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Recommended Items
Runes:
Sorcery
Precision
Spells:
Ghost
Flash
Items
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Ahri
High movement speed and hard to target. Try not to all-in on her alone after she hits 6.
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Ability Sequence:
Max R > Q > W > E
Max R > Q > W > E
Pyromania |
This is your passive ability, and is considered one of the most broken abilities across LoL. It allows Annie to stun all targets hit by her next damaging ability when she has 4 charges. Put a point in Incinerate during level 1 and charge up Pyromania in base, if your team is going to invade the enemy's jungle. Note: When you have 4 charges of Pyromania, you can choose to use Disintegrate for a "confirmed" single-target stun (unless blocked by Wind Wall or Unbreakable) or use Incinerate or Summon: Tibbers for an AoE stun. |
Disintegrate |
This is your most reliable ability to farm and poke, max it before anything else. Use it to last hit minions and charge up Pyromania. Use this to harass melee champions that try to come up and farm during level 1. Note: Disintegrate is a single-target projectile ability. It will follow the target but can be blocked by Wind Wall and Unbreakable. It will be cancelled if the target becomes untargetable. |
Incinerate |
This is your only AoE ability other than Summon: Tibbers. In the case of Yasuo, use this to harass him in lane, as he may block your Q using Wind Wall. Max this ability after Disintegrate. Note: Incinerate is an instant-cast AoE ability. It can pass through Wind Wall and Unbreakable. |
Molten Shield |
This is Annie's only defensive ability. It can be used to charge up Pyromania due to it being low-cost (20 mana). Do not spam it simply when your opponent is an basic-attack reliant champion, because Molten Shield reflects damage when hit by basic attacks. Note: Molten Shield is a self-targeted buff. It reduces incoming damage (including turret shots) by 16~40%, and reflects damage when hit by basic attacks (including abilities that proc on hit effects such as Steel Tempest and Mystic Shot) |
Summon: Tibbers |
This is your ultimate ability. Use it to initiate fights or secure kills, as it has the largest range among all your abilities (taking into account the bear's size). Tibbers is your pet, and once summoned he can help in fights by attacking the target Annie is attacking. He can tank turret shots as turrets will register him as a minion and attack him before champions. However if Tibbers attack an enemy champion in turret range, the turret will attack Annie. Be careful! Note: Summon: Tibbers is an instant-cast AoE ability that summons a pet. Pets can be controlled by using R while active, or CTRL + Right Click. Tibbers enrages when an enemy champion is stunned by Pyromania or when Annie dies. Use this to your advantage as Tibbers deals tons of damage when enraged, and may even get you kills. |
The new runes is quite a headache to most people, due to it not providing any base stats of preference (*cough* Full AP marks, glyphs, seals and quints *cough*). However, in my honest opinion, it is quite balanced, as you are able to know whether the enemy has extra AP or AD by just looking at the rune trees they've chosen, and it also has a wider variety of options, as compared to the previous masteries.
Primary tree: Sorcery
Secondary tree options
Primary tree: Sorcery
So, why Phase Rush? Many Annie players currently use Electrocute (due to it being similar to Thunderlord's Decree ) or Unsealed Spellbook (e.g. this guide by Tipurrs). Sure, these are good on Annie, but personally I prefer Phase Rush due to the mobility effects it gives after hitting enemy with your full combo. Annie is a burst mage that lacks both mobility and range, and Phase Rush provides that extra speed boost for her to escape after killing or to chase down targets that are low on health. | |
Choosing The Ultimate Hat is pretty much the best choice on Annie, because Summon: Tibbers is an essential part of her burst combo. Furthermore, Annie doesn't need Manaflow Band as she won't be lack of mana early game, due to the fact that Disintegrate refunds mana every time it kills (i.e. last hit minions). Nullifying Orb is only useful if you are planning to play tank Annie. | |
On this row, Transcendence and Absolute Focus are good choices on Annie. Out of the two, you can decide which to pick depending on the game, but I suggest Transcendence for most games as it provides extra 10% CDR at level 10, and converts all CDR that exceeds the 40% limit (45% with Cosmic Insight) into bonus AP. CDR is essential on Annie and the bonus AP is just great, which means you can buy more items which have CDR (e.g. Morellonomicon, Hextech Rocketbelt) without worrying that the extra CDR will go to waste! | |
For the last option, I recommend choosing Scorch or Gathering Storm. Pick Gathering Storm if you know for sure the game is going to last long, or that your team are generally good in late game. Pick Scorch otherwise, as it gives Annie bonus damage when trading or harassing in lane. When combined with Phase Rush, you can harass your lane opponent heavily and run away quickly to avoid being hit. |
Secondary tree options
- Precision: Strongly recommended.
Get Coup de Grace and Triumph, as they provide extra damage to low-health champions and health recovery on kills or assist. (similar to Merciless and Dangerous Game )
- Inspiration: Good alternative
Inspiration has lots of good stuffs, but Perfect Timing and Cosmic Insight would be the best for Annie among all others in this tree
- Domination: Possible alternative
If you insist on choosing this tree, I recommend Eyeball Collection for stacking damage and Ravenous Hunter for sustainability
- Resolve: Do NOT get this
Even if you are playing tank Annie, this is a strong no.
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