High range and poke. Pretty annoying if they know how to play her.
Vel'Koz
Poke mages are annoying, at the very least you'd get even trades, but they'll probably win trades.
Xerath
Poke mages are annoying, at the very least you'd get even trades, but they'll probably win trades.
Lux
Poke mages are annoying, at the very least you'd get even trades, but they'll probably win trades. If you get hit by her stun after lvl 6 you're dead.
Karma
I consider Karma and Annie to be pretty even since they function similarly, but she does suck to play against early since she gets Ult lvl 1.
Blitzcrank
Any hook champions suck to play into, but it might be manageable as long as you're careful.
Nautilus
Any hook champions suck to play into, but it might be manageable as long as you're careful.
Pyke
Any hook champions suck to play into, but it might be manageable as long as you're careful.
Leona
Engage supports typically ban Morgana, and I tend to pick Annie when the enemy bans Morgana since they're kinda similar. Leona is especially annoying because of her combo, if she lands a stun on you, you're dead.
Alistar
Engage supports typically ban Morgana, and I tend to pick Annie when the enemy bans Morgana since they're kinda similar. Alistar is not a champion early on, so make sure you and your ADC bully him a lot to make sure he cant do anything later on.
Braum
Engage supports typically ban Morgana, and I tend to pick Annie when the enemy bans Morgana since they're kinda similar.
Galio
Engage supports typically ban Morgana, and I tend to pick Annie when the enemy bans Morgana since they're kinda similar.
Ivern
He's not played often, especially as support, but if you happen to run into one I wouldn't be too worried. He doesn't have as much damage/poke as you, but Daisy and Tibbers could battle it out lol.
Janna
A good Janna is a problem, since she will know how/when to poke you but you out damage her buy far and your shield is better early on than hers. Try to avoid her tornados, since Glacial is the typical rune, she'll most likely only use it when Glacial is up.
Lulu
She can poke you pretty easily, but you should out damage her. Don't try to engage on them unless your ADC wants to, she will polymorph you.
Morgana
I usually pick Annie when Morgana is banned, but she's pretty even with her. You outdamage her most of the time, but her spell shield is super annoying. Try to bait it out before you drop Tibbers on her or her ADC because it has a pretty long cooldown.
Nami
Walk forward, not back to avoid her bubbles. When you poke, she will W you to poke back, try to walk away immediately so her W doesn't bounce back and heal her. If your ADC is immobile, be careful because her passive will give her and her ally movement speed to run you both down.
Neeko
Neeko support isn't common, but I personally play it. Her root goes through multiple minons, so be careful of that. Don't stand in her Q after she throws it at you because it'll activate multiple times. Her clone isn't hard to distinguish, but poking it with your autos will count for your Spellthief's so it's not terrible if you do get tricked by it. Don't drop Tibbers unless you're 100% sure its actually her.
Orianna
Again, Orianna isn't super common as a support, but I do play her support. Her Q+W combo is good for poking from a distant, so try to avoid the ball so she can't stack her Spellthief's. Her shield is about equal in strength to yours, but without move speed bonus. Her Ult will throw you away from her, so try to be careful and don't get too close to the ball.
Pantheon
Engage supports typically ban Morgana, and I tend to pick Annie when the enemy bans Morgana since they're kinda similar. Pantheon does a lot more damage than other engage supports, and even if you think he's not in lane, he can show up easily with his Ult.
Rakan
Rakan is super uncommon, and really only an issue when he's with Xayah since they have boosted stats. You can def outdamage him, especially early on.
Rell
Rell is only a valid pick against Leona, she is slow, and most people can't play her. I wouldn't even be worried if I was against one. You can easily run her down.
Renata Glasc
She's pretty strong, but most people can't play her. I wouldn't worry about her too much, but if you run into a M6+ I'd play safe. I'm unsure if her Ult will make Tibbers attack you or your allies, so I'd be careful when she Ults.
Shaco
This is the stupidest support I've ever encountered, you'd be better off dodging than dealing with this.
