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Patch 16.3.1
Identify the highest-threat enemy carry and delete them using a Flash + stun combo. In late game, a single multi-man stun with is usually enough to win the fight and the game.
Annie is a high-burst mage and teamfight initiator who thrives on reliable crowd control. You play for picks and game-changing AoE stuns, using your point-and-click abilities to punish mispositioned carries.
Your win condition. After 4 spells, your next offensive spell stuns. You spawn with this ready, so look for a Level 1 trade. Use the bar under your health to track it; enemies will too, so sometimes staying at 3 stacks is better for a surprise.
Your primary farming tool. If it kills the unit, you get all the mana back. In lane, use this for every last hit to keep your mana pool full while stacking . It's point-and-click, making it the most reliable way to land a stun.
An AoE cone of fire. This is your best way to apply to multiple people if they are grouped up. It has no cast time, so you can use it while moving to catch people off guard.
Gives a shield and a burst of movement speed. Use this to dodge skillshots or to close the gap for a stun. It also reflects damage to attackers, which is great against fast-attacking ADCs or when Tibbers is being focused.
The bear drop. Deals massive initial damage and summons Tibbers. If you have ready, the initial impact stuns everyone in the circle. Tibbers burns nearby enemies, so keep him stuck to the enemy carry.
Your primary goal is to look for a Flash + engage on 2+ priority targets. If you cannot reach the backline, stand near your ADC and use with or to stun anyone trying to dive your backline.
If the enemy has multiple Spell Shields (Banshee's/Edge of Night), do not initiate. Wait for your team to pop the shields before you commit your .
Casting while your Q is traveling grants you the 4th stack, causing the to stun upon impact. This baits enemies who think they are safe because your bar isn't full.
The fastest way to dump your damage. Start with for the AoE stun, then layer your other spells while the target is stationary. Use last to speed yourself up or shield against retaliation.
Your primary teamfight initiation. Flash into the middle of the enemy team and drop for a multi-man stun. Follow up immediately with for more AoE damage.
After summoning Tibbers, use on him. It gives him the shield and the movement speed, helping him stay on top of enemies to maximize his burn and auto-attack damage.
| Spike | Why |
|---|---|
| Level 1 | You start the game with fully charged. A single start can force an early health lead or a burn summoner spell. |
| Level 3 | You have access to all basic abilities. allows you to trade and run away before the enemy can respond. |
| Level 6 | Huge jump in kill pressure. Most midlaners cannot survive a full rotation if they are at 70% health or lower. |
| Level 11 | Rank 2 increases Tibbers' base damage and tankiness significantly, making him a major threat in mid-game skirmishes. |
| Level 16 | Max rank provides massive burst and very high uptime on Tibbers, allowing you to siege or defend effectively. |