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m (Housekeeping, replaced: ==Recommended Items== → == Recommended Items == (3)) |
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{{Section top}} |
{{Section top}} |
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+ | {{StrategyHeader}} |
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⚫ | |||
+ | |||
− | {{ri |
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+ | |||
+ | |||
⚫ | |||
+ | {{Recommended items |
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|map = Summoner's Rift |
|map = Summoner's Rift |
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|s1 = Doran's Ring |
|s1 = Doran's Ring |
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Line 9: | Line 13: | ||
|s3 = Warding Totem |
|s3 = Warding Totem |
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|ea1 = Boots of Speed |
|ea1 = Boots of Speed |
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− | |ea2 = |
+ | |ea2 = Lost Chapter |
− | |ea3 = |
+ | |ea3 = Blasting Wand |
|e1 = Sorcerer's Shoes |
|e1 = Sorcerer's Shoes |
||
− | |e2 = |
+ | |e2 = Spellbinder |
− | |e3 = |
+ | |e3 = Luden's Echo |
|st1 = Rabadon's Deathcap |
|st1 = Rabadon's Deathcap |
||
− | |st2 = |
+ | |st2 = Void Staff |
− | |st3 = |
+ | |st3 = Zhonya's Hourglass |
|si1 = Rylai's Crystal Scepter |
|si1 = Rylai's Crystal Scepter |
||
− | |si2 = |
+ | |si2 = Rod of Ages |
− | |si3 = |
+ | |si3 = Banshee's Veil |
− | |c1 = |
+ | |c1 = Control Ward |
− | |c2 = |
+ | |c2 = Health Potion |
− | |c3 = Elixir of Sorcery |
+ | |c3 = Elixir of Sorcery |
+ | }} |
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− | |||
+ | {{Recommended items |
||
− | {{ri |
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|map = Twisted Treeline |
|map = Twisted Treeline |
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|s1 = Doran's Ring |
|s1 = Doran's Ring |
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|s1# = 2 |
|s1# = 2 |
||
|s2 = Health Potion |
|s2 = Health Potion |
||
− | |e1 = |
+ | |e1 = Sorcerer's Shoes |
− | |e2 = |
+ | |e2 = Hextech GLP-800 |
− | |e3 = |
+ | |e3 = Spellbinder |
− | |o1 = |
+ | |o1 = Wooglet's Witchcap |
− | |o2 = |
+ | |o2 = Morellonomicon |
− | | |
+ | |o3 = Void Staff |
− | | |
+ | |d1 = Abyssal Mask |
− | | |
+ | |d2 = Rylai's Crystal Scepter |
+ | |d3 = Banshee's Veil |
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|c1 = Health Potion |
|c1 = Health Potion |
||
− | |c2 = Elixir of Sorcery |
+ | |c2 = Elixir of Sorcery |
+ | }} |
||
− | |||
+ | {{Recommended items |
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− | {{ri |
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|map = Howling Abyss |
|map = Howling Abyss |
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− | |s1 = |
+ | |s1 = Tear of the Goddess (Quick Charge) |
− | |s2 = |
+ | |s2 = Boots of Speed |
+ | |s3 = Health Potion |
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− | |s2# = 4 |
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− | | |
+ | |s3# = 5 |
+ | |e1 = Archangel's Staff (Quick Charge) |
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− | |e2 = Luden's Echo |
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− | | |
+ | |e2 = Sorcerer's Shoes |
+ | |e3 = Rod of Ages (Quick Charge) |
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|o1 = Rabadon's Deathcap |
|o1 = Rabadon's Deathcap |
||
|o2 = Void Staff |
|o2 = Void Staff |
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+ | |o3 = Morellonomicon |
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|d1 = Zhonya's Hourglass |
|d1 = Zhonya's Hourglass |
||
|d2 = Rylai's Crystal Scepter |
|d2 = Rylai's Crystal Scepter |
||
− | |d3 = |
+ | |d3 = Banshee's Veil |
|c1 = Oracle's Extract |
|c1 = Oracle's Extract |
||
|c2 = Health Potion |
|c2 = Health Potion |
||
− | |c3 = Elixir of Sorcery |
+ | |c3 = Elixir of Sorcery |
+ | |c4 = Corrupting Potion |
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+ | }} |
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− | ==Tips== |
+ | == Tips == |
;Playing As {{ci|Annie}} |
;Playing As {{ci|Annie}} |
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* Storing a {{ai|Pyromania|Annie|stun}} for use with her {{ai|Summon: Tibbers|Annie|ultimate}} can turn the tide of a team fight. |
* Storing a {{ai|Pyromania|Annie|stun}} for use with her {{ai|Summon: Tibbers|Annie|ultimate}} can turn the tide of a team fight. |
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;Playing Against {{ci|Annie}} |
;Playing Against {{ci|Annie}} |
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− | * Annie's summoned bear, {{ |
