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ANNIE BUILD GUIDE: Watch them BURN! [ADVANCED] [6.01] by SecondCaller

by SecondCaller (last updated over a year ago)

Featured271,493 Views 36 Comments
3
Greater Quintessence of Ability Power(+14.85 ability power)
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Scaling Health(+216 at champion level 18)
9
Greater Glyph of Scaling Ability Power(+1.53 ability power per level (27.54 at champion level 18))
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
9
0
mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 1/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
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

Introduction


My other guides:
  • [Featured] http://www.solomid.net/guide/view/61691-ryze-build-guide-apc-fighter-by-secondcaller

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!

When to pick Annie?


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 Mobility boots, Annie can make powerful ganks that can help you carry other lanes and also the game.
tl;dr : Pick her whenever you want to but it's better off if you avoid laning against long ranged champions.



Who am I?


Some of you may even know me from my featured In Depth Ryze guide on this site (270 hours of work on that) but if not, feel free to check it out as well:
http://www.solomid.net/guide/view/61691-ryze-build-guide-apc-fighter-by-secondcaller


I'm currently rated Diamond 1 on the Nordic East server and I'm aiming to hit challenger.
Please follow me on twitch and like my page on facebook.
Stream: http://www.twitch.tv/secondcaller
Facebook Fanpage: https://www.facebook.com/secondcaller [new]
Facebook Profile: https://www.facebook.com/peter.eritsidis


Season 4 Archievments


What are the strengths and weaknesses?

Pros & Cons

Pros


-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

Cons


-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 Molten Shield {E}
-Warwick might camp you if you have the little red riding hood skin




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Runes

Runes give you an immense power advantage throughout the game. If you're a new player or you don't have all your rune slots filled then I strongly recommend you fill all of them.
If you are low on IP and you're missing a lot of runes, buy in the order:
  • 1: Marks (3 marks are equal to 1 Quintess both in price and power but it's easier to devide the money making it easier to buy)
  • 2: Seals (Even though weak, they are extremely cheap)
  • 3: Quintessences (Sometimes expensive but extremely strong)
  • 4: Glyphs (Money efficient but expensive so leave them last)

: Flat Magic Penetration is what all mages use for marks nowadays. It's the most gold efficient option as well as most powerfull. If you don't have enough money, you can go for Hybrid Penetration runes which are of almost same efficiency. As for Flat AP, they are really bad. The AP they give is way too small but maybe they'll become actually efficient when it stacks up with the Deathcap percentage increase.
[Alternatives] : or

: Because Scaling Health are the best seals right now. Don't take me wrong though, equally strong are Flat armor and Scaling armor. The reason I don't go for armor is mainly because the enemy mid laner will most likely be AP, which means, Flat Health will be more efficient than Armor.
[Alternatives] : or

: Glyphs are a matter of preference mostly. There are a lot of options ranging between Flat MR/Scaling MR/Scaling CDR/Scaling Ability Power. I like scaling Ability Power and Scaling Cooldown Reduction the most. However, this guide, and Annie as a champion, is overall dedicated into burst so you must have that extra damage to make sure your foe dies. By the time all this Ability Power scales up, you will buy Rabadon Deathcap (4th Item) and it will all scale up immensely from all the percentage increases.
[Alternatives] : or or or

: Best Quins for any AP Carry. A flat 15 AP boost is really good and these runes aren't expensive either. I don't recommend taking scaling AP since they won't make much of a difference and you'll lose a lot of early game power. Apart from Flat AP, I only recommend Movement Speed. The utility is good because it allows you walk faster, roam faster and overall, do everything faster. Magic Penetration on Quins is not really a thing because they give too little penetration.
[Alternatives] : (for roaming)

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 1/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
Offense


[Priority : 100%] Annie's build paths don't offer much CDR and you are a spell caster. MUST TAKE.

[Priority : 60%] Helps last hitting. Even though Double-Edged Sword is slightly better, you will need to take this mastery in order to unlock Feast later on. Alternatives to these two should be Double-Edged Sword + Spell Weaving.

[Priority : 100%] Scaling AP up to +16 on level 18. All your abilities scale with AP. MUST HAVE.

[Priority : 90%] You will never be missing any creeps with your Q so Feast is pretty much the best sustain mastery for Annie. You get +3 HP / +1 MP for every creep kill which comes down to +18HP +6MP for every creep wave.

[Priority : 100%] +6 Flat AP. Not much to say about this. MUST HAVE.

[Priority : 95%] A 5% (huge amount) increase to champions bellow 20%/35%/50% HP. Put 3 points to make it 50% for maximun value. This also increases Ignite damage and overall, this mastery is perfect for assassins to guarantee they execute their target.

[Priority : 100%] Increases your total AP by 5%. MUST TAKE.

[Priority : 100%] Hybrid penetration increased by 6%. You won't be gaining much from the Armor Penetration since you will rarely ever be auto-attacking but the good part is the Magic Penetration. 6% along with Void Staff should make a total of 41%. MUST HAVE.

[Priority : 80%] Extra damage on auto-attacks. Truth be told, this mastery will give you a lot of value late game. For example, having 700 AP will enhance your autoattacks for an extra 35 Magic Damage.

[Priority : 100%] Aplifies damage dealt by 3% which is insane for the value of one point. MUST HAVE.

Defense


[Priority : 60%] Block isn't really usefull except if you are a tank or overall a melle champion, but you need it in order to unlock Unyielding.

[Priority : 70%] Some health sustain since you don't have much of it as Annie.

[Priority : 90%] Not much but it's enough. Especially usefull against DoT (Damage over Time) spells.

[Priority : 100%] +36 HP is pretty epic and this mastery is actually the reason you put points into Defense.

[Priority : 90%] +3% should make for around +60/+90 HP more or less in late game.


Why not go 30/0/0 for more damage?
If placing 30 points into the Offense tree was actually worth it, then I would recommend it. Sad fact: It isn't. With these 21 points you take everything you need and you pretty much leave nothing behind apart from AD based masteries. You have no use of Attack Speed, Attack damage, Critical Strike efficiency and ally-based percentage damage amplifiers. So, after take everything you need, you seek for a more efficient way to spend your remaining points which is by putting them on the Defense tree.


Why not put 9 points on Utility instead of Defense?
Because you gain a lot more out of these 9 points by placing them in the Defense tree. Annie is extremely squishy so a small defense boost is required. Apart from that, the only good thing I can see Annie make actual use of in the Utility tree is the 1.5% increased movement speed which is clearly not enough.

Why not take ?
As the name implies, it's a double-edged sword. You take more damage and you deal more damage and while Annie is a champion who mostly deals damage, she is really squishy and I find no point into making things harder for you. I recommend this mastery only for melle champions as they get more value out of it (+2% / +1%).

Why not put 30 points into Defense?
All the extra tankiness would make you look fat. What you are trying to accomplish here is become fat (fed) without actually looking fat. Keep in mind that Annie is a girl of fitness.

Summoner Sets

Ignite & Flash
- Ignite is the best spell for Annie. An aditional amount of true damage to go along with your burst. Makes sure your enemies don't survive with low Health and reduces healing in case your opponent would otherwise lifesteal/heal/regen his Health back. There is no other spell I can recommend instead of ignite. This spell is pretty much locked. Teleport is a sure no for a champion like annie and Barrier/Heal are for long range sustain poke mages. In order to use Ignite, simply point the mouse cursor on your desired target (applies only to champions) and press the hotkey you have assigned the spell on.

What Ignite provides:

  • Adds additional damage to your burst combo.
  • Lane control ( You instill fear to your foe just by having it).
  • It makes it easier for you to Kill Steal! ( HOORAY! ).
  • Provides this extra uncounterable True Damage (except if they use Cleance).
  • Secures the kill in case the opponent would have survived without it.
  • Reduces enemy Healing by 50% while activated

- Flash is the best summoner spell in the game and I believe there's a reason for that. You can disengage, engage, chase, dodge, gap close, juke, and last but not least, jump through walls. You could say that the cooldown is kinda long and a huge pain but I believe it's only right to have such a long cooldown judging from what it provides. In order to use Flash, point the mouse cursor to the desired direction and press the hotkey you have assigned the spell on.

