

Annie
The Dark Child
How this differs from the live game
- Tibbers (R) dies when Annie does
- Pyromania (P) Stacks reset on death
- Molten Shield (E) doesn't grant movement speed
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
Magic penetration marks are best because Q, W, and Tibbers' initial hit are all magic damage with strong AP ratios, and Annie's kill pattern depends on that front-loaded spell burst. Armor seals cover auto-attack harass and minion damage; swap glyphs toward scaling AP only when the lane has little magic threat.
This is 21/0/9: offense gives AP, CDR, magic penetration, and execute damage for Annie's burst window. The 8 points in the first two utility rows unlock Runic Affinity, which is the point every solo-lane mage takes because the jungler hands blue buff to mid.
Skill order
ultimate at 6, 11 and 16Pyromania
- Disintegrate (Q) takes points at levels 1, 3, 5, 7, 9.
- Incinerate (W) takes points at levels 2, 8, 10, 12, 13.
- Molten Shield (E) takes points at levels 4, 14, 15, 17, 18.
- Summon: Tibbers (R) takes points at levels 6, 11, 16.
Max Q first for reliable last-hitting, low-cooldown poke, and single-target burst; max W second for the stronger AoE stun combo. One early E gives a cheap Pyromania stack and defensive value before all-ins.
Alternative — Max W before Q when you are deliberately hard-shoving waves and grouping early, but Q-max was the default mid Annie lane order.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default mid start for AP, health, mana sustain on Q last-hits, and enough potions to trade.
Flask ward start — Use into poke or farm lanes where repeated health and mana refills plus an early ward are more valuable than Doran's combat stats.
Boots sustain start — Use when dodging skillshots or spacing an aggressive lane is the main way to survive until level 6.
Corein buy order
1Sorcerer's Shoes1,100gSorcerer's Shoes amplify Annie's magic-damage burst and make Flash-Tibbers kills more reliable.
2Deathfire Grasp3,100gDeathfire Grasp was the Season 3 burst centerpiece, letting Annie mark a target before Q-W-R damage lands.
3Rabadon's Deathcap3,300gRabadon's Deathcap massively increases the AP scaling on Q, W, Tibbers' burst, and Tibbers' aura.
Situationalonly when the game asks for it

Rylai's Crystal Scepter2,900gBuy Rylai's when you need more health and teamfight sticking power instead of pure resistance shred.

Banshee's Veil2,750gBuy Banshee's Veil against long-range pick or initiation spells that prevent you from finding a Flash-stun engage.

Mercury's Treads1,200gBuy Mercury's Treads over Sorcerer's Shoes if enemy crowd control or magic burst is stopping you from casting your combo.

Mejai's Soulstealer1,235gBuy Mejai's Soulstealer only when snowballing early and your team can protect your stacks.

Twin Shadows1,900gBuy Twin Shadows when your team needs help finding picks before Annie commits Flash or Tibbers.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Gold +3.00 / 10s
Magic penetration marks are for Q, W, R and Tibbers aura, all of which deal magic damage and scale with AP. Armor seals and MR glyphs keep Annie alive in bot lane, while gold quints fit Season 3 support income.
Use 9/0/21: the 9 offense points buy AP scaling and Arcane Knowledge for Annie's magic burst, while 21 utility gives support economy, ward value, item/summoner cooldowns, Pickpocket, and Nimble.
Skill order
ultimate at 6, 11 and 16Pyromania
- Disintegrate (Q) takes points at levels 1, 4, 5, 7, 9.
- Incinerate (W) takes points at levels 2, 8, 10, 12, 13.
- Molten Shield (E) takes points at levels 3, 14, 15, 17, 18.
- Summon: Tibbers (R) takes points at levels 6, 11, 16.
Max Q first for reliable targeted poke and lower all-in cooldown, then W for cone burst after Flash or Tibbers stun; take E early because it cheaply charges Pyromania before engages.
Alternative — W max first was also played for harder lane shove and stronger multi-target burst when your lane could safely control the wave.
Why these items
Openingsall within the 475 starting gold
Ward-heavy support start — Default Season 3 support start when your lane needs early river/tri-brush coverage and you plan to rush Philosopher's Stone.
Charm sustain start — Use when you expect heavy trading and want more potion sustain while still covering lane vision.
Flask lane start — Use into poke lanes where repeated health and mana refills matter more than buying the first gold item component immediately.
Corein buy order
1Philosopher's Stone700gPhilosopher's Stone was the core support income and sustain item, and it later builds into Shurelya's Reverie.
2Sightstone800gSightstone gives repeatable warding and enough health to survive stepping forward for stuns.
3Boots of Mobility1,000gBoots of Mobility let Annie threaten Flash-stun roams and fog-of-war engages.
4Shurelya's Reverie2,100gShurelya's Reverie turns Annie's short-range engage into a team initiation tool and keeps support cooldown reduction/sustain.
Situationalonly when the game asks for it

