Annie Build Guide

Watch them BURN! [ADVANCED] [6.01]

Updated 1 year ago
Skill Order
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[img=] [b]My other guides:[/b] [.] [Featured] Welcome to my advanced Annie guide where I will cover everything you need to know about Annie in order to dominate! Note that this guide contains all of my knowledge on Annie and by making use of it, you can get up to Master/Challenger. However, it's not as easy as reading the guide to get better and climb up the ladder. You'll also have to be to be skilled as a player and skill comes through experience which leads down to countless hours of practise. The reason I created this guide is because I love Annie and I always wanted to main her. After my main champion (Ryze) got nerfed, I started maining Annie and I saw immense carry potential hidden inside this cute champion. I started experimenting different sorts of builds and itemization paths and now that I mastered her, I'm ready to reveal you how this Solo Q carry beast is meant to be played! [center][b]When to pick Annie?[/b][/center] Annie is a really strong mid lane champion with minimal counterplay and the ability to become a hyper-carry in the right hands. Don't be afraid to first pick her because people won't really care about countering a champion such as Annie whatsoever. The only situation in which Annie suffers is when playing against long ranged champion like Xerath/Ziggs. What's good about this champion however is that you can play safe throughout the laning phase without trading any damage and going in for the kill whenever you feel like it because Annie has huge burst damage. What's more to add is Annie's great roaming potential. Along with [b]Mobility boots[/b], Annie can make powerful ganks that can help you carry other lanes and also the game. [b]tl;dr[/b] : Pick her whenever you want to but it's better off if you avoid laning against long ranged champions. [center][img=][/center] [center][b]Who am I?[/b][/center] [center]Some of you may even know me from my featured [b]In Depth[/b] Ryze guide on this site (270 hours of work on that) but if not, feel free to check it out as well:[/center] [center]I'm currently rated [b]Diamond 1[/b] on the [b]Nordic East[/b] server and I'm aiming to hit challenger. Please follow me on twitch and like my page on facebook. [b]Stream: Facebook Fanpage: [new] Facebook Profile:[/b][/center] [center][big]Season 4 Archievments[/big] [img=][/center] [highlight][center]What are the strengths and weaknesses?[/center][/highlight] [center]Pros & Cons [highlight]Pros[/highlight] [img=masteries/4251.png] -Easy to pick -Huge burst damage -Powerful at all game stages -Has CC (stun from passive) -Long auto-attack range (625) -Reliable to carry teams -Offers a lot of AOE damage in teamfights -Even though she's a little girl, she's scary as hell [highlight]Cons[/highlight] [img=masteries/4144.png] -Short range on all spells -Relatively squishy without items -No escape mechanism (vulnerable to ganks) -Mana Issues if not handled carefully -Without your Passive fully stacked you are almost useless -All spells except but casting delay except from [b]Molten Shield[/b] {E} -Warwick might camp you if you have the little red riding hood skin[/center] [center][img=][/center] [highlight][center]Show some love Rate & Comment![/center][/highlight]

