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ANNIE BUILD GUIDE: I'M ANNIE I HAVE THE MOST SKINS IN THE GAME SUP by Cold

by Cold (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Ability Power( +0.9 ability power per level (16.2 at champion level 18))
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Pyromania
QDisintegrate
WIncinerate
EMolten Shield
RSummon Tibbers
View Skill Order Details

Runes

Unknown Section mastery

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Pyromania
QDisintegrate
WIncinerate
EMolten Shield
RSummon Tibbers

Champion Matchups

Introduction

Annie is a fairly popular mage at the moment due to how easy it is to play her in comparison to the power she brings in each game. Despite her lack of complexity, she's not op like some people think, and she has some weaknesses that smart players can abuse.

Annie is a burst mage, relying on her initial combo to dominate her lane and later drop groups of enemies in teamfights. Gives Annie access to a great deal of cc when used properly, so Annie can pack a lot more utility than someone like .

She is strongest from level 6-11 or so, and falls off a tad late game compared to a few other mages.

Masteries

Standard caster masteries, not much to see here.

Runes

Reds Magic Penetration is pretty much the best here. Increases your damage throughout the game.


Yellows
I like ability power since Annie recharges mana with her when she last hits. You can run mana regeneration if you wish, however.


Blues
Flat mr for the enemy ap you will face

Quints I like flat AP to increase my early game burst, but Magic Penetration or Movement Speed would work too.

Summoner Spells



Explanation:

Ignite makes your 6 combo more devastating.

Flash allows you to jump forward to initiate your burst, which is important since Annie has very low range compared to other mages.

Skills

Passive: Pyromania
After casting 5 spells, Annie's next spell will stun the target for 1.75 seconds.

Explanation:


Awesome passive, you can get this off multiple times in teamfights, and it makes your level 6 combo extremely intimidating.


Q: Disintegrate
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

Range 625


Explanation:


This has a really short cooldown and costs no mana if you last hit with it. Needless to say, if you have a low CS on Annie you are doing something wrong.


W: Incinerate
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

Range 625


Explanation:

Nice cone aoe ability.



E: Molten Shield
Places a shield around Annie for 15 seconds, increasing her armor and magic resistance by 10 / 20 / 30 / 40 / 50. Deals 20 / 30 / 40 / 50 / 60 (+20% of ability power) magic damage to enemies who attack Annie with melee attacks.

Cooldown 30seconds
Cost 25mana


Explanation:


Decent ability early game, pretty good late game as it makes you a fair bit tankier. Also charges


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

Range 600


Explanation:


This ability gives Annie HUGE burst early game and later on as well. Not only is the initial damage high, but Tibber's smacks enemies and has a damage aura that makes this ability deceptively stronger.

Tibbers can also be used to block skillshots or harass enemies on the tower if you control him well.


Skill Order

Get first if you think you will have a level 1 teamfight. This allows you to charge in the fountain before the game starts so you can have a stun ready for a battle.

If that never happens in your games, get instead so you can last hit efficiently.

After that basically alternate between Q and W and get R when you can. I prefer to prioritize Q over W as it makes last hitting easier, has higher range for harass, and coolsdown faster so you can deal more damage over time.

Should not get more than 1 point until late game. Just get it at 4 as its level 1 buff is pretty good and helps charge your passive.

Item Builds

(My preferred start as on most mages. The movement speed helps Annie move in and out of minion waves to harass opponents and back off before the stun wears off.)

Possible if you don't need sustain from HP pots or movement speed. Makes your burst very strong at 6 with runes.


Feel free to buy 1-3 if you are struggling in lane. Also remember to buy & if you need them while laning.

Also pick up . With masteries you have about 30 magic penetration which is enough to do true damage to those without mr from items/runes/masteries.


Your next item should be: or

If you don't get Rod of Ages here you should probably forget about it since it needs a while to charge.


Also consider afterwards:



Example of final build:

Early Game

This is the part of the game where Annie usually thrives.

Take mid lane, utilize to last hit when you need to, and use it to harass with and when you don't.

When you get a ready, try to actively zone your opponent by moving forward in the lane and using your autoattacks to last hit. If you are winning your lane already this can often force opponents away from last hit range because they will fear getting stunned.


It is important to try to soften your lane opponent before level 6 so you can burst them down if they are foolish enough to not recall.

Your standard 6 combo is and s they run.

It it very important to calculate your damage effectively when playing Annie, if they live with a tiny bit of hp you could've harassed them just a little bit more beforehand. Something to keep in mind.


If your opponent is too tanky to burst down, or is just too good at laning/evading you, consider ganking top or bottom. Annie is one of the best casters to do early game ganks like this since her level advantage will allow her to burst the duo laners easily and her stun helps net kills.

If you see your opponent leaving lane you should probably follow them, push your tower hard, or gank a different lane. As Annie, you need to control the early game, don't let your lane opponent run around ganking while you farm uselessly.


Good Annie laning matchups (1v1 caster):



Bad Annie laning matchups (1v1 caster): (Will most likely outrange and dominate you, you must burst him down instantly to win) (Has egg and can Q you if you try to approach) (Superior range and does tons of damage, you must burst her before she can do the same to you) (Counters mages) (Hard to harass him since he just shurikens you every time you run to him and his burst at 6 is comparable to yours) (LOlolol, no seriously, this bitch will ruin you, if you can stun her at 6 before she combos you, you may have a chance) (Black Shield stops your stun) (High Range) (Counters most other mages early game 1v1, but falls off later)

Mid Game

This is the point in the game in which you are either doing good (a few kills and assists hopefully), or starting to fall of if you are not fed or farmed. (Probably around level 11 or so)


In order to ensure that your transition from early is smooth, make to last hit as hard as possible, kills are nice when you can get them but you cannot rely on them since not everyone will feed you as Annie.

Around this time your team should most likely be grouping to do objectives like towers or dragon or ganks. You can lead your team easily as you initiate fights well with your AoE stun and thus a lot of the burden will fall on you.

Keep doing what you did early game and get your teammates to help you clean up enemies.

Late Game / Teamfights

Annie's scaling used to be a lot worse here, but is solid after buffs she received a while ago. You probably won't be 1-shotting anyone unless you are sickeningly fed, but you are still capable of locking down multiple targets with your ult+stun combo, and you put out consistent dps and cc with your low cooldowns.

At this point in the game you must be careful since you are very squishy. Stay in the back mostly and only move forward to whenever you can, and then back off to wait for your cooldowns.

You are basically a cc bot at this point, so stun high damage dealers when you can, or stun brusiers/assassins trying to kill you.

Final Comments

Annie is fairly controversial hero among the majority of the playerbase. Many believe her to be overpowered, but I disagree, I just think she is extremely easy for how much she does, similar to . She is worthwhile to learn, but mastering her will not be nearly as rewarding as it would be if you got insanely good with or something.

The key to playing Annie and dominating is knowing your strengths (Amount of burst at each level, your great CC) and your weaknesses (Low range, Squishy, etc).