What Flash provides:

  • Instant gap close
  • Easy engage/disengage
  • Ability to ignore collusion (jump over walls)
  • Juke/Kite enemies and dodge spells
Alternatives
- You are way too strong to worry about being assassinated. You ARE the assassin. Assassins don't try to stay alive. Their whole life's purpose is to kill their target no matter what the cost. If you want to neglect the potential of an assassin (Talon/Zed) killing you then the best thing you can do is actually contest him. If the enemy goes all out on you then that's clearly a sign you'll have to accept his challenge. The winner is the one that can burst his opponent the fastest. Well, exhaust can help you big time against assassins but Ignite is much more preferable and reliable. What happens if you're actually playing against a high range champion (Xerath)? You won't even be able to get into Exhaust range. You'll probably die before you can even reach your opponent.
- Gives more fight sustain compared to flash but for Annie it's not nearly as good as Flash. The instant gap close makes a huge difference in every aspect of your gameplay. This spell is for sustained fighters/champions like Nasus or Vladimir.
- Long ranged mages take Heal mainly because they don't have many escape mechanisms and usually can't reach their target to Ignite since close range is extremely dangerous for them. Annie on the other hand is not a poke mage. Her Q and W have the same range as Ignite and moreover, Heal's not gonna help you kill your target. Your mission is to kill your target the fastest and most efficient way possible.
- Could be of some great use in the late game but the spell's cooldown is EXTREMELY huge, thus making this spell awful.
- You're not a jungler.
- Teleport is an actual pretty good option. Your ganks with Teleport will have extreme potential, you could split push, use it to late sustain etc but your job as Annie is to assassinate people. Around 50% of the time, I can't get the kill out of a full combo because I don't have Ignite. As a matter of fact, whenever I have Ignite I feel more than 90% sure that any target I meet in front of me is dead. I'd only recommend this spell if you're playing solo top lane.
- No. Just no. Either buy Banshee's or QuickSilver Sash if you're so desperate to save yourself from heavy CC. One good thing to mention about this spell is that it absolute everything from you. All the damage amplifications, all type of stacking mechanisms, any sort of CC and last but not least, it even removes Ignite.
- You don't need extra mana. Just buy RoA and you're good to go.
- You're not a support and you're certainly not Ezreal who needs to aim his ultimate.
- You can only pick it on dominion but even there, it's not good enough for Annie.
- Works the same as Heal but this time you get a guaranteed health shield because Heal is vulnearnable to Ignite (causes reduced healing).

Itemization

Starting Build(s)
Casual Start
2
Starting Items


- Gives Base Health, Ability Power and Mana Restoration upon target kill (which is easy because you can last hit by using Q). Best and farmost gold efficient start which allows you to also grab two extra potions along with you.

2x - Health Sustain.

- This is the trinket you should always start with to accompany one of the following starting item sets. It provides precious vision which can protect you from many ganks when used properly. This can also allow you to play more aggressive as well - due to the protection of vision awareness.



Core Items


- - These are the core items. The reason I don't include an already upgraded boots version is because there are two possible options. Core Items are the main starting items that you must ALWAYS buy no matter what happens. Everything after the core items is subject to change in several cases as well as the upgrade you follow on your boots.
  • - Basic version for boots. I recommend you buy the basic boots somewhere in between or after building RoA. 325 gold is a fairly small amount but the movement they grant sure does come in handy.
  • - Health, Mana and Ability Power. The perfect item that provides everything in one. Really strong if you rush it and keeps you always sustained on lane. Upon leveling up, it gradually restores 150 Health and 200 Mana. That's a total of 90 gold in potions on every level meaning you don't even have to buy potions. Just buy wards for the lane and that's all.
Final Build(s)
Standard Final Items
- Either these or Sorcerers shoes. I highly recommend mobility boots because they allow you to initiate MUCH easier and to roam more efficiently. One more good thing about them is their price. 475 is fairly cheap and your full build is really expensive so you shouldn't be spending too much money on your boots.

- You can build Annie as a hyper-carry glass cannon but I feel like that's always a bad idea. I would recommend only pro players to build full damage but still it's way too damn risky. What you want to do is build at least one HP item. Your options are RoA and Rylais Scepter. If you buy RoA then you gain HP+MP+AP and while buying Rylais will give HP+AP and the slow passive but it won't give you mana. Annie actually has mana issues because after casting 10 spells, you are already OOM (out of mana). Buying RoA, will give you enough mana to always be present in teamfights and that's why I love this item.

- This item in almost a MUST BUY because in teamfights after you go in, use all your spells and burst your target, you will have NO escape mechanism. That means, 80% of the time you'll end up being focused and dying pretty much instantly. However, if you were to use Zhonyas after the full combo, you would have enough time to recover some of your cooldowns and most importantly, your allies will have enough time to come and back you up. There are cases where the enemies want to kill you so much that they will be willing to hold their cooldowns for you and wait until you exit the Zhonyas effect. By waiting that long, you buy your allies time to fight/react by actually doing nothing and that's great because you become even more usefull. Zhonyas Active can also help you soak a lot of damage in tough situations. You may bait some specific spells and then use the Active. Timing is the key. Apart from the active, the item grants a lot of AP and on top of that a ton of armor to make it even more worth buying.

- Gives 140 AP and it also increases your total AP by 30%. This item is a MUST BUY for all AP carries but it's not an item that you can actually insta-buy. It's better off buying this item around 3rd-4th because you will have more AP by then and the passive will be of more use. The main problem is its price so, if you are willing to buy it, make sure it's going to be worth the money and the rush. Note that this item will give you pure damage stat increase and nothing else. If you're so desperate to buy it early then make sure your team is ahead and snowballing.

- 5th item is Void Staff because by now your opponents will have stacked a lot of magic resist. If you want to be able and burst people, Void Staff is a 100% MUST BUY. I don't think there is actually any item that can replace it but you'll need it nonetheless since your damage will gradually drop because of the Deathfire Grasp removal.
Build Order
Order Priority (It's really important that you follow step by step!)

1: 2 x (Early damage/Sustain)
2: Rush
3: or
4:
5:
6:
7: or

Start with 2 rings for Health-Mana sustain. With the two rings in hand, you must now farm as best as you can until you are able to buy RoA. 2nd item to buy is mobility boots. Once you buy them, you'll have a respectable amount of damage and tankiness but more and a lot of utility (mobi boots). Now, you may either go for Zhonyas or Deathcap. If you want a huge burst damage boost and you're ahead/snowballing then I recommend Deathcap. If you aren't ahead or your strugling then don't be greedy. Go for Zhonyas because this item is your one and only savior and without it, you'll be dying a ton. Next, you buy what's left of these two. 5th item is Void Staff because by now your opponents will have stacked a lot of magic resist and you MUST be able to deal damage. Last item slot is a matter of choise mostly. You could buy Guardian Angel or Randuins Omen or anything else you want or need. My advice is: You already have a lot of AP, a lot of HP, a lot of Armor, a lot of Mana but the stat you are missing is Magic Resistance. You could either buy Banshee's Veil or Abyssal Scepter. You get to choose which one you want but they're both great overall.

Situational Items

Sorcerer's Shoes
Probably the best pair of boots to buy since you are an AP Carry. Gives 15 Magic Penetration and a solid amount of Movement Speed. Your spells deal more damage and it's a fairly cheap upgrade for what it provides. I personally prefer Mobility Boots because I love to make plays and be more scary overall. In order to make more use out of Mobility Boots than Sorcerer's Shoes, you must know how to utilize them and if you don't then don't hesitate to buy these.

9/10
Ionian Boots of Lucidity
Annie's build paths happen to not provide a lot of Cooldown Reduction and 15% is a great amount. Along with 4 points on Sorcery (mastery), you already have 20% cdr. Now, if you were to add blue buff (10%), that should be a total of 30% while 40% is the cap. If your build concludes of survivability items rather than burst, you might want lower cooldowns. The build I provide in this guide is dedicated into burst. After a full combo, your target should be dead so... what are you planing to do with the cdr?

Burst build 5/10
Casual build 8/10
Enchantment: Alacrity
These enchantments are better off bought Late game except if you MUST take them early because they are part of your core build (like Rammus).