Mikael's Crucible2,500gBuy Mikael's Crucible when the enemy has a single hard CC that decides fights against your carry.

Twin Shadows1,900gBuy Twin Shadows when your team needs catch tools before Annie is in Flash-Tibbers range.

Zhonya's Hourglass3,260gBuy Zhonya's Hourglass when you are the primary engager and need to survive after flashing into the enemy team.

Abyssal Scepter2,560gBuy Abyssal Scepter when both teams are fighting in close range and your AP threats benefit from the MR reduction aura.

Randuin's Omen3,125gBuy Randuin's Omen against fed auto-attack carries when you must live through dives and add another teamfight slow.
One build, written by a player. Newest first.
Write a Annie buildBuild
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of Mana RegenerationSeal
x9Glyph of Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +25.80
- Magic Penetration +9.00
- Mana Regen +3.60 / 5s
Not the author's. This is a 21/0/9 burst mage page for the author's Rabadon's Deathcap, Deathfire Grasp, Void Staff and AP rune setup. The Utility points support Flash uptime, mana sustain, and the active-item core of Deathfire Grasp, Zhonya's Hourglass and Seraph's Embrace. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Pyromania
- Disintegrate (Q) takes points at levels 1, 8, 10, 12, 13.
- Incinerate (W) takes points at levels 2, 3, 5, 7, 9.
- Molten Shield (E) takes points at levels 4, 14, 15, 17, 18.
- Summon: Tibbers (R) takes points at levels 6, 11, 16.
Why these items
Openingsall within the 475 starting gold
Start — The opening as the guide publishes it.
Corein buy order
1Rabadon's Deathcap3,300g
2Zhonya's Hourglass3,260g
3Sorcerer's Shoes1,100g
4Deathfire Grasp3,100g
5Void Staff2,295g
6Seraph's Embrace2,700g
Situationalonly when the game asks for it

Mercury's Treads1,200g

Ninja Tabi1,000g

Mejai's Soulstealer1,235g

Morellonomicon2,200g

Will of the Ancients2,550g

Twin Shadows1,900g

Banshee's Veil2,750g

Quicksilver Sash1,550g
Notes
the author's own wordsAnnie - The Nukers Guide (S3) — rated 9.5/10 from 165 votes on MOBAFire.
Build by 1000Lava, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/annie-the-nukers-guide-s3-289287).
Abilities
per rankPyromania
After casting 4 spells, Annie's next offensive spell Stuns the target(s) for 1.75 seconds.
Disintegrate5 ranks
Annie hurls a mana-infused fireball, dealing damage and refunding the mana cost if it destroys the target.
- Damage
- 85 / 125 / 165 / 205 / 245 + 70% AP
- Cooldown
- 4s
- Cost
- 60 / 65 / 70 / 75 / 80 Mana
- Range
- 625
Incinerate5 ranks
Annie casts a blazing cone of fire, dealing damage to all enemies in the area.
- Damage
- 80 / 130 / 180 / 230 / 280 + 75% AP
- Cooldown
- 8s
- Cost
- 70 / 80 / 90 / 100 / 110 Mana
- Range
- 600
Molten Shield5 ranks
Increases Annie's Armor and Magic Resist and damages enemies who hit Annie with basic attacks.
- Damage Return
- 20 / 30 / 40 / 50 / 60 + 20% AP
- Cooldown
- 10s
- Cost
- 20 Mana
- Range
- 800
Summon: Tibbers3 ranks
Annie wills her bear Tibbers to life, dealing damage to units in the area. Tibbers can attack and also burns enemies that stand near him.
- Initial Burst Damage
- 200 / 325 / 450 + 70% AP
- Tibbers Aura Damage
- 35 + 20% AP
- Cooldown
- 120s
- Cost
- 100 Mana
- Range
- 600
Matchup against
62 champions, one-on-one
AhriEven
Annie can outburst Ahri if she lands stun first, but Ahri controls the duel with Charm picks and Spirit Rush repositioning.
Watch for Charm: if it hits, Ahri gets a full Orb of Deception return and can dash around your Tibbers burst.
How to beat
Hold just outside Charm range and punish when she uses Orb of Deception on the wave. Do not flash Tibbers into Spirit Rush charges unless Pyromania is ready and Charm is down; commit when she has spent at least one dash or is forced to last-hit near your range.
Later Ahri is better at side-lane picks and escaping failed fights, while Annie is stronger in grouped teamfights if she finds a Flash-Tibbers stun. Stay with vision and force her to answer grouped pressure instead of chasing her through fog.
- Keep Pyromania visible enough to deny her forward Charm angle.
- Stand off the Orb return line; the true damage return is the part that wins trades for her.
- If she Spirit Rushes in aggressively, stun the landing spot rather than the starting position.