[b]AA[/b]: Auto attack [b]AD[/b]: Attack damage, indicates the physical damage that will occur with each auto-attack, and scales with select skills. Is the sum of base AD and bonus AD. [b]ADC[/b]: Attack damage carry, a champion that typically relies on attack damage. Relatively weak early game, but very strong late game. [b]AOE[/b]: Area of effect, a spell that deals damage to an area. [b]AP[/b]: Ability power, a trait common to all champions that increases the magic damage of select skills. Starts with 0, unless boosted by items, runes, masteries, and passive effects. [b]APC[/b]: Ability power carry, a champion that typically relirs upon ability power. [b]AS[/b]: Attack speed. The more attack speed you have, the more attacks per second your champion does. Caps at 2.5 attacks per second. [b]Base AD[/b]: Base attack damage, a trait common to all champions that indicates that increases with level. Base AD is the portion of AD that scales with item attack modifiers such as Trinity Force and Sheen. [b]Bonus AD[/b]: Bonus attack damage, remains 0 unless boosted by items, masteries, runes, and passive effects. Bonus AD also scales with select skills. [b]CC[/b]: Crowd control, debuffs that impede the actions of an enemy champion. Includes silences, slows, stuns, suppression, knock-ups, snares, and knock-ups. If a player has reduced control over his champion, his champion has been CCed. [b]CDR[/b]: Cooldown reduction, a trait common to all champions that affects the frequency with which skills can be cast. Bounded at 0% at the lower end, and 40% at the higher end. [b]CS[/b]: Creep score, a number that indicates how many minions and jungle monsters you have killed. On average, the gold from 12 CS is equal to that you get from one kill. [b]Dive[/b]: The act of jumping onto (focusing onto) a high priority backline target. [b]GP10[/b]: Gold per 10, or passive gold earned per 10 seconds. Passive gold granted to each and every champion is 16 gold per 10 seconds, while additional passive gold can be obtained through items, runes, and masteries. [b]HP[/b]: Health points, a trait common to all champions that is a measure of vitality. If your health drops to 0 then you die. Death penalty follows. [b]MIA[/b]: Missing in action, or also called SS. Used as an abbreviation to indicate that one's lane opponent(s) are not in lane and possibly threatening another lane. [b]MS[/b]: Movement speed. Shows how many units of movement per second your champion can walk in a set period of time (same to all champions). Base movement speed is obtained at level 1 and does not improve with levels. [b]MP[/b]: Mana Points, a trait common to most champions that is spent in order to perform skills. [b]Nuke[/b]: Burst damage applied from a skill. [b]Passive[/b]: A champions' innate or inherent ability that is available from the start of the game. Alternatively, some ability that requires is always in effect. [b]Peel[/b]: The act of forcing champion(s) off a given ally. [b]Skillshot[/b]: A skill that targets an area of the map rather than a specific object. [b]Slow[/b]: A debuff that decreases the movement speed and/or attack speed of a given champion. [b]Snare[/b]: A debuff that prevents an enemy champion from moving, but does not restrict usage of auto-attacks or non-mobility skills. [b]Stun[/b]: A debuff that prevents an enemy champion from moving, auto-attacking, and using skills. [b]Tenacity[/b]: An Status you gain from items or masteries which reduces the duration of disables by 35%. [b]WotA[/b]: Will of the Ancients, An item that is usually bought by mages and provides 50 ability power,10 Mana Regen, 10% CDR and 20% spell vamp. [b]XP[/b]: Experience, relates to the level of each champion. Experience is earned primarily by being in range of a dying enemy minion or monster. [b]DoT[/b]: Refers to spells that deal \"Damage over Time\". [b]RoA[/b]: An item in league of legeds called \"Rod Of Ages\"

[center][img=][/center] [center][b]Health - Health per Level [/b] Annie's Base Health is a little bellow average but I guess it only makes since she is so small and weak as a character. She's ranged also. [/center] [center] [b]Mana - Mana Per level[/b][/center] [center]One of the biggest early Mana pool champions but as for level scaling, she's somewhere between average.[/center] [center][b]Armor [/b]& [b]Magic Resistance[/b] Base armor is awful. That's all I got to say. Starts with 19 when the lowest is 16 while highest 31. She's nowhere in between to be found but I think later on it won't be as much of a problem because you'll be buying Zhonya's Hourglass. On the other hand, Magic Resistance is the same old number 30 on all champions.[/center] [center][b]Range[/b][/center] [center][b]625[/b] is the second highest coming right after Caitlyn who has 650. Since the Base Health and Armor are low, I think it's a fair trade to gain some extra Range instead. Attack projectile speed is also quite good so you should be able to [b]CS [/b]pretty much with no problem.[/center] [center][b]Movement Speed[/b][/center] [center][b]Movement Speed[/b] is [b]335 [/b]. Not much to say about this. Solid number and balanced.[/center] [center]If you want to check any of the stats or do comparisons with other champions then here you go : If you want to check the patch history on Annie then :[/center]

If you want to become better in League then you might concider Enabling [b]SmartCast[/b] (if you aren't using it already). I have added this section because in order to use your burst combo in perfect flow, you must be using SmartCast! [img=] [center]Select [b]Quick Cast All[/b][/center] [b][center]Casting Smart[/center][/b] SmartCasting is an option that causes your abilities to be cast when you [b]press down the key towards where your mouse cursor is[/b]. Basically, it reduces the actions you need to make from [b]2 [/b]to [b]1[/b]. So instead of pressing the skill and then clicking you simply press the button and your job is done. Only problem when using [b]SmartCast[/b] is that you lose accuracy because you can't see the range indicators of your spells. [center][vid=][/center] [center][b]This video is not mine. The credits go to the respective owners.[/b][/center]

[center][img=][/center] [center]In order to do the combo you must first of all prepare your passive. Once it reaches 4 stacks and your next spell will proc the stun, you are ready to roll. Order is simple.[/center] [b][center][img=summoners/flash.png] - [img=skills/annie/r.png] - [img=skills/annie/q.png] - [img=skills/annie/w.png] - [img=summoners/ignite.png][/center][/b] [center]Note that it's not always the best idea to focus on getting this combo out perfect. Well, sure. On laning phase, it will have to be perfect. But otherwise, you might want to flash ult stun 3 people rather than focusing purely on one. It always depends on the position you are in, the cooldowns on your summoner spells and the cooldowns on your abilities. Quick reaction is the key to a succesful combo. Fast enough so that your opponent won't even be able to react and that's why you will also need to enable SmartCast. [b]Have fun deleting people[/b].[/center]