- This is my favorite enchantment . A solid 20 movement bonus is really nice.
8.5/10

- Made purely for tanks/initiators. Even though you are an initiator, you should better keep your distance from this.
2/10

- If you play with Teleport + Flash then definitely take this enchantment. Otherwise, it's not really money efficient. Sure, the 1 second movement speed boost after Flash is great but it's not really the reason you would buy this enchantment. All your money are going to the 20% cdr on Flash. Late game initiations with Flash pretty much carry games but the cooldown is huge so you can't have this comfort too often. This may be the best solution if you're that desperate to spam the flash+ult combo.
8/10

- This enchantment is mainly made for AD carries or champions that put substantial pressure with auto-attacks. It helps them chase/escape but as for Annie, it's useless. After casting your full combo, you will find yourself running around and waiting for your cooldowns to come back up.
2.5/10

- Recals are done faster, job gets done quicker, protecting the base is far easier. Strongly recommended if your team is behind and losing.
7.5/10
Abyssal Scepter
If you haven't bought any Magic Resist then your only options are Banshee's Veil or Abyssal Scepter. The stats on this item are 70 AP and 50 MR. Along with that you get the aura which reduces nearby enemie's Magic Resist by 20. The distance of the aura is 700 and it's more than enough for you to proc all your spells. This item is a really good buy if you suffer from magic damage and I'd recommend you to buy it only somewhere around between 4th-6th. Avoid buying it earlier than that since there are other more important items you must prioritize.

If built too early 4/10
If built late (replacing Banshee's Veil) 9/10
Rylai's Crystal Scepter
Rylai's Crystal Scepter is a great item for Annie, as the health and area of effect slow allows Tibbers' AoE damage aura to constantly apply the slow debuff, making Tibbers excellent for chasing and kiting. This item gives a really good alternative to those who hate RoA. I personally prefer RoA because it also gives a good load of Mana to keep me always active on teamfights. However, buying both this and RoA is a bad idea because even though you'll be gaining a lot of tankiness, you'll be losing one extra essential item slot meaning your damage will drop greatly.

+ All spells as well as E proc from the passive. Watching people hit you and lose movement because of E is fun.
- All spells except from Q are counted as AOE, thus applying reduced slow down to 1/3 of the actual main effect.

If you are to replace RoA with this item 8/10
If you want to buy both Rylai's + RoA 5/10
Banshee's Veil
This item provides a good amount of Health, Magic Resist and most importantly its passive. The way it works is simple. Basically, it gives you a spell shield which blocks the first spell that you get hit from and I mean ABSOLUTELY. No damage taken nor CC applied on you. I find myself bying this item when enemies have an initiator like Blitzcrank, Malphite or Sejuani. That one CC can decide the whole outcome of the teamfight/game which means this passive can be as game braking as using Zhonya's Hourglass in the middle of a fight. If CC is not your main problem then do not hesitate to buy this.

Casual game 6/10
Against heavy CC 9/10
Lich Bane
Personally, I'm against this item. But that's not the point when I have a guide. I must think of this item with the farmost positive side and equally the negative and then give a final verdict. Fun thing is, when I look at this item positively, it looked soooo damn good! Lets say you were not to buy RoA but Rylai's instead. After that you would be left without enough Mana to last long enough in fights because Annie is really Mana hungry. Now, you could buy this item after which gives 80 ap (good amount), 250 Mana (enough for 4 spells) and 5% movement. This movement will become big because Annie, as a champion, needs utility to make good engages. Last but not least, the passive this item gives isn't half bad. After every Q cast, you could throw one extra auto-attack to deal an extra 250 damage or so. If someone was to see you (along with me) buying this item on solo Q, then they would probably go like "report Annie". Well, I can't blame them. Only if some pro player was to pick this item, would it actually become legit. #League #Logic

6.5/10
Liandry's Torment
This item is not made for burst champions. Its passive is extremely expensive and you can make value out of it only if you are a champion that deals DoT. Good examples would be Cassiopeia, Teemo or Brand. Best way to make use out of the passive is with the burning aura tha comes from Tibbers but it's not reliable either so this item is basically DUMPED.

4/10
Seraph's Embrace
It's not hard to stack this item at all. You can farm all the creeps on earth with your Q and stack this item with HUGE ease. However, Annie is more of a burst champ rather than sustain. You won't need THIS much Mana and only case where I would recommend this item as gold-value worth would be if you buy RoA as well. The extra Mana from RoA will become extra Ability Power from Seraph's Embrace passive thus making this item ACTUALLY worth. Then again, you will have 3k+ Mana with these two conbined. What are you planning do with all that???

Without RoA 5/10
With Roa 6/10
Guardian Angel
The reason I wouldn't buy this is because after you exit from the passive and get the revive, you will most likely find yourself among enemies yet again. Problem is, if you don't have flash then you have absolutely no escape mechanism to get out of the dirty spot you will most likely find yourself in. If you want defense then Hourglass+Banshee's are the perfect combination for Annie. Only case where I would actually recommend this high-price item, would be if the enemy team includes reset based champions like Kha Zix or Katarina.

Casual game 4.5/10
Against reset champions 8/10
Mejai's Soulstealer
Kills grant 2 Stacks. Assists grant 1 stack.
Ability Power per stack 8
Starts with 5 stacks (40 AP)
Max stacks 20 (160 AP)
Bonus on 20 stacks: 15% CDR


Playing with stacks. Even though this item got slightly buffed and you now start with 5 stacks, this item will forever remain a risk. Buying this item while doing really well will be undoubtedly rewarding but if you aren't ahead and snowballing then this item is a huge risk. Dying will cause you lose half the stacks and oponents will focus you in their attempt to make you lose them. I suggest this item only if you are either having fun (ultra fed and snowballing) or you are really skilled and know hot to take care of yourself.

6/10
Frost Queen's Claim
Only if you play support but this guide is dedicated to Mid Annie. If you want to learn about support Annie, there are other feautured guides on this site dedicated to support Annie. As for mid lane, it's uber bad. You won't be able to even proc the gold steal passive because you will be busy farming your own creeps.

Mid Lane/Solo Lane 2/10
Support/Duo Lane 9/10

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
First of all, don't go like "why not take W first level" and start judging me overall as a player for this decision purely. First level W is meant for Support Annie or if your team is intending to invade. If not then Q is far better. On level 1, Q deals around 10 damage more than W, has a cooldown far shorter and last but not least, it's not a skillshot. You cast the spell and get guaranteed results.

Maxing Priority

  • No1: (R)Summon Tibbers : Level up your ultimate whenever you can. It's your best and most powerfull spell.
  • No2: (Q)Disintegrate : Second spell to max should be either Q for strong single target damage or W for multiple targets. Since you'll be laning on mid with only one opponent, you won't need the AOE from W. Your Q has a smaller cooldown as well and is also more helpfull when leveled up first because it helps on farming/last hitting easier.
  • No3: (W)Incinerate : What's left now is W or E. Since molten shield is useless when maxed and W gives +35 damage per level, you must definitely max W.
  • No4: (E)Molten Shield : Last spell left. Put your remaining points here until you reach level 18.

Why not take E on level 3?

Because E isn't usefull on lane at all while giving an extra level on Q will greatly increase your poke damage and make farming/last hitting far easier.

Why not take E until level 8?

Beucase, again, it's useless. You take it on level 8 just because of the passive stacking but before that, giving an extra level to W is really important as it increases its damage by 45.

Skills

Pyromania
After every 4 ability casts, Annie's next offensive ability will stun all enemies it damages.

Stun Duration: 1.25 / 1.5 / 1.75 seconds



Additional Information:

  • Spell shields will block the stun.
  • Incinerate and Summon: Tibbers will stun all enemies hit.
  • Molten Shield's reflected damage and Tibbers' damaging aura will not apply the stun.
  • The stun applies to the first ability that lands when the stun is available. If you cast Disintegrate.png Disintegrate followed by Incinerate.png Incinerate while the stun is available and Disintegrate is in the air, the stun will apply to Incinerate. If the target dies or the ability is blocked, that spell still counts as having landed and the stun will be consumed.
Disintegrate
Cost: 60/65/70/75/80 Mana
Range: 625
Cooldown: 4 seconds
Magic Damage: 80/115/150/185/220 (+80% Ability Power)




Annie hurls a Mana infused fireball, dealing damage and refunding the Mana cost if it destroys the target. If the target is killed then half the cooldown is also refunded. This is your main damage/spam spell. It's really great because it deals a lot of damage and has a small cooldown. Since the Mana is refunded upon kill, along with half the spell's cooldown, you should spam this spell anywhere you see creeps ready to die in order to last hit. Overall, last hitting becomes extremely easy and you gain free stacks for your passive. If you fail to last hit with this spell then, as a penalty, you lose the mana, you lose the creep kill gold and spell goes on full cooldown. Level 1 your poke includes of Q+autoattack.