Sona
Her Q poke is pretty annoying, and she can heal a lot. She can run away from you pretty easily with her E, and her Ult doesn't do much damage but if you get hit with it in a team fight you're probably dead.
Soraka
If you poke her, she can't heal her ally. Walk forward, not backward to avoid her Q. Don't stand in her E or it will root you. When she hits level 6, ping to let your allies know so if they're fighting they can know she might Ult and they could lose an otherwise even fight.
Taric
Engage supports typically ban Morgana, and I tend to pick Annie when the enemy bans Morgana since they're kinda similar. He can stop Tibbers from killing with his Ult, but it's pretty easy to avoid his stun.
Teemo
This should not be a support. Very annoying poke and the mushrooms are super annoying. If for some reason you haven't gotten the Spellthief's upgrade by the time he's level 6, get Oracle Lens anyway, you're going to need it.
Thresh
Any hook champions suck to play into, but it might be manageable as long as you're careful. Engage supports typically ban Morgana, and I tend to pick Annie when the enemy bans Morgana since they're kinda similar. If he misses his hook, he's useless until it's back up. Don't get too close or he can E you, and then Ult and you'll be screwed.
Yuumi
You can only poke her ADC, but she will have to waste all her mana healing them as opposed to poking you or your ADC. I am not above flashing away from her Ult, it does a fair amount of magic damage, as well as rooting you if you stay there too long.
Senna
She will waste all her mana if she has to heal her ally with Q, so try to poke the ADC so she has to use it to heal. Her W isn't too hard to avoid, but if it hits a minion next to you, walk away before you get rooted too. If you get hit, don't walk to your ADC or they will be rooted too and you'll both be dead/low health. You can't poke when she uses her E, so just stay back. She can use this to run you down if you have an immobile ADC. If you're low health, she can Ult and kill you if she aims right, so be as careful as you can, don't stay longer than you need to.
Seraphine
Lots of long range poke as ADC and support, especially awful to be against with a Miss Fortune or Ashe. If they slow you, she can root you and you'll probably be dead.
Swain
Very annoying support. Manageable, but if you get hit with his root you're screwed. Otherwise, his abilites aren't too hard to avoid.
Ashe
The second you try to poke she will W you, incredibly annoying to play against
Aphelios
If they know what they're doing, you should be worried. Otherwise, they probably will make a lot of mistakes and you can use that to your advantage.
Caitlyn
Super long range, but in my mind she's only got two abilities: Her Q and R. She will use her E to escape most of the time, and it's not too hard to avoid her traps.
Draven
I hate playing against Draven no matter what, he is so so so annoying, I'd rather have an hour long dodge timer than play against him.
Ezreal
Long range, and can ult you even if you manage to escape with some health.
Heimerdinger
You will lose your tower, your life, your family. I hate Heimer support or ADC, it is the worst thing I have ever seen.
Jhin
He has a long range, and with a long range support he is very annoying. He does have low mobility until Galeforce, so try to bully him as much as possible so you can get the items from the "Immobile ADC" build faster. Most Jhin players will put their flowers by the river or in bushes, so if you're blue side walk through tri bush to ward river, and if you're red side, ward over the wall as opposed to walking through river.
Jinx
Similarly to Jhin, she has a pretty long range and is super annoying to play against. She does have a lot more mobility, so I would focus the support if you can.
Kai'Sa
Her range isn't too bad except her W, once she's level 6 avoid getting hit by anything while you're half health or less because she will ult and kill you.
Kalista
Almost always played with an engage support, which are not a big deal because if you get level 6 at the same time as her, if she throws her support at you, just drop Tibbers on them. She can poke you while you're under your tower, so don't try to stay if you're low.
Lucian
Strong early game, play as safe as you can.
Miss Fortune
Lots of poke and her slow is very annoying. You can stun her to end her ult, but you'd have to get close enough first
Nilah
Try to avoid her Q, she's pretty annoying but not too hard to play against since she's melee. Her W will let her avoid attacks, and she can pass it to her allies. Don't bother trying to poke at that time. Try to avoid her dash by staying back, only walk up to poke and immediately turn around. Her Ult pulls you into her, so if you have stun and Tibbers up, its a good time to drop it on her.
