- Playing As
- Storing a for use with her can turn the tide of a team fight.
- Striking killing blows on minions with enables Annie to farm extremely well early in the game.
- is a good spell to cast to work up to Annie's , so sometimes it's beneficial to grab 1 rank in it early.
- Playing Against
- Annie's summoned bear, Tibbers, burns opposing units around himself. Try to keep your distance from him after he's been summoned.
- Summoner Spell Tibbers. can be used to help take down
- Keep an eye out for a white, swirling power around Annie. It means she's ready to unleash her .
- Ability Usage
- mana refund, this makes it an excellent farming tool. This also allows Annie to build up her quickly and freely as long as every cast of kills something. is extremely useful in lane. Even at low ranks, its cooldown is extremely short if it kills its target. Along with the
- mana cost. should be taken at first level instead of if you need a stun at level 1 or if you're playing support. The main reason is that it can be cast without a target, meaning that Annie can build up her in base to negate the
- has two main uses. The first is to give Annie a decent defensive buff, which can help her to win trades in lane or survive teamfights long enough to dish out her burst. The second use is as a cheap charging tool for , thanks to its low mana cost.
- Perhaps the most important feature of Annie's
is its larger stun range compared to and . Because of this, should generally be used as Annie's engage tool.
- Partnering with leads to a near-instant stun with surprisingly long range. However, try not to be too obvious when preparing this combo, as a cautious enemy will probably back off if they anticipate an engage.
- Don't feel like a fully-charged is too valuable to waste on farming. While most enemies won't come near you when you have your ready, keeping it for too long might mean you miss out on farm because you don't want to use . Given how quickly Annie can build up stuns when last-hitting with , your stun won't be down long enough for the enemy to fully engage on you unless you're too far from your tower.
- Annie has two main burst combos, which are > > and > > . Which one should be used depends on the situation. The second is generally more reliable, given that will always hit, but it makes very little difference which one you use unless the enemy can cleanse your and escape in the fraction of a second between your spell casts.
- Mastery Usage
- Annie works best with keystones that either synergize with her bursty nature or provide extra damage. Therefore, she tends to favor the Cunning tree over Ferocity and Resolve.
- ability power ratio on the keystone means that it will be dealing a lot of damage, given that Annie generally builds huge amounts of AP. is an excellent keystone for Annie, given that her damage comes in multi-spell, powerful bursts. Your main burst combo can proc the extra damage extremely quickly, and the
- can help you catch enemies who weren't killed by your combo, as you are almost guaranteed to deal the required amount of damage as long as your whole combo hits. It can also aid your escape if your aim was to burst down a squishy target and flee.
- is a viable option for Annie given that she normally builds a lot of AP and might be able to stop an enemy escaping with a sliver of health, but is more useful overall due to its incredible synergy with Annie.
- As a support, health even without any armor and magic resist. can be used with to allow you to soak up damage for your lane partner. With at max rank, the total damage reduction is 44%, meaning that your effective health is nearly double your actual
- There are several masteries which work really well on Annie, most of which involve damage amplification, mana sustain and cooldown reduction. Generally, masteries like and are good picks.
- health. From there, helps Annie to finish them off while prevents them from being healed above the 40% threshold. goes particularly well with . If a squishy or semi-squishy target takes the full brunt of Annie's burst, they are almost certain to be under 40%
- Tibbers' maximum lifetime. is also very good on Annie. The cooldown reduction helps her burst combo come back up faster, and more importantly, the cooldown on is actually lower than
- Item Usage
- Annie's items for a solo lane are almost always focused on ability power, mana/mana regeneration, and health. Items that combine these, most notably , are usually a good idea to buy on Annie.
- item on Annie, as she can make effective use of all the stats it gives. The extra health especially is very useful during trades due to her short range, and the on-kill passive has fantastic synergy with the mana refund on . is a great starting
- is dangerous to start with, but it can pay off if you're able to keep yourself alive or if your teammates can protect you well. However, you should never start with this item if you aren't completely confident that you can win lane without dying once.
- The advanced items you buy in lane can vary a lot, but there are several notable options that see a lot of use.