[center][b]Early game is all about laning.[/b][/center] Annie is a really strong laner and scarry as well because she has a huge kill/burst potential. Laning is simple. All you have to do is stack up your passive by using Q on creeps to last hit them easier and when you have 3/4 stacks, engage on your opponent to poke or kill. You can poke even without your stun but it's a lot better and safer stunning your opponent as well since you will be getting less of a beating back. You must always be aware of how big you are (fed) and the amount of level/item advantage you have over your opponent. If your opponent is stronger then it's probably not the best idea to trade damage. Apart from that, always prioritize farming (last hitting). [center][b]Lane trading[/b][/center] Level 1: [b]Autoattack + Q[/b] Annie one of the strongest level 1 poke potential due to her long range and the low cooldown on Q. Level 2/3/4/5: [b]Q + Autoattack + W Autoattack[/b] On the following levels try initiate only if you have your stun up. Start with Q to stun, then throw one autoattack, use W and throw one last autoattack. If your target is not stuned then I would recommend simply [b]Q+W[/b] and back out. Throwing two autoattacks might backfire since you give your opponent too much time to fight back. Level 6: [b]R + Q + W + Autoattack[/b] Initiate only with max stacks. First use R for a long range reach and to apply more damage by making use of the aura tibbers has after he's summoned. Next you want to use instead of W and the reason is a matter of reliability. What I mean is, your eye might deceive you on whethear you are in range or not and you might use it on thin air. Remember that Q and W share the same range so, if Q hits the target then W is guaranteed to hit as well. Basically, Q first to reassure you have the correct range for W. Laning tips [.]If you try to Q your opponent but he is barely out of reach and running away from you then cansel the Q for a simple autoattack. Your autoattack has an extra 100 range so you'll at least manage to deal 40 dmg or so instead of nothing. Little by little these autoattacks will stack up and make a huge difference in the long run. [.]Some enemies are smart and won't make the mistake to approach you while you have your stun up no matter what. What I want to point out is how long you keep your stun stucks. Last hitting is pretty hard and you're gonna need your Q to do it efficiently. Some times it's better to take the farm instead of waiting your opponent to make a mistake for forever. Use your spells, take the cs, go back and play it safe for a while. When you get your stucks up, try going aggressive again. [center][b]Be on Guard[/b][/center] Remeber the fact that your enemies have a jungler as well as you do. Make sure you don't overextend in lane and be prepared for what is lying ahead of you. Keep in mind that the enemy jungle might use flash, if he hasn't already and if he follows it up with a stun it can prove to be deadly. If you see something at the edge of you screen coming towards you or even slightly moving then start running. Ganks can prove to be dangerous for your laning phase. If you die and your lane opponent picks up the kill then you are set at a huge disadvantage (except if you are able to cover it up with the difference in CS). He will start snowballing in lane, he will buy wards to make it harder for your jungler to gank, he might get cocky and start roaming a lot, he might turret dive as well as take out your turret and last but not least (if not the worst) you are left even more behind. The reason I point this out so much is because Annie has no escape mechanisms and if you don't have your stun built up to at least freeze your opponent, then it's even worse. [b][center]Roaming [/center][/b] Annie is one of the champions that's worth to buy Mobility Boots to roam and assassinate. These boots are made to help you initiate because once you DO initiate, you lose all the extra movement they provide but, the target is practically dead. The basics are simple. You push the lane, prepare the stun and go gank somewhere. Always gank other lanes by stunning with your ult because this way you will deal more damage as well as cover a larger area to increase the success hit ratio (enough to hit up to 5 champions). If your target is at easy reach and you want to land a 100% successful stun then you may as well use Q but that gives your opponent some extra time to act before he gets hit by the animation (enough to flash away). So what you should do is: Farm as best as you can! Try to find opportunities to get kills. Try to always have at least one ward with you! ( BUY A WARD, SAVE A LIFE! ) Look out for your team's jungler position and if needed, run straight to him for backup. [center]_________________________________________________________________________________________[/center] [center][big]Warding In Early Game[/big][/center] [center] [img=][/center] [center]In early game, if you have only one ward to spare then put it from the side you feel more safe with and stand near to that ward. This way, your will have your character placed in the middle of the screen, the left side (for example)will be the lane itself and in the meantime, you will be able to see if someone is approaching you from the side you warded. On the other hand, if you have two wards to spare then put one at each side and remember to always pay attention to them.[/center] [img=items/vision-ward.png] - I'm pretty sure you have all watched LCS, right? I don't really like to watch LCS, but I did watch some games and got some tips from there. That's where I found this tactic being used. What you do is, instead of buying a normal Stealth Ward and placing it in the brushes of each side on mid lane, you will put them a little bit further. You might think \"But the enemy will find the ward and destroyed thus making me lose gold\". Well, not exactly. If the enemy doesn't see you placing the ward then they won't know you even put it there. It's a place from which people pass oftenly but they don't really enter those exact brushes. [center][img=][/center] If you put the ward on the top side then expect it to be destroyed approximately around the 20 minute mark. If on the bottom side then around the 15 min mark. Anyways, if the ward lasted for more than 3 minutes then it was worth it. Sometimes, I buy a vision ward on my first recal and put that ward on the top brush. That gives me a really good amount of vision so I never get ganked. Funny thing is, the ward lasts even until late game around 30 minutes and I'm pretty amazed by that. However, pay attention to the \"1 vision ward per time limit\". That means, if you place a second vision ward while you have already placed one then, the old one is automatically destroyed. Last tip: Deffinetly buy a vision ward if the enemy jungler is [b]Evelynn [/b]and grab [b]Sweeping Lens[/b] to clear the enemy wards instead of the [b]Warding Totem[/b], since it won't work.

