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All Guides Annie Guides Get to Diamond I, ROAMING ANNIE!
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Updated
2 years ago
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Annie Statistics for Benign Sentinel

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

Value
Average
Games Played
1
7
Win %
100
46
Kills
18.0
5.9
Assists
15.0
9.3
Deaths
5.0
7.2
KA:D Ratio
6.6
2.1
Gold Earned
19.4K
10.7K
Creep Score
269.0
99.4
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Flash: This summoner is a must-take for Annie. It provides her safety in lane, along with the ability to force plays in an instant upon your enemies. A good flash -> tibbers will decimate the enemy team, and lead your own team to victory. Always take Flash.

Ignite: Ignite is a spell I like to use because of all its abilities. The extra damage is incredible. This summoner spell gives you so much presence in 1 on 1 situations due to its extra true damage and heal reduction. Also, you get a free 5 AD and AP when its on cooldown, giving your autos and spells a nice boost early game. You CAN swap ignite out for another summoner, but Ignite is your best option for middle.

Runes Back to Top

  • 9x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +1.5% movement speed Greater Quintessence of Movement Speed
  • 9x
    +0.9 Armor Penetration / +0.62 Magic Penetration Greater Mark of Hybrid Penetration
Explanation of Marks: (Dual Penetration Marks): Annie does a lot of magic damage. This is known. Her burst is off the charts, and therefore spell pen always helps her out. However, you aren't sacrificing much to switch from flat magic pen marks to dual penetration. This also gives her auto attacks a few extra points of damage, which you can abuse with your long range. Overall, the tradeoff works in your favor.


Explanation of Seals: (Armor Seals): Annie's base armor is, lets face it, crap. The extra armor provides that little extra oomph to tank off those enemy AD caster lanes and most jungler ganks. The armor will also help tank the turret when you tower dive. Always bring armor seals; auto attacks just hurt too much early game.


Explanation of Glyphs: (Magic Resist Glyphs):
Most enemy mid lanes end up having primarily magic damage. The extra magic resist offsets enough damage to make them more worthwhile over Flat AP / Spell Pen Glyphs.


Explanation of Quintessences: (Movespeed Quints):
This build is entirely based on movespeed. The faster you are, the harder you gank, and the more guaranteed your stuns are. These are irreplaceable for this build.

Masteries Back to Top

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

Offense: 0

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

Utility: 0

9 / 0 / 21

This build focuses on the utility bonuses from the utility tree (go figures) along with the extra damage from the offensive tree.

What do you get from this setup?


**Utility Tree**
This tree is what lets Annie roam effectively without falling behind in gold / levels. You pick up:
1) Flash mastery buff. Reduces cooldown on flash by 15 seconds - useful for ganking harder and faster.
2) 2% Bonus movespeed while out of combat. Movespeed wins you your games.
3) +2 mana regen per 5 seconds. You cast spells outside of lane a lot, this helps you regenerate the "wasted mana". VERY useful.
4) 10% CDR to summoner spells. This is helpful to get your Ignite and Flash back off cooldown to gank harder, faster.
5) +2 gold/10 AND +50 starting gold. This helps your gold levels while you are out of lane. Also, you can get 5 potions to begin the game, helping you stay in / win your lane.
6) Increased buff duration +20%. This helps, if you ever get blue buff (you probably won't), but its only one point and is very effective. What else are you going to put this point into?
7) +5% exp bonus. This helps you stay present in levels while you roam so much.
8) +3% Movespeed. This is the entire reason you went throughout the entire utility tree instead of branching into offensive some more.


**Offense Tree**
Annie relies heavily on burst damage. The points in offense maximize the amount of damage she can dish out with only 9 points in the tree. You pick up:
1) Ignite mastery buff. +5 AD and AP while Ignite is on cooldown
2) 3% CDR. Gets you to the next tier.
3) +18 AP at level 18. Gets you to the spell penetration.
4) Passive 8% Spell Penetration. Helps with burst!

Abilities Back to Top

Passive
q
2
3
5
7
10
w
1
4
8
12
13
e
9
14
15
17
18
r
6
11
16

Annie's skills are very basic. She is a burst caster, and relies on damage to get things done.


