Annie Build Guide

Sublimely Magnificent Annie Guide Mark 3 [Mid]

Updated 2 years ago
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Note: This SHOULD be ready for the current changes. Might be some things I missed though. Hello and welcome to my Annie guide. Annie was my first champion I started using regularly in League of Legends and over a year later, is still my go to champion when needing a win. In this guide I hope to explain when and why to pick Annie, how to play her and different builds and approaches to consider. This guide is for mid Annie, however a lot of what I say will apply to the newly popular support Annie. 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[b][/b]

[title]Comprehensive item list: When to get what[/title] [b][number]Boots[/number][/b] [img=items/sorcerers-shoes.png] These should be your standard boots. They maximise your damage. You want damage. [img=items/boots-of-mobility.png] 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. [img=items/mercurys-treads.png] Very situational, but can be effective. If an opponent relies on CC to burst you down, these are worth looking at. For example [imgsmall=champ/veigar.png] or [imgsmall=champ/cassiopeia.png]. Although, you could still just go sorcs and kill them first. Decisions, decisions. [b][number]Early game item choices[/number][/b] [img=items/haunting-guise.png]This along with sorc shoes, 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. This is an effective item choice if you want lane dominance and early/mid game power in general. Do not upgrade this to Liandry's though (Explained later) and if you reach full build you should probably sell it, however it's very rare where you will reach that point. [img=items/fiendish-codex.png]Slightly less early power than the haunting guise, but builds into a deathfire grasp which is a core item on Annie. The CDR is nice to have as well. [img=items/catalyst-the-protector.png]Get this if you're struggling in lane against heavy harass or you really want to go RoA this game. Generally not a good choice if you want to dominate your lane as it gives you no killing power. [img=items/mejais-soulstealer.png]This works really well with boots of mobility. 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. [img=items/seekers-armguard.png]Especially useful against AD champions. Pretty much a must buy against champions like Talon. [b][number]Core item choices[/number][/b] [img=items/deathfire-grasp.png]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. [img=items/rabadons-deathcap.png] The king 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. You want to be killing things and this helps you kill things well. [img=items/rod-of-ages.png] As mentioned earlier in the guide, Annie benefits hugely from HP once she has a few points put into [imgsmall=skills/annie/e.png]. Add on good lane sustain and decent AP, and this is a great item for Annie when bought at the right time. However, the time it takes to charge to effectiveness means you need to get this relatively early for it to be at full strength in mid game teamfights, which is the point of the game where Annie is most useful. [img=items/void-staff.png] 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 is not even factoring in the AP the item itself gives. However, remember that this item works as a % of the enemy MR and the less they have the less useful this is compared to building raw AP. Also remember that you should be focusing the squishy target, so just because an enemy tank has 200 MR, if the targets you're going to focus only have 50MR do not bother with this item. [img=items/zhonyas-hourglass.png] 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, W then use the active forcing your opponents to focus somebody else, you can then come out and use E, Q, W straight away giving you another AoE stun. [b][number]Other items to consider[/number][/b] [img=items/abyssal-scepter.png] This is a relatively situational item but it 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 (Or with any champion that does moderate AP damage), as the reduction of MR benefits any magic damage dealt to the target. 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. [img=items/rylais-crystal-scepter.png]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 poweful 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 it isn't an awful choice. [img=items/elixir-of-brilliance.png] This item is great. If you have an important fight coming up make sure you have this active. [img=items/banshees-veil.png] The health and mana is great on Annie, however the active can easily be popped by any poke ability. Situationally could be useful as a late game defensive choice against certain champions that can win a fight with one skillshot (Blitzcrank) or any champion that needs to hit all spells to combo you (Leblanc) [img=items/lich-bane.png] 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. [img=items/athenes-unholy-grail.png]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 and need some additional MR. Very situational. [img=items/warmogs-armor.png] This is something I have never tried, but could be quite effective in theory. As I've repeatedly established, [imgsmall=skills/annie/e.png] 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. [img=items/quicksilver-sash.png] Cheap and effective. Useful if you're being targeted by CC, but that probably means you're in a bad position or the enemy team isn't very smart. Situationally useful though. [img=items/morellonomicon.png] I just don't think these stats benefit Annie enough. The CDR is nice, but masteries, DFG, blue and blue elixir will leave you pretty much at the CDR cap. There are just better choices generally. Maybe consider if they have a Mundo who's being problematic. [b][number]Items to avoid[/number] [/b] [img=items/archangels-staff.png] You do not need the mana. This is bad. Oh so bad. [img=items/liandrys-torment.png]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. [img=items/guardian-angel.png] 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.

