Annie Build Guide

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Annie - Inferno Meltdown

written by S3nt3nz4

Annie Build

Table of Contents

  • Introduction

    Hi all, this is my first guide here on Leaguecraft. English is not my main language so pardon my mistakes.

    I decided to write a guide for Annie because I'd like to share my thoughts and tactics and because I personally don't like too much the other Annie guides (no offense). If you feel this guide is useful to you, or if you feel it sucks, rate it and comment it.

    Now, on the business.

  • Summary

    Annie is an AP Nuker, lotsa damage, squishy, Inferno caster, her job is to kill, just kill everything that moves and has the red bar over the head.

    She is NOT a carry, you can be fed all you want, you'll need a good team with a REAL carry to make Inferno work.

    Annie is meant to go mid. I never play Annie in lane, it cripples the ability to gank (you can only gank mid, thus have only a kill instead of two and only an assist instead of two), so don't think this guide will help you that much if you decide to lane with Annie.

    To win a battle, you have to win ALSO on the minds of you enemies, and I'll show you in detail what i mean.

    On the details...

  • Abilities

    After casting 5 spells, Annie's next spell will stun the target for 1.75 seconds.

    This is the mark of the Dark Child, the reason you are playing Annie (apart from the Inferno Meltdown she causes).

    Annie flings a mana infused fireball dealing 90/130/170/215/260 (+0.6) magic damage. Disintegrate's mana cost is refunded if it deals a killing blow.

    60/75/90/105/120 Mana
    Base CD
    4 seconds

    Your primary farm and harass tool, and part of Inferno Meltdown combo, easy to use, with a risky range. Use it to last hit minions, building up spells for Pyromania without wasting mana.

    Annie casts a cone of fire dealing 85/145/205/265/325 (+0.6) magic damage to all enemy targets in the area.

    80/100/120/140/160 Mana
    Base CD
    8 seconds

    This is your shotgun, you'll use this to harass heavily after a stun early game, to kill after a spell combo, to farm mid-late game the creep waves. Beware of the mana cost, don't spam too much, in this guide there will be no archangel staffs.

    Molten Shield
    Places a shield around Annie for 15 seconds, increasing her Armor and Magic Resist by 10/20/30/40/50. Deals 20/30/40/50/60 (+0.2) magic damage to enemies who attack Annie with basic attacks.

    Base CD
    30 seconds

    This will save your life, and will make you tankier, damaging whoever attacks you. Also, this will be your trigger happy combo initiator.

    Summon: Tibbers
    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.
    Deals 200/325/450 (+0.7) magic damage to units in the target area and summons Annie's bear, Tibbers, to destroy her enemies.

    Tibbers has 1200/1200/1200 Health, 80/105/130 Attack Damage, and continually deals 40/60/80 magic damage to surrounding enemies.


    Base CD

    This is Inferno. AoE damage, and summon a big bad flaming punching angry bear. This is not only a nuke, is a controllable damaging pet, it is an infernal tool from Hell itself.

  • Masteries + Runes

    Masteries are 9/0/21, with a point in Greed (I just love that mastery, change it at you own risk) and Improved Flash, pretty straightforward standard mage mastery.

    For the runes.

    3 x Greater Quintessence of Fortitude
    9 x Greater Mark of Insight
    9 x Greater Seal of Clarity
    9 x Greater Glyph of Focus

    Health Quints will make you harder nad make you LOOK harder, enemies will think twice before attacking you on the first 3 levels.

    Magic Pen is a no-brainer.

    Mana Regen per level is a nice help on first levels, should you miss last hits with Disintegrate or use Incinerate a bit too much. I use Mana Regen per level instead of flat ones for a reason. Mana Regen per level reach the mana regen of the flat runes at level 4. Thus using the flat ones is a waste of 14 mana regen x 5 seconds at 18 level. But also a waste of 2 mana x 5 seconds at level 6.

    CD Glyphs are necessary to have at least some CD reduction to be always ready to kill/stun at low levels.

  • Summoner Abilities


    This are weapons too. Harass, calculate, get Tibbers and the stun ready, engage, flash in, Tibbers-Stun, autoattack Tibbers, Ignite, Disintegrate, Incinarate, Autoattack. Inferno Meltdown. Kill.