Mid game is where the teams start giving more emphasis on objectives like taking dragon, doing baron, destroying turrets and turning the map's fog of war to their advantage (in-brush traps) etc. Both teams prioritize dragon and pushing lanes to destroy towers. Try to be present in all the important fights taking place around the map and don't do anything stupid. By stupid I mean wondering around alone and playing solo. This is a team game and team play is rewarded accordingly. Also mid game is where one of the outer mid turrets is already destroyed or maybe even both. [center][b]Is my build path correct?[/b][/center] All I can say is that, you must adapt to win. Don't build the same six items every game and expect to hit challenger. Pay attention to what the enemies have, what your team has, what your team is lacking, what you need and what will help you archieve your goals the easiest way possible. If the opponents have a lot of magic resist then build percentage magic penetration. If your team has 4 AD champions on the champion selecting phase then pick an AP instead. If your team has a lot of burst damage and assassins but no tank, then pick a tank. However, even picking a tank, isn't as simple as you think sometimes. There are times you need an initiator, there are also times you need a champion that can peel for your carries or even protect them. You're a human, you have a brain, you are born and live to adapt. Buying items is the same consept. Your inventory should look somewhat like this: [.][img=items/boots-of-mobility.png][img=items/rod-of-ages.png][img=items/zhonyas-hourglass.png] [.][img=items/sorcerers-shoes.png][img=items/rod-of-ages.png][img=items/rabadons-deathcap.png] [center][b]What do I do?[/b][/center] You feed of course! (joking). Annie's job in mid game is to do plays and make good initiations in team fights. Put a ward or two around, try to catch people passing off guard and kill them with a burst combo. Apart from that you should focus on farming and roaming. By mid game, you must have bought Mobility boots and together with those try to do ganks and mainly focus on bot to also gain dragon control. [center][b]I sucked hard early game and got left behind. Now what?[/b][/center] Well, this is the time to roam, make plays and most importantly try to not worry! You might be 0/4 right now about to rage-quit and you have the whole team flaming you but hey! It's not the end of the world or something. Everyone has an unlucky game every once in a while. I've gone 0/12 in a ranked solo Q game. It was a game where I got camped really hard and outplayed in my every attempt. What I mean is, even pro players can suck at times. In my opinion, if you are a hardcore gamer with insane mechanics, you should still try to make plays and buy full damage. As for the average player, I would recommend you buy some defensive items and utilize on enemies being greedy by punishing them for making mistakes. [highlight]So what you do is:[/highlight] [.]Farm whenever possible [.]Buy wards to cover the map [.]Participate in all serious team fights [.]Avoid taking risks (face-checking) [.]Have an open mind on drake's situation [.]Don't go afk! :D [center]_________________________________________________________________________________________[/center] [center][big]Warding In Mid Game[/big][/center] [center][img=][/center] [center]These are the key spots that cover the most important and busy locations on the map during the mid game.[/center]