AkaliFavoured
Annie's point-and-click stun and burst punish Akali's melee commits before she can turn repeated Shadow Dance casts into a long fight.
Watch for Twilight Shroud: it denies clean targeting and lets Akali wait out your stun window if you panic cast into it.
How to beat
Harass with autos and Disintegrate before level 6, then keep Pyromania charged once Shadow Dance is available. Hold Tibbers until she dashes onto you or exits Shroud; if she drops Shroud first, back out of it and make her re-enter visible range.
Later Akali can win isolated extended side-lane fights if she has space to reset around Shroud, but Annie is far more reliable in grouped fights. Stay near teammates and use stun to stop her first dash onto a carry.
- Do not spend stun on a minion when she has Shadow Dance charges.
- Molten Shield is useful before her all-in because she must auto and use short-range spells.
- Drop Tibbers on yourself when she dashes in; she has to enter your cast range.

AlistarEven
Annie can kite and chunk Alistar, but Unbreakable Will makes her burst fail if she commits at the wrong time.
Watch for Unbreakable Will: it removes your stun and massively reduces the damage from your full combo.
How to beat
Stay outside Headbutt plus Pulverize range and chip him when he walks up without threatening the combo. Force Unbreakable Will with a stun or Tibbers threat, then disengage and fight again after it ends.
Later Alistar is not a serious side-lane kill threat unless he pins you under a turret, but he can ruin your teamfight engage by cleansing the first stun. Aim past him for carries or wait until his ultimate is already running before using Tibbers as damage rather than initiation.
- Do not Tibbers only Alistar unless his ultimate is down.
- If he Headbutts you away, use the space instead of chasing into Pulverize.
- His sustain makes low-mana poke trades poor; look for real stun windows.

AmumuEven
Annie wins if she avoids Bandage Toss, but Amumu's engage and repeated magic damage beat her once he gets on top of her.
Watch for Bandage Toss: it starts Amumu's melee range fight and sets up Curse of the Sad Mummy before you can kite.
How to beat
Play behind minions and angle sideways so Bandage Toss cannot start the duel for free. If he misses Q, step forward for Q-W poke or a stun combo; if he hits it, stun immediately and walk out before Despair burns you down.
Later Amumu is usually more valuable as a front-to-back teamfight starter, while Annie has the better instant pick on carries. Do not stack near your team where Curse catches everyone; counter-engage after he commits.
- Minions are your best shield against Bandage Toss.
- A stunned Amumu still damages you with Despair if you stand next to him.
- Do not save stun too long after he lands Q; Curse can lock you before you cast.

AniviaUnfavoured
Anivia outranges and outlasts Annie, and Rebirth means Annie often has to win the burst check twice.
Watch for Flash Frost: the stun sets up empowered Frostbite and stops Annie from reaching a clean Tibbers angle.
How to beat
Stand off the minion line so Flash Frost cannot hit both you and the wave, and trade only after it has passed or detonated. If you force Rebirth, make sure Tibbers or a fresh spell rotation can finish the egg before committing Flash.
Later Anivia is stronger at side-lane wave control and defensive teamfights, but Annie has the cleaner instant engage if Anivia is caught away from terrain. Look for flanks and fog angles instead of walking through Glacial Storm and Crystallize.
- Do not Tibbers her passive unless you can kill the egg.
- Crystallize can trap Tibbers away from her; cast when you are already in range.
- Her 600 range makes raw Disintegrate trades awkward; punish missed Q, not idle spacing.