- health and mana, making it very useful if you find yourself running out of either during the laning phase. In addition, its passive has great synergy with Annie: her low range means she takes a lot of damage during trades, which will give her mana back with a , and the refund on means that you're effectively healed for free whenever you kill something with it. provides
- mana, though it lacks the health that provides. If you're winning trades in lane, then the lack of health probably won't trouble you too much, while the ability power will let you press your advantage. The passive's mana regeneration is also a nice addition to your sustain. provides more offense than does as well as the same amount of
- ability power given by these items can push you far enough ahead of your opponent that they will be unable to make any form of comeback in lane. However, you need to be very careful if you choose these items, as one well-timed enemy gank can easily kill you given your fragility and lack of sustain. and are decent buys if you've killed your opponent or forced them to recall at least once. In these cases, you've probably got a fairly large advantage already, and the raw
- Finally, ability power and can be used to close out your lane. However, while the cooldown reduction is a useful bonus and can make you even more oppressive towards your opponent, you have to be very careful to watch your mana to make sure it doesn't run out at the wrong time. is similar to the above two items in that it provides a decent amount of raw
- Your first complete item will obviously depend on how your lane went and what you've already bought, but you should always consider building ability power, mana, cooldown reduction and mana restore on kills and assists make it a fantastic item for Annie, and the passive's Grievous Wounds essentially makes it impossible for your target to be saved by any form of healing or lifesteal. first. The
- Unless you've got a large advantage in gold and levels over your enemies, ability power, it has nothing to back up that power with. You'll often be better off going for cooldown reduction or sustain on your first item. is not an ideal item to rush first. While it does provide a huge amount of
- If you find yourself being focused, buying a slow enemies that try to chase you, which is also useful for catching your own targets.
or can help to prevent you being bursted down before you can do anything. Both items provide a fair amount of health, while the former provides a lot of mana to keep you alive and able to cast spells and the latter will
- Tibbers, and all of basic attacks. in particular slows enemies whenever you damage them with any of your spells. This includes on-being-hit damage, the aura emitted by
- While it is listed as an essential item, movement speed might help you get away or catch enemies.
doesn't need to be bought first, second or even third. Like , it gives a lot of burst and very little else, though the
- Like Tibbers walked up to it or you were taking minion aggro with active. , the passive of triggers on dealing damage in any way with any of Annie's spells. Be careful that you don't waste it on a minion wave because
- cooldown reduction. and are both good buys on Annie. A full damage build will likely appreciate a bit more to improve its burst even further, while a tankier Annie might want to make up for not having that much
- Because of Annie's short range, is often a good buy, especially against another mage. However, a might be preferable if you want straight damage.
- attack damage. Notably, if Tibbers becomes enraged less than half a second before you go invulnerable, his rage can last for your whole invulnerability period, allowing you to inflict significant damage while in stasis. In addition, Tibbers can still be commanded during this time. is good on Annie, especially against champions with massive burst and/or high amounts of
- All of magic resistance will mitigate her damage significantly.
spells deal magic damage, therefore any form of
- offers a spell shield to negate 1 spell from . Its magic resistance and health will help tremendously in surviving burst, while possibly blocking initiation. As such, it is a recommended buy if going against Annie.
- is a cheaper alternative that allows you to cleanse her stun specifically instead of just one ability; however, it does not prevent the damage.
- If you're a support trying to protect your carries from being stunned, consider to help debuff.
- Do not underestimate the damaging aura from . The longer the fight lasts, the more damage you will take from it.
- Avoid focusing her Tibbers when attacking , as Tibbers has a lot of health and damage. Focusing Tibbers allows to finish you off with her spells if she is ignored.
- Do not disregard Tibbers completely, however. Its attack damage and damaging aura can easily put a tense fight against in her favor if left to attack you. Furthermore, an enraged Tibbers becomes very dangerous when you are .
- Alternatively, use ranged attacks and abilities to kill Tibbers while keeping out of range of spells, the advantage to this being that Tibbers will most likely be easier to kill.
- Tibbers is considered a minion therefore and champion abilities that work on minions and monsters only (such as and ), will work on him as well. At lower levels, a that uses and can kill Tibbers immediately, and gain a stack of health.
- Ideally, Tibbers should be taken out while Annie is under crowd control. That way, he won't become enraged due to Annie's death, and Annie can't deal damage to you while you kill him.
- Despite powerful stun and burst in spells, Annie's spells are short-ranged. As such, long range mages such as , , , and , and long range marksmen like , or can easily zone Annie out and prevent her from using her spells effectively.
- If there is an Annie on the enemy team, avoid being clumped thogether with your team. Some players are known for making unexpected when they have their stun ready, casting and stunning your entire team. This can be potentially game-breaking, especially if the stun affects your allied carries.
- acts similarly to . Be careful when engaging her if you are using a champion that relies on auto-attacks.
- Forcing Annie to use her burst combo on a frontline tank will stop her from immediately taking out squishy targets. In particular, champions like who can survive her burst and then lock her down will make Annie far easier to deal with.