[skills/annie/q.png]

Disintegrate - Annie hurls a mana-infused fireball, dealing damage and refunding the mana cost if it destroys the target.
Deals 85/125/165/205/245 (+0.7) magic damage. Mana cost is refunded if Disintegrate kills the target.

Cost
60/65/70/75/80
Range
625




1) Annie's primary damage spell outside of her ultimate is keybound to "Q". While "Q" does slightly less burst damage than her "W" (Incinerate), it has half the cooldown, letting you cast it 2 times before you can cast your "W" again.

-"Q" is also an incredible farming tool. If you last hit a minion with "Q", you receive the mana that was used to cast the spell back. This makes last hitting easy, and guarantees you the mana to start stacking your passive stun (Pyromania).

---Due to the reasons listed above, you will want to max your "Q" by level 9.



[skills/annie/w.png]

Incinerate - Annie casts a blazing cone of fire, dealing damage to all enemies in the area.
Casts a cone of fire dealing 80/130/180/230/280 (+0.75) magic damage to all enemies in the area.
Cost
70/80/90/100/110 Mana
Range
625




2) Annie's second spell unleashes a cone of fire in front of her, dealing some heavy AoE burst damage. Incinerate, keybound to "W", is a fantastic spell to push up a lane.

-"W" can also be used on air to help charge your passive stun. This is incredibly useful as you run to gank enemies and still need to cast a couple spells before you get a stun. Annie's huge strength comes in the huge burst damage and stun coming from basically nowhere.

---Due to the reasons listed above, you will want to max your "W" by level 14.



[skills/annie/e.png]

Molten Shield - Shields Annie from harm, reducing damage she takes and returning damage from basic attacks.

Increases Armor and Magic Resist by 20/30/40/50/60 for 5 seconds. Deals 20/30/40/50/60 (+0.2) magic damage to enemies who attack Annie with basic attacks.

Cost
20 Mana





3) Annie's third spell is Molten Shield, keybound to "E". Many players use this skill in lane for extra defensive bonuses, but for our purposes, we are going to ignore this skill.

-"E" counts as a spell cast to charge your passive stun, and can be used to quickly charge up a second stun after you use a full combo. The defensive bonus along with the damage return are nice, but cannot be considered into your damage / durability. Always assume that your molten shield returns ZERO damage and gives NO DEFENSIVE bonus. Don't get caught in a trap in thinking that this spell is going to save you.

---Due to the ignorable effects that "E" gives you, you can assume this is an ability used solely to give you faster stun charges.

---Due to Annie's early game burst requirement for this build, you will want to take your "Q" and "W" over this ability until you hit at least level 7-8, where you will put only one point into it.



[skills/annie/r.png]

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.
Tibbers appears in a burst of flame dealing 200/325/450 (+0.7) magic damage to enemies in the target area.

He chases down enemies continually dealing 35 (+0.2) magic damage for 45 seconds. His Health, Armor, Magic Resist, and Attack Damage increase with rank.

Tibbers can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.

Cost
125/175/225 Mana

Range
600




4) Annie's Ultimate spell, keybound to "R" is a long range Summoning nuke.

-This is Annie's longest range spell, and can catch enemies from a very far distance away. This is
especially useful for engaging fights with your passive stun up.

-Tibbers, if not given any orders, will naturally follow Annie around wherever she goes. As soon as his most recent order has been completed, Tibbers will revert to following Annie around. If you attack someone with Annie, Tibbers will automatically take that as an order to attack that target also.

-Tibbers does INCREDIBLE amounts of damage, both in the initial burst AND its passive immolation / autoattacks. Always remember to control tibbers and tell him to continue hunting your enemies, he can often times do an extra 100 - 200 damage if he keeps chasing. If they try to fight and ignore tibbers, he can do upwards of 500-800 or so damage with ease.

-Learn and know Tibbers' leash range! Unfortunately for the bear, his move speed is rather slow. He cannot escape many champions, and takes time to move from one lane to another. If you need tibbers to catch up to you quickly, send him in the opposite way that you are walking, and he will reset to you in a heartbeat. This can save him from dying (and giving a 50 gold bounty), among other things.

-Tibbers can tank Dragon!