Sivir
She can be pretty immobile early on, but she does a lot of damage and has decent range. If she uses her W, don't stand near minions because it will bounce to you. Her Q isn't too hard to dodge. She can and will run you down with her Ult, but if you have stun up you can put an end to that pretty easily. Her spellshield is annoying, so try to bait it out before dropping Tibbers.
Samira
She's only good with engage supports, but has a lot of damage. Try not to get caught by them and you should be okay.
Tristana
Your tower is gone already, you can't run. Be safe.
Twitch
Be careful, if you can't see him he's probably right in front of you. Poke his support more because you dont want him to get 6 vemon stacks on you. Don't walk in the puddles.
Varus
You can tell if he's going to use Q, it's not hard to avoid it. His E will slow you, avoid it if possible. If your ally gets hit with his Ult, you have to leave them or you're both dead.
Vayne
Don't stand near walls or she can E you, she's not super mobile besides her Q. I wouldn't worry too much.
Xayah
Pretty fast attack speed, try not to stand in front of her feathers, they hurt a lot. Big problem when she's with Rakan, otherwise managable. She will Ult to avoid Tibbers, but she can't stay there forever.
Zeri
She will try to W you over the wall, and she can dash to avoid Tibbers stun. If they know what they're doing, she can be a huge problem, but a lot of people can't play her well.
Brand
His W does a lot if he can land it, if you're ablaze, try to avoid his Q or you'll get stunned.
Aphelios
If they know what they're doing, this will be a good lane. If not, play safe as they'll probably make a lot of mistakes and be punished by the enemy.
Caitlyn
Long range, and can finish off anyone that gets away from Tibbers with Ult. Can stack CC with her traps if she places them when you get a stun off.
Draven
Very strong throughout the whole game, but Junglers usually make Draven play weakside, so be careful when the enemy jungler ganks. Same as Caitlyn, he can finish off anyone that gets away from Tibbers with Ult.
Ezreal
Good range and poke, but tend to play kinda safe. Same as other ADCs in the Ideal Tier, his Ult can finish off anyone that gets away from Tibbers.
Jhin
Good range, can stack CC with his W when you get a stun off. Same as Caitlyn, he can finish off anyone that gets away from Tibbers with Ult. Benefits from the MS that your shield gives.
Jinx
Good range, can stack CC with her chompers when you stun. Same as Caitlyn, she can finish off anyone that gets away from Tibbers with her Ult.
Kai'Sa
Not a lot of range besides her W, but if you stun them with Tibbers she can Ult and all-in them, guaranteed kill. She's better with engage supports.
Kalista
I do not personally like being thrown into the enemy, but if you have stun/Tibbers up, it's a good combo. She has a lot of damage throughout the whole game, but she's better with engage supports.
Lucian
Strong early game, but no specific synergy. Better with other supports.
Miss Fortune
Good range and poke, if you Tibbers stun, she can Ult and its a guaranteed kill. Her slow makes it easier to poke/stun.
Nilah
She's strong, but better with healing supports.
Samira
Strong, but better with engage supports.
Senna
Not great as ADC as she can't get soul stacks when she's the one farming. Better with other supports.
Seraphine
Pretty strong poke, good range and can stack CC. I just prefer to not have double AP botlane. Better support choices.
Sivir
Has a lot of damage and range, can run down immobile ADCs so the "Immobile Enemy ADC" build works the best with her. Fun to play with.
Tristana
If you take demolish, consider their tower gone. Can hop on them if you land a stun, very very strong. I just tend to feel useless with her or she'd be ideal.
Varus
Pretty long range, and your Ult works well with his because you can drop Tibbers when his Ult lands, or stack CC. I've encountered a lot of Varus players this season that don't know what they're doing, or he'd be higher.
Vayne
No specific synergy, and her range is fairly low for an ADC. Not the worst, not the best.
Xayah
She's a shorter range ADC, but otherwise fairly strong. She does better with engage supports, but getting in range of enemies you stun is dangerous for her so she might not always follow through.