Late game is the phase of the game in which the teams permanently group and fight. There's no more laning and everyone moves as a team so lets talk about what you should actually be doing after the 30 min mark and forth. You job as Annie always remains the same. The reason you live for is to catch people out of position or off-guard and burst them down. First of all, your inventory should look somewhat like this: [.][img=items/boots-of-mobility.png][img=items/rod-of-ages.png][img=items/zhonyas-hourglass.png][img=items/rabadons-deathcap.png][img=items/void-staff.png] [.][img=items/sorcerers-shoes.png][img=items/rylais-crystal-scepter.png][img=items/rabadons-deathcap.png][img=items/zhonyas-hourglass.png][img=items/void-staff.png] [center][b]What am I supposed to do now?[/center][/b] First of all, pay attention to your team's location. If you're not with them then you're probably missing on something so go join them. In the late game, it's extremely dangerous to wonder off alone because the enemy team might spot you and hunt you down. You know what they say, right? \"Strength in numbers\". Most often than not, a team's main objective in the late game is to earn the \"[i][b]Hand of Baron[/b][/i]\" buff by killing Baron and then force fights as well as push lanes to win. Well, now that you joined your team, you must realise that you are the INITIATOR! This means, your team will be waiting for you (or your team's tank) to make a call. If you want to make some crazy Flash play, first warn your team so they can be ready to follow you and properly aid you. Typing in chat \"I'm about to initiate with flash. Be ready to back me up\" is more than enough. The reason you want to warn them is because they'll most likely not even be expecting any flashy insane plays and they won't be prepared for it. For instance, your ADC might think to himself \"Hell with this. My team is not willing to start a fight anyways so I might as well go take red buff\". This happened to me a lot of times and as a result, I made perfect initiations with negative outcomes because my allies were either too far or not prepared and sometimes they had even recalled. [center][b]Which is the best way to make initiations?[/center][/b] If you want to make proper and successful initiations, you must have [b]Mobility Boots[/b]. First of all, make sure your movement is intact. If you take any sort of damage or deal damage, you lose the extra movement you gain from the boots until after 3 seconds of not participating into combat (walking doesn't count as fighting). Now that you have your high movement, if you're planning to initiate any time soon, avoid doing any unnessecary actions apart from walking. If there's a creep with low HP but you're about to initiate in the next 5 seconds, IGNORE that creep! Don't interact with it either that being with auto attacks or spells and certaintly, do NOT let it hit you. Next up comes the actual initiation. Prepare your stun (4 stacks) and now try to catch as many opponents as you can off guard either normally or by using Flash and do that with your Ultimate. Initiating with any spell apart from R is wrong because Tibbers is the best spell you have when it comes down to AoE radius and range. [center][b]Split pushing[/center][/b] Split pushing doesn't consern you because Annie, as a champion, is not efficient at doing it but there are some basic things you should know. Split pushing revolves around the idea of your team keeping the attention of the enemy team while one of your teammates is pushing a lane (usually one of the side lanes) as far and as fast as they can before the enemy team realizes what's happening and comes after them. The idea is to stall the enemy team at some location while one of your teammates pushes a lane, takes a tower or two and maybe an inhibitor. Players that splitpush tend to have the summoner spell [b]Teleport[/b] so they can join the rest of the team at any given time in case the enemy team tries to force a fight upon you 4v5. It should also be mentioned that good split push comps have strong disengage or wave clear (Ziggs/Sivir) while good split push champions have strong dueling and disengage potential (Jax/Tryndamere). If you're in a situation where the enemy team is split pushing, you should immediately send 1 or 2 people to stop your opponent before he gets out of control and digs down to the very depths of your base. [center]_________________________________________________________________________________________[/center] [center][big]Warding In Late Game[/big][/center] [center][img=][/center] [center]In late game, you will be mostly focusing on objectives. Everyone is pretty well farmed with decent items and all that is left are calls. Here, at this point, in order to win the game you need to set traps on brushes, have control over Baron and above all, push the lanes to take turrets. Warding helps immensly with map control. These are the most efficient places to put wards, that will cover the most busy places. First of all, ward baron since it's really important. Sometimes it's better to not ward right in the center of the baron area because someone might use Sweeping Lens and clear it. Rarely, do they expect it will be placed somewhere near a wall. Second, you could leave a ward at drake, but be cautious since there might be someone there who has set a trap! If you want to do baron then be sure you have vision over the paths enemies will have to pass in order to reach you just in case they try something funny (if they are alive or even able to stop you). I definelty recommend you don't do anything stupid without map control.[/center]

