Annie Build Guide

You Smell Like Burning - Patch 5.7

Uploader JYarbz
Updated 2 years ago
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[big]Links[/big] Twitter: https://twitter.com/jyarbz Stream: http://twitch.tv/jyarbz Facebook: https://www.facebook.com/jyarbz Hi there! My summoner name is JYarbz and I'm a diamond 1 player on the NA server. I've been consistently high elo since the end of season 2 and I've been able to play a lot of annie support in season 3 and season 4. Annie support has actually been \"a thing\" for quite a bit longer than most people realize. But credit definitely goes to China's Tabe for popularizing the pick. [img=http://i.imgur.com/LdgogvF.jpg] [b]Why is Annie a strong support?[/b] [.] Very strong level 1 [.] Long lasting and long range cc. [.] Strong defensive steroid [.] Great objective control through tibbers [.] Scales well with items, but not dependent on them.

[b]Level 1[/b] Annie's level 1 is simply one of the strongest in the game. Unless the enemy team has something incredibly strong like [img=champ/jax.png] I'd say you pretty much always have the option of invading. With an aoe 1.75 second stun, you're simply one of the strongest level 1 champions in the game in a group fight. To effectively charge up your stun, put a rank in w and cast it first thing when you get into the game. Buy your items, then use your second cd as soon as it comes up. I tend to stay on the fountain to get mana back for that second cast, but that is optional. After this, you should be running to wherever at level 1 with 2 stacks of your passive and 2 more w's should get you a stun by the time you would run into the enemy team. [b]Levels 1-6[/b] Most of annie's laning phase consists of poking with autos and holding the threat of your stun. You want to make your stuns count because when it's down the enemy has a pretty big window to win the lane. When you can all-in is dependent on so many different factors - matchup, jungler presence, levels, etc. It's hard to write something that can tell you when you can or can't win trades. But in general, unless you're behind Annie can kill just about anyone at level 6 with tibbers and follow up. So if your pre 6 trades aren't going well, just hold on and wait for ganks because you should win the 3v3 with a good tibbers.

There are a couple main ways you can effect the midgame, and this really depends on how your team is playing the game. Knowing which one you want to do comes from experience in the game and seeing what your team is stronger at versus the enemy team. This can depend on overall team composition, power spikes and timings as well as gold differences. [b]Create picks[/b] This is a playstyle with a high emphasis on mobility, vision, and using these tools to pick out enemies out of position and translating these kills into objectives. This can be done really at any point of the game, but is much easier to accomplish when ahead and you can get deep wards in the enemy jungle while controlling most of the map. Items like [img=items/boots-of-mobility.png][img=items/sightstone.png][img=items/greater-lens.png] are very conducive to this amount of play. And if fed or if the game goes long enough, then AP items will help you do a significant amount of burst yourself to those targets making it easier to blow them up during your cc. The goal of these picks in the midst of transitions between lanes is to turn these opportunities into objectives. So I wouldn't waste a ton of time for instance trying to set up a pick with 3-4 people on a splitpushing tank while their team is grouped somewhere else. Because the wave is pushed up, you won't be able to turn that kill into an objective and most likely his team will be able to take objectives. [b]Force teamfights/Siege[/b] If you want to group, you're mainly looking to force fights or siege. Forcing fights is typically done around objectives like dragon/baron as well as buffs. If you're grouping around a tower, you need to add the sieging consideration to this type of fight. How you use your abilities should compliment what the rest of your team is strong at. For instance, sure an aoe stun is a great teamfight ability but some games you might have great sieging. For instance, if your team has [img=champ/caitlyn.png][img=champ/nidalee.png], then group and siege towers. Hold your stun for either a dive if the enemy team overstays as the tower is going down, or as counter engage for when the enemy team tries to dive into you to force an engage. If your team has a very strong midgame teamfight comp, you should basically be bringing your top laner down for every dragon and making sure you have tibbers available for that. Dragons gives lots of gold and experience in the new patch and getting consecutive dragons is huge. Some things to watch for are champions with no tenacity that are high priority targets. And don't forget that you can catch people all the way on the edge of tibbers aoe range making annie's engage range quite long.