-It is INCREDIBLY HARD to get tibbers to tank Baron, but possible. ASSUME THAT TIBBERS CANNOT TANK BARON.

---Due to the high damage output that Annie has with Tibbers, you want to try for a kill anywhere on the map everytime it comes up. (Prior to the teamfight stage)

Items Back to Top

Starting Items

Core Items

Situational Items

Many of the items that I've listed for my build are pretty common among Annie players all across the world. She thrives on burst, and the ability to take out enemy targets in the blink of an eye. A couple, however, are different than what most players grab.


Let's begin with the 3274_32.png. This is the staple item to begin the entire build. All your runes and masteries up to this point have been designed with increased movespeed in mind, and the Boots of Mobility will be your centerpiece. You want to be roaming across the map for most of the game, and these boots will let you be everywhere at once.

Moving on towards the standard purchases, we start with 1056_32.png. All three stats on this item are required for your build. Believe it or not, those small bonuses REALLY help Annie out. The extra hp provides durability, the Mana regeneration helps you spam spells a bit, and the extra AP gives you a slight oomph in your damage.

Next up is 3089_32.png and 3135_32.png, the staple AP burst caster items. The combination of these two items gives you loads of damage. Provided that the enemy team isn't full of squishy champions only, it is in your best interest to get these items. These will give you the best guaranteed damage of any items, and are the most reliable.



Your game will have ended either before you have finished the 3135_32.png, or shortly afterwards. However if for some reason the game is persisting, look to pick up either a 3157_32.png or a 3128_32.png. The choice between these two depends on the enemy team / your team. The Zhonya's Hourglass is great if your enemies are primarily AD / burst, or if they are sitting on turrets. Deathfire Grasp is great if your team is primarily AP, if the game is still sloppy and people aren't grouped, or if you just want the extra damage to help peel the enemy bruiser off of your fed AD carry.


If the game for some reason is STILL LASTING, look to purchase your final items, 3116_32.png, 3083_32.png, or a 3143_32.png. The choice between the two of these is incredibly simple. If you are getting bursted down hard, get Warmog's Armor. Otherwise, get Rylai's Crystal Scepter for added damage and peel / chase utility. If the enemy has auto attack dependent champions like Irelia or Draven, consider picking up Randuin's Omen.


If you can, at this point also, change your 3274_32.png into a 3273_32.png for your Boots of Mobility. This will let you get Flash up way more often, letting you pick off very important targets late game.

Matchups Back to Top

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

  • Ahri
    Easy
  • Brand
    Medium
  • Cho'Gath
    Medium
  • Diana
    Medium
  • Evelynn
    Easy
  • Heimerdinger
    Hard
  • Jarvan IV
    Hard
  • Kassadin
    Medium
  • Kha'Zix
    Medium
  • LeBlanc
    Easy
  • Lux
    Easy
  • Mordekaiser
    Easy
  • Morgana
    Easy
  • Pantheon
    Medium
  • Ryze
    Easy
  • Singed
    Hard
  • Talon
    Medium
  • Twisted Fate
    Medium
  • Viktor
    Medium
  • Zed
    Hard

VS

Ahri

Easy

Ahri is very easy to lane against. If you built Annie traditionally, she is a free kill every time you hit level 6. As long as you purchase wards so that you can see Ahri when she leaves lane, you will have no trouble vs. her.

Just be careful at level 6, because you will be lacking the little bit of extra burst that a traditional Annie build would have to kill her.

VS

Brand

Medium

This lane matchup relies entirely on your skill to anticipate Brand's actions. Many Brands will use their Pillar of Flame ability on you when you try to go for a CS. You can outsmart most of them by pretending to move up for an auto attack, then move out of the way before you actually go for it. My personal favorite direction is to run straight forward to get into cast range.

Once Brand wastes his pillar, you can zone him (a bit) with autos and having your stun charged up. Don't go charging headfirst into him, as he still will be able to do boatloads of damage with his E -> Q combo (which will stun you).


Brand cannot roam nearly as hard as you, and has little presence outside of mid lane / their immediate jungle.