+ | * Annie's summoned bear, {{ui|Tibbers}}, burns opposing units around himself. Try to keep your distance from him after he's been summoned. |
− | * Summoner Spell {{si|Smite}} can be used to help take down {{ |
+ | * Summoner Spell {{si|Smite}} can be used to help take down {{ui|Tibbers}}. |
* Keep an eye out for a white, swirling power around Annie. It means she's ready to unleash her {{ai|Pyromania|Annie|stun}}. |
* Keep an eye out for a white, swirling power around Annie. It means she's ready to unleash her {{ai|Pyromania|Annie|stun}}. |
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− | ==Tricks== |
+ | == Tricks == |
;Ability Usage |
;Ability Usage |
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+ | * {{ai|Disintegrate|Annie}} is extremely useful in lane. Even at low ranks, its cooldown is extremely short if it kills its target. Along with the [[mana]] refund, this makes it an excellent farming tool. This also allows Annie to build up her {{ai|Pyromania|Annie|stun}} quickly and freely as long as every cast of {{ai|Disintegrate|Annie}} kills something. |
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− | * {{cis|Annie}} strength as a mage comes from her decent laning phase with {{ai|Disintegrate|Annie}} allowing her to last-hit without mana problems, and her exceptional AoE damage potential from {{ai|Incinerate|Annie}} and {{ai|Summon: Tibbers|Annie}}. Her {{ai|Pyromania|Annie}} allows her to lock up multiple targets in an area for a decent amount of time with her {{ai|Molten Shield|Annie}} giving her both a convenient way to charge it and a good defensive boost. |
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+ | ** {{ai|Disintegrate|Annie}} is a good choice to max first in a lot of situations. A higher-level {{ai|Disintegrate|Annie}} means more reliable farming and increased damage on a targeted ability, while only increasing its [[mana]] cost by 5 per rank, which can be almost entirely negated by the [[mana]] refund on kill. |
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− | ** {{cis|Annie}} weaknesses include her short spellcasting range, which makes it difficult and risky to land a combo on the key targets in a fight. {{ai|Pyromania|Annie}} is {{cis|Annie}} only form of crowd control, and while it is charging up she is very vulnerable to getting initiated upon. |
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+ | * {{ai|Incinerate|Annie}} should be taken at first level instead of {{ai|Disintegrate|Annie}} 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 {{ai|Pyromania|Annie|stun}} in base to negate the [[mana]] cost. |
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− | * During the laning phase, try to find a good balance between storing your stun for use on the enemy champions, and continuing to use your spells to maintain a strong creepkill count. |
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+ | ** While a maxed {{ai|Incinerate|Annie}} deals more damage than a maxed {{ai|Disintegrate|Annie}}, this comes with a higher [[mana]] cost and cooldown, as well as less reliable farming. However, against enemies who can block {{ai|Disintegrate|Annie}}, such as [[Yasuo]], {{ai|Incinerate|Annie}} can be maxed first for more poke, given that it bypasses [[Yasuo|Yasuo's]] {{ai|Wind Wall|Yasuo}}. |
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− | * If you expect a level 1 teamfight, a good tactic is to use {{ai|Incinerate|Annie}} 4 times to get a stun ready before you leave the fountain. This can help turn the tide of an enemy invade or supplement your own to get you first blood. |
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+ | * {{ai|Molten Shield|Annie}} 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 {{ai|Pyromania|Annie}}, thanks to its low mana cost. |
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− | * Whenever you respawn or {{si|Recall}} to the fountain, use {{ai|Incinerate|Annie}} and {{ai|Molten Shield|Annie}} to gain charges on {{ai|Pyromania|Annie}}. |
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+ | ** It is very rare to see {{ai|Molten Shield|Annie}} maxed first. While it is more viable than the old Molten Shield due to being a percent reduction of damage instead of a flat bonus to [[armor]] and [[Magic resistance|magic resist]], the benefits of maxing {{ai|Molten Shield|Annie}} are negligible in comparison to her other basic abilities. |
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− | * Sometimes it is smarter to approach an enemy with 3 {{ai|Pyromania|Annie}} charges instead of 4 to appear vulnerable. You can then quickly charge the stun with {{ai|Molten Shield|Annie}}. It can also allow you to break {{ii|Banshee's Veil}} with a weaker spell before using a spell (especially {{ai|Summon: Tibbers|Annie}}) that stuns them. |
