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All Guides Annie Guides [S4] Annie Support - Roaming With Tibbers
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Updated
2 years ago
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Annie Statistics for Ward Sale

Author's performance with Annie compared to the ranked average.

Value
Average
Games Played
7
Win %
46
Kills
5.9
Assists
9.2
Deaths
7.2
KA:D Ratio
2.1
Gold Earned
10.8K
Creep Score
100.3
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash is a staple on almost every champion. What this brings to the table as support Annie is the ability to flash stun multiple members of the enemy team to engage a teamfight or turn the tide of a skirmish.

14.png Ignite is a staple on Annie Support and gives you just the right amount of reach when you go all in for a kill. These days all the ADCs take barrier to survive laning phase so you need to be the one with the crucial extra damage. This summoner spell is what allows you to get the level 2 kill even though your opponent has Flash up.

3.png I don't generally prefer exhaust on Support Annie because it removes the reach you can get from taking ignite, however in some situations if could be appropriate. If the enemy team is rocking a Vayne and Tryndamere  and you really need that attack speed slow late game you could potentially sacrifice your early game reach to have a more useful summoner spell for that matchup late game. That said, I do not recommend this in most situations.


7.png No. The only time you could even consider this is if you aren't high enough level for real summoner spells yet. You're playing Annie support. You burn things and go hard or go home. This applies to every other summoner spell other than 14.png4.png3.png as well.

Runes Back to Top

  • 9x
    +1.19 ability power Greater Glyph of Ability Power
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +4.95 ability power Greater Quintessence of Ability Power
  • 3x
    +1.5% movement speed Greater Quintessence of Movement Speed
  • 9x
    +0.9 Armor Penetration / +0.62 Magic Penetration Greater Mark of Hybrid Penetration

Runes:


9x Glyph of Flat AP - These glyphs will give Annie's spells a boost in damage in the early game to allow her to take out lane opponents quickly and effectively. Annie needs her burst as early as possible to force opponents out of lane and zone/harass, so these are really the only viable glyphs.

9x Seal of Flat Armor - These seals will help you survive the damage from the ranged AD opponent in your lane and provide that little bit of innate tankiness all supports need to not get harassed out of lane.

9x Hybrid Pen Marks - Yes, Hybrid Pen. I know Annie is an AP champion and that all her burst damage will come from spells that scale with AP, but Support Annie has to harass the enemy as well and a 625 Autoattack range is perfect for the job. Annie's basic attack range is second only to Caitlyn at level 1, making her very potent at harassing enemy laners without receiving damage in return. By sacrificing a mere 2.3 Magic Pen, Annie can gain an extra 8.1 Armor pen and harass with that much extra efficiency.

Glyphs:


I think there are two good options for Glyphs. 

1.5% Move Speed - This will improve your utility as a roaming stunbot late game and giving you that extra bit of speed to get in range for a stun in lane early. Once you pick up boots of mobility you can be everywhere on the map in a flash to set up kills or save allies in sticky situations. This is my preferred setup because it is more useful late game and I usually find I have enough early game power already without the use of AP Glyphs.

+4.95 Ability Power - Extra ability power will obviously give you even more early game potential for destruction and make your engages just that much stronger. If you really want to ensure you have that level 2 kill potential and just want to go all in all the time, these are the glyphs for you.


Masteries Back to Top

1/1
0/4
4/4
0/1
0/1
0/3
3/3
0/1
0/1
0/1
1/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 9

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

0/1
1/3
3/3
0/1
3/3
1/1
1/1
3/3
0/1
0/3
1/1
1/1
1/1
1/3
0/2
1/1
3/3
1/1

Utility: 21

Masteries are a tricky thing to set up for Annie support and what is right in some match ups isn't as useful in others. Finding the right balance of offense, defense, and support is important to ensure you have the necessary kill potential on lane opponents while maintaining your ability to effectively survive fights and support your ADC/team in the late game.


Right now I'm running a 9/0/21 setup that gives me enough offense to take enemies out while maintaining gold flow and Utility. I usually rely on my Relic Shield start for early HP and survivability.

If you're going to try an AP item to start you may want to consider a 9/7/14  build to pick up damage reduction from champions and a bit of extra starting health to keep you alive. 

Since the nerf to Relic Shield I've been trying out a 21/9/0mastery setup in order to have some extra starting HP and survivability for lane phase. The goldflow is a bit less and you can only start with a single HP pot, However it gives you better brawling power and a better opportunity to get ahead in lae.