VS

Cho'Gath

Medium

Cho'Gath is very tough to bully out of lane alone. However, he is usually a free kill at around level 4-5 with a jungler to help you. Cho'Gath will be tough to deal with late game due to his innate ability to tank damage, but will not be much of a threat mid game.

VS

Diana

Medium

Diana is easy to lane against pre - 6, but you want to get the f*** out of the lane as soon as she gets her ultimate. Her shield has so much health, and she has a large amount of burst damage. She will burst you down before you can burst her down. Roam as soon as you can.

VS

Evelynn

Easy

Full melee champion, you can absolutely dominate her in lane. Your jungler should have no problem pushing the lane when Eve leaves to try and roam as well, and isn't generally a threat.

MAKE SURE YOU DON'T OVERSTAY YOUR WELCOME AFTER GANKING. Low HP allies are free kills for the Eve that comes late to the party. Get your kills and make sure you dont get caught afterwards stupidly.

VS

Heimerdinger

Hard

Heimer is tough, because most junglers cant deal with him 1 on 1. This makes it very hard for you to roam, since it puts your jungler at huge risk in mid. Heimer is VERY susceptible to ganks against an Annie, but you don't want to be focusing on him.

Heimer pushes hard and is very tough to engage into. You don't want to deal with a Heimer unless you are planning on killing him over and over, and are building for it.


So here's my note: IF YOU ARE UP AGAINST HEIMER, BUILD FULL BURST. Don't try to roam. Roaming just lets Heimer farm, and you won't like it when Heimer farms.

VS

Jarvan IV

Hard

Jarvan is a very dangerous pick against Annie. He has fast movement, can push a lane quickly, and can roam to other lanes with his insane burst and knock up very fast. He is very dangerous, and it is hard to roam against him when he might pop out anywhere you thought you were going to get a kill. Ban Jarvan!

VS

Kassadin

Medium

Kassadin is a pain in the a** for Annie to deal with. He used to be easily dealt with auto attacks and your spells, but due to numerous changes in the game, Kassadin has a ton of damage and sustain. Crystalline flask, potion spams, and increased minion damage make it impossible for you to bully Kassadin out of lane. You have a brief period where you can roam much harder than Kass, but he will catch up soon enough (as he can free farm mid while you leave)

VS

Kha'Zix

Medium

Kha'Zix is a pain to deal with, but that's really all. Against Kha, you will want to start wtih 4 HP potions and 1 mana potion.

The only way Kha can actually hurt you is if he jumps onto you and blows all his cooldowns. If he has done this, you can assume that he will do it again. Call your jungler over, and move slightly out of position. He will take the oppurtunity to jump on you as soon as his jump comes back up. Toss a stun immediately in his face and 2v1 him with your jungler.


Kha can also roam, which is the only reason he is Medium difficulty instead of Easy.

VS

LeBlanc

Easy

Not the best pick against Annie. Leblanc has huge amounts of burst, but it is quite simple to just stay back from her combos and farm with autos. If you see her looking to jump on top of you with a full combo, Toss a stun "Q" at her while still out of range. The Q will hit her as she jumps into range, letting you escape her snare, and retaliate with much more damage than what she can put out.

You generally push the lane faster, and gank harder than Leblancs.

VS

Lux

Easy

I've had a lot of players choose Lux against me. I don't know why. The only problem I have run into when playing vs her is the shield, and even that isn't something you should worry about.

The trick to this lane is to not run facefirst into Lux, and make sure you constanly move to the side when she casts her Lucent Singularity (E) at you. You can roam harder, and she is free meat once her flash is down. 1-2 ganks from your jungler, and Lux will be no issue.

VS

Mordekaiser

Easy

A laughable matchup. Harass Mord with autos, and if launch spells at him as soon as his shield is down. He will be unable to do anything vs you early game, and requires SO much farm to become someone mid / late game.

VS

Morgana

Easy

Morgana is considered one of the top counterpicks to Annie.

Against traditional Annie, this is true. Black Shield makes it very hard to burst her down, and she can easily burst you down after you get into range to cast your spells. It is so hard to escape her ultimate + full combo.

However, since you roam that much harder than morg, with guaranteed results, you should have no problem facing her.