[center][img=][/center] [big][center]Dragon [/center][/big] [center] Spawn Time: 2:30[/center] [center](Respawn time: 6 minutes)[/center] [center]The Dragon is the second most powerful neutral monster on Summoner's Rift in League of Legends. Killing the dragon gives experience to killer and nearby allies. If the Dragon is slain, it will respawn after 6 minutes. When killing the dragon, check that the enemy team has not warded the area to avoid ganks. In fact, ganks at the dragon are pretty frequent, as your team will be weakened by it and with limited escape paths. A good gank at the dragon may result in a lot of deaths for your team, with the dragon kill being stolen by the enemies. Try to keep a ward in the river near the dragon to know if it has spawned or is being killed. This ward also provides vision of enemy champions switching between the middle and bottom lanes. It is not your responsibility as \"Annie\" to ward drake but you may do the favor for your team and ward it if you are ahead on gold just to help out your team. Killing the dragon is one of the jobs of the jungler. He may require help from the team, especially from the bottom or the mid lane. This is one of the reasons why there are usually 2 champions in the bottom lane, with the top lane being solo, when there is a jungler on your team. Fiddlesticks, Lee Sin and Shaco are examples of junglers that are capable of killing the dragon alone at early levels. The jungler can't kill the dragon before level 5 so there is not much to worry. Try enlisting the help of your mid lane and/or bottom lane allies temporarily for an earlier and easier kill.[/center] [b][center]Slaying Dragon Reward[/center][/b] Slaying Dragon grants Dragon Slayer (buff). The first four stacks of Dragon Slayer are permanent, while the 5th stack only lasts 180 seconds. DRAGON'S MIGHT: +8% attack damage and ability power DRAGON'S DOMINANCE: +15% damage to minions and monsters DRAGON'S FLIGHT: +5% movement speed DRAGON'S WRATH: +15% damage to towers and buildings ASPECT OF THE DRAGON: Doubles all previous bonuses and your attacks burn for 150 true damage over 5 seconds. This stack only lasts 180 seconds. [b][center] \"Pulling dragon\"[/center][/b] [center]Attacking it and then backing away to lead it out of its lair can be vital! If it remains in its lair it is possible for an enemy champion to Smite from across the back wall, throw a projectile spell and generally steal the last hit if they realize that your team is attempting to defeat the dragon. This is especially important when playing on Red side.[/center] [b][center]Your Role In doing Dragon[/center][/b] [center]Annie's role in doing dragon is keeping your team safe. It always depends on the situation but drake is the perfect bait to burst the enemy jungler. Every time my team is doing dragon, all I think is \"Enemy jungler will come and i'll insta-burst him for a free kill\". What's funny is the fact that it really happends and that it's mainly because junglers are so EAGER to steal the drake that they will actually run towards it like lunatics to smite-steal, ignoring any obstacle in their path. There are dozens of times where I catch 2+ enemies walking together towards drake and I utilize on that perfect opportunity for a flash-stun-Ulti followed by a combo on my target of preference. On the other hand, there are situations where your team is doing a sneaky dragon and your resources as well as the time you have are limited. In that case I recommend you help with killing the drake by spamming Q+W+autoattacks.[/center]