Abilities Back to Top

Passive
Q
2
4
9
12
13
W
1
3
5
8
10
E
7
14
15
17
18
R
6
11
16

I like to split my ability pickups to prevent any one ability from costing too much to use to charge the stun passive and to prevent all my damage from being front-loaded on a single spell. I don't take E until level 7 because you usually don't really need it to help boost stun frequency until later in the game.  Taking Q and W exclusively until level 6 instead of E gives you a higher kill potential early on. If you want to take E earlier because you've fallen behind and need the frequency of stuns to protect your lane instead of bullying out enemies you should take it at either level 4 or 5.


I generally prefer to level W first before Q for the ability to hit multiple targets for more damage.



Items Back to Top

Starting Items

    Standard Start
    Pre-Nerf Start

Core Items

    First Back 1-2 Dorans or Dorans + Codex
    Codex (If you don't have it yet) + Mobility Boots
    Finish Deathfire Grasp
    Rabadon's Deathcap or Sightstone depending on the need for damage or survivability (Sell Targons for Sightstone)
    If the game's not over by this point go delete some champions

Situational Items

    Finish these if you started with Spellthief's Edge
    These items are for specific situations: See explaination
    Upgrade if you need more gold, are losing lane, or want the extra HP

Core Items


1056_32.png Doran's Ring: A staple item that gives survivability in HP, AP for offense, and mana regeneration to keep mana for stuns after charging up.

3108_32.png Fiendish Codex: The codex gives us a much more significant burst of power than Doran's Ring as well as CDR to get stun back up faster. If I can afford to, I like to get one of these on the first back if I can afford a Doran's + Wards/Pots as well.

 3128_32.png Deathfire Grasp: In season 4 there's really nothing stopping you from becoming a second AP carry as support (just don't neglect the wards). Deathfire Grasp is my damage item of choice becuase it gives you a massive amount of AP to work with and the active allows a suprising amount of burst with just this and a Doran's Ring or two. Many foes won't expect the support to have that much burst and it can allow you to 1v1 people in some situations as well as guarantee a kill on anyone you gank.

2045_32.png Ruby Sightstone: I pick up a sightstone instead of stray wards when I get a chance later in the game. I usually replace my Relic Shield or upgraded version of Relic Shield with this when the time comes. You really only need one HP item.

3117_32.png Boots of Mobility: Mobility boots are honestly the cornerstone of the entire setup. These plus move speed quints will allow you to roam around the map at a ridiculous pace, catching opponents off guard by coming in to  lay down burst damage and a stun, turning the tide of skirmishes. Your ability to catch low health foes after a fight is also great. If a fight breaks out a lane away, it will only take a few seconds for you to get there and assist.

Game Dependent Pickups:


3157_32.png Zhonya's Hourglass: I like to pick this up against heavy AD teams or when an enemy gets fed that can potentially burst you out before you get a chance to stun in teamfights.

3023_32.png Twin Shadows: I like this item when an enemy AP champ gets fed because it gives you a little extra boost to your survivability against them while also sporting offensive stats. The ghosts that help your team catch up to people are just an added bonus.

3165_32.png Morellonomicon: This item provides some nice stats with AP, CDR, and a passive effect that is useful against champions like Mundo, Swain, Soraka, and others that rely on healing or lifesteal/spellvamp.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
    Easy
  • Blitzcrank
    Easy
  • Caitlyn
    Medium
  • Fiddlesticks
    Easy
  • Janna
    Easy
  • Leona
    Hard
  • Lulu
    Medium
  • Nami
    Easy
  • Nidalee
    Easy
  • Sivir
    Hard
  • Sona
    Easy
  • Soraka
    Easy
  • Thresh
    Medium
  • Zyra
    Easy

VS

Alistar

Easy

Wait, someone picked Alistar? Just autoattack him all day and win the lane before he hits level 6. This matchup should be a free win.

VS

Blitzcrank

Easy

This lane is probably one of the easier ones for Annie as long as your ADC can stop themselves from getting pulled. If you do get pulled, throw out a stun on the enemies asap and get back behind the minions if you can't turn and kill them.

VS

Caitlyn

Medium

Caitlyn gets her own section due to her status as the only champion to outrange Annie with autoattacks and the difficulty of getting to her if he support has a brain. She doesn't really kill you pre-6 though.

VS

Fiddlesticks

Easy

His fear is irritating and can be problematic after it is leveled up, but he is oh so squishy. Just kill him. Then kill him again. And Again.