VS

Pantheon

Medium

Pantheon isn't really all that tough to lane against. Harass with autos, and keep your stun up as often as possible. If he moves to toss a spear at you at level 1, trade with him with your autos and stun. At any later levels, stay out of his range until you have your stun up. You may have to sacrifice some CS, but Pantheon will have to sit out of position to try and zone you (due to your incredibly high range). Harass Pantheon with autos until he lets you get some stun stacks up off of minions. Once you have your stun back up, feel free to trade with him again.



Pantheon's trouble comes from his ganking. He has more surprise than Annie, and can roam just as well. The tradeoff, however, is that Pantheon tends to fall off late game. As long as you can anticipate where Pantheon will be early game by watching every lane, you shouldn't have much trouble against him.

VS

Ryze

Easy

Ryze is very easy to bully out of lane with Annie. His ranges are shorter than yours, and you can take advantage of that. Jungler ganks will almost always lead to a kill against Ryze.

VS

Singed

Hard

Singed is a HUGE PAIN for Annie late game. While Singed is top lane and Annie is midlane, Singed is a late game counter to Annie due to his tenacity, huge resistances, and speed. You cannot burst Singed down fast enough, and he will be incredibly disruptive in your entire team because of it.

VS

Talon

Medium

Talon isn't quite as tough to lane against as Jarvan, but also leads to a tough time while roaming. Talon is all about getting kills, and as soon as he realizes that you are not in lane, he will undoubtedly roam to try and get kills bottom or top. This is not something you want to happen.

VS

Twisted Fate

Medium

Not tough to lane against, but tough to stop from roaming. Since you will be out of lane all the time, you have the potential of being counterganked, of not being able to stop his teleport, etc. TF is tough to play against, but its not impossible.

VS

Viktor

Medium

One of the few traditional AP mid champions that actually has a chance to stand up against Annie. Viktor's shield makes it tough to harass, and his E has good damage / wave clear. Viktor also has a huge amount of burst with his ultimate and ignite, so facing him at level 6 usually ends up being a kill for a kill.

Your best bet is to get your jungler for an early gank so that you can get Mobi / Alacrity earlier and roam harder.

VS

Zed

Hard

Zed is one of Annie's toughest lane opponents. He can push the lane quick, and has huge burst at level 6. It is very tough to get damage to stick on this guy -> he will almost definitely have 9 HP potions and 2 wards to start the game. Your best bet is to get to level 6, ward around middle to see where Zed might be going, and then get the heck out of that lane.

Introduction to Solo Queue Back to Top

Solo queue is very tough to win. I know the feeling. Often times, you get placed in positions that you don't know how to play, with poor matchups; or you helplessly watch as the rest of your team feed their butts off.


The biggest and best thing that you are able to do in order to win every 5v5 solo queue game is to make sure the rest of your team is able to maintain a threat level into late game. Often times, you may absolutely STOMP your lane, but still lose late game "because of sh***y teammates".


The easiest way to win solo queue matches is to make your team strong enough to carry you late game. You have to realize that many of your teammates might just be having a bad game, or having a little trouble with the matchup. They are all at your MMR/league for a reason.

Proof that it works Back to Top

moreproofh.png

proofbn.png


Some Gameplay Footage! Back to Top

Finally got around to uploading some gameplay footage! I apologize for the audio levels in parts 1 and 2, I forgot to increase them. The sound in part 3, however, should be fine.

Also, I am getting around to uploading an audioless version of this game so that people in other countries can watch them as well. Currently, the music in the backround is causing copyright problems and are being blocked.

Stream:


Part 1



Part 2




Part 3

Levels 1-6 Back to Top

Level 1, you must get your "W" Incinerate. Charge that guy up in the fountain before the match starts, and guard your jungler! Your AOE stun is huge and will save many teammates.

Up through level 6, you will want to last hit with Q, W, and your auto attacks. Any chance you get, toss an attack towards whoever you are laning against. Harassing them keeps them on their toes, and makes sure they don't steal lane control vs you.


Your lane is prime material for ganks. You want to be running your opponent through as many of his potions as possible. Junglers can gank INCREDIBLY easily when combined with a solid stun on your enemy. Even if the gank seems like a long shot (perhaps you are laning against a chogath with lots of MR / armor / hp), you will surprise yourself with how much damage you can put off with each spell and auto, combined with your junglers damage. Don't be afraid to take a couple tower hits to get that last "Q" off and finish your lane opponent!