    Viable too, but I found that I can make a fast kill with Flash, and NOT with Ghost. Ghost can be used in teamfights to get in, blast and get out, but since you'll be more resilient than a normal caster, this is not a favourite tactic of mine. Besides, after a combo on 1v1 your target will be dead or fleeing, and in teamfight, you'll stun 2-3 enemies in one shot, they will be slowed, so getting out on your foot won't be a problem.

    Yes, you will have mana problems, especially at low levels, that's why you'll have to KEEP YOU MANA and DON'T SPAM UNLESS IS TO KILL.

    With Molten Shield and Frozen Heart, DPS won't be much of a problem anymore.

  • Skilling Order

    The initial level in Disintegrate will make you farm and harass, Incinerate will not be used so much on lvl2-3 because of the high mana cost. Even if you stun the enemy with Disintegrate, is not always a good thing to burn mana for a Incinerate afterwards. The lonely level of Molten Shield is used for try to saving your sorry butt, or, more aggressively, to cast it quickly as fifth spell right before Inferno Meltdown combo.

    Keep in mind, if you cast 5 spells and then only autoattack to not waste a stun in low levels, you'll "zone" the enemy, but you'll not farm properly. Moreover, when the enemy sees you wasting a stun for a creep last hit, he'll get confident, and he'll get close to you. Unleash hell when he does. More about this in lower sections.

    As you see, I use 2 levels on Disintegrate and then max Incinerate. That's right, Disintegrate on lvl2 helps me farm and last hit, but the true damage comes from Incinerate, for the basic stun harass combo is q-stun + w. Also, base damage on 1st level is higher on Disintegrate but from level 2 on Incinerate will do more base damage.

    Obviously, take Tibbers when available.

  • Items

    You'll start with Doran's Ring. More health, a few AP, and a few mana regen to sustain you at the very beginning. I find it very very useful, but the choice of having a more "safe" laning phase with Doran, or a more risky and aggressive one with Amplifying Tome and a Health Pot is yours.

    The first item you have to rush (except boots) is Mejai's Soulstealer. You'll be mid, and as soon you hit level 6, you'll kill the enemy mid, or gank a lane with stun-tibbers ready. You will kill. This is not an order, this is inevitable. This is your destiny. So, Mejai, will be your primary source of damage for almost all the match.

    After level 6, and maybe the kill of the enemy mid, you'll recall to buy Boots of Speed and Amplifying Tome, along with some Pots and sight wards.

    Complete the Mejai as soon as possible, then complete Sorcerer's Shoes

    Then, the core item. Rylai's Crystal Scepter
    Yes, you heard me.
    No useless RoA on Annie. Rod of Ages will give you more health and mana, but you'll only do damage with that. RoA will not make you less squishy, is just a chunk of hp and some ammo. Rylai's Crystal Scepter will be you primary weapon because of the slow effect.

    RoA VS Rylai

    From these stats it seems RoA owns totally Rylai, but 130 hp won't help you against damage dealers, and 725 mana are only useful if you have very low CD and a lot of targets.

    30% movement speed slow. Chasing or escaping a single target. He'll not escape you or your teammates.

    15% AoE movement speed slow. Escaping mainly because you can slow more targets.

    Molten Shield
    Everytime you get autoattacked, you slow enemy movement speed by 30% (single target, no DoT)

    Summon: Tibbers
    Summoning Tibbers will slow by 15%, his flaming aura will slow by 15%, and his autoattacks will slow by 30% (single target, no DoT). With Rylai equipped, Tibbers will have a Frozen Mallet in his hands.

    Next on the list, Abyssal Scepter.
    AP, good, MagRes, very good, MagRes reduction near you, good. Since Disintegrate and Incinerate have both a small radius, this will be a nice add to your arsenal. Keep in mind that the main reason we are building this item, is the Magic Res.

    By the time you get this items, you'll notice you will be focused. And a dead Annie doesn't to damage. For this, we'll make a tank out of her.

