Annie
Mid Pure memeOne-shot Mid Annie
How to play this build
Stack 4 spells to have the passive stun ready (the screen tells you). With the stun up and level 6, the combo is: Tibbers (R) on top → Incinerate (W) → DFG → Disintegrate (Q). The stun guarantees they can't react and Tibbers keeps hitting. Manage the stun timing: without it, you're fragile and predictable.
Strengths
- The simplest one-shot in the game: the passive stun makes the Tibbers combo impossible to dodge.
- The whole combo is AoE and with a guaranteed stun.
- Tibbers keeps hitting after the combo.
- The Q (Disintegrate) is point-and-click: no skillshot to miss.
Weaknesses
- Without the stun charged you're predictable and weaker.
- The combo is short-range: you have to get close.
- Fragile.
- Recharging the stun takes 4 spells: there's a vulnerability window.
Key combos
- (With the stun up) Summon: Tibbers (R) on top → Incinerate (W) → DFG → Disintegrate (Q). All stunned, all AoE.
Matchups
You beat
- Grouped squishies: AoE stun + Tibbers.
- Immobile targets.
Trouble vs
- Long-range poke that keeps you away.
- Dive before you have the stun ready.
Game plan
Track the passive stun (4 spells; the screen tells you). Poke and farm with Q (refunds mana on last-hits). At level 6 with the stun ready, walk up and delete a squishy with the Tibbers combo. Then back off until the stun recharges.
Quick tips
- Charge the stun BEFORE the fight to open with a guaranteed AoE stun.
- Flash + Tibbers for a 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 mana refund on last-hits; Incinerate (W) second for the combo's AoE damage. E at 1 point.
Items and what they do
-
Deathfire Grasp The classic burst item: AP + active that deals % target-health damage and amplifies your next hit. One-shots. -
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP. -
Void Staff AP and % magic penetration; a must vs. enemies stacking MR. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Sorcerer's Shoes Boots with magic penetration. -
Zhonya's Hourglass AP and armor; stasis active makes you invulnerable and untargetable for a couple seconds.
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, MR/level, 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 full AP so the Tibbers combo deletes instantly.
Summoner spells
- Lane
- Mid
- Original role
- Mid burst