Additional Information:
  • Disintegrate is a single target ability.
  • Applies spell effects as a single target ability.
  • Spell vamp is fully applied.
  • Rylai's Crystal Scepter will apply a 35% slow.
  • Magic damage will be mitigated by magic shields.
  • Spell shields will block the ability.
  • This ability is considered to be a projectile for Unbreakable and Wind Wall.
Incinerate
Cost: 70/80/90/100/110 Mana
Range: 625 [50° conic area]
Cooldown: 8 seconds
Magic Damage: 70/115/160/205/250 (+85% Ability Power) magic damage


Incinerate is an AOE damage spell without any complexity in it. This spell is considered as a skillshot because you can actually miss it. The conic field is 50° so there's pretty much 310° more left. Max this first if you are playing support and apart from that it increases Annie's farming potential as a champion since this is her main AOE spell. If you want to stun multiple targets but your Ultimate isn't dependable in some specific situation, then don't hasitate to do it with Incinerate.



Additional Information:
  • Incinerate is a conic area of effect.
  • Applies spell effects as an area of effect ability.
  • Spell vamp is reduced to one-third effectiveness.
  • Rylai's Crystal Scepter will apply a 15% slow.
  • Magic damage will be mitigated by magic shields.
  • Spell shields will block the ability.
Molten Shield
Cost: 20 Mana
Range: Self
Cast: Instant/No Cast
Armor & Magic Resist: 20 / 30 / 40 / 50 / 60
Magic Damage: 10 / 20 / 30 / 40 / 50 (+ 20% AP)
Duration: 5 seconds




Molten Shield is a defensive buff. Upon activation, Annie is surrounded by a shield of fire. For the next 5 seconds, Annie's armor and magic resistance are increased. On top of that, each time a champion basic attacks you, they are dealt back some damage based on the spell's level and your Ability Power.
Fun Fact: I always forget that this spell grants Armor+Magic Resist. I remember about it only when I'm being damaged by a turret and activate it in my attempt to take less damage.


Additional Information:
  • Applies spell effects as an area of effect ability.
  • Spell vamp is reduced to one-third effectiveness.
  • Rylai's Crystal Scepter will apply a 15% slow.
  • Magic damage will be mitigated by magic shields.
  • Molten Shield does not reflect damage to towers.
Summon Tibbers
Cost: 100 Mana
Cooldown: 120/100/80 seconds.
Range: 600
Radius of Summons AoE: 150
Tibbers Life Span: 45 seconds
Magic Damage: 175/300/425 (+80% Ability Power)
Total Summon Magic Damage: 210 / 335 / 460 (+ 100% Ability Power)
Flaming Radius: 200
Flaming Aura Magic Damage 20/30/40 (+ 20% Ability Power)




Tibbers is the main reason you are op and scary. Having Annie in front of you, who has her passive fully stacked and her ultimate off cooldown is already reason enough for you to be scared. Not only does this spell have a huge base damage, it has a 1.0 ap ratio scaling and on top of that, it's an AOE spell. When using tibbers, even if your purpose is to burst one person, try to hit multiple targets. It's really a shame to let such a huge amount of burst go to waste. Places like the Dragon pit and the Baron pit are basically tibbers' paradise. You'll probably catch the enemy team doing baron and they will all be gathered up, waiting for you to come and cause massive destruction. What's also great about mister Tibbers, is his ability to deal additional damage even after you cast the spell. He has an AOE flaming aura and he also knows how to shove some good punches (auto-attacks). What? You didn't have enough yet? Well, i'll let you know that he can also tank skillshots for you. When you have already summoned tibbers, you should try to make the most use of him possible either that being sending him chase enemies or pushing the lane. Tibbers is also an extremely good turret tanker for your team if you don't have creeps nearby. Last thing I'd like to mention is that tibbers has a max control range. Being too far away from tibbers will cause him to instantly teleport near your champion. There's also a funny case where you survive with low HP and make a run while tibbers is fighting. An enemy, while attempting to kill tibbers, will use some sort of jump spell (Siver's W/Fiddlesticks E) or there might be a Static Shiv proc and as soon as they use the spell, you'll go on max range, tibbers will teleport near you and the spell will jump to you off from tibbers. With all due respect, I hope this happens to you as well as it did to me so you can feel the misery.



Additional Information:
  • The cooldown begins when Tibbers is summoned.
  • Applies spell effects as an area of effect ability.
  • Spell vamp is reduced to one-third effectiveness.
  • Rylai's Crystal Scepter will apply a 15% slow.
  • Magic damage will be mitigated by magic shields.
  • Spell shields will block the ability damage and neglect the stun but won't cansel the summoning.
  • Tibbers has a max control range. Being seperated on a long range or recalling, will cause tibbers to instantly teleport near you and possibly carry jump spells along with him (Fiddlesticks E)

Champion Matchups

Ahri
Difficulty
Favors Enemy
Skills:
Starting items:


Ahri has longer range than you so it's already understandable that most of the time, you are going to lose the lane. Trading with her is almost impossible because she will never go close range with you. All you can do in the early game is dodge her spells and throw autoattacks. I'm saying that because it's way too risky to go close range with her. You will most likely make yourself an easy target for her E and then it's over. You're going to lose half your HP from a E+W+Q combo and you won't even be able to react. She'll have just enough time to cast all her spells and go back to safety while you'll probably be busy thinking about how beautiful she is. Whenever she uses her spells, you may man up and zone her out of xp/farm zone. She won't be willing to sacrifice half her HP only to get a few creeps. Her cooldows are fairly short so, around 6-8 seconds after she has used all her spells, you should already have taken your initial position again and continue the lane normally.

Level 6: At this point, it's hard to tell who is the winner. Most of the time, it's whoever's most fed. If not,
Your winning conditions are: You have stun ready. You land Tibbers+stun perfectly. She has lower than 80% HP so you can burst her with full combo. You have Ignite. You kill her before she has enough time to escape with Flash or her Ultimate.
Her winning conditions are: You don't have more than 2 stacks on stun. You have your spells on cooldown. She lands E. She has Ignite. She catches you out of position

Basically, after the level 6 mark, the winner is always whoever pulls the trigger first. Apart from that, always make sure you have enough stacks on Passive whenever you are near her. A good ahri player will never lose her oppurtunity to go in for the kill even if that means she'll have to waste 2 stacks of her Ulti just to reach you. Without your stun stacked up, you have no power against her.

Possible counterplay: She might buy for an early RoA. In that case unless you're fed, it's gonna be extremely hard for you to burst her down. Don't attempt to kill her by yourself at that point.
Akali
Difficulty
Favors You
Skills:
Starting items:


Akali by default loses to all ranged champions on the early levels. Her early game is extremely weak so you should go for a kill or two on her. Until she gets her W (stealth), poke her as much as possible and zone her out of lane. It's not nessesary that you zone her out of XP farm. The XP range is huge anyways. Just try to get her out of CS reach so she stays underfarmed and has a weak mid game. Playing extremy aggresive against Akali is really rewarding but it's also extremely dangerous. Whenever I play against Akali, the enemy jungler camps me all day long to the point where I want to ragequit.

Tip: When she goes into stealth while in the laning phase, she won't attempt to attack you. Only case where she will is if her jungler is nearby. If she won't attack you then she'll surely attempt to farm. When she quits stealth mode to attack a creep, you have a really small time gap which can utilize on to throw autoattacks and use Q before she goes back to stealth again. When you see a creep running low on health, expect her to apear near it since she'll want to take it. That's your chance.

Level 6: This level is extremely dangerous. If you're ahead you can burst her down whenever she goes full out of you. Buy a vision ward as well to neglect her from surviving. However, if she is the one who's ahead then you're going to have problems. Along with Flash, she has a total of 4 gap closers. That means even your Flash won't be enough once she closes range with you.

Overall, what you want to do until level 6 is zone her out of farm range and poke her a little bit. Going full out is only allowed when you are sure the enemy team's jungler is far away from you (for safety reasons). After level 6, you should take some distance and poke just a little bit. If you don't have more than 2 stacks then don't even attempt to go close to her. She'll kill you before you can even prepare your stun. Even Flash won't save you.
Anivia
Difficulty
Favors Enemy
Skills:
Starting items:


Anivia is not a hard champion to play against but she's SO DAMN ANNOYING. I get so frustrated when playing against her. She's stronger than you and that's it. There's nothing you can do about it. If you want to poke then she'll use her Q as soon as you try to gap close and then double damage E on your face. Killing her on the early levels is absolutely impossible because of her passive unless she gets disconected or you get help from your jungler. All you should do is poke with autoattacks and try to farm as best as you can. Don't dare to go close range for poke with spells because you'll get panished. Always try to dodge her Q and it's not even that hard because her Q animation is slow as hell and ONLY when she has used it, you are actually allowed to go close range with her and trade with spells.