Zeri
She can be pretty strong if they know what they're doing, but as she's still fairly new a lot of people don't. Her range is pretty short, and she's not strong early. Better options, but not the worst.
Ziggs
Pretty strong, but double AP bot isn't ideal. If the rest of your team is AD, might not be too bad.
Synergies
IdealStrongOkLowNone
Aphelios
If they know what they're doing, this will be a good lane. If not, play safe as they'll probably make a lot of mistakes and be punished by the enemy.
Caitlyn
Long range, and can finish off anyone that gets away from Tibbers with Ult. Can stack CC with her traps if she places them when you get a stun off.
Draven
Very strong throughout the whole game, but Junglers usually make Draven play weakside, so be careful when the enemy jungler ganks. Same as Caitlyn, he can finish off anyone that gets away from Tibbers with Ult.
Ezreal
Good range and poke, but tend to play kinda safe. Same as other ADCs in the Ideal Tier, his Ult can finish off anyone that gets away from Tibbers.
Jhin
Good range, can stack CC with his W when you get a stun off. Same as Caitlyn, he can finish off anyone that gets away from Tibbers with Ult. Benefits from the MS that your shield gives.
Jinx
Good range, can stack CC with her chompers when you stun. Same as Caitlyn, she can finish off anyone that gets away from Tibbers with her Ult.
Kai'Sa
Not a lot of range besides her W, but if you stun them with Tibbers she can Ult and all-in them, guaranteed kill. She's better with engage supports.
Kalista
I do not personally like being thrown into the enemy, but if you have stun/Tibbers up, it's a good combo. She has a lot of damage throughout the whole game, but she's better with engage supports.
Lucian
Strong early game, but no specific synergy. Better with other supports.
Miss Fortune
Good range and poke, if you Tibbers stun, she can Ult and its a guaranteed kill. Her slow makes it easier to poke/stun.
Nilah
She's strong, but better with healing supports.
Samira
Strong, but better with engage supports.
Senna
Not great as ADC as she can't get soul stacks when she's the one farming. Better with other supports.
Seraphine
Pretty strong poke, good range and can stack CC. I just prefer to not have double AP botlane. Better support choices.
Sivir
Has a lot of damage and range, can run down immobile ADCs so the "Immobile Enemy ADC" build works the best with her. Fun to play with.
Tristana
If you take demolish, consider their tower gone. Can hop on them if you land a stun, very very strong. I just tend to feel useless with her or she'd be ideal.
Varus
Pretty long range, and your Ult works well with his because you can drop Tibbers when his Ult lands, or stack CC. I've encountered a lot of Varus players this season that don't know what they're doing, or he'd be higher.
Vayne
No specific synergy, and her range is fairly low for an ADC. Not the worst, not the best.
Xayah
She's a shorter range ADC, but otherwise fairly strong. She does better with engage supports, but getting in range of enemies you stun is dangerous for her so she might not always follow through.
Zeri
She can be pretty strong if they know what they're doing, but as she's still fairly new a lot of people don't. Her range is pretty short, and she's not strong early. Better options, but not the worst.
Ziggs
Pretty strong, but double AP bot isn't ideal. If the rest of your team is AD, might not be too bad.
Hi! I started playing in 2021, but I decided I wanted a place to keep all the runes/builds I use for champs I play for easy reference! I decided to start with Annie, since she was my first main and I didn't find as much useful information in the other Annie support guides I found.
More about me:
- I am 20 years old
- My first main was Annie in the midlane
- I main support
- I mostly play enchanter supports
- Flash dependant - can be outranged easily - doesn't provide a lot of "support" - very easy to KS your ADC (is this really a con?) - needs a lot of follow through from ADC - no escape
Annie like most mages is very dependant on Flash. She doesn't have the longest range, so you may need to flash in to make a move. She also doesn't have an escape, Molten Shield does provide some move speed, not enough in most cases. While she does have CC and ally shielding, due to her burst damage she doesn't provide as much support as actual supports. Obviously, other mages are played support so this isn't a big deal, but it is a downside when it looks like your ADC is losing lane because you have equal kills while the enemy ADC has more and their support has none.
