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Annie
Champion Guide

Annie Guide

Mid

Play mid-lane Annie as a simple but high-impact burst mage. Everything revolves around Pyromania: a loaded stun plus Tibbers — especially through Flash — can catch one target or the whole enemy team, so our guide is about managing that stun, valuing Flash and turning river skirmishes into kills.

Recommended Setup

Our recommended Annie build

Our recommended runes, summoner spells and items. Compare build win rates on the stats page.

Items

Starting Items

Item 1056
Item 2003

Core Items

Item 3118
Item 3020
Item 4646

Situational Items

Item 3089
Item 3157
Item 3135
Item 6653
Item 3116
Item 3137
Item 3102
Item 3165

Into squishy teams run Electrocute with Cheap Shot, Grisly Mementos and Ultimate Hunter, plus Axiom Arcanist and Absolute Focus. Start Doran's Ring, then build Malignance, Sorcerer's Shoes and Stormsurge into Rabadon's Deathcap, Zhonya's Hourglass and Void Staff. Against tanky teams swap in Liandry's Torment, Rylai's Crystal Scepter and Cryptbloom; Banshee's Veil and Morellonomicon are situational picks.

Runes

Primary Tree
Electrocute
Dark Harvest
Hail of Blades
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter
Secondary Tree
Nullifying Orb
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm

Summoner Spells

Flash
+
Ignite

Skill Max Order

Incinerate W
Disintegrate Q
Molten Shield E

Strengths

  • Mechanically simple, with burst that deletes squishy targets.
  • Always useful: Tibbers with a loaded stun can stun up to five enemies.
  • Strong map impact in early skirmishes and around objectives.

Weaknesses

  • Extremely reliant on Flash, with no escape of her own.
  • Short spell range and weak waveclear; long-range mages like Xerath, Vel'Koz and Malzahar outrange and outpush her.
  • Can't face-check without vision, and struggles when she can't burst through tanks.

Laning Phase

Annie's auto-attack range is longer than her spells, so walk up to chain an auto into Disintegrate. Last-hitting with Q refunds its mana and halves its cooldown, which keeps you healthy on mana in lane. Put two early points in Q, then max W for waveclear and multi-target damage (or max Q if the matchup is too dangerous to walk into). Use E to finish loading the stun as a surprise, then use it to set up ganks or force Flash.

Mid & Late Game

Look for river skirmishes and grouped fights where a Flash–Tibbers stun can hit several enemies, and save Flash for important fights rather than a low-value kill. If you can't reach the whole team, first help burst whoever is diving your allies. Against slippery targets, open with a stunning Disintegrate: once it's travelling it can't be dodged, even with Flash.

Key Tips

  • Make sure the stunning Disintegrate lands before casting other spells, or the stun is wasted.
  • Incinerate is the fastest stun to land straight after Flash.
  • Tibbers can block skillshots, tank tower shots, interrupt recalls or fix a bad wave.
  • Hold a loaded stun to answer key ultimates such as Katarina's or Fiddlesticks'.
Matchups

Matchups and synergies

Our picks for difficult opponents, favorable lanes and strong allies. Compare matchup win rates on the stats page.