Tip: If you opponent is a high skill player and you see some sort of strange actions from him like walking towards you relentlessly just to autoattack or E without even hitting his Q on you, then you should expect jungle back up on his side. Baiting Annie is something really easy for a champion such as anivia to do because if you dare to land a full combo in order to kill her, the jungler will initiate on you thus not allowing you to finish her off while in Egg form.

Tip 2: Anivia's extremely vulnearnable to ganks with CC. If your jungler comes from behind her and lands a snare or a stun then you can follow up with your stun and get a free kill out of that.

Level 6: Her combo on level 6 is R-E-Q. She'll be maxing E so once the frost debuff is implied to you by her ultimate, you're going to receive tons of damage. Killing her by yourself will again be extremely hard. She's going to rush RoA first item and that means she'll have a lot of health. Even if you do manage to burst her with your full combo, she'll proc her passive and that'll allow her to soak up a lot of damage.
Brand
Difficulty
Favors Enemy
Skills:
Starting items:


Brand is a tough match up in the early game but later on he gets easier to play against. First of all, he has a longer range than you but the biggest drawback he has is both his main damaging spells being skillshots. If you manage to dodge most of his spells, you are going to be fine but if not, he's going to melt your HP pretty easily because Annie is squishy as hell. His passive is Blaze and can be applied to you with any of his abilities. If he managed to hit you with any of his spells, his Q will briefly stun you which means you'll have to dodge it no matter what happens. If he manages to stun you, you're practically dead because you'll give him enough time to destroy you. All he needs is his 3 spells, Ignite and 2 autoattacks more or less to bring you down to 0 HP from full. Don't underestimate him at any stage of the game and if possible try to avoid him as well. Maybe trade lanes with top or start roaming more, just anything possible to be away from him. Overall, play defensivly, buy some extra pots, don't risk trading damage until you're level 6 and wait for your jungler's help.

Tip: Don't always expect your opponent to depend on landing his W in order to stun you with Q. His E also applies the Blaze effect and it's not even a skillshot.

Level 6: At this point, you can start punishing him. Your full combo can burst your opponent down without much effort so you may now start playing more aggresively. Try to still avoid getting poked as much as possible and always wait for the best oppurtunity to go in for the kill. Getting help from the jungler will make the kill extremely easy to get so you may ask for a gank or two. Apart from the basic staff, when approaching Brand to land your combo, AVOID being hit by W-Q. If you are approaching normally without using Flash or anything, he can hit with this 2 spell combo and neglect you. Even worse than that is the fact you'll become vulnearnable to his full combo as well because you'll be stuned.

Tip 2: When your jungler comes to gank after level 6, try to not be close to him (allied jungler) because you'll only be helping Brand's ultimate to jump from one target to another and possibly get an easy double kill out of you two.
Diana
Difficulty
Favors You
Skills:
Starting items:


Diana's a champion with a weak early game but insanely strong late. She suffers greatly with her mana consuption problems in lane so you'll most likely see her starting with Flask when laning against you. In the laning phase, only thing you have to worry about is dodging her Q and It's not hard to do if you know how it works. Her kill potential is extremely small pre-6 so don't be afraid playing aggresive. When she gets ganks from her jungler, she's not able to utilitize on them because she usually can't even reach you (except if she flashes). Champions such as Diana and Akali are well known for getting a lot of camp to survive their early game and snowball late. Always be on guard but try to also not miss opportunities to get some free poke on her.

Level 6: Here she becomes scary and her full spell kit potential gets unlocked. Now she can reach you, assassinate you and laugh at you. On a 1v1, if she hasn't bought any defense/survivability items, you can easily burst her if she dares to reach you. Otherwise, the winner could be anyone. Only way for her to win a 1v1 is if you didn't have your stun on 2+ stacks, she managed to use her R twice on you because of the Q reset and she also ignited you. Overall, the chances of her killing you are pretty small because the circumstances required to be met are hard for her to archieve. Except if her jungler ganks.

Tip: Killing her with a gank is extremely easy. If you manage to get an early kill, you'll snowball the game big time so even if you don't need help, ask your jungler to pass from mid once in a while.
Fizz
Difficulty
Favors Enemy
Skills:
Starting items:


Fizz is a champion really easy to lane against in the early levels but after level 6 he's able burst you with a lot of ease. On the laning phase, I recommend playing really agressive but not to the point where you endanger your life from a possible gank. Always try to throw extra autoattacks and don't allow him to CS. There's no need for a fed Fizz in the game because he can get slightly overpowered and snowball really hard at times. Pre-level 3, don't be scared at all. If he decides to jump on you directly and try to trade, it will never lead him to good. He's going to take all the minion agro and if you tag some extra spells and auto attacks, you'll leave him with less than half HP. On levels 3-5, if he executes his poke combo correctly, he can initiate on you with Q and then disengage with E. In that case, you need to react imediately and throw your spells fast enough to hit him before he becomes untargetable. Now that I meantioned his E, you should always be aware that he can neglect all your abilities with that spell. It can even neglect your stun. If you used your Q and he jumped with E while the Q animation is still mid-air, it gets canseled and disappears.

Level 6: After level 6 you ought to be extremely cautious and never drop your guard down. Always expect your opponent to use his ultimate even if you're full HP and trust me on this. If it lands, you're dead. Nothing will save you from that point on except from Zhonya's Hourglass (and maybe Flash?). The best thing you can do is as soon as you see him throw his ultimate, instantly flash on his face and burst him with a combo. He won't be expecting it but pay attention when doing so because after throwing his Ultimate, he might instantly use his E and you'll fail everything. Bursting him is never hard but you need to make sure you are able to finish him off in one shot. If you won't make it, he'll use his E and jump back to safety while your spells will all be on cooldown and Tibbers won't be fast enough to catch him either.
Heimerdinger
Difficulty
Favors Enemy
My performance 7/10 | Laning : Boring | Game : Boring


Skills:
Starting items:


Heimer, by nature, is one of the most annoying champions. Main reason is his turrets and the fact he's a yordle. Laning against Heimer is always the same. He will constantly spawn turrets to push the lane forcing you to destroy them first in order to reach him. In NO CASE are you to ignore these little turrets. They deal a lot of damage and if 2 or more of them are targeting you then you'll notice your HP drop rather really fast. Apart from those he has a ranged stun which is easy to dodge and a straight line projectile based spell. In order to avoid his rockets, walk around like a lunatic to dodge them and stay behind creeps since they stop on the first target they hit.

Level 6: Nothing special about this spell. Maybe his burst damage combo gets increased by a total of 20% ? Nah, don't be scared. Still same useless guy.

Tip: Try to destroy his turrets whenever possible. it's never a good idea to leave them alive because he pushes the lane really hard and farms with too much ease. However, when approaching his turrets try to dodge their huge shot. They throw it whenever the white bar beneath the HP bar gets filled and it's automatic. The projectile is slow so bait the huge shot and then destroy them.
Karthus
Difficulty
Favors You
Skills:
Starting items:


Possibly the easiest opponent you could ever have because 1: he's ultra squishy, 2: has a weak laning phase, 3: has no burst damage and 4: his main damage spell is a skillshot. In the laning phase, bait his Q whenever you can and learn how to dodge it. Even when fighting 1v1, you must skillfully walk around like a lunatic while in the meantime throwing autoattacks and using spells. What you're trying to archieve by that is confuse your opponent just enough for him to throw his Q at random places and miss. Getting hit by many of his Qs can easily lead to devastating results as the spell deals a lot of damage and it even gets doubled when it hits a single target.

Tip: After killing him, rush out of his Q range so he that he's unable to deal any further damage to you. People more often than not forget that killing him, doesn't guarantee your safely after that point on.

Level 6: If you weren't able to beat him thus far, now's your chance. There's no way for him to survive your full combo so don't screw it up this time, will ya?