-STANDARD RUNES-
SORCERY
KEYSTONE
Summon Aery: Gives bonus shielding to your allies, and bonus damage with poke. This is my favorite rune when playing Annie support because it gives me bonus shielding, so even if I go full AP I still have a decent shield for my allies.
FIRST RUNE
Manaflow Band: Unfortunately, it's a must take. Mana control is a very big issue on Annie, especially in the support role since you need to poke constantly during laning phase.
SECOND RUNE
Transcendence: The ability haste given with Transcendence is nice, lower cooldowns are always helpful to be able to spam abilities more. Another option I use a lot here is Celerity especially with my "Actual Support" (Immobile Enemy ADC) build, I find the extra move speed really helps me catch them.
THIRD RUNE
Gathering Storm: The extra AP over the course of the game is nice, but if you want to opt for more burst damage Scorch is always a good pick. Since her burst is already pretty good, I go for the extra AP especially if I'm building to be more supportive and I'll get less AP from my items.
RESOLVE
FIRST RUNE
Demolish: Every ADC I've played Annie with has loved that I took Demolish, and there's really no reason not to. A lot of the time, secondary runes don't seem like they're doing much, but Demolish is so nice to push lane as fast as possible.
SECOND RUNE
Overgrowth: Since Annie is not normally very tanky, I like having Overgrowth to gain some extra health and make myself a little less squishy. Since you're in lane with your ADC while they're farming, even if they miss a minion you still gain permanent health when the minion dies. Other good options here are Font of Life and Revitalize.
-"ACTUAL SUPPORT" (DEFENSIVE)-
RESOLVE
KEYSTONE
Guardian: This rune set is a safe choice when you start playing Annie in the support role, purely because it is the most supportive. In a lot of situations I don't like Guardian because I feel like it should proc and then doesn't because of something small. It is still the safest choice if you're unsure of how the matchup will go.
FIRST RUNE
Font of Life: I like this for the extra damage you get after stunning an enemy and your ADC hits them, but I don't think it's the most important. If you think your ADC won't follow through often enough to make this worth, I find Demolish a lot more useful for everyone.
SECOND RUNE
Bone Plating: This is a pretty safe option, but I don't think it's particually special. Second Wind is another good choice here, since it doesnt have the long cooldown that Bone Plating does.
THIRD RUNE
Revitalize: This is my favorite out of the three listed here, and in my opinion the most important. If you're going for defensive, this is best for stronger shields, especially on low health allies.
SORCERY
FIRST RUNE
Manaflow Band: As I said in the first rune set, mana control is a very big issue on Annie, especially in the support role since you need to poke constantly during laning phase.
SECOND RUNE
Transcendence: The ability haste is nice to be able to shield more, especially since the shield cooldown is a little long early on.
-"ACTUAL SUPPORT" (CC)-
INSPIRATION
KEYSTONE
Glacial Augment: This is slightly expirimental, but is good against hypermobile champions like Tristana. It's pretty fun to play with, but be warned you may be accused of trolling if you take it.
Biscuit Delivery: This definitely helps with the mana issue, and it's nice to be able to get some quick mana if you have none when your jungle is coming in for a gank. The other runes in this section don't seem as useful, so I wouldn't recommend them.
Manaflow Band: As I said in the first rune set, mana control is a very big issue on Annie, especially in the support role since you need to poke constantly during laning phase.
SECOND RUNE
Celerity: I like to be fast, so I like the extra move speed Celerity gives, but Transcendence is a great replacement here if you don't want the extra move speed.
Cheap Shot: Since your biggest supportive ability is your stun, the extra true damage from this is very nice for bursting.
SECOND RUNE
Zombie Ward: As a support, vision is very very important. This is basically a free ward everytime you destory an enemy ward, so as long as they're actually warding you can get a lot of extra vision from this. Ghost Poro is also good, I personally just prefer this one.
Manaflow Band: As I said in the first rune set, mana control is a very big issue on Annie, especially in the support role since you need to poke constantly during laning phase.