The one item that is most important this late in the game is the [img=items/enchantment-distortion.png] upgrade for your boots. Lategame Annie's [img=summoners/flash.png] is everything. If you don't have flash you won't be able to make the plays and initiate the engages you need to carry the game. The more often this is up the better. Late game is far more grouping and much less splitting. You should be looking to group for objectives and fight quite often. [b]If you're behind[/b] Annie is one of the best supports in the game when behind. When a team tries to siege and force down towers against Annie, you can always turn around a game, especially if you have flash up. Just watch for an opportunity where you can stun a really high priority target and/or get 3+ people in your ult. Make sure to man up and go before the tower gets low/goes down. You don't want to force an engage right AFTER your tower goes down when you could have just gone already. If you let the tower fall, it's probably best to let the inhib go to unless you got them low and you can homeguard back in. Often when in a situation where you're behind, you will flash engage to die. But if your engages set up your team then it's worth it. Annie is just a support who has very low mobility and needs to flash in to make plays. And when you're behind you're naturally very squishy as well, even with your E. So often you will end up sacrificing yourself when you pick the best engage. Simplifying things to their most basic forms there are two types of teamcomps [b]Siege[/b] Your job in this comp is to hold your stun for counter engage. Siege naturally pokes down champions and towers very well. If you also have some sort of dive in your comp (usually from your top laner/jungler) then you can also dive if you know you're much stronger than the enemy team or you outnumber them in a lot of cases. [b]Teamfighting[/b] In this type of comp, you general don't have very good siege. So you wait for objectives like dragon, baron and buffs to force fights with your opponents. This is all about landing your aoe cc and you want to make sure you have flash + tibbers available. If your opponents don't contest these objectives you will get baron which will help you siege/fight and also you'll eventually get ahead enough to where you should be able to dive. The missing teamcomp from these is one of creating picks, but that comp is covered earlier and is much more prevalent in the mid game.

[big]Teamfight counters[/big] [b]Hard Counters[/b] [img=champ/alistar.png] See alistar matchup as well. Alistar is just incredibly hard to deal with as annie. Normally annie can stun multiple targets often stunning the utility/support of the team along with some high priority dps. However, Ali's ult allows him to instantly cleanse your ult. After this he follows up with a headbutt into pulverize as your team tries to funnel in to follow up on your stun. It's actually quite easy to pull this off, though Ali is relatively underused, especially in solo queue. If you're facing an alistar, honestly he just picked really well against you and you'll just have to try to outplay him and/or hope he reacts slowly. [img=champ/olaf.png] It's really hard to follow up on an annie stun when there's an olaf ghosting into your team. And your stun doesn't do anything to him when he ults and cleanses it immediately. This is simliar to Ali except you're dealing with a high dps bruiser rape train running through your team. The best thing you can do is try to stun his team so he's alone in the front line. Then get a stun up for when his ult ends. Hopefully you can kite/stay alive long enough and do enough damage to him with 3-4 people in the backline. [img=champ/morgana.png] If a morgana is good enough, there's just about nothing you'll be able to do. If you don't think the morgana is that good, you can try to just flash stun quicker than she can cast shield. But if she casts shield you're completely worthless. Not to mention her ulti and kit is very good at peeling and/or picking a single target off like yourself. [b]Soft Counters[/b] [img=champ/leona.png] Leona is great against annie for multiple reasons. The biggest three are: [.] She's tankier. Her w just makes her last a lot longer in fights and she naturally has much higher hp totals compared to annie. [.] She has a longer engage range. Her ulti just outranges you, and if she catches you in the center you will probably get blown up before you can even cast your abilities. [.] She has a lot of potential to win 2v2 and win 3v3 against annie which is something a lot of supports can't say. [img=champ/ahri.png][img=champ/fiddlesticks.png][img=champ/elise.png] These are champs that are very good at making single target picks. If you don't have any hp in your build it can be very easy for champions like this to use their gap closers and/or flash into single target cc's to blow you up before anything happens (especially without tenacity). [img=champ/nocturne.png] Good nocturnes are actually incredibly good vs annie. Dps nocturne can actually make tons of plays against annie in skirmishes and early-mid game fights. But it's all about the spellshield. It depends on your skill level, but if you feel the nocturne is capable of it, then definitely respect the spellshield. If he shields your stun he's basically free to do what he wants and blow you up. His ult is also great at making teams hesitant to follow up on engages if you're too far ahead of your team which is possible if you're in front and you flash. [img=champ/nami.png][img=champ/zyra.png][img=champ/karma.png][img=champ/sivir.png][img=champ/lulu.png][img=champ/syndra.png] These are champions that have great disengage and counter engage. You should take special care to probably blow these champions up 100 to 0 when you try to engage or else your engage might get countered. And counter engaging is almost always better than engaging. The champions in this list who have aoe movement speed boosts are particularly potent with [img=items/mikaels-crucible.png]. [img=champ/zilean.png][img=champ/zac.png][img=champ/aatrox.png][img=champ/tryndamere.png][img=items/guardian-angel.png] These champions are more of a counter to the AP burst style of annie. Having revives or ways to stop yourself or a teammate from dying to burst is very strong vs a high dps annie. You should definitely always check to see if these abilities/passives/items are up and not over commit when they are. [img=summoners/cleanse.png][img=items/quicksilver-sash.png][img=items/mikaels-crucible.png][img=items/mercurys-treads.png] These are all ways to remove CC except for merc treads, which if you're not super squishy, can often be enough to survive against annie.

1.08.2014 Updated Runes. Updated Masteries. Updated Builds. Added Morellonomicon to items. 1.23.2014 Streamlined a lot of my masteries/build. There was too much information and was too confusing on when to use which setup. 2.25.2014 Updated some wording. Changed tanky skill order. 3.29.2014 Updated starting items. Updated masteries. Updated build.

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