AsheFavoured
Ashe can kite with slows, but she is fragile and dies if Annie reaches stun range with Tibbers ready.
Watch for Enchanted Crystal Arrow: it starts the fight from outside Annie's range and gives Ashe time to stack slows before Annie can burst.
How to beat
Avoid long straight lanes where Arrow can start from fog, and use minion waves or side movement to make Volley less free. Once Arrow is down or missed, walk into 625 range with Pyromania ready and burst before Frost Shot turns the duel into a chase.
Later Ashe wins long side-lane spacing if she sees Annie coming, but Annie is much scarier in a grouped fight with Flash-Tibbers. Flank rather than front-walk through Volley and Frost Shot.
- Molten Shield before trading reduces her follow-up autos.
- Do not chase through Frost Shot without stun ready.
- If she uses Volley on the wave, she has little peel until Arrow.

BlitzcrankEven
Annie destroys Blitzcrank at range, but one Rocket Grab can put her inside his knockup and silence chain.
Watch for Rocket Grab: it removes your spacing and drags you into Power Fist plus Static Field before you can choose the fight.
How to beat
Stay behind minions and punish missed Rocket Grab with immediate Q-W trades. If he lands Grab, stun as soon as you arrive and walk out sideways before Overdrive lets him keep punching.
Later Blitzcrank is weaker in a fair side duel but can decide teamfights with one hook before Annie ever engages. Keep Tibbers stun ready when contesting fog and punish him hard when his hook misses.
- Do not stand on the edge of minion waves; he wants the diagonal hook.
- His Mana Barrier can bait lethal calculations, so save one spell if he is near 20% health.
- Static Field silence can interrupt your follow-up if you delay after being pulled.

BrandEven
Both mages can kill each other quickly, but Brand has better ranged poke while Annie has the more reliable stun engage.
Watch for Sear: when Brand has Blaze on you, Sear becomes the stun that lets him land Pillar of Flame and Pyroclasm.
How to beat
Do not let Conflagration or Pillar tag you for free before Sear is available; once Blaze falls off, his stun threat drops. Commit with Pyromania when Sear is down or blocked by minions, and avoid fighting beside Tibbers or minions when Pyroclasm can bounce.
Later Brand deals more sustained area damage in clumped fights, while Annie has the cleaner single engage. Spread after his ultimate starts and use Flash-Tibbers before he can set up Blaze into Sear.
- A minion between you and Brand blocks the dangerous Sear line.
- Do not stand next to Tibbers during Pyroclasm bounces.
- If Pillar of Flame misses, he loses a huge part of the trade.

Cho'GathUnfavoured
Cho'Gath is too durable for Annie's single rotation and can silence her before finishing with Feast.
Watch for Feral Scream: the silence prevents Annie from casting her stun combo while Cho'Gath walks into Feast range.
How to beat
Stay at max Disintegrate range and move laterally to dodge Rupture before trading. Never walk into Feral Scream range without stun already primed; if he misses Rupture and Scream is down, you can burst and retreat before Feast range matters.
Later Cho'Gath usually wins the side lane through tankiness, sustain, and wave control, while Annie contributes more by stunning priority targets in teamfights. Use Tibbers on his backline, not into a stacked Feast tank unless your team can finish him.
- His passive sustain makes light poke less valuable than timed burst windows.
- Do not cast Tibbers while silenced; respect the Scream cone before flashing in.
- If Rupture lands, he can chain the rest without giving you a clean cast.

CorkiEven
Corki can poke and escape Annie's range, but he dies quickly if Valkyrie is down when Annie stuns him.
Watch for Valkyrie: it denies Annie's all-in range and leaves a damage trail that punishes chasing straight through it.
How to beat
Hold stun until Corki uses Valkyrie aggressively or to clear distance; do not waste Tibbers into an available dash. Side-step Missile Barrage poke, then commit from fog or Flash when he has no escape path.
Later Corki scales better in sustained side-lane and front-to-back damage, while Annie remains a stronger instant pick threat. In teamfights, flank him or force Valkyrie before spending Tibbers.
- Do not chase along Valkyrie's fire trail after your combo.
- Phosphorus Bomb can reveal you, so brush setups are less reliable after he casts it.
- His 550 range lets him hit first, but your 625 Q range lets you threaten stun if he oversteps.