    Banshee's Veil and Frozen Heart will be your shield. Both items give you mana, so you can spam more spells, but the main purpose are of course the defense, and their great passives.

    Banshee's Veil will make you bulkier and the spell negation is simply disturbing, with this, you'll not cry anymore for not having RoA.

    Frozen Heart will give you some more ammo, armor, and combined with Molten Shield and Rylai's Crystal Scepter will make a DPS life frustrating when attackin you. Think about it, if someone attacks you, they'll get slowed on movement speed by 30% and attack speed by 20%. Is like autoshooting Nunu's Ice Blast.

    Moreover, with these 3 items and Molten Shield up, you'll get to have 230 Armor and 187 Magic Resistance. You'll be an off tank. And they will focus you. And they will fail. And in case you're wondering, yes, you could tank a tower with some heavy damage DPS near you to take it down (if Tibbers is dead or on CD).

    At some point of the game though, you'll have to sell your Mejai's Soulstealer for a more efficient Rabadon's Deathcap. You'll die eventually, and a Mejai with less then 20 stacks isn't worth the trouble.


  • Mind War

    If you want to win a fight, you have to kill you enemies minds first. Here some tips and some wrong thoughts enemies do when fighting Annie.

    If Annie's stun isn't up, she will deal me no damage, I can harass freely
    Wrong. Your stun isn't for harass, is meant to kill. Many people think this b***s**t, and this is their doom everytime they face me. They will get close to you to harass or last hit while you have not the stun ready, but you know that your spells do the same damage, stun or no stun. Show them. Keep them at bay with fear of fire and flames.

    Annie has the stun ready, I have to be careful
    Yes, indeed. Most people will back off completely and even not farm while you have the stun ready, but if you keep your stun up and not use spells to farm, you'll not farm efficiently either. Keep your stun up for 4 or 5 seconds, then last hit with Disintegrate if they do not advance to a closer position. They'll see you "waste" a stun on a minion and get closer, because obviously If Annie's stun isn't up, she will deal me no damage, I can harass freely, and that's when you'll put up Molten Shield, get closer and shotgun them with Incinerate, for even more damage.

    Just this couple of mind twists will make you laning phase easier, but keep in mind you can't do this every second. You DO have mana problems, but when they are wondering if is safe to advance and get closer to you or not, you'll be farming pretty good. Everyonce in a while, get your stun ready and face them. If they retreat, zone them for a few seconds, denying them last hits, it they do not retrat stun them with Incinerate for more damage and a quick retreat to a more safe position.

    This will make their mind shake.

    Molten Shield on lvl1 will not save you everytime, but it will be useful for this simple trick.
    While casting, stay at 4 charges of Pyromania, then quickly cast Molten Shield to get the stun ready, and harass or combo-kill the enemy.
    The Inferno Meltdown Combo is based on this too.
    If they have low health and see you Energized, they will back off and not put them on harm risk, especially after level 6, preventing you from getting that easy kill. But this easy trick will make things easier for you.

  • General tip for a burst damage caster


    They only cost 75 gold, and they prevent ganks, control buffs, dragon and baron.

    Everytime you go back to shop, buy a ton of wards and put them in the major threat bushes of the moment. Early game at the side bushes of the mid lane.
    On mid game, depending on who pushed, put them on the "gank bush" near the second tower of the mid lane and on buffs.

    You are still squishy, you are not a tank, and apart from Flash you have no escape mechanism. You don't want to be ganked and raped, you don't want to lose Mejai's stacks before having Rylai's Crystal Scepter and Abyssal Scepter.

    A prevented gank can become a couter gank.

    Imagine an enemy standing in a warded bush preparing to combokill you as soon as you enter, and you combokill him first BEFORE entering the bush.

    Scary. Efficient.

    You are a very good farmer and killer, you'll have a lot of gold, spending 750 gold for 10 sight wards won't break your economy, on the contrary, will improve your income with the kills that you'll manage to score, and will save your life (also, more time alive, more experience gain)


  • Tibbers

    I chose to make a topic for Tibbers only, because I often see the poor bear being used just like a AoE stun and damage, and nothing else. Fail. So much fail.