Tip 2: It's pretty important that you warn your team on (global) level 5 that Karthus is about to reach level 6. Your team should be aware at any given time that droping too low on HP isn't safe because it might actually backfire.
Katarina
Difficulty
Favors You
My performance 8/10 | Laning : Non existent/Roaming all game | Game : Retarted


Skills:
Starting items:


It's so easy to play against Katarina that I could almost say you counter her. She can never poke or burst as well as you do. In lane try to poke a lot and especially that being when she is about to kill a creep. For starters, try avoid being hit by her Q since she might throw it to one of your minions and it'll make it way through to you by making some jumps. By playing ultra aggresive you can actually even zone her out of lane. Just try to not push the lane and she's going to have a really hard time.

Level 6: Don't stay in lane with less than 50% HP because she might go for it. A trick she can do is: use Shunpo on a creep near you and then Q-W-Ignite for an instant kill so stay sharp. On a 1v1 fight, if you are both full HP, you are the winner because she needs a lot of time to deal her full damage because of her ultimate while you can shut her Ultimate with your stun. On the other hand, if you're both like 40% HP or less, she's usually the winner because she's faster.

Now that she earned her 6th level, she'll also start roaming. Katarina is actually one of the best roaming champions for bot. Most of the time she can get free double kills by going bot because her spell-kit allows her to. As soon as you see she's missing, warn your team and if she doesn't show up try to guess what her target location/destination should be and follow her. It's extremely dangerous to allow Katarina snowball. In teamfights, she's your Number 1 priority (unless she's weak/underfed).
Leblanc
Difficulty
Favors Enemy
Skills:
Starting items:


LeBlanc is not hard to play against but she sure is strong and for some of you she's a nightmarish opponent. For me, the worst part about laning against her is being unable to kill her because of her passive which is plain OP. However, If you were to match a pro korean Annie player against a pro korean Leblanc one, Annie is the winner. Don't get me wrong though because i'm not saying she's easy to beat. What i'm trying to tell you is that YES, she IS actually beatable. When laning, you may trade damage every now and then but only when you have your cooldowns up. When you have both used your spells, you have stronger poke than her with your autoattacks because of the longer range. What I recommend you do in this match up is push the lane. You want to get level advantage and push the lane under her turret. Leblanc is an awful farmer under turret and if you're always one level ahead of her, you'll be able to trade damage far better than she will. Continue pushing the lane up until level 5 and then back off and start playing normally again. From this point on she can burst you down easily. Try to trade damage only when you have your stun prepared and always expect her to jump back to her initial W cast location.

Tip: If you're having a hard time finding out which is the real and which is the fake, pay attention to buffs, DoT spells and Ignite/Exhaust. The real one will still have all of these after appearing from the passive proc while the clone will be pure clean.

Level 6: By unlocking this level, it's a lot easier for her to kill you but this level grants the killing potential to you as well. What you have to pay attention to however is that you can't simply approach her and kill her. You must have everything planned before initiating. Keeping in mind that when bellow 30% HP she procs her passive, you must use all our targeting spells before she's able to enter stealth mode. Also keep in mind that she might accidentally use her W while you're initiating and you'll miss all your spells meaning you'll have to start with Q this time around. Your combo is: Flash-(Q+stun)-Ultimate-Ignite-W. What you want to accomplish is not allow her to escape while stealthed. Ignite prior lowering her HP and last but not least, while she's stealthed, you may use your W and it will damage her nonetheless because it's not a targeted ability like Q and she'll still be stuned. Remember that her passive no longer makes her untargetable but STEALTHED. This means you can land your spells while she's not visible but you can't target her or see her (unless you have a vision ward). In order to execute this combo you require a lot of practise but it sure as hell feels AWESOME OWNING DEM NOOBS. >.> (i'm not over-reacting. It's called: feeling great because you outplayed your opponent)

Tip 2: If you are NOT planning to kill her after level 6, don't dare approach her to poke or get a creep near her. You'll be giving her the perfect oppurtunity to burst you down. The only thing she's scared of about you is the stun and without it, you aren't going anywhere.
Lissandra
Difficulty
Favors You
My performance 9/10 | Laning : Full of action | Game : Hilarious

For those who wanted to know the tragic aftermatch of me falling in love to Lissandra: http://i.imgur.com/EdZNpMd.png?1

Skills:
Starting items:


Lissandra is able to harass and CS by keeping a good distance in lane and that makes her a strong lane opponent. When level 6, she can use her full combo and kill you with great ease. Worst part about Lissandra is that even the worst junglers in the game can gank her lane all the way down to Vladimir. If the jungler comes, she uses Glacial Path (or Flash) to reach you and then lock you with her CC. She probably won't be able to kill you by herself so she'll need a jungler. Ward the area around to know if someone's approaching and try to always keep your stun ready so she doesn't try any dirty tricks on you. Always call mia and try to follow her wherever she goes to aid your team. When your jungler comes to gank, make sure you have your stun ready to deny Lissandra from using Glacial Path. I'd like to also point out that during the laning phase, standing bahind creeps in a straight cone lined with her is a bad idea. By doing so, you become an easy target for her Ice Shard. If she doesn't buy any defensive items then she should make a really easy target for you once you hit level 6.
Lux
Difficulty
Favors Enemy
Skills:
Starting items:


The lane normally favors Lux but the difficulty always changes depending on who's the most skilled. A skilled Annie can dodge all her spells and aproach for a kill when needed while a skilled Lux, due to her high range, can kite you, outsmart you, outplay you and fool around with you with huge ease. When playing against her, I recommend you buy your basic boots as early as possible to make it easier for you to dodge her spells. Once you dodge her spells, take an extremely aggressive stance until her cooldowns come back up because they're huge. Poking on lane with spells is almost never worth it because her W will counter all your poke damage and on top of that you'll be become an easy target for her spells.

Level 6: This level becomes extremely dangerous for both you and Lux. If she gets to hit her bind (Q) then her full combo will most likely delete you in an instant. Her burst damage is high even if she doesn't have Ignite. On the other hand, if you want to kill her then all you have to do is make sure she's not fast enough to press Barrier/Heal and use her W. If she happens to use both of those, your damage won't be enough no matter what you do. Focus her in teamfights nonetheless.

Tip: Standing on lane with less than 40% HP after level 6 is extremely dangerous. All she needs is E+R to kill you so don't take any unnecessary risks.
Malzahar
Difficulty
Favors Enemy
Skills:
Starting items:


Malzahar is a tough match up. Your best ally here is Flash. In the laning phase, he'll try to push the lane and farm his E as much as possible until he gets into mid game where his full kit is unlocked and he becomes a lot stronger. You may poke him at times and all you need to do is dodge his Q. It's a horizontal spell from him point of view so walking towards him or away from him is the best way to dodge it. His first maxing ability is E because he needs to push. Whenever you see him use the spell on creeps, become aggresive and try to trade damage. Lvl 2 and forth, your combo should conclude of autoattack-Q-W-autoattack but that being with your stacks on max. If you don't have your stun then avoid tagging extra autoattacks.

Tip: Always be aware of his E's location. When the spell kills its target, it jumps to the next one and what's more, it gets reset. So, if there's a creep near you or champion that's about to die to this spell, take distance from him so that it won't jump on you next.

Tip 2: Ganking Malzahar is EXTREMELY easy. Ask your jungler for ganks and get free kills because he'll most likely have no wards set around. The lack of escape mechanisms on his side is a huge advantage for you. Malzahar's greatest weakness at any stage of the game, is facing multiple opponents at once.

Level 6: Here is where he beats you at a 1v1 but NOT if you are the first to initiate. What you need to do is a flash-combo and it's gg. Approaching him normally is not a good idea because he'll become suspicious and he'll prepare Q+W on your standing point while you're trying to cast your Tibbers and after the stun passes he'll use his ulti and you'll die extremely fast. Do not forget that you are as squishy as he is.
Orianna
Difficulty
Favors Enemy
My performance 8/10 | Laning : Hard and annoying | Game : Interesting


Skills:
Starting items:
Ryze
Difficulty
Favors You
Skills:
Starting items:


Now that Ryze got nerfed to the ground, he became one of the easiest match ups. You'll most likely see Ryze top but some people still like to play Ryze mid. If he has Teleport, inform your team so they're aware of his tele-ganks and if he has Ignite, you may just chill and enjoy the lane. Try to be aggressive as much as you can without overextending or pushing him to the turret. Trade damage whenever it's nessesary or you feel it's worth it but make sure you have your stun up. His combo is Q-W-E-Q but it requires some time for him to cast. Ryze's starting items are usually Mana Crystal +3 HP Pots which means he's going to have a LOT of HP sustain. His sustain will get even bigger when he buys Catalyst The Protector since he'll be restoring plenty of HP-MP every time he levels up but you aren't a poke mage to worry about that. You're a burst assassin mage and that's why you simply won't even care about it in the mid-late game.