When you hit level 6, you should have approximately 1125 gold or even more if you are spectacular at last hitting. When you hit this point, either have your jungler cover your lane while you back, or push the lane yourself if you can. Get your 3274_32.png! This is the most important item you can have in the entire game. Run to bottom or top lane and get 1-2 kills!

MID GAME ROAM TIME Back to Top

From this point on, you aren't going to be farming. Your target is NO LONGER mid lane. You don't care if they farm or push mid turret down, you are hungry for BLOOD. Many people think that the mid outer turret is super important. Fortunately, this is not true. The mid outer turret is the most useless turret in the entire game. When you lose a mid outer turret, your control over the game is only slightly inhibited. The mid turret offers very little to your team if you take it early, and doesn't give control over new objectives. Any plays that they would try to make after taking middle turret are easily countered with proper ward placement.



You want to be roaming the entire mid game. With mobi/alacrity, Annie is almost impossible to predict as to where she is going to pop up. You will literally be all over the map, supporting your entire team and getting them farmed. After every gank, you want to look to find any MORE immediate kills in the near vicinity. If you can't see anyone who is a potential kill, move back to mid lane and farm for 30 seconds to a minute. Push the lane up and gank again.

SOME GAMES YOU WILL FIND THAT YOU ARE HAVING A LOT OF TROUBLE GANKING. If this is the case, spend some extra time farming. It will be rare though, I only find myself in a situation like this at Diamond 1 about 20-25 % of the time. Always make sure you are on the lookout for potential ganks, even if your enemies have been intelligent the entire time.


ALWAYS MAKE SURE YOU ARE AWARE OF YOUR SIDE LANES. You might not always be able to leave middle, but you must make sure you can spot potential kills every time your enemies push up. Even when they are sitting on their side of the river, everyone is a potential kill. Even if you see your enemies ON THEIR TURRET, you must see if they are potentially dive-able. If you don't get a kill, you end up blowing your enemies' ultimates and / or summoner spells. This alleviates a huge pressure from your teammates and gives them huge amounts of control.

***DO NOT BE AFRAID OF THE TURRETS, KNOW HOW MANY HITS YOU CAN TAKE!***


Buy more wards than most mid lanes would (1-3 every 4-5 minutes if your lanes are having more trouble than expected), follow the item build, and don't be afraid to use mana to charge up your stun as you run towards other lanes to gank.

How Do I Gank? Back to Top

There are so many paths that you can choose to gank another lane. One of my personal favorites is directly through your own turret. With the Roaming build, you have enough move speed to catch just about anyone. If your enemy isn't paying attention for even just half a second, he can be caught out by your insane move speed + ranged stun.


Just because something is warded, doesn't mean you can't gank. Often times you can run through a ward and still catch your opponents out of place, solely because you move THAT MUCH FASTER than everyone else.


If you have the patience and a jungler who is covering your mid properly, you can even play mind tricks with your opponent. Here's a couple examples:

1) You know that Dragon is warded. You run through dragon into the small river bush, which has a high probability of NOT being warded. You can wait in that bush for upward of a minute, or even longer. This prevents your opponent's lane from getting exp and cs. Often times, they will think you have given up after, say 20-30 seconds. Thinking the threat no longer exists, they might move back up to the minion line only to be met with a Tibbers stun to the face.
ALWAYS BE PATIENT WITH YOUR GANKS. You can force many of them, but don't suicide!


2) You are on the purple team (top team), and your enemy has seen you roam to bottom before. You can run up into their jungle, pretending to roam to bottom lane. Little do they know, you are actually sitting in a bush waiting for your enemy mid lane's vain attempt to follow you and countergank.



There are so many possibilities to get kills. It all comes down to outsmarting your enemies.
You have to always have the idea in your mind that perhaps they know what you are doing. If you can think like this, you can outsmart just about any player.

On How to Utilize Stuns for Ganking Back to Top

If you can get a stun off with a "Q" during a gank, do so. This is a guaranteed stun (excluding when casting against characters with spell shields). Your "Q" is your most reliable stun source. It is always best to hold off on using some abilities like tibbers when there is a potential chance to miss. Due to your insane move speed, you usually have the liberty to take an extra second or two before casting your big combo.



