.
Okay, I've admittedly never done this. But I know it can work, may be a better way of building this, if so let me know.
What Annie brings: "Have you seen my bear Tibbers?" An enemy has been slain. (Dem ganks)
What she lacks: Not the best clear time after a few levels. Somewhat blue reliant. Weak to counterjungling.
Runes/Masteries: Magic pen reds, armour yellows, your choice on blues and movement speed quints. I'd go 0/21/9 for masteries, taking the extended buff duration.
Build: Start boots/3 (Or maybe cloth 5..but SHOULD be fine boots/3) Get a hextech asap. Should probably just go for a slightly tankier version of her normal build. I'd suggest going boots of mobility for stronger ganks.
How to play: Start with molten shield. Lowers damage done to you and does respectable damage back to the enemy. Get a very strong leash on blue. Alternate between levelling W and E. Look for ganks at all times, especially when your ult is up. Should be free kills assuming you don't mess up.
Full tank Annie
What Annie brings: STUNS. STUNS EVERYWHERE. Her shield also increases her survivability by quite a large amount. Enemies will continue to see you as a threat because you're Annie and will focus you regardless.
What she lacks: Sustained damage, may just be ignored once you've used your initial spells. Gapcloser/general mobility.
Runes/Masteries: IDK. Something tanky.
Build: Boots of choice/frozen heart/abyssal/aegis would be my core build in a standard game (In no particular order). Gives you some AP so you do some damage, strong resistances and most importantly, auras. They're OP. After this, I'd probably build a warmogs or two. Because everyone likes health. Rylai's would actually be a very strong item for this build. Health and AP are great on her, but most importantly the slow will allow you to peel better.
How to play: Are you stunning things? If yes, good. If not, start doing so. You have a very strong initiation. Especially if co-ordinated with something like a Malphite ult. You're also great for protecting your AD. Stun anybody trying to dive them and slow them with Ryali's if you have it. You could in theory also shield your AD by using Tibbers after you've summoned him. Put him in front of your AD to make it harder for them to click your AD. Never actually tried this, but hey, it might work.
I hope you enjoyed it and hopefully learned something. I'd rather you didn't downvote my guide for disagreeing with a thing or two in my guide, this covers a LOT of stuff, so everybody is bound to disagree with something. ;)
Xeenvs and Kanova for proofreading my guide.
CynicalEffect for writing such an awesome guide.
Riot for making such an awesome champion.
You guys for reading this whole guide. Unless you didn't read this whole guide, in which case I want my thanks back.
....Yeah, that's about it.
Thanks for reading.
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