Level 6: Your damage and burst just got doubled. He's damage remains the same and the sustain/utility he earns from his Ultimate are useless against you. However, before you go in for the kill I recommend you first do some damage with Q+W then back off and go back in only when you'll have your stun up again for the kill. You do this because he's going to have a lot of HP out of buying an early Catalyst The Protector and you want to be sure he won't survive after the full combo.

Tip: If you don't have Ignite and attempt to burst him while he's full HP, be aware that if he doesn't die instantly and gets enough time to use spells, he can spellvamp a ton of HP back with his ultimate. After that happens, you'll be waiting for all your spells to come back up while he'll be constantly spamming his abilities because of the short cooldows they have.
Xerath
Difficulty
Favors Enemy
Skills:
Starting items:


Even though he's a skillshot champion, I rate him as 5/5 difficulty because it's not even hard for him to hit his spells and the damage they deal is horrific. If he'll be able to land all his spells, you're simply going to get humiliated.

I think Xerath is the worst lane opponent you could possibly have. He can easily outplay you and control you like a puppet. When you try to close distance, he will make fun of you and whenever you mind your own business and just farm, he pokes you out of lane. It depends on how good the player is but still, it's not even hard to hit those fat spells of his. If your opponent is maining Xerath then be prepared for the worst. It's an absolute nightmare. I asked one of the top 3 best players (in world) maining Xerath on lolskill (challenger) to play 5 games against me on mid (custom 1v1). I lost in the long run. 2 wins on my side, 3 wins on his. Someone else in my spot might have even gone 1/4 or even worse 0/5. I happen to have a lot of experience playing against Xerath so I know some really good ways of baiting his spells but seriously though...this champion needs a nerf.

Tip: Ask for ganks. A lot of ganks. Ganking a champion such as Xerath is extremely easy because he has absolutely no escape mechanisms apart from maybe his flash. The best timing for your jungler to initiate is when Xerath starts channeling his Q. While channeling, his Movement Speed is significantly reduced, making himself an easy target.

Level 6: Now, this is your chance to finaly make a play or actually do something usefull of your pitiful life as a laner. In order to make a play, you MUST have Flash+Ignite. All you have to do is make a good initiation on him and insta burst him. By the way, he'll most likely have Heal or Barrier so pay attention to his summoner spells.
Yasuo
Difficulty
Favors You
Skills:
Starting items:


The difficulty when playing against Yasuo always changes based on WHO is playing him. A noob will lane poorly and sometimes won't even know when to cast his windshield while an asian-level one can outplay you hardcore. I never lost against Yasuo with Annie but there were times where I suffered a lot because of how good his laning kit can be at the right hands. The only spell he can counter with the windshield is your Q and maybe your attacks. Apart from that, you can always cast your W with certainty. Poking Yasuo is easy and eficient because he is squishy. I recommend you never poke with spells while he has his passive up. Throw a normal autoattack first to proc it, wait until it disappears and then throw some spell poke. Whenever he closes range with you, try to make distance at least enough for him to not be able and reach you with Q. Always throw autoattacks in the laning phase and keep your stun up in case he wants to close range with you and attack you. Stunning him in the face should buy you enough time to make some distance and reset the range between you two.

Level 6: Be scared only when he has the third stack on Q. It's easy to dodge the tornado because the animation is slow but remember he can also close gap between you and him by jumping into creeps and then E+Q to activate the Q knock up for a free Ultimate cast. In that case you might die but still, his damage is really small so after he casts his Ultimate, you should be able to burst him down. In the laning phase he can never beat you and I usually have that scenario where the enemy Yasuo trades lanes with top in order to avoid me. If you stack your passive, you can stun him any time without any fear of his windwall by using Tibbers and then follow up with the rest of your combo for an easy guaranteed kill.
Zed
Difficulty
Favors You
Skills:
Starting items:


Zed is a complex champion but it's more than possible for you to beat him. Laning against him up until level 6 is all about dodging his Q which deals the most damage. He's going to usually spend it to farm creeps so zone him as much as you can and force him spend his Q on you. What you want to archieve is make him lose CS and punish him in his every attempt to archieve it. Take taxes for every creep he tries to kill by at least throwing one autoattack. Level 2 and forth, he's going to have his shadow available and with it, he can close a big distance gap to reach you. If he does reach you, you might be in danger. Your squishy as hell and his autoattacks hurt big time. If he closes range, try to gain as much distance as possible but don't go way to far. He's going to stop sooner or later and start retreating. That's your chance to start poking again and what's also good is that W has a huge delay so you won't have to worry about the spell for the next 15 seconds or so.

Level 6: You still remain stronger but you have to be more careful when playing around his ultimate. The reason i'm pointing this out is because, after casting the spells he becomes untargetable for a brief period of time and you can't deal damage. Be careful you don't waste your spells by accident and the best way to confirm that is that by using tibbers on you as soon as he exists the untargetable state from his ultimate.

Tip: Pay attention to his items. If Zed bought Hexdrinker, you probably won't be able to kill him. If he bought mobility boots then he'll start roaming and you should do so as well to keep up with him.
Ziggs
Difficulty
Favors Enemy
Skills:
Starting items:


Ziggs is pretty annoying. He's a long ranged champion and laning is pretty unfair against him. Poking him with your spells is really hard and sometimes, it's not even worth as by aproaching him, the only thing you're going to archieve is become an easier target for him. The best thing to do is take a deffensive approach and dodge all the bombs he throws at you. He's going to run out of mana at one point, ISN'T HE? Well on the other hand, If he lands his skillshots you're going to lose a lot of HP and strugle. If you're bad at dodging, I recommend you buy RoA early.

Tip: Never underestimate your opponent Ziggs. Even if he doesn't have ignite, if all his spells were to hit you, that would be the end of you. You're both squishy champions. If you're standing on lane with lower than 40% HP he can Flash - Q - Autoattack - R to delete you instantly and it's not even hard for a skilled Ziggs to bring you down to 40-50%.

Level 6: This is your chance to take revenge for all the poke you've been eating along the laning phase up. What you want to do is make a Flash combo and it's a guaranteed kill. There's no way a squishy champion like Ziggs can survive your full combo, especially if it's tagged with Ignite. Apart from the laning phase, try to always focus Ziggs in teamfight. A good flash combo should always do the trick because It's never a good idea to let Ziggs poke in teamfights for free. The DPS he can offer in teamfights is way too big.

Abbreviations and Terms

AA: Auto attack
AD: 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.
ADC: Attack damage carry, a champion that typically relies on attack damage. Relatively weak early game, but very strong late game.
AOE: Area of effect, a spell that deals damage to an area.
AP: 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.
APC: Ability power carry, a champion that typically relirs upon ability power.
AS: Attack speed. The more attack speed you have, the more attacks per second your champion does. Caps at 2.5 attacks per second.
Base AD: 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.
Bonus AD: Bonus attack damage, remains 0 unless boosted by items, masteries, runes, and passive effects. Bonus AD also scales with select skills.
CC: 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.
CDR: 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.
CS: 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.
Dive: The act of jumping onto (focusing onto) a high priority backline target.
GP10: 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.
HP: 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.
MIA: 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.
MS: 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.
MP: Mana Points, a trait common to most champions that is spent in order to perform skills.
Nuke: Burst damage applied from a skill.
Passive: A champions' innate or inherent ability that is available from the start of the game. Alternatively, some ability that requires is always in effect.
Peel: The act of forcing champion(s) off a given ally.
Skillshot: A skill that targets an area of the map rather than a specific object.
Slow: A debuff that decreases the movement speed and/or attack speed of a given champion.
Snare: A debuff that prevents an enemy champion from moving, but does not restrict usage of auto-attacks or non-mobility skills.
Stun: A debuff that prevents an enemy champion from moving, auto-attacking, and using skills.
Tenacity: An Status you gain from items or masteries which reduces the duration of disables by 35%.
WotA: 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.
XP: Experience, relates to the level of each champion. Experience is earned primarily by being in range of a dying enemy minion or monster.
DoT: Refers to spells that deal "Damage over Time".
RoA: An item in league of legeds called "Rod Of Ages"

Base Stats



Health - Health per Level
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.