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+ | * Perhaps the most important feature of Annie's {{ai|Summon: Tibbers|Annie|ultimate}} is its larger stun range compared to {{ai|Disintegrate|Annie}} and {{ai|Incinerate|Annie}}. Because of this, {{ai|Summon: Tibbers|Annie}} should generally be used as Annie's engage tool. |
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− | ** This can also be an effective strategy to lure enemies into a false sense of security. |
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+ | ** Partnering {{ai|Summon: Tibbers|Annie}} with {{si|Flash|Flash}} 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. |
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− | * During the laning phase, use {{ai|Disintegrate|Annie}} to last hit minions since it refunds its mana cost and halves its cooldown when it kills a unit. Use this to quickly stack {{ai|Pyromania|Annie}}. |
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+ | * Don't feel like a fully-charged {{ai|Pyromania|Annie}} is too valuable to waste on farming. While most enemies won't come near you when you have your {{ai|Pyromania|Annie|stun}} ready, keeping it for too long might mean you miss out on farm because you don't want to use {{ai|Disintegrate|Annie}}. Given how quickly Annie can build up stuns when last-hitting with {{ai|Disintegrate|Annie}}, your stun won't be down long enough for the enemy to fully engage on you unless you're too far from your tower. |
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− | * {{ai|Disintegrate|Annie}} can be used once {{ai|Pyromania|Annie}} is available to lock down a single target, as it is a targeted ability, saving more powerful abilities for follow up. |
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+ | * Annie has two main burst combos, which are {{ai|Summon: Tibbers|Annie}} > {{ai|Disintegrate|Annie}} > {{ai|Incinerate|Annie}} and {{ai|Summon: Tibbers|Annie}} > {{ai|Incinerate|Annie}} > {{ai|Disintegrate|Annie}}. Which one should be used depends on the situation. The second is generally more reliable, given that {{ai|Incinerate|Annie}} will always hit, but it makes very little difference which one you use unless the enemy can cleanse your {{ai|Pyromania|Annie|stun}} and escape in the fraction of a second between your spell casts. |
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− | ** It is often better to use {{ai|Incinerate|Annie}} to stun as its effect is almost instant, compared to {{ai|Disintegrate|Annie}} which has travel time and a disjointable projectile. On the other hand, it can be easier to miss if you misjudge the range. |
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− | * While {{ai|Incinerate|Annie}} can take down groups of low health minions early game, positioning the cone so that it also routinely damages the enemy champion can be very useful. Dropping their health like this can be followed up with a big {{ai|Summon: Tibbers|Annie}}+{{ai|Pyromania|Annie}} burst for the kill. |
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− | * Don't rely solely on {{ai|Molten Shield|Annie}} to keep you alive. Its damage isn't great for countering AD carries with [[life steal]], and early game its defensive properties are minimal at best. It is mainly used to charge up a stun. |
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− | * When you have 3 {{ai|Pyromania|Annie}} charges you can cast {{ai|Molten Shield|Annie}} while {{ai|Disintegrate|Annie}} is in mid-flight to prime the stun and land it when your Q hits. |
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− | * {{cai|Summon: Tibbers|Annie}} can be controlled, like most pet units, by holding Alt or activating the ability again before moving. |
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− | * {{ai|Summon: Tibbers|Annie}} or {{ai|Incinerate|Annie}} used in combination with {{ai|Pyromania|Annie}} results in {{ci|Annie}} having an AoE stun effect. |
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− | ** {{ai|Incinerate|Annie}} can be used as an AoE stun in replacement of {{ai|Summon: Tibbers|Annie}}, guaranteeing Tibbers to land and damage all the intended targets. |
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− | * If you hold onto 3 {{ai|Pyromania|Annie}} stacks, use {{ai|Disintegrate|Annie}} and, before it finishes casting, then {{ai|Molten Shield|Annie}}, you will stun the enemy. The later you use {{ai|Molten Shield|Annie}} the better. This can be followed up with {{ai|Summon: Tibbers|Annie}} and is a good way to get a sly stun. |
