Annie Build Guide

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The way to dominate mid with Annie

written by iPro

Annie Build

Table of Contents

  • Introduction

    HAI. This is my guide to an easy mid Carry (: If you don't agree with my methods or build or anything else feel free to comment!

    First of all, Its Annie. Annie is a relativity easy champion to play and to master. However, she can easily countered. With this guide you will both learn how to build her and how to play her properly. Second of all, if shut down early, she will be completely powerless. Therefore resulting in a loss most likely.

    Besides these weaknesses she is a very powerful and useful teammate. If used by a experienced player she can become nearly untouchable.

    Thank you for following this guide and i hope it helps! -ThatGuyiPro

  • Abilities

    Pyromania is what makes Annie such a good nuke. Pyromania is Annie's passive. Every time Annie casts a spell she gains a stack for her passive. Once the stack hits 5 her next ability will also stun(besides Molten shield). When the enemy is stunned this allows Annie free rain of her other abilities on the target.

    Disintegrate a very strong fire ball. Although it does large damage this spell has a more important purpose in my eyes. If this spell kills an enemy it will cost no mana. Thus being able to last hit minions for free and stacking your passive.

    Annie spreads flames in a cone shape in front of her. This spell is both useful for farming, and mass stunning. When you have your passive full; Incinerate will stun ALL enemies who are hit by it.

    Molten Shield
    Molten shield; when used raises Annie's magic resist and armor. Moreover, it also deals damage back to enemies who hit you with auto attacks. This also counts towards your passive; so when no ones around you may use it to stack your passive.

    Summon: Tibbers
    Tibbers is what makes Annie so strong. Annie can summon Tibbers anywhere within her range. When Tibbers is summoned he deals a large amount of damage any enemies close to him when he is spawned. He can even can stun when your passive is up. He then deals continual damage to surrounding minions and champions.

  • Pros / Cons


    -Great Nuker
    -Can stay in lane for a long time
    -Mass Stun is great for teamfights
    -Very strong from start to finish


    -Countered easily
    -If not careful can start to rely on stun
    -Will die quickly if ganked

  • Masteries + Runes

    These are the masteries i go 9/0/21
    Fully leveling [mastery=cripple] [mastery=Archmage's Savvy] Sorcery and [mastery=Archaic knowledge] for Offence

    Fully leveling [mastery=Good hands] Perseverance [mastery=awareness] [mastery=expanded mind] Meditation [mastery=quickness] [mastery=blink of an eye] for utility.

    The runes i run are
    x9 Greater Mark of Insight
    x9 Greater Seal of Replenishment
    x9 Greater Glyph of Potency

  • Summoner Abilities

    Whenever playing Annie mid; the goal is to be able to last longer than your opponent.
    If you are planning to play aggressively will grab Exhaust and Flash especially useful if you have a jungler on your team. These two spells are will make ganking easy and allow you to over level your opponent.
    If you dont plan on playing aggressively then grab Ghost and Teleport These two spells allow you to stay in lane for as long as possible and be back quickly.

  • Items

    Starting off you are going to grab a Doran's Ring
    Once you can afford it go back and grab another Doran's Ring
    From here with your runes and masteries you'll have enough mana regen, health, and ap to stay in lane for quite a while.
    Next your going to grab Boots of Speed and some health pots if you want.
    from here it depends how well you are doing. If you are doing well and have over 1000g then save up and rush your Needlessly Large Rod. If you aren't doing as great you will grab Tear of the Goddess so you can stay in lane and keep your turret alive. After you have the core of your build your going to get your Sorcerer's Shoes

    Either way you start this way the build will be the same. If you grabbed Needlessly Large Rod then go straight for your Rabadon's Deathcap. If not, go for your Archangel's Staff

    After grabbing either one of the two, your going to go for Rod of Ages for both AP and survivability. Then, If you already have a Archangel's Staff then you will go for Rabadon's Deathcap and vise versa.
    To Finish off the build you will grab a second Archangel's Staff and a Void Staff

  • Build Example

    Early build
    Doran's Ring Doran's Ring Boots of Speed
    Early Mid build
    Doran's Ring Doran's Ring Boots of Speed Needlessly Large Rod or Tear of the Goddess
    Mid build
    Doran's Ring Archangel's Staff or Rabadon's Deathcap Sorcerer's Shoes
    Mid late build
    Doran's Ring Archangel's Staff or Rabadon's Deathcap Sorcerer's Shoes Rod of Ages
    Late game build
    Archangel's Staff Archangel's Staff Rabadon's Deathcap Sorcerer's Shoes Rod of Ages Void Staff

  • Skilling Order

  • Working in the team

    Remember, This guide is all about being a carry. Therefore you are going to have to get kills. Although you want to be aggressive don't be greedy. Early game tower dives can result in deaths which will set you back.

    Teamfights: If a teamfight is about to start, don't initiate. Let your team initiate first so you don't get focused. Always build up your passive as much as possible before a teamfight. Its best to let the teamfight start and the enemy team bunch up before using tibbers and your stun. This way you stun more people and your team can take down at least one champ. This can lead to a easily won teamfight.

    Don't chase: Remember, if someone is low health and you have to chase to kill them; they are already useless to their team for the moment. Unless it is obvious that you are safe to chase and you can kill them without threat then don't chase. Chasing can lead to an easy gank and kill for the enemy team. A dead Carry is a useless Carry.

    Ganks: Mid to late game ganks are were you are going to be making most of your kills. Remember to ALWAYS have your stun up before going in for a gank, if not they could just as easily escape.

    Diving the enemies team for a kill on a low health champ is not worth it without your team. You killing one of them and them killing your teams main carry is not a equal transaction. Your team could suffer greatly from this mistake. Also, as a carry you need to be aware of your team. grabbing blue buff while a teamfight is begining and coming in half way through could get you, and your team killed. It is very important to communicate and coordinate with your team at all times.

  • That's it !

    Thank you for reading and i hope it helped you learn how to carry your team! if you have any questions or concerns about this guide; feel free to comment! thanks!

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