Annie Mid Build & Guide — Patch 16.9

Tactical Dashboard
Core Abilities




Skill Order
Primary Combo
Core Items




Situational Items




Win Condition
Stack Pyromania to 4 on minions, walk up with Flash + R for a point-blank AOE stun on grouped enemies, and burst the squishy back line with Luden's Companion + Shadowflame.
Weakness
Low base mobility, 600-625 spell range. Out-poked by artillery mages and out-mobiled by assassins who dash through R range before the stun lands.
Overview
Annie is the simplest burst mage in the game (a champion that deals high magic damage concentrated in 1-2 seconds, then waits for cooldowns) and one of the strongest at punishing mistakes around level 6. Her kit looks tiny on paper — a point-and-click Q, a cone W, a self-or-ally shield, and a summon ult — but her passive Pyromania glues it together: every 4th spell cast charges a guaranteed stun on the next target hit. That single mechanic turns a beginner-friendly champion into a guaranteed-stun threat that can delete a squishy back line (the carries positioned at the rear of their team in a fight) in one button press once Tibbers comes out.
Her game plan is the same in lane and in teamfights: load Pyromania to four charges on minions, walk up to 600 range, and trigger the charge on the highest-value enemy with R (Tibbers), then W and Q. Two judgement calls separate a good Annie from a great one: knowing when to keep the charge ready (don't burn it on a minion right before you commit — fully engage in — a fight) and how to land R (Flash + R is one of the most reliable engage tools — abilities that start a teamfight — in the game on a grouped team).
Recommended Build
Starting items:
Doran's Ring (gives extra mana so Annie can keep casting Q and W early) + 2
Health Potions (heal HP over time during lane). The ring fuels her opening trades; the potions sustain through poke (long-range chip damage from the enemy mage).
Core items (in order):
Luden's Companion — first-item burst spike (a "power spike" is the moment a champion gets noticeably stronger thanks to a level-up or item completion). Annie's combo is short, so the bonus damage on first spell hit lines up perfectly with R + W on a stunned target.
Sorcerer's Shoes — flat magic penetration boots. Your kills come from squishy targets with low magic resistance, and flat penetration scales harder than percent at this stage.
Shadowflame — extra burst with an HP-threshold passive (bonus magic damage when the enemy is below ~35% HP). Cheap finisher that turns Annie's R + W from "almost lethal" into a one-shot.
Rabadon's Deathcap — late-game multiplier (+30% total AP, where AP / Ability Power is the stat that scales every Annie spell). When this comes online, Annie's R combo deletes grouped enemies, not just single squishies.
Situational items:
Zhonya's Hourglass — into mobile assassins and divers (Zed, Diana, Talon, Akali). After the R + Flash engage, activate stasis (the active that turns you invulnerable for 2.5 seconds): you survive while your team follows up.
Rylai's Crystal Scepter — into kite-heavy comps without hard CC (squads that move backward while attacking, keeping distance). The slow on R + W pins targets inside Tibbers' burning aura.
Banshee's Veil — into single-target magic CC (Lissandra R, Twisted Fate stun, Ahri charm). The shield blocks the engage spell so you keep your Flash for offence.
Void Staff — swap into your build the moment any priority target finishes a Magic Resist item.
Boots:
Sorcerer's Shoes is default.
Ionian Boots of Lucidity are an alternative when the team needs more R uptime as a teamfight starter.
Skill order: Max Q first (lowest cooldown, mana-refunding on kill, your primary trade tool — short exchange of damage in lane). Max W second (waveclear, the act of clearing the enemy minion wave; W has the highest base damage at rank 5). Max E last (utility, doesn't scale hard with rank). Take R at levels 6, 11, 16.
Runes: Primary tree Sorcery (the magic-damage tree) with Arcane Comet (extra magic damage projectile when you hit a champion), Manaflow Band (your max mana grows when you hit spells), Transcendence (cooldown reduction at levels 5, 8, 11), Scorch (extra burn damage on the next spell every ~10 seconds). Secondary tree Inspiration with Biscuit Delivery (free mana/HP biscuits in lane) and Cosmic Insight (more Flash and R uptime in mid game).
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Pick into
Immobile mages without dash
Annie's R is a point-blank 600-range AOE stun + Tibbers DPS. Mages without a dash or stealth eat the whole combo on the level 6 all-in and cannot answer in time.
VeigarCassiopeiaAniviaKarthusTelegraphed melee burst with slow tell
Annie pre-stacks Pyromania during waveclear, so the moment they commit to gap-close range her Flash + R stun interrupts their combo before the damage lands.
DianaKatarinaMelee mages weak before 6