[center][img=][/center] [center][big]Baron[/big][/center] [center]Spawn Time: 20:00[/center] [center]Respawn Time: 7 minutes[/center] Killing the Baron gives the \"[i][b]Hand of Baron[/b][/i]\" buff to all living champions on the team, which lasts 4 minutes total (Runic Affinity (Mastery) doesn't work on this buff). This buff gives massively increased attack damage and ability power as well as an aura that promotes nearby minions and a recall time decrease. When Nashor is killed, each player on the team is also granted the following: [.]600 global Experience Points (given to each person on the team) [.]800 local Experience Points (shared between nearby allies) [.]300 Gold to each team member plus 25 Gold to the slayer of Baron Nashor. Dead team members will NOT respawn with the buff. Furthermore, this buff is the only buff in Summoner's Rift that does not transfer via kills. If a champion is killed with this buff, the buff is destroyed and cannot be taken again until Baron Nashor respawns. Due to the debuffs that the Baron can apply to you, it is highly recommended that you have full vision of the enemy team, as the stacking debuff applied (25% x 10 times = 250% Damage Increase) renders your team EXTREMELY vulnerable to AOE magic damage casters since the increase in magic damage devastates your team from any source of magic damage (including most global ultimates). Baron Nashor is immune to all forms of Crowd Control. Killing him should not be attempted until mid or late game. Due to its power you should not attempt to solo it, this feat is usually not possible unless you have a full item build with a lot of survivability. Killing Baron with a team is fairly simple. Baron primarily attacks the target closest to him so you can distribute damage by positioning characters closer or farther away from him. The enemy team likely will have a ward placed to see when yours initiates on Baron. If you do not destroy these wards with the use of a [b]Vision Ward[/b] or [b]Sweeping Lens[/b], they may be able to assault your team while you are weakened by Baron and subsequently steal the \"[i][b]Exalted with Baron Nashor[/b]\"[/i] buff/kill several players, putting you at a disadvantage. Baron Nashor's \"[i][b]Hand of Baron[/b][/i]\" buff is given to the team that deals the killing blow on Baron. This mechanic means that even if one team is incapable of directly fighting the enemy team, a jungler with the Smite summoner spell can possibly swoop in and steal the Baron with a well timed [b]Smite[/b]. This is almost definitely a suicide mission and is an extremely high risk maneuver. However, successfully stealing Baron can turn the tide of a game dramatically. Being able to steal or prevent the stealing of Baron (or other key monsters) is also the main argument for junglers to always have Smite, even if they can deal with monster camps without it. In the same vein, Champions possessing abilities with a considerable range can attempt to do the same with less risk by dealing the killing blow from a distance. However, this is difficult to attempt because perfect timing and clear vision of the battle are required to pull it off. Some Champions that can do this are: Draven, Ezreal, Gragas, Janna, Jayce, Jinx, Kog'Maw, Lux, Nidalee, Varus, Xerath and Ziggs. The key moment to do Baron is when the enemy jungler is dead or you have aced the enemies. [center][b]Annie's role in doing Baron[/b][/center] [center]Annie's role in doing baron is NOT doing baron. Only case in which you want to rush baron is when it's sneaky one or when the opponents are dead. What you should do is protect your team from an enemies approaching. Usually the enemy jungler is gonna have vision and will rush in relentlessly in order to steal, leaving himself vulnerable to an insta-burst combo. The reason you don't want to help on doing baron is because your damage is not consistant at all and your cooldowns are too high. When my team starts baron, I use Q+W on it and then go find the right place to meet my enemies as well as try to reach max stacks by using W+E on air. This plan is much better than helping your team because you aren't that really good at killing baron either way. Now, if everything goes as planned, your team will slain baron with ease, you will kill somebody on top of that here's your chance to push or even better, finish the game.[/center]

[title][center][highlight]Your Role In Team Fights[/highlight][/center][/title] Annie's role in a teamfight remains the same as always. 1: Find people 2: Burst people What you want to do in a teamfight is to: [.]Offer as much CC as possible (stun a lot of people) [.]Burst down the main and highest priority target (if you aren't able then burst any target possible and reachable to you) [.]Try to stay alive with any means necessary after that [highlight][center]Who to prioritize[/center][/highlight] The answer always depends on the game you are playing. The main rule is \"prioritise the adc/apc\" and that's because they deal the most damage while in the meantime they are easy to kill because of their lack of tankiness. Well, I agree. You should stick with this rule around 80% of the time but sometimes you get to catch someone rushing in so relentlesly that it's a shame to not kill them for free. You can always just delete one person either that being the support or top or anything. In the end of the day, for the remaining 30 seconds or so, you will be playing 5v4. That by itself is a great advantage. [highlight][center]How to survive[/center][/highlight] Surviving is really hard for Annie because she's an extremely squishy champion. This is also the main reason you buy [b]Rod Of Ages[/b] + [b]Zhonyas Hourglass[/b]. In the mid game, you will be most likely catching people off guard, bursting them and walking away like a total badass. Now, in late game, if you don't have Zhonyas Hourglass then don't expect to survive most of the time. What you want to do in late game is usually flash-stun two or three people, kill on of them while at it and that's basically it. You have already been of great use to your team and can now rest in peace. If you managed to do this much and also survive then you just carried your team big time. If you didn't make it out then never mind. Dying as Annie is sometimes inevitable sinse you have to go balls deep on the initiations to maybe kill their ADC or any other high priority target meaning you will pretty likely sacrifice yourself as well. If you DID manage to kill the target, then your only escape/retreat mechanism is to run back. Yep, that's it. If you don't have flash then walking is all you can do.