Unfortunately, you won't always be in "Q" range. No matter how fast you are in running up to gank, you will sometimes need to cast a max range tibbers stun (which is longer than your "Q" range, and FAR longer than your "W" range. Use tibbers to stun when you:
1) Need the element of surprise (since it has no travel time and is an instant cast)
2) Need the extra range to catch your opponent
3) Are ABSOLUTELY sure (and I mean ABSOLUTELY sure) that your enemy has NO DODGE MECHANICS left to use (e.g. Ezreal's Arcane Shift, or Vladimir's Sanguine Pool)
4) Need a very large AoE stun. Summon Tibbers has a 280 aoe radius (560 aoe diameter) initial burst of damage. Every enemy caught in that damage will be stunned if you have your passive charged up.



Many people underestimate the potential of Annie's "W" stun. This is an instant cast, and will stun / damage your targets at the very beginning of your cast animation (before you even see the fire). This ability is able to save your allies / surprise your enemies many times. You can hit 3-5 enemy champions with ease, if you are confident enough to walk up well within melee range of one of the targets. Don't be afraid of an auto attack even if you are at 2-3 bars of HP. If you play it properly, you can stun all the chasing enemies and secure an escape for your team. Your enemies will not realize what has stunned them until after you and your teammates are gone.



Annie's Molten Shield is an incredibly powerful tool to help charge up her stun. Many people, however, make the mistake in grabbing a point in this too early. It's useful, but you will be lacking damage if you pick it up before level 7-8. You need every bit of damage you can get early game, and you won't be able to charge up another stun in time to catch a fleeing enemy that early in the game anyways.

Some people pick "E" up for the defensive stats early, which is a legitimate choice against characters like Talon or Jarvan IV. However, we have no plans on staying mid and fighting these characters. You can farm safely (even against characters like those aforementioned) to level 6 without molten shield, and there is practically no reason to pick it up earlier than what is suggested.

Team Fights (Late Game) Back to Top

There's not much to say here. Play like typical Annie -> If the enemy's main source of damage comes to the front for some reason, you run up or flash into him and blow him up with everything you have.


If the enemy team is engaging onto you with a heavy bruiser like singed, don't worry about their extra damage mitigation. Blow everything on them to protect your AD carry. You know, the one you just spent all game helping get ahead? The enemy AD carry should be negligible due to the hardcore camp that you unleashed upon him. Let your bruisers deal with their carries, and keep your big AD damage source alive with stuns.


Once you have 3157_32.png, you are able to flash RIGHT INTO THE MIDDLE OF THEIR TEAM, blow up multiple targets, and bait multiple abilities / confuse them with its active stasis. Players, frantically trying to click upon you, will often not expect the stasis and end up clustering together before realizing you are untargetable. This kind of play often occurs on top of an enemy inhibitor turret, and gifts your team a win.

Final Thoughts Back to Top

Annie is a very simple champion to learn. She is one of the original 40, and has a very basic skillset. She has always been a strong early lane champion, but has always been said to "fall off HARD" late game.

While personally I don't agree that she falls off hard if you are farming properly and using runes / masteries with damage specifically in mind, you do see a slight drop in her ability to burst down players late game. Roaming midlane Annie will capitalize on the early game burst / stun potential that she brings to table, and help your entire team have a stronger late game (by reaching it earlier).


Even with wide knowledge of a champion, you will always lose games. Sometimes the game is unwinnable (e.g. 1-2 people on your team disconnect and don't return). Sometimes, your team was just having a really horrible day. Whatever it is, the outcome of the game always has a chance to be a loss.


While it is nice to hope that your team will win their match up with ease, you can never ever assume that that will happen. Would you rather gamble on the idea that your bot lane might lose, or will you guarantee its victory by thoroughly camping the s**t out of your enemies?


Roaming Annie is a build designed to get your other two lanes and your jungler more farmed than their opponents. Designed around the premise that your teammates are going to lose their lane, this strategy will counter the effects of potential poor play and help your team rise up above to victory.

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