Both have to walk into Q range to farm pre-6: Annie pokes them freely, holds level 2 with stacked Pyromania, and forces a back without giving them a counter-engage tool.
FizzKassadin
Counterpicks
Long-range artillery mages
They poke Annie from 850-1400 range while she sits at 625. She has no dash or shield against ranged poke and bleeds HP every wave without an option to commit back.
XerathVel KozLuxHigh-mobility assassins post-6
Their dashes or stealth windows leave the 600 R radius before her stun lands. Akali's shroud and Yasuo's Wind Wall directly eat her main spells.
ZedAkaliYasuoGlobal / cross-map roamers
Annie has no roam range — she clears waves and stays in mid. Their ult flips side lanes and dragons, so Annie loses the macro game even when she wins her 1v1.
Twisted FateGalio
Key matchups
- Yasuo / Yone: They Wind Wall your Q and W (the wall ability that blocks projectiles). Bait Wind Wall with a low-stack Q (1-2 Pyromania charges so the stun isn't ready), then walk up with full stacks once Wind Wall is on cooldown — its downtime is long and they cannot keep both your Q and your engage off.
- Lux: Outranges you at 1100 with her Q. Do not chase her; clear waves at safe range with W, look to roam (leave lane to help allies elsewhere) the moment you finish
Luden's Companion, and let your jungler punish her lack of escape on a counter-gank. - Veigar: Favorable. He needs to stack Q on minions for AP and lacks a dash; pre-stack Pyromania, walk up at level 6 with Flash + R, and you stun him out of his E cage before he can lock you down.
- Twisted Fate: Race for who roams (leaves lane to help allies in another lane) first. Push waves with W on cooldown. When his R comes up, ping the mid lane "mia" (missing in action) for your team and rotate (move with the wave) to whatever side lane he targets with your own ult ready — a 2v2 fight at full Pyromania is a guaranteed kill.
- Diana: Pre-6 she is glass (low defenses, dies fast); harass her with point-and-click Q every time she walks up to last-hit. At 6, hold full Pyromania stacks: when she R-pulls onto you, your R + W stuns her before she can recast for the second jump.
Power spikes & win conditions
- Level 2: With Q + W on the bar plus Pyromania ready, you have a short all-in (full commitment fight where neither side can disengage) that beats most ranged mages who don't expect the level 2 stun. If the enemy walks up for a cs (creep score: last-hitting a minion to take its gold) right after you both hit level 2, walk forward and trade.
- Level 6 + Flash: First R with Flash is your largest single-fight power spike of the game. A grouped wave fight is a free double kill if the enemy jungler is across the map.
Luden's Companion completion (~ minute 11-13): Burst threshold flips. Your R + W + Q combo on a stunned squishy is now lethal without follow-up from the team.
Rabadon's Deathcap online (~ minute 24-28): Tibbers' aura damage plus the AOE on the cast itself becomes a teamfight nuke (one cast that wipes multiple targets at once); force objective fights here and look for Flash + R on 3+ grouped targets.
Common mistakes
- Burning the 4th Pyromania stack on a minion right before an all-in. Always check the stack counter under your portrait before walking into trade range. If it is at 3 and you cast W for waveclear, you just gave your guaranteed stun to a caster minion.
- Casting R without Pyromania ready. R without the stun does damage but lets the target walk out of Tibbers' aura. If Pyromania isn't loaded, top it up by casting E on yourself before you commit.
- Standing at max R range during the cast. R is 600 range, the same as Annie's auto-attack. Use Flash to close the last 200-400 units onto a grouped team rather than casting from the edge — at the edge, only the closest enemy gets stunned and the rest walk out.
- Skipping
Sorcerer's Shoes for a flat-AP item. Annie's burst kills only when MR is low; rushing more AP without flat magic penetration leaves squishies at 50 HP instead of 0 and turns guaranteed kills into chases. - Q-spamming without watching mana. Q only refunds its mana on kill. If you Q a 200 HP minion and it doesn't die, you paid 60-80 mana for nothing. Use Q on near-execute minions or on champions, not as a poke when they are full HP and a creep over.
Advanced tip
Practice the Flash + R animation cancel (a trick that uses Flash during the cast frame instead of waiting for it to finish): the moment you press R, press Flash in the same direction (the input gets buffered mid-cast). The cast point of R is short enough that Flash repositions you onto the target before the AOE resolves — it lets you stun a back line sitting at 800 range as if you were 600 from the start. Most novices learn the combo as "press R, then react to where it landed"; the animation cancel turns it into a 700-unit gap-close (a sudden short-distance teleport) that is almost impossible to dodge.
Past patches
No previous versions available.