30/11/2014 - Guide was first created. (Not in complete state) 1/12/2014 - Finished the [b]Runes[/b] section description. [b]Progress: 12%[/b] 2/12/2014 - Finished the [b]Combo [/b] and [b]Base Stat[/b] sections. [b]Progress: 33%[/b] 3/12/2014 - Added the [b]Early Game[/b], [b]Mid Game[/b], [b]Late Game[/b] and sections. [b]Progress: 57%[/b] 5/12/2014 - Finished the [b]Introduction[/b], [b]Early Game[/b], [b]Mid Game[/b] and [b]Combo [/b]sections. Added the Lissandra and Heimerdinger match-ups along with (live recorded) full ranked games. [b]Progress: 75%[/b] 14/12/2014 - Finished the [b]Masteries[/b] and [b]SmartCast[/b] sections. Added [b]Sorcerer's Shoes[/b] and [b]Ionian Boots of Lucidity[/b] into the [b]Situational Items[/b] sections. Added the Orianna Match-Up along with (live recorded) full ranked game. [b]Progress: 100%[/b] 18/12/2014 - Updated the [b]Masteries[/b] and [b]Abbreviations and Terms[/b] sections. 3/1/2015 - Added videos in the [b]Skills [/b]section. 15/1/2015 - Added new content in the [b]Skills[/b], [b]Early Game[/b], [b]Late Game[/b] and [b]Teamfights[/b] sections. 17/1/2015 - Added the Ahri Match-Up. Updated the [b]Item Builds[/b] section. 19/1/2015 - Updated the Introduction and the [b]Runes[/b] section. 20/1/2015 - Updated the [b]Item Builds[/b] and [b]Skill Order[/b] sections. Added Alternatives in the [b]Summoner Sets[/b] section. Added the [b]Akali[/b], [b]Anivia[/b], [b]Diana[/b], [b]Xerath[/b] and [b]Ziggs[/b] match-ups. Combined the [b]Late Game[/b] and [b]Teamfights[/b] section into one because Annie's role ALWAYS remains the same and that is, 1:Find People and 2:Burst people. There was too little content to fill two chapters anyways. 22/1/2015 - Corrected a lot of grammar/vocabulary mistakes throughout the guide. Added the [b]Karthus[/b], [b]Katarina[/b], [b]Lux[/b], [b]Malzahar[/b] and [b]Zed[/b] match ups. 27/1/2015 - Added the [b]Brand[/b], [b]Fizz[/b], [b]Leblanc[/b], [b]Ryze[/b] and [b]Yasuo[/b] match ups. 28/1/2015 - [b]Deathfire Grasp's[/b] removal is taking place in patch 5.2. Updated the [b]Introduction[/b], [b]Item Builds[/b], [b]Situational Items[/b], [b]Early Game[/b], [b]Mid Game[/b], [b]Late Game[/b] and [b]Combo[/b] sections to match the changes. 29/1/2015 - Seperated the [b]Early Game[/b], [b]Mid Game[/b] and [b]Late Game + Teamfights[/b] sections into [b]Early Game[/b], [b]Mid Game[/b], [b]Late Game[/b], [b]Dragon[/b], [b]Baron[/b] and [b]Teamfights[/b] (yet again). 30/1/2015 - Added new content in the [b]Dragon[/b], [b]Baron[/b] and [b]Late Game[/b] sections. 05/2/2015 - Guide got Featured!!! :') 06/2/2015 - Fixed an immense amount of grammar/vocabulary mistakes. Thanks for the feedback. 15/2/2015 - Added a full ranked game video on the Katarina match-up. 21/2/2015 - Updated the enchantments in the [b]Situational Items[/b] section. Corrected some grammar/vocabulary mistakes. 25/03/2015 - Updated the [b]Skills[/b] section. Few changes to update the guide for patch 5.6. 5/06/2015 - Updated some minor details in the match-ups. 9/07/2015 - Updated the decriptions and ratings of almost all items in the [b]Situational Items[/b] section. 12/07/2015 - Updated the [b]Itemization[/b] and [b]Situational Items[/b] sectons.

At last I've finished editing the guide! A total of 135 hours of work through the period of 2 month. I didn't really have to put so much effort and information in the guide but It's not everyday you create something like this and I'm a man of quality so here is my masterpiece. While editing, I tried to make everything look top notch. By that, I mean appealing for the reader's eye, grammar/vocabulary correct, include jokes every once in a while to make it more interesting and all this took so much time and effort. I know you are thinking right now \"what an idiot. Wasting his time like this\" and I'm saying this because i've heard it countless times, but hey. As I said, I'm a man of quality and this is the way I enjoy wasting my time. \"If you enjoy the way you spend your time, then you aren't wasting it\" -Unknown Hope you guys enjoyed reading guide as much as I enjoyed writing/editing it. ^^ Special thanks go to [b]NecessaryKill[/b] for helping me create the [b]Skills [/b](explanation) videos. What to expect: [.]I will always add new lane match-up's or do changes in order to keep this guide up to date. Everything depends on the League patch changes. [.]If you ask a question in the comment section then it should take me a maximun of 2-3 days to reply. If you want to follow me, be updated on my progress or contact me then here are my details. [b]League summoner name: SecondCaller [Nordic/East Server] Stream: Facebook Fanpage: [new] Facebook Profile:[/b] If you liked the guide, don't forget to [b]Vote[/b], [b]Share [/b]and [b]Comment[/b]. Good luck in the Fields Of Justice, summoner!

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