SECOND RUNE
Scorch: For more damage, scorch is the best option. Since that's what this whole rune set is for, this is the obvious choice. Obviously, feel free to switch it out for whatever you like more.
I like Annie because of her easy to understand kit, her similarity to Morgana, and her versitility. Her CC can vary for multiple set-ups, and with Summon: Tibbers you can stun the whole enemy team in a team fight. Her shield allows you to use items like Ardent Censer to buff your allies, and keep them as safe as an "actual support". Her burst potential makes it easy to make up for any team mates that aren't doing so well, whereas with a lot of supports they cant fill that role as easily. You can also go for a variety of builds depending on the enemy teams comp. It's very easy to shred through a tanky team with a burn build, or burst a very squishy team.
SUMMONER SPELLS -
FLASH: As I mentioned in the cons, one of Annies biggest issues is how dependant she is on flash. She's very squishy, especially early on, and it's very easy to get bursted. Another issue is positioning. Like Morgana, Annies Q( Disintegrate) does not go through multiple targets, so it can be blocked by minions fairly easily if you don't position correctly.
HEAL: This is really only necessary if your ADC wants to take something else, due to it being a staple in bot lane. However, you do not have to take it if you would rather take something else.
EXHAUST: This is a weird one honestly. The greatest benefits I see from it, are against Tristana and Pyke. Due to Pyke being an assassin, he's got a lot of ways to escape if he makes a mistake, and he is fairly fast. Exhaust comes in handy if he makes a mistake, you can slow him down enough to (hopefully) kill him, or at the very least burn his flash. I can also see its benefit against Tristana to keep her from getting away if she jumps in at the wrong time. There's also a lot of assassin junglers I can see this being useful against, but that's assuming they will decide to gank bot lane often enough to be worth taking.
IGNITE: Ignite is also another staple, and is usually the default for most supports. If you feel you'd get more benefit from a different one, obviously this is not a requirement. It's a safe bet, as it's always useful, but sometimes there's a better option.
PASSIVE
ABILITY
PYROMANIA(Passive): After casting 4 spells, Annie's next offensive spell will stun the target.
Q
DISINTEGRATE(Q): Annie hurls a Mana infused fireball, dealing damage and refunding the Mana cost if it destroys the target.
W
INCINERATE(W): Annie casts a blazing cone of fire, dealing damage to all enemies in the area.
E
MOLTEN SHIELD(E): Grants Annie or an ally a shield, a burst of Move Speed, and damages enemies who attack her with basic attacks.
R
SUMMON: TIBBERS(R): Annie wills her bear Tibbers to life, dealing damage to units in the area. Tibbers can attack and also burns enemies that stand near him.
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For information about the other items listed above, please check the notes. This section is an in-depth explanation about the situational items.
Chemtech Putrifier
Mikael's Blessing
Knight's Vow
Chemtech Putrifier is my favorite anti-heal to use with Annie support. Most anti-heal only applies 25% grievious wounds, unless the target is below 40% health, but Chemtech Putrifier allows you to apply 40% grievious wounds after shielding an ally, making it much more worth it than Morellonomicon. Mikael's Blessing is great when you're against a heavy CC team, and you can get yourself or your allies out of a lot of bad situations with it. Knight's Vow is great when you feel like you're not making a lot of impact, but you still want to be useful. You can declare a champion as worthy, and take some of the damage directed at them towards yourself to allow them to survive longer.
Redemption
Warmog's Armor
Zhonya's Hourglass
Redemption is a good choice if your team is almost winning fights, but dying too fast or breaking even, and not coming out ahead. The heal will help keep them alive longer to hopefully win any team fights, especially for objectives. Keep in mind, it has a 2.5 second delay after you activate it before the heal goes off, so don't wait until your teammates are below 30% health to use it. Warmog's Armor is a good choice if you feel like you're dying first constantly, or you could almost make it out, but you didnt have quite enough health/health regen. Zhonya's Hourglass, I personally hate. I despise how necessary this item is for burst mages to stay in the game. I don't usually take it, and just try to stay as safe as I can, but if you like having this, it's not a bad buy at all.
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