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− | ; |
+ | ;Rune Usage |
* |
* |
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;Item Usage |
;Item Usage |
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+ | * Annie's [[item]]s for a solo lane are almost always focused on [[ability power]], [[mana]]/[[mana regeneration]], and [[health]]. Items that combine these, most notably {{ii|Rod of Ages}}, are usually a good idea to buy on Annie. |
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− | * As a mage, {{ci|Annie}} benefits greatly from [[ability power]], [[cooldown reduction]], and [[mana]]-pool and [[mana regeneration|regeneration]] bonuses. But because her abilities are relatively short ranged, she may also want to build some defensive stats - [[health]], [[armor]] and [[magic resistance]]. |
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+ | * {{ii|Doran's Ring}} is a great starting [[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 {{ai|Disintegrate|Annie}}. |
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− | * {{ai|Disintegrate|Annie}} can quickly build up mana in items like {{ii|Tear of the Goddess}} or {{ii|Archangel's Staff}}. |
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+ | * {{ii|The Dark Seal}} 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. |
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− | * {{ii|Rylai's Crystal Scepter}} is a great item for {{ci|Annie}}, as the [[health]] and [[area of effect]] slow allows Tibbers' AoE damage aura to constantly apply the slow debuff, making Tibbers excellent for chasing and kiting. |
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+ | * The advanced items you buy in lane can vary a lot, but there are several notable options that see a lot of use. |
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− | ** Combined with this, {{ii|Liandry's Torment}} can help in extended fights as {{ci|Tibbers|Tibbers'}} aura does constantly apply the health burn. |
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+ | ** {{ii|Catalyst of Aeons}} provides [[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 {{ii|Catalyst of Aeons|Catalyst}}, and the refund on {{ai|Disintegrate|Annie}} means that you're effectively healed for free whenever you kill something with it. |
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− | * {{ii|Rabadon's Deathcap}} works well for {{ci|Annie}} as a purely offensive item because of her high AP ratios. |
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+ | ** {{ii|Lost Chapter}} provides more offense than {{ii|Catalyst of Aeons|Catalyst}} does as well as the same amount of [[mana]], though it lacks the [[health]] that {{ii|Catalyst of Aeons|Catalyst}} 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. |
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− | * {{ii|Abyssal Scepter}} is a good option for {{ci|Annie}} when the enemy team has lots of magic damage. It provides magic resistance, but still contributes to her burst potential with AP and a magic resistance reduction [[aura]] and since none of her abilities exceed the 700 range, she can capitalize the aura to its full potential. |
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+ | ** {{ii|Blasting Wand}} and {{ii|Needlessly Large Rod}} 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 [[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. |
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− | * As {{cis|Annie}} ranges are very short compared to other mages, {{ii|Boots of Mobility}} can be an excellent choice for roaming to other lanes or closing the distance on key targets. |
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+ | ** Finally, {{ii|Fiendish Codex}} is similar to the above two items in that it provides a decent amount of raw [[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. |
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− | * {{ii|Rod of Ages}} can be a good choice in giving {{ci|Annie}} a bit of extra durability to accommodate her abilities forcing her to be relatively close to the action. |
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+ | * Your first complete item will obviously depend on how your lane went and what you've already bought, but you should always consider building {{ii|Morellonomicon}} first. The [[ability power]], [[mana]], [[cooldown reduction]] and [[mana]] restore on kills and assists make it a fantastic item for Annie, and the passive's {{tip|Grievous Wounds}} essentially makes it impossible for your target to be saved by any form of healing or lifesteal. |