Dr. MundoUnfavoured
Mundo soaks Annie's burst, regenerates through poke, and runs her down if she cannot end the fight before Sadism takes over.
Watch for Sadism: it turns a near-kill into a long chase where Annie's cooldowns cannot finish him.
How to beat
Harass only when you can avoid Infected Cleaver, because every cleaver slow lets him close distance. Save stun for when he commits with Burning Agony active, burst before Sadism or after it times out, and disengage if he ultimates early at high health.
Later Mundo wins most side-lane duels once tank items and ultimate are online, while Annie is better used to delete his carries. In grouped fights, apply burst to priority targets and let teammates handle Mundo after his regeneration is reduced.
- Morellonomicon matters only once he drops below 40% health; time a spell after Sadism starts.
- Do not spend full combo into high-health Sadism unless your team is present.
- Boots of Swiftness help if Cleavers are the reason he reaches you.

EvelynnFavoured
Evelynn must enter Annie's short burst range to fight, and a prepared Pyromania stun punishes her reveal hard.
Watch for Shadow Walk: it lets Evelynn choose the first angle and forces Annie to respect unseen all-ins.
How to beat
Keep Pyromania charged when she is missing and avoid standing alone in unwarded side paths. When Evelynn appears, stun immediately before Ravage and Hate Spike movement speed can extend the trade; Tibbers on yourself is usually better than chasing.
Later Evelynn is better at finding isolated targets, but Annie is stronger in a grouped reveal-and-counterburst. Stay near wards or teammates and turn on her first engage instead of face-checking for her.
- Sightstone-style vision is a real counter here, even for a duel setup.
- Her ultimate slow is dangerous only if you keep running in a straight line after she appears.
- Do not waste stun on a wave when she is unseen and close enough to flank.

EzrealEven
Ezreal wins extended poke and can blink out of range, but Annie wins hard if Arcane Shift is down when stun is ready.
Watch for Arcane Shift: it dodges Annie's engage range and turns a missed Tibbers into a losing chase.
How to beat
Stand behind minions to deny Mystic Shot cooldown resets and make him spend Arcane Shift defensively before you commit. Use Q stun pressure to walk him back, then Flash-Tibbers only after Shift is down or when the stun is guaranteed before he can blink.
Later Ezreal is better in side lanes and drawn-out sieges, while Annie has higher teamfight pick threat. Force him to use Arcane Shift before the real engage or catch him from fog rather than walking at him frontally.
- Minions blocking Mystic Shot slow down his whole kit.
- Do not Tibbers the spot he can Shift away from unless stun lands first.
- His Trueshot Barrage channel is punishable if he uses it in your flash range.

FiddlesticksEven
Fiddlesticks can fear and drain through Annie's damage, but Annie can interrupt or kill him if she keeps stun for Drain or Crowstorm.
Watch for Terrify: it stops Annie from casting during the exact window Fiddlesticks needs to channel Drain or enter with Crowstorm.
How to beat
Do not start the duel by spending stun on poke unless you can kill him immediately. Hold Pyromania for Drain or his Crowstorm arrival, and fight away from minions so Dark Wind does not bounce repeated silences onto you.
Later Fiddlesticks can win teamfights with hidden Crowstorm angles, while Annie is better at instant, visible initiation. Keep vision over walls and save stun to cancel his channel or lock him as he lands.
- A stunned Fiddlesticks cannot keep Drain channeling.
- Do not stand near a minion wave when Dark Wind is ready.
- If he fears you first, your combo may come out too late to stop the heal.

GangplankEven
Annie has the stronger ranged burst, but Gangplank can cleanse her stun and sustain through short trades.
Watch for Remove Scurvy: it clears Pyromania's stun and heals through the burst window Annie relies on.
How to beat
Poke with Disintegrate and autos until he uses Remove Scurvy for sustain, then look for a real stun combo while it is down. Keep enough distance that Parrrley does not become repeated free damage, and avoid fighting inside Cannon Barrage unless you can finish instantly.
Later Gangplank is better at side-lane farming and global pressure, while Annie brings more reliable grouped crowd control if his cleanse is down. Track Remove Scurvy before committing Tibbers to him; otherwise stun a target he cannot cleanse for.
- Bait Remove Scurvy with a smaller stun trade before using Tibbers.
- Cannon Barrage turns retreat paths bad; step out first, then re-engage.
- Molten Shield helps against Parrrley and follow-up autos but does not solve his cleanse.

