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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Threats & Synergies
Rumble
It's not very likely you will be up against a Rumble in midlane but it can happen. He has decent early damage and can hurt you a lot. You will need to take advantage of his heat-bar when he is silenced but be aware that his AA will be stronger during this time. He only deals AP so picking up a little MR might go a long way for you. Be sure to get out of his Ultimate as quickly as possible as it really hurts, especially when he has a few items.
Champion Build Guide


Hi, welcome to my Annie guide. I'm FalleN3 and I've been playing League of Legends since season 2. I mostly play mid lane or jungle on the EUW server. I enjoy playing aggressive champions that enable me to take risks in my games. I stream Monday to Thursdays at 6pm GMT+1 until 9pm GMT+1. I am a pretty chilled and relaxed streamer and try my utmost best to offer a chilled place to hang out and watch some league. |



Annie's biggest weaknesses are her short range, lack of mobility & lack of escape. Because of this she is very predictable, easy to gank and susceptible to the enemy jungler camping her lane. She can sometimes struggle in the early stages of laning phase, especially against ranged mages & poke champions like




If Annie dies while Tibbers is active, he will instantly heal for 50% missing health and target her killer. If Annie's killer is to too far away from him, he will target the nearest lowest-health enemy instead.
I hope you enjoy reading this guide and can perhaps learn a little bit of something from it.
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Dark Harvest: Damaging a champion below 50% of their maximum health deals 20-60 (based on level) (+ 5 per Soul) (+ 25% bonus AD) (+ 15% AP) bonus Adaptive damage and reaps 1 Soul. This cannot happen again for 45 seconds, resetting to 1.5 seconds on champion takedown. I prefer to take this over ![]() ![]() |
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Cheap Shot: Deal bonus true damage to enemy champions with impaired movement or actions. This is a decent Rune to take on ![]() ![]() |
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Eyeball Collection: Collect eyeballs for champion takedowns. Gain permanent AD or AP, adaptive for each eyeball plus bonus upon collection completion. This allows you to increase your ability power in the early to mid game which will help to set you up nicely for late game, should you get there. ![]() ![]() ![]() ![]() |
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Ravenous Hunter: Unique takedowns grant permanent healing from ability damage. This rune will give you some sustain throughout laning phase and throughout the game, even in team-fights. In theory the movement speed gained from ![]() ![]() ![]() |
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Transcendence: Gain 10% cooldown reduction at level 10. Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 1.2 Attack Damage or 2 Ability Power. This rune is simply amazing on works really well on ![]() ![]() ![]() |
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Gathering Storm: Every 10 Minutes gain AP or AD, adaptive. As the game progresses you will gain some extra AP to help burst down carries in skirmishes and team fights. I recommend taking this rune but if you prefer to roam more efficiently it's possible to pick ![]() ![]() ![]() |
Unsealed Spellbook Keystone:


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Unsealed Spellbook: While out of combat, you can swap one of your equipped summoner spells to a new, single-use summoner spell. After using the single-use summoner spell, your original summoner spell will swap back in. Your first swap becomes available at the 6 minute mark, with an initial 240 second cooldown. Each unique summoner spell selected reduces the swap cooldown by 20 seconds, down to a minimum of 120 second cooldown. You must swap to 3 different summoner spells before returning to one you've already used. I like to start with ![]() ![]() |
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Perfect Timing: Start the game with a Commencing Stopwatch that transforms into a ![]() ![]() ![]() ![]() ![]() I prefer to take ![]() ![]() ![]() ![]() ![]() |
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Cosmic Insight: +5% CDR | +5% Max CDR | +5% Summoner Spell CDR | +5% Item CDR. Cooldwon Reduction is always a plus on any champion. I really like to make sure I have ![]() ![]() |
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Waterwalking: Gain 25 Movement Speed and an adaptive bonus of up to 18 attack damage or 30 ability power (based on level) when in the river. |
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![]() Mythic Passive: Empowers your other Legendary items with +5 Magic Penetration. |
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![]() Mythic Passive: Empowers your other Legendary items with +5 Magic Penetration. |
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![]() ![]() ![]() ![]() ![]() Mythic Passive: Empowers your other Legendary items with +5 Ability Haste. |

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Generally you should put your first point into (Q)


If your team are going for an invade, you can put your first point in (W)

I like to get an early point in (E)

I like to have x3 Stacks on my stun ready... Then if I want to stun an enemy, I cast (Q)




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![]() Deals 80/115/150/185/220 (+80% Ability Power) magic damage. Mana cost and half the cooldown are refunded if Disintegrate kills the target. It applies spell effects as a single target ability and it will be blocked by spell shields such as ![]() ![]() ![]() ![]() ![]() |

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![]() It is a self/ally targeted buff and it does not deal damage against towers and their attacks. Attacks that miss against the shield will NOT cause the shield to deal damage. ![]() ![]() ![]() ![]() ![]() |