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− | * {{ii|Aether Wisp}} and then {{ii|Lich Bane}} can be a viable option for providing a slight increase in mobility and an extra burst on autos. |
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+ | * Unless you've got a large advantage in gold and levels over your enemies, {{ii|Rabadon's Deathcap}} is not an ideal item to rush first. While it does provide a huge amount of [[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. |
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− | **Note that {{ci|Annie}} has a very long basic attack range, which coupled with her low spell range means {{ii|Lich Bane}} is particularly easy to use. |
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+ | * If you find yourself being focused, buying a {{ii|Rod of Ages}} or {{ii|Rylai's Crystal Scepter}} 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 {{tip|slow}} enemies that try to chase you, which is also useful for catching your own targets. |
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− | * {{ii|Distortion}} can supplement the {{si|Flash}} and {{ai|Summon: Tibbers|Annie}} initiation combo that {{ci|Annie}} is feared for by decreasing the cooldown on the spell and providing a small boost in mobility. |
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+ | ** {{ii|Rylai's Crystal Scepter}} in particular slows enemies whenever you damage them with any of your spells. This includes {{ais|Molten Shield|Annie}} on-being-hit damage, the aura emitted by {{ui|Tibbers}}, and all of {{ui|Tibbers}} basic attacks. |
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− | * Because {{ci|Annie}}'s {{ai|Molten Shield|Annie}} reflects back auto attacks as magic damage in addition to armor and magic resistance boost, a {{ii|Thornmail}} works relatively well on her (especially against a basic attack or attack damage heavy team). |
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+ | * While it is listed as an essential item, {{ii|Luden's Echo}} doesn't need to be bought first, second or even third. Like {{ii|Rabadon's Deathcap}}, it gives a lot of burst and very little else, though the [[movement speed]] might help you get away or catch enemies. |
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− | * While {{ci|Annie}} has been traditionally played as a solo lane champion, she can also excel as an aggressive support alongside a marksman in a duo lane. The combination of a long duration AoE {{cctip|stun|stun}} from {{ai|Pyromania|Annie}}, instant casting or targeted damage spells, and her high basic attack range makes {{ci|Annie}} a great threat even without gold and items. |
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+ | ** Like {{ii|Rylai's Crystal Scepter|Rylai's}}, the passive of {{ii|Luden's Echo}} 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 {{ui|Tibbers}} walked up to it or you were taking minion aggro with {{ai|Molten Shield|Annie}} active. |
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− | ** However, {{ci|Annie}} provides no sustain. Poke-based champions such as {{ci|Caitlyn}}, {{ci|Ezreal}}, {{ci|Sona}}, and {{ci|Karma}} can chip away at Annie and her laning partner's health from outside her range. |
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+ | * {{ii|Sorcerer's Shoes}} and {{ii|Ionian Boots of Lucidity}} are both good buys on Annie. A full damage build will likely appreciate {{ii|Sorcerer's Shoes}} a bit more to improve its burst even further, while a tankier Annie might want {{ii|Ionian Boots of Lucidity}} to make up for not having that much [[cooldown reduction]]. |
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− | * Since you will not be taking last-hits, charging {{ai|Pyromania|Annie}} is not as simple in the support role. With its low manacost and disposable nature, {{ai|Molten Shield|Annie}} should be used to make sure {{ai|Pyromania|Annie}} is ready as much as possible. |
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+ | * Because of Annie's short range, {{ii|Abyssal Mask}} can be a good buy, especially against another mage. However, a {{ii|Void Staff}} might be preferable if you want straight damage. |
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− | * {{ii|Spellthief's Edge}} and its upgrades serve Annie well, since she can easily proc the gold bonuses with her long range basic attacks. {{ii|Frost Queen's Claim}}'s active is a great way for {{ci|Annie}} to get close to targets for her combo, or simply buy time til she can charge {{ai|Pyromania|Annie}} for more crowd control. |