VS

Janna

Easy

Squishy and no sustain. Just watch out for her ult if you try to all in her ADC without stunning her as well.

VS

Leona

Hard

Leona can be hit or miss. A very good Leona can be a pain in the ass and lock down either yourself or your ADC. You could get bursted out very easily without a chance to respond if you get caught. Luckily nobody really plays Leona though.

VS

Lulu

Medium

Lulu has no sustain and it easy to push out of lane, however her ult can save people from your burst and she can turn your ADC into a critter for longer than your stun lasts. You bring more damage to the table however.

VS

Nami

Easy

Don't get bubbled and you win. She's squishy so lock her down and finish her.

VS

Nidalee

Easy

Hahahahahahahahaha.


Her spears hurt, but other than that (And I guess her heal) she's literally useless. Destroy her and teach her why Nidalee support isn't a thing.

VS

Sivir

Hard

Sivir is probably the ADC you want to see the least. A good sivir can predict when you're going aggressive and spell shield to stop you or negate the spell+stun and turn back on you. Playing against Sivir is a game of baiting out the shield and then going in for the kill while it's down.

VS

Sona

Easy

I love Sona, but she is oh so squishy. ANY mistake at all from her should be a kill for you. Prime level 2 target.

VS

Soraka

Easy

She's squishy. Just all in against her instead of the adc is you can so she can't use her heals.

VS

Thresh

Medium

Thresh is probably one of the best supports at the moment and that's why he gets a medium rating. As with blitzcrank, just watch for the pull. He brings a lot to a team and can possibly become more useful than you late game if you don't win lane.

VS

Zyra

Easy

Try not to get rooted and you should be fine. Take out her plants from relative safety and please don't die to her passive.

How To Play Back to Top

Level 1

At level 1 you need to take your W and charge it up until you have stun available for either an invade or defending your buffs from intruders. Annie's level 1 is probably one of the best in the game because you can potentially stun multiple targets to the entire enemy team if a full on fight somehow breaks out.

Lane Phase

In lane your goal is to hit level 2 as fast as possible and go for a kill (hopefully your lane opponents will still be level 1). Getting that first kill is crucial and will almost always win you the lane right then and there unless you manage to mess up extremely badly. If you get that kill, push up to the tower and immediately back to pick up some items (chances are your enemies won't be able to get more than a few extra pots while you'll be up in items) and then get back to lane to heap on the abuse. If you can go all in again as soon as you come back to lane before the enemy levels up, do it and force them out of lane again.

Note: When choosing who to target at level 2, keep in mind the enemy ADC probably has barrier or cleanse, making them sub-optimal for your level 2 burst kill. As long as the support is somewhat squishy, I like to all in the support at level 2 and force them out of lane. It is more likely you will get a kill on the support because they don't have barrier/cleanse and the ADC usually can't CC you while you burst out their support. Keep in mind that you do want to prioritize CC on the ADC in almost every other situation. Also keep in mind that you want to try to give your ADC the kills when possible, but if there is any risk involved at all, just ensure the kill happens because a fed Annie is just as scary. Always go all in on the level 2 engage and just make sure the kill happens because that is the most important part of the game for Support Annie.

As you pull ahead, just zone out your enemies and keep killing them every chance you get. Capitalize on their mistakes and if you know you can do it safely, don't be afraid to flash in and double stun your lane opponents to grab kills. Once you hit level 6, Tibbers will absolutely annihilate anyone left in lane, so just combo out and have your ADC throw in some extra damage.

Take your tower as soon as possible and have Tibbers tank it up after getting kills or pushing opponents out of lane so you can transition to mid game.

Mid-Late Game

Once lane phase ends your job shifts roaming around the map, warding, catching opponents out, and showing up to alter the outcome of skirmishes. This is where you utilize your mobility boots and movespeed quints to be everywhere at all times and make the lives of your enemies a living hell.

You can initiate fights with flash Tibbers or wait for a fight to break out then stun all their DPS and stack some burst damage on them. Just run around picking fights, calling the shots on objectives, and saving allies with well timed stuns. If you happen across a half health enemy while roaming just run in and DFG combo on them to finish them off and give your team the numbers advantage. 

In teamfights if you have the damage and a chance to take out a carry, just instabgib them and get out. In fights your first priority is to stun as many DPS as possible and then take up a position to the rear of the fight, throwing in spells when it is safe to do so and charging stun back up to go in again or peel for your carries.


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