GarenFavoured
Annie can kite Garen's melee kit and stun him before he reaches the execute range he needs.
Watch for Decisive Strike: the speed boost and silence let Garen enter melee and stop Annie from casting her escape burst.
How to beat
Keep him at Q range and tag him often enough to break Perseverance. When Decisive Strike starts, back up and stun before the silence lands; commit after he has used the speed boost and cannot stick through your full rotation.
Later Garen can become hard to kill in a side lane, but he still struggles to reach Annie without flash or brush control. In teamfights, do not spend Tibbers on him unless he dives your carry and your stun prevents Demacian Justice cleanup.
- Small spell hits matter because they shut off Perseverance.
- Never let him start Decisive Strike from brush range.
- If he silences you first, walk out of Judgment before trying to retaliate.

GragasEven
Annie can punish Gragas when Body Slam is down, but his sustain, poke, and Explosive Cask can break her stun setup or throw her out before Tibbers lands cleanly.
Watch for Body Slam: it closes the gap through your Q range, slows you, and sets up Barrel Roll or Explosive Cask before you can kite.
How to beat
Hold just outside Body Slam range and make him spend it on minions or a failed engage before walking up with Pyromania ready. Commit only when he has no dash or cask displacement, because Tibbers stun into Q-W is your reliable kill window.
Later Finished Gragas is harder to burst in a side lane and can reset fights with Explosive Cask, while Annie is stronger when she finds grouped targets. Play for flank or fog-of-war Tibbers instead of extended duels into his sustain.
- Do not stand behind your caster minions when he can Body Slam through them into you.
- If Explosive Cask is up, cast Tibbers from closer range so he has less time to displace you.
- His Happy Hour sustain makes low-damage Q trades less valuable than saving stun for a full rotation.

HeimerdingerUnfavoured
Heimerdinger controls the ground Annie must walk through, and his turrets plus grenade punish her short spell ranges before she reaches a clean Tibbers angle.
Watch for CH-1 Concussion Grenade: a direct hit stuns you in turret range and usually denies your engage before Annie can unload.
How to beat
Do not duel him inside multiple H-28G Evolution Turrets; clear or reposition first, then threaten from the side rather than straight through the wave. Bait grenade, count his turret line, and only flash-Tibbers when he cannot stun you on entry.
Later Heimerdinger remains awkward in side lanes because he sets up zones Annie cannot cheaply enter, but Annie has the more decisive teamfight engage. Look for him during rotations before turrets are placed, not after he has fortified an area.
- Tibbers can tank turret shots, but dropping him into a full nest without stunning Heimer rarely wins.
- Stand away from minions so Hextech Micro-Rockets have fewer easy closest-target bounces onto you.
- A grenade miss is the only real invitation to walk past his turret line.

JannaFavoured
Janna can deny Annie's first engage with displacement, but alone she lacks the damage to win if Annie tracks Monsoon and keeps stun available.
Watch for Monsoon: it knocks Annie out of Tibbers follow-up range and can erase the burst window you committed for.
How to beat
Pressure her with Q range and do not spend Flash or Tibbers into obvious Monsoon unless you can stun first. Bait Eye Of The Storm or Howling Gale, then use Pyromania on Q or R so she cannot interrupt the combo before the damage lands.
Later Janna is not a side-lane duelist; her value is peeling carries in teamfights. Annie should avoid wasting Tibbers into Monsoon and instead flank from fog so Janna must react after the stun has already landed.
- A stunned Janna cannot cast Monsoon, so lead with the stun before Tibbers damage if she has ult.
- Do not chase through charged Howling Gale when your stun is down.
- Her shield changes trades more than all-ins; wait it out if you are not killing immediately.