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+ | * {{ii|Zhonya's Hourglass}} is good on Annie, especially against champions with massive burst and/or high amounts of physical damage. Notably, if {{ui|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, {{ui|Tibbers}} can still be commanded during this time. |
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;Countering |
;Countering |
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** {{ii|Banshee's Veil}} offers a spell shield to negate 1 spell from {{ci|Annie}}. Its magic resistance and health will help tremendously in surviving {{cis|Annie}} burst, while possibly blocking {{cis|Annie}} initiation. As such, it is a recommended buy if going against Annie. |
** {{ii|Banshee's Veil}} offers a spell shield to negate 1 spell from {{ci|Annie}}. Its magic resistance and health will help tremendously in surviving {{cis|Annie}} burst, while possibly blocking {{cis|Annie}} initiation. As such, it is a recommended buy if going against Annie. |
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** {{ii|Quicksilver Sash}} is a cheaper alternative that allows you to cleanse her stun specifically instead of just one ability; however, it does not prevent the damage. |
** {{ii|Quicksilver Sash}} is a cheaper alternative that allows you to cleanse her stun specifically instead of just one ability; however, it does not prevent the damage. |
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+ | ** If you're a support trying to protect your carries from being stunned, consider {{ii|Mikael's Crucible}} to help debuff. |
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* Do not underestimate the damaging aura from {{cai|Summon: Tibbers|Annie}}. The longer the fight lasts, the more damage you will take from it. |
* Do not underestimate the damaging aura from {{cai|Summon: Tibbers|Annie}}. The longer the fight lasts, the more damage you will take from it. |
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− | + | * Avoid focusing {{ui|Tibbers}} when attacking {{ci|Annie}}, as {{ui|Tibbers}} has a lot of health and a decent amount of damage. Focusing {{ui|Tibbers}} allows {{ci|Annie}} to finish you off with her spells if she is ignored. |
|
− | + | ** Do not disregard {{ui|Tibbers}} completely, however. Its attack damage and damaging aura can easily put a tense fight against {{ci|Annie}} in her favor if left to attack you. Furthermore, an enraged Tibbers becomes very dangerous when you are {{ai|Pyromania|Annie|stunned}}. |
|
− | ** Alternatively, use ranged attacks and abilities to kill {{ |
+ | ** Alternatively, use ranged attacks and abilities to kill {{ui|Tibbers}} while keeping out of range of {{cis|Annie}} spells, the advantage to this being that {{ui|Tibbers}} will most likely be easier to kill. |
− | ** {{ |
+ | ** {{ui|Tibbers}} is considered a minion therefore {{si|Smite}} and champion abilities that work on minions and monsters only (such as {{cai|Force of Will|Syndra}} and {{cai|Consume|Nunu}}), will work on him as well. At lower levels, a {{ci|Cho'Gath}} that uses {{si|Smite}} and {{ai|Feast|Cho'Gath}} can kill {{ui|Tibbers}} immediately, and gain a stack of health. |
+ | ** Ideally, {{ui|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. |
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− | * At lower levels, a {{ci|Cho'Gath}} that uses {{si|Smite}} and {{ai|Feast|Cho'Gath}} can kill {{ci|Tibbers}} immediately, and gain a stack of health. |
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⚫ | * Despite {{cis|Annie}} powerful stun and burst in spells, Annie's spells are short-ranged. As such, long range mages such as {{ci|Lux}}, {{ci|Morgana}}, {{ci|Ziggs}}, and {{ci|Xerath}}, and long range marksmen like {{ci|Caitlyn}}, {{ci|Kog'Maw}} or {{ci|Tristana}} can easily zone Annie out and prevent her from using her spells effectively. |
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− | * Be alert for the visual effect that appears when the stun from {{ai|Pyromania|Annie}} is ready. |
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− | + | * If there is an Annie on the enemy team, avoid being clumped thogether with your team. Some {{ci|Annie}} players are known for making unexpected {{si|Flash|Flashes}} when they have their stun ready, casting {{ai|Summon: Tibbers|Annie}} and stunning your entire team. This can be potentially game-breaking, especially if the stun affects your allied carries. |
|
* {{ai|Molten Shield|Annie}} acts similarly to {{ii|Thornmail}}. Be careful when engaging her if you are using a champion that relies on auto-attacks. |
