Annie
Support Weird but worksStun Support Annie
How to play this build
Count your passive stacks: on the fourth spell your next damage stuns. Save that stun to drop Tibbers on the enemy ADC and finish with DFG + Ignite. Before level 6, poke with Q to save mana.
Strengths
- The passive stun makes the Tibbers engage impossible to dodge.
- With DFG + Tibbers you secure the enemy ADC's death on every bot all-in.
- Point-and-click: the Q and stun don't miss.
- Tibbers keeps fighting and zoning after the combo.
Weaknesses
- Short range: you have to get close for the combo, exposing yourself.
- Without the stun charged, your engage is predictable and weak.
- Fragile as a support.
- Recharging the stun leaves a vulnerability window.
Key combos
- (With the stun up) Flash + Summon: Tibbers (R) to stun the ADC → Incinerate (W) → DFG → Disintegrate (Q) to finish.
Matchups
You beat
- Squishy bot lanes with no escape.
- Grouped duos: the Tibbers stun catches both.
Trouble vs
- Ranged supports who poke you before you arrive.
- Enemies with dashes who leave the combo's range.
Game plan
Charge the stun with 4 spells before going for the all-in. With the stun up, Flash + Tibbers on the enemy ADC is usually a guaranteed kill for your carry. Between stuns, stay back and poke lightly with Q. Don't expose yourself without the stun charged.
Quick tips
- Always track the passive: only open with the stun ready.
- Flash + Tibbers is your strongest surprise engage.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Q for single-target damage and because it refunds mana on last-hits; unlike waveclear Annie who sometimes maxes W first.
Items and what they do
-
Sightstone Support item granting free ward charges to control vision. -
Deathfire Grasp The classic burst item: AP + active that deals % target-health damage and amplifies your next hit. One-shots. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Sorcerer's Shoes Boots with magic penetration. -
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, armor, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/0/9 — Offense
- Why this page
- 21/0/9 goes full burst so the Tibbers combo one-shots.
Summoner spells
- Lane
- Support
- Original role
- Mid Burst