Mana - Mana Per level

One of the biggest early Mana pool champions but as for level scaling, she's somewhere between average.


Armor & Magic Resistance
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.


Range

625 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 CS pretty much with no problem.



Movement Speed

Movement Speed is 335 . Not much to say about this. Solid number and balanced.



If you want to check any of the stats or do comparisons with other champions then here you go :
http://leagueoflegends.wikia.com/wiki/Base_champion_statistics

If you want to check the patch history on Annie then :
http://leagueoflegends.wikia.com/wiki/Annie/Background

Smart Casting

If you want to become better in League then you might concider Enabling SmartCast (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!


Select Quick Cast All


Casting Smart


SmartCasting is an option that causes your abilities to be cast when you press down the key towards where your mouse cursor is. Basically, it reduces the actions you need to make from 2 to 1. So instead of pressing the skill and then clicking you simply press the button and your job is done. Only problem when using SmartCast is that you lose accuracy because you can't see the range indicators of your spells.


This video is not mine. The credits go to the respective owners.

Combo



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.


- - - -


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.
Have fun deleting people.

Early Game

Early game is all about laning.


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).

Lane trading


Level 1: Autoattack + Q
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: Q + Autoattack + W Autoattack
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 Q+W and back out. Throwing two autoattacks might backfire since you give your opponent too much time to fight back.
Level 6: R + Q + W + Autoattack
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.


Be on Guard

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.

Roaming


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.

_________________________________________________________________________________________

Warding In Early Game


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.


- 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.



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 Evelynn and grab Sweeping Lens to clear the enemy wards instead of the Warding Totem, since it won't work.

Mid Game

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.

Is my build path correct?


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:

What do I do?


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.


I sucked hard early game and got left behind. Now what?


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.


So what you do is:
  • 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


_________________________________________________________________________________________

Warding In Mid Game


These are the key spots that cover the most important and busy locations on the map during the mid game.

Late Game

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:

What am I supposed to do now?


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 "Hand of Baron" 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.

Which is the best way to make initiations?


If you want to make proper and successful initiations, you must have Mobility Boots. 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.

Split pushing


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 Teleport 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.


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Warding In Late Game


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.

Dragon


Dragon

Spawn Time: 2:30

(Respawn time: 6 minutes)



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.


Slaying Dragon Reward

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.



"Pulling dragon"

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.


Your Role In doing Dragon


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.

Baron


Baron

Spawn Time: 20:00

Respawn Time: 7 minutes


Killing the Baron gives the "Hand of Baron" 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 Vision Ward or Sweeping Lens, they may be able to assault your team while you are weakened by Baron and subsequently steal the "Exalted with Baron Nashor" buff/kill several players, putting you at a disadvantage. Baron Nashor's "Hand of Baron" 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 Smite. 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.

Annie's role in doing Baron

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.

Teamfights

Your Role In Team Fights


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

Who to prioritize


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.


How to survive


Surviving is really hard for Annie because she's an extremely squishy champion. This is also the main reason you buy Rod Of Ages + Zhonyas Hourglass. 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.

Update Log

30/11/2014 - Guide was first created. (Not in complete state)
1/12/2014 - Finished the Runes section description. Progress: 12%
2/12/2014 - Finished the Combo and Base Stat sections. Progress: 33%
3/12/2014 - Added the Early Game, Mid Game, Late Game and sections. Progress: 57%
5/12/2014 - Finished the Introduction, Early Game, Mid Game and Combo sections. Added the Lissandra and Heimerdinger match-ups along with (live recorded) full ranked games. Progress: 75%
14/12/2014 - Finished the Masteries and SmartCast sections. Added Sorcerer's Shoes and Ionian Boots of Lucidity into the Situational Items sections. Added the Orianna Match-Up along with (live recorded) full ranked game. Progress: 100%
18/12/2014 - Updated the Masteries and Abbreviations and Terms sections.
3/1/2015 - Added videos in the Skills section.
15/1/2015 - Added new content in the Skills, Early Game, Late Game and Teamfights sections.
17/1/2015 - Added the Ahri Match-Up. Updated the Item Builds section.
19/1/2015 - Updated the Introduction and the Runes section.
20/1/2015 - Updated the Item Builds and Skill Order sections. Added Alternatives in the Summoner Sets section. Added the Akali, Anivia, Diana, Xerath and Ziggs match-ups. Combined the Late Game and Teamfights 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 Karthus, Katarina, Lux, Malzahar and Zed match ups.
27/1/2015 - Added the Brand, Fizz, Leblanc, Ryze and Yasuo match ups.
28/1/2015 - Deathfire Grasp's removal is taking place in patch 5.2. Updated the Introduction, Item Builds, Situational Items, Early Game, Mid Game, Late Game and Combo sections to match the changes.
29/1/2015 - Seperated the Early Game, Mid Game and Late Game + Teamfights sections into Early Game, Mid Game, Late Game, Dragon, Baron and Teamfights (yet again).
30/1/2015 - Added new content in the Dragon, Baron and Late Game 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 Situational Items section. Corrected some grammar/vocabulary mistakes.
25/03/2015 - Updated the Skills 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 Situational Items section.
12/07/2015 - Updated the Itemization and Situational Items sectons.

Conclusion

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 NecessaryKill for helping me create the Skills (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.

League summoner name: SecondCaller [Nordic/East Server]
Stream: http://www.twitch.tv/secondcaller
Facebook Fanpage: https://www.facebook.com/secondcaller [new]
Facebook Profile: https://www.facebook.com/peter.eritsidis


If you liked the guide, don't forget to Vote, Share and Comment.

Good luck in the Fields Of Justice, summoner!

Comments

August 9, 2015 - 09:30 AM #1

Carson . even though Linda `s report is surprising... on monday I got Mazda from having made $9783 this-past/4 weeks and just a little over ten thousand last-munth . this is really the most comfortable job I've ever had . I actually started five months/ago and pretty much straight away started making a cool more than $84, p/h . you could try here www.jobs367.com

July 20, 2015 - 07:52 AM #2

This is the best guide www.youtube.com/watch?v=nWxDqOR2gZY

July 12, 2015 - 07:11 AM #3

@greenfoot Sure, dude. However, I heard he's getting mega nerfed. I'll just wait for the patch notes to roll and then I'll add his match up.

July 10, 2015 - 06:20 PM #4

Hi
Any chance you could tell us all how to deal with Azir :)

July 8, 2015 - 08:53 PM #5

@TharifaswaG As I explain in the masteries description, Feast is a really important mastery to take. It's your main sustain tool and thus if you take butcher you are more or less forced to take Feast as well. If you want to avoid this path then go for Double-Edged Sword + Expose Weakness. I don't go this way cause Annie is a ranged champion so I hate Double-Edged Sword on her and I also don't like Expose Weakness cause I play Annie as a burst mage. I don't relly on my allies to do staff. Just bursting people here and there.

July 4, 2015 - 09:59 PM #6

thoughts on expose weakness instead of feast? personally think that the dmg increase is more useful in late game but you're playing her more than I do so I'd like to hear your oppinion

May 21, 2015 - 07:05 PM #7

Hi, SecondCaller! I had Annie in my champions since long time ago, but only these days I started to play with her, and I can say that she's a very potential carry! I used your guide as a base to start plying, and I want to know your opinion about Morellonomicon and facing Cho'gat in lane. Annie needs mana, she needs to farm and poke, but only when she's farming her mana is refunded, this means that she uses a lot of mana poking, mainly if its against a tanker. This is where Cho'gat enter. I faced one today and it was very difficult beacuse I need to poke him a lot, and waste a lot of mana whit it. When I stop to poke him to concentrate on farm a little, he recover all the hp just farming. So, what do you think about the use of Morello on Annie in general? And specifically on Cho'gat's matchup? How must I play in this matchup? Thank you!

May 11, 2015 - 05:50 AM #8

Hey man love your guide, just wanted to say that on your 3rd charge while your q animation is going off and didn't connect yet you can use e for you to get the 4th stack in your passive causing you to stun. I'm not sure if I miss that part in your got but just wanted to say that and also love your ryze guide as well.

March 22, 2015 - 09:09 PM #9

@noped + @Krinoteder Please some admin delete these 2 comments

February 21, 2015 - 09:54 PM #10

@albertdo He might actually have a point. I didn't notice it costs 475 (thought more). I also didn't take into consideration the 30% movement increase so I updated everything. Still don't think it's a MUST BUY, but it's a really good option. Matter of preference I'd say.

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