* {{ai|Molten Shield|Annie}} acts similarly to {{ii|Thornmail}}. Be careful when engaging her if you are using a champion that relies on auto-attacks. |
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+ | * Forcing Annie to use her burst combo on a frontline tank will stop her from immediately taking out squishy targets. In particular, champions like {{ci|Alistar}} who can survive her burst and then lock her down will make Annie far easier to deal with. |
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− | ** It can sometimes be hard to see the visual effect of {{ai|Pyromania|Annie}} if she has her {{ai|Molten Shield|Annie}} up. |
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⚫ | * Despite {{ |
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− | * If there is an Annie on the enemy team, avoid being clumped thogether with your team. Some {{ci|Annie}} players are known for making unexpected {{si|Flash|Flashes}} when they have their stun ready, casting {{ai|Summon Tibbers|Annie}} and stunning your entire team. This can be potentially game-breaking, especially if the stun affects your allied carries. |
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− | * Don't be deceived by Annie's lack of {{ai|Pyromania|Annie}} stacks. She may have three of them and she is just baiting you into thinking she does not have enough to stun you. This may lead to unexpected kills. |
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[[Category:Champion strategies]] |
[[Category:Champion strategies]] |
Latest revision as of 10:15, 17 May 2020
Strategy is highly subjective and may become outdated without any notice. Because of this, the League of Legends Wiki has decided to retire strategy pages and would recommend using other platforms (such as YouTube) to find guides. For more information visit this thread.
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Recommended Items
Tips
- 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, , burns opposing units around himself. Try to keep your distance from him after he's been summoned.
- Summoner Spell 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 .
Tricks
- 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
- It is very rare to see armor and magic resist, the benefits of maxing are negligible in comparison to her other basic abilities. maxed first. While it is more viable than the old Molten Shield due to being a percent reduction of damage instead of a flat bonus to
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
- 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.
is its larger stun range compared to and . Because of this, should generally be used as Annie's engage tool.
- 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.
- Rune Usage
- 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.
- in particular slows enemies whenever you damage them with any of your spells. This includes on-being-hit damage, the aura emitted by , and all of basic attacks.
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 - While it is listed as an essential item, movement speed might help you get away or catch enemies.
- Like , 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 walked up to it or you were taking minion aggro with active.
doesn't need to be bought first, second or even third. Like , it gives a lot of burst and very little else, though the - 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, can be a good buy, especially against another mage. However, a might be preferable if you want straight damage.
- is good on Annie, especially against champions with massive burst and/or high amounts of physical damage. Notably, if 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, can still be commanded during this time.
- Countering
- All of magic resistance will mitigate her damage significantly.
- 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.
spells deal magic damage, therefore any form of - Do not underestimate the damaging aura from . The longer the fight lasts, the more damage you will take from it.
- Avoid focusing
- Do not disregard 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 while keeping out of range of spells, the advantage to this being that will most likely be easier to kill.
- 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 immediately, and gain a stack of health.
- Ideally, 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. should be taken out while Annie is under
when attacking , as has a lot of health and a decent amount of damage. Focusing allows to finish you off with her spells if she is ignored.
- 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.