Jarvan IVUnfavoured
Jarvan can force the fight from outside Annie's comfort range and Cataclysm traps her long enough for his physical burst to finish the duel.
Watch for Cataclysm: it locks Annie in melee range where Jarvan's passive hit, Dragon Strike, and follow-up autos are hardest to escape.
How to beat
Keep minion space between you and his Demacian Standard plus Dragon Strike line, and do not spend stun on poke if his engage is available. When he flags in or ults, stun immediately and kite out before his second rotation; your best kill is when he misses the knock-up and has no arena threat.
Later Jarvan wins most isolated side-lane catches unless Annie has Flash or Zhonya's ready, but Annie's teamfight stun can punish his dive after he commits. Stay near terrain exits and carry stasis for Cataclysm turns.
- Pyromania should be held for his engage, not used to harass his shield.
- If he misses E-Q, walk forward briefly; that is when Annie's full combo can actually stick.
- Do not stand near your carry late, or Dragon's Rage-style displacement is not needed for Jarvan to trap both with Cataclysm.

JaxEven
Annie wins if she stuns and bursts Jax before he sticks, but Jax wins longer fights once Leap Strike and Empower put him on top of her.
Watch for Leap Strike: it bypasses Annie's range advantage and lets Jax start the auto-attack duel she cannot sustain.
How to beat
Abuse 625 range before he has a clean Leap Strike, but stop trading once he can jump from a minion or ward. Save Pyromania for after he commits; stun him as he lands, drop Tibbers, and kite out before Grandmaster's Might stacks turn the fight.
Later Jax outscales Annie in side-lane duels and will beat her if she cannot burst him instantly. In teamfights, Annie should stun him on entry or force him to use defensive time before he reaches the backline.
- Counter Strike dodges attacks, not Annie's spell burst, but its damage reduction still weakens Tibbers area damage.
- Do not let him Leap Strike to your Tibbers as a bridge back onto you.
- A rushed Zhonya's can waste his Empower follow-up after he jumps.

KarthusEven
Annie has the faster point-and-click burst, but Karthus can win if Wall of Pain keeps her in Lay Waste and Death Defied finishes the trade after he dies.
Watch for Death Defied: killing Karthus does not end the duel, and he can keep casting long enough to trade back or force Requiem damage.
How to beat
Sidestep Lay Waste first, then move in with stun ready rather than walking through Wall of Pain. Commit only when you can kill fast and still leave his Defile range, because standing on his corpse often turns a winning burst into a trade.
Later Karthus is weaker than Annie at clean pick fights but more dangerous in long, grouped battles and post-death zones. Annie should delete him away from her team or save stun for higher-priority targets if he is already positioned to die well.
- Do not chase through Wall of Pain just to finish a low-health Karthus.
- After Tibbers kills him, move Tibbers and Annie out of Defile instead of admiring the kill.
- Keep enough health for Requiem after the duel; his threat continues off-screen.

KassadinUnfavoured
Kassadin's magic damage reduction, silence, and Riftwalk mobility make it difficult for Annie to land her full combo before he controls the trade.
Watch for Null Sphere: the silence interrupts Annie's spell chain and gives Kassadin the first clean window to Riftwalk in or out.
How to beat
Punish him before level 6 with autos and Q when his Null Sphere is down, but do not overextend once Riftwalk is available. Hold stun for his Riftwalk commit; if he silences first, back off and wait rather than forcing a broken combo.
Later Kassadin wins side-lane duels and can choose when Annie is allowed to fight, while Annie remains better at instant teamfight lockdown if she catches him before Riftwalk. Stay grouped and use fog stuns rather than chasing him across open ground.
- A visible Pyromania stack can make Kassadin wait out your engage; hide the fourth stack when possible.
- If Null Sphere is up, do not start with W or R from max range and expect a full chain.
- Banshee's Veil is valuable because blocking the silence often decides whether Annie gets to cast.

KatarinaFavoured
Annie's instant stun directly stops Katarina's Death Lotus, and Katarina has to enter Annie's burst range to deal real damage.
Watch for Death Lotus: if Annie's stun is down, Katarina's channel deals enough damage to punish any failed combo.
How to beat
Keep Pyromania ready and do not waste it on Bouncing Blade poke when Katarina can Shunpo in. Let her commit, stun the Death Lotus or the Shunpo arrival, then Tibbers-Q-W before her damage reduction and resets matter.
Later Katarina is more threatening in chaotic teamfights with resets, but Annie is one of the best champions at stopping her first channel. Save stun specifically for Katarina if she is the cleanup threat, even if other targets are tempting.
- Never enter a skirmish with three Pyromania stacks when Katarina has Death Lotus ready.
- If she Shunpos to a minion near you, back up; that is her bridge into ult range.
- Tibbers stun can interrupt Death Lotus even if she starts spinning after your first spell.