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![]() ![]() ![]() Tibbers Enrages when: Summoned, ![]() ![]() ![]() ![]() ![]() This is one of my favorite ultimate's in league of legends. It comes with a nasty AoE stun and tonnes of AoE damage. It is pretty easy to predict though so often it's better to lead your stun with ![]() ![]() ![]() ![]() |
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SINGLE TARGET: |
#1 | : |
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Q (stun) + R + W + E + Q This combo works well for single targets and assumes that you have a stun ready. It can be super risky to lead the combo with (R) due to (silly as it seems) the chance of it missing, especially playing against mobile champs like ![]() ![]() ![]() ![]() ![]() |
1.1 | : |
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Q + E (stun) + R + W + Q This combo is for a single target and assumes you have (x3 stacks) on your passive. For this combo to work, you need to cast your (Q) and while it's traveling to your enemy press (E) to activate your stun on them. This combo can be useful to try catch an enemy off guard as they are not expecting you to stun them. |
MULTIPLE TARGETS: |
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R (stun) + Q + W + E + Q This is your main combo for blowing up multiple targets and assumes that you have a stun ready. You are leading with your ultimate (R) to stun multiple enemies and following up with the rest of your abilities. It is fine to have (E) ![]() ![]() |
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W (stun) + R + Q + E + Q This combo works well for multiple targets and assumes that you have a stun ready. You are leading with your (W) to stun multiple enemies and following up with the rest of your abilities. Don't forget to use your AA or reposition during cooldowns. NOTES: The reason for casting (Q) before (W) is because it has a lower cooldown and you will have it available quicker if you use it first. Don't forget to use your Auto Attacks or reposition when your abilities are on cooldown. It is fine to have (E) ![]() |
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Level 1: Typically at level 1, you will have started (Q) ![]() ![]() |
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If your team wants to invade the enemies at Level 1, you should now start with your (W)


Farming is your number 1 goal from levels 1-6. FARM FARM FARM !!!! Remember that you are a very immobile champion with no escape (apart from

Try to be aware of your jungler to see if you can help to secure an enemy jungle objective or possible assist in a first blood at the enemy red/blue buff.

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Level 6+: Continue farming as much as you possibly can but by this stage you should have some items. By this point you should have ![]() It's good practice to use ![]() |
You don't always have to get a kill for a gank to be successful. Simply applying pressure on an enemy lane can be enough, it can make them think twice about going all-in on your teammates when your missing (as you could be near their lane). Obviously blowing a summoners like



Mid Game: So you've made it to mid game as ![]() At this point in the game, players will begin to roam and group up for ambushes, ganks or to secure and objective ( Towers, Dragon, Rift Herald etc..) Large scale Team-fights and smaller skirmishes will begin to occur. Victory or Loss of these fights at this stage can sway the outcome of the game. Vision control is an crucial part of mid-game and this can definitely turn games to your advantage or destroy a well earned lead. A well placed ward can help you to get picks on the enemy team. You will want to try to keep wards in key areas on the map and at key objectives, keep farming all the time and roam as much as you can. Do your best to 'never' get caught alone. In the skirmishes and team-fights you will want to focus as many of the enemy with Tibbers as possible but put the 'HIGHEST' priority on the enemy squishes: AP Carry - AD Carry etc.. |
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You will want to have your stun ready or at least just one stack off being ready (you can use

You will want to try to CC as many people with your stun as possible and at the same time burst down an enemy carry from 100-0. Try to wait for an opportunity when the enemy team/carries group together so you can deal as much damage as possible in one go.
It might be a wise initiation to lead with




TIP 1: If you are at 3 stacks when you use



TIP 2: Last hit with

TIP 3:

TIP 4: Don't forget that you can move

TIP 5:



TIP 6: Due to her burst,





As you can see in the clip below, had I pushed up further I most likely would have lost my


What is lane freezing?
A frozen lane is basically a lane where the creeps site for battle does not move.
Why would I want a frozen lane?
You want to set up easier ganks for your jungler.
You do not want to push out too far from your tower, therefore keeping safer from enemy ganks.
You want to deny your opponent Experience and CS
Where is the best place to freeze a lane?
Ideally you will want to freeze your lane close to your tower but not at the point where the enemy minions are being attacked by it.
How can I freeze a lane?
You need to make it where the enemy minions will always beat your minions. You will only last hit minions at the very last possible second. Once all of your minions die, you will need to tank the enemy wave near your tower until your new wave of minions arrive. You can draw them towards river and then back to the lane.
Now that the enemy minions have the numbers advantage, continue to only last-hit them at the very last second.
My enemy has frozen the lane, how can I unfreeze it?
Push harder! Ward both river brushes and push as much as you can. Ideally you will have knowledge of where the enemy jungler is (or at least have flash) at the time you are pushing because you will be overextended and susceptible to being ganked.
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Well that's it for my guide to

Annie is one of my favourite champions and I hope you enjoy playing her as much as I do.
It's not all about winning/losing guys, at least we get to play the game!
Thanks for stopping by,
FalleN3
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