    Here are some of the usage you can make of him.

    Tibbers should be the first spell cast on the Inferno Meltdown Combo (apart from Molten Shield for the 4th spell trick).

    That's because you'll gain 2 seconds of aura damage and an autoattack from him during the entire combo (remember to Alt+Click when Tibbers is summoned). At level 6 this means 160 more damage (Magic Resistance not counted).

    Unleash him on the most numbers of enemy possible to stun, THEN Alt+Click to make him attack the carry or the squishy mage lieing in the back of the enemy party.


    Tibbers doesn't deserve this, he is a damage slowing tool. Control him ALWAYS and keep him safe!

    Tibbers can kite. During a jungle ambush or a similar skirmish, hide somewhere and use Tibbers to control the enemy positioning. A well controlled Tibbers will make enemies lose focus on your teammates, and they will began thining using some CC on him! This happens more ofter than you can think.

    Risky, very risky, but you can use this trick for a kill.
    If an enemy escaped you at low health and for some reason he's towerhugging and recalling, send Tibbers to take tower aggro while you get closer, and burst kill the enemy. You must be cautious though, DON'T send Tibbers directly to him, otherwise YOU will get tower aggro before the finisher combo, and DON'T put up Molten Shield before the finisher combo, or you will get tower aggro as soon as he autoattacks you.

    If you have to quickly put down a tower, don't send him directly on the tower to attack. Send him halfway to the next tower to block creep waves, always out of turret range. Simple as that, but no one does this (nor that I know at least)

  • Working in the team

    You'll go mid. Annie is a terror in mid. Some people like Caitlyn or Urgot will make short work of you on lvl 1-5 if you're not careful. At level 6 they will die. Harass, make them at mid-low health, and unleash the Inferno Meltdown Combo. This will be the first Tibbers use. The second one MUST be a gank on a lane. Gank a lane as soon as Tibbers is ready again. If enemies have Flash or some other method of fast flee, the lane will be pushed and that's a good thing for closing the match rapidly.

    During teamfights, use your spells to build up a stun WITHOUT spamming Molten Shield, when Tibbers-Stun is ready, it's time to initiate. You can wait for a tank to initiate if you care, or you can go in yourself, take aggro, and stun-combo-rotfstomp the first 3 enemies that come close to you. After a stun combo like that all your team will engage, and at least 3 of them will be dead by this time.

    Since in this build you'll be hard to put down, and since Annie's spells don't have a long range, you'll have to be on the front lines when spells are ready to cast, quickly back when on cd, front line again when ready.

    Be always ready to kill a squishy mage or carry, even if you take aggro from enemy damage dealers, your team will protect you, and a AoE stun (if is not Tibbers, will be Incinerate) will keep you relatively safe.

    Your best friend will be once again Rylai's Crystal Scepter, with Molten Shield on, and with cautious use of slowing spells and Flash if needed, you can get out alive from almost all dire situations. CC will destroy you though, and that's why you'll build Banshee's Veil

  • Farming

    Use Disintegrate to last hit minions, use it when you can, it'll build up your stun and farm more efficiently.

    When Incinerate is at level 5, or 4 if you have some ap bonus from Mejai (you should), it will clear a full wave of caster minions

    Farming is a joke at this point, with Incinerate and Molten Shield creep waves won't last long, and you'll make plenty of gold.

    NEVER use Tibbers to clear creeps, unless for saving a tower, its CD and its firepower should not be wasted on farming

  • Pros / Cons

    + Enormous burst damage
    + Enemies will not even get to know what the hell just happened when you unleash Inferno on them
    + They will fear you
    + Not so squishy mid-late game
    + Farm like hell

    - You'll have problems with mana if you are a spellspammer or if teamfights and towersieges last longer than 1 minute
    - Squishy at first levels, and people will die just to get rid of you late game
    - Team Dependant, you need a good tank, and a better carry, especially late game

  • Rate and Comment

    This is my first guide on Leaguecraft, and I'd like to have suggestions and feedback from you!
    Tell me if this guide helped you, tell me if it sucks for your playstyle.

    Thanks for reading and see ya on the field!

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