[highlight]Last hitting and trading[/highlight] [.]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 to do repeatedly. If you're sitting at near full mana feel free to though. [highlight]Going for the kill[/highlight] [.]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 no points in shield, keep your stun one off full and try to land a W + Tibbers on them, flash if you need to do so. [.]After stunning them, follow up with Q+ignite, and a few autos and they should be dead, especially if they were effectively harassed earlier. [highlight]Other things to remember[/highlight] [.]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, at the very least make sure you keep up in levels. [.]Remember to ward. Other guides cover this in great detail, so look for them if you want to know where to be warding.

Look for ganks, farm, etc. [highlight]Teamfighting[/highlight] [.]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 but tanks 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. [highlight]Strategy[/highlight] [.]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, one fight can win or throw you a game. A lot of the action will likely take place around baron nashor, as the buff it gives is extremely strong and allows teams to siege towers. Make sure you're with or near your team at all times at this point. If you get picked off for free, you just lost your team the game. The later the game is, the less effective Annie becomes as enemies become bulkier. You can fulfil various roles at this point. [highlight]The initiator[/highlight] [.]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. [highlight]The anti-carry[/highlight] [.]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. [highlight]Stunbot+AoE damage[/highlight] [.]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. [highlight]Protect the carry[/highlight] [.]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 and swith between roles mid-fight. But they're what I find the most basic approches.

Nobody in the game has spammable AoE stuns like Annie does. If you can maximise your stuns on groups of players, it can leave your team in a very strong position. [title]Maximising stuns[/title] To maximise your AoE stun capabilities, use the following method. If you lead with [imgsmall=skills/annie/r.png] and follow it up with [imgsmall=skills/annie/w.png], [imgsmall=skills/annie/q.png] [imgsmall=skills/annie/e.png], [imgsmall=skills/annie/q.png]. 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. [title]Maximising damage onto a single target[/title] 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. [imgsmall=items/deathfire-grasp.png] (If applicable), [imgsmall=skills/annie/r.png], [imgsmall=skills/annie/w.png], [imgsmall=skills/annie/q.png], [imgsmall=summoners/ignite.png], [imgsmall=skills/annie/e.png], [imgsmall=skills/annie/q.png]. 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.

[highlight]Effective HP[/highlight] [.]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. [highlight]Magic penetration.[/highlight] [.]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.

Before I start, I'd like to make this completely clear. This section is for fun, although these builds do all somewhat work, please don't be surprised if you get reported for using them in ranked. They're not meant to be competitively viable. However, Annie can perform well in any role for the team, except for top. Here are some basic builds/strategies for the other roles. Please note, this guide was completed before support Annie was even considered, let alone popular. There are probably guides out to help you play that better, do not take the following as genuine advice. I'm just leaving what I originally wrote. [title]AD Annie[/title] This is the one that I'd consider the strongest of the alternative roles. [highlight]What Annie brings:[/highlight] 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. [highlight]What she lacks:[/highlight] 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. [highlight]Runes/Masteries:[/highlight] 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. [highlight]Build:[/highlight] 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. [highlight]How to play:[/highlight] 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. [title]Support Annie[/title] [highlight]What Annie brings:[/highlight]: CC and burst. Should be very strong at maintaining bush control and zoning when ahead. [highlight]What she lacks:[/highlight] Sustain/damage mitigation. You're pure offence, going for the burst. This leaves you quite vulnerable to poke. [highlight]Runes/Masteries:[/highlight] Go standard support. You MAY want to take more offensive based masteries if you're going to be ballsy. [highlight]Build:[/highlight] 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. [highlight]How to play:[/highlight] 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. [title]Jungle Annie[/title] 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. [highlight]What Annie brings:[/highlight] \"Have you seen my bear Tibbers?\" An enemy has been slain. (Dem ganks) [highlight]What she lacks: [/highlight] Not the best clear time after a few levels. Somewhat blue reliant. Weak to counterjungling. [highlight]Runes/Masteries:[/highlight] 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. [highlight]Build:[/highlight] 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. [highlight]How to play:[/highlight] 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. [title]Full tank Annie[/title] [highlight]What Annie brings:[/highlight] 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. [highlight]What she lacks:[/highlight] Sustained damage, may just be ignored once you've used your initial spells. Gapcloser/general mobility. [highlight]Runes/Masteries:[/highlight] IDK. Something tanky. [highlight]Build:[/highlight] 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. [highlight]How to play:[/highlight] 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.

This was my first guide, looking for constructive criticism. 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. ;) [highlight]Special thanks[/highlight] Xeenvs and Kanova for proofreading my guide. Xeenvs for proofreading my guide again when I changed most of it. 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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