KayleUnfavoured
Kayle can outrange Annie during Righteous Fury and Intervention denies the burst window Annie needs to win the duel.
Watch for Intervention: it makes Kayle immune during Annie's Tibbers combo and leaves Annie exposed while her cooldowns are gone.
How to beat
Stay outside Righteous Fury trades until you can force Reckoning or Intervention without spending Tibbers. The real commit is after Intervention ends; stun then, not before, unless you are only disengaging.
Later Kayle becomes a stronger side-lane duelist and can save herself or a carry from Annie's initiation in teamfights. Annie should bait Intervention with a partial combo or target someone Kayle cannot reactively save.
- Do not Tibbers into Intervention unless the stun is needed to survive.
- Molten Shield helps against her ranged attacks, but it will not win an extended Righteous Fury trade.
- If Kayle uses Divine Blessing aggressively for speed, her escape after Intervention is weaker.

KennenEven
Both champions can stun and burst, but Kennen has better mobility while Annie has more reliable point-and-click lockdown if she catches him before Lightning Rush.
Watch for Slicing Maelstrom: it turns close-range Tibbers attempts into a stun chain that can kill Annie before she exits.
How to beat
Hold a range where Thundering Shuriken has to be aimed, and do not stand close with one or two Mark of the Storm stacks. Bait Lightning Rush or dodge Q, then stun immediately and burst before he can stack Maelstrom hits.
Later Kennen is stronger when he enters a grouped fight from the side, while Annie is stronger at deleting one target instantly. Track his flank and either stun him before Maelstrom spreads or fight from angles where both ultimates cannot hit the same cluster.
- If you already have two marks, stop posturing for a trade and reset the spacing.
- Tibbers range is close enough for Kennen's ult, so lead with stun instead of walking into his storm raw.
- His Lightning Rush escape is the cooldown that decides whether your Flash-Tibbers kills.

Kog'MawFavoured
Kog'Maw has higher sustained range with Bio-Arcane Barrage, but he is immobile and dies quickly if Annie reaches stun range.
Watch for Bio-Arcane Barrage: it lets Kog'Maw hit from outside Annie's normal threat range and burn her down before she can engage.
How to beat
Do not trade autos while Bio-Arcane Barrage is active; use fog, brush, or Flash to cross the range gap. Once you are in stun range, commit fully and move away from Icathian Surprise after the kill.
Later Kog'Maw becomes much more dangerous in protected teamfights, but he still cannot survive a clean Annie stun without peel. Annie should flank or force his supports to answer Tibbers, then immediately reposition out of his passive explosion.
- Wait out Bio-Arcane Barrage if you cannot Flash onto him.
- Void Ooze is his only real self-peel; do not walk through it before casting Tibbers.
- After killing him, turn away instantly because Icathian Surprise can punish low-health Annie.

Lee SinUnfavoured
Lee Sin's mobility and physical burst let him reach Annie repeatedly, while Annie has only one stun window to stop the all-in.
Watch for Sonic Wave / Resonating Strike: if Sonic Wave lands, Lee Sin can choose the all-in timing and follow Annie even after she kites back.
How to beat
Stand behind minions and make Sonic Wave hit the wave before you expose yourself for Q trades. If he takes Resonating Strike, stun on arrival and burst while backing away; if your stun is down, concede space because Dragon's Rage wins the melee exchange.
Later Lee Sin is less of a side-lane scaler than true duelists, but he can still pick Annie with a landed Q or kick her into his team. Annie should stay behind vision and save stun for his second activation or post-kick follow-up.
- Molten Shield is useful before his Q connects, not after you are already displaced.
- Do not drop Tibbers first if he can Safeguard away and re-enter when stun expires.
- A missed Sonic Wave is your best window to step forward.

LeonaEven
Leona is hard for Annie to kill through Eclipse and layered crowd control, but alone she usually lacks the damage to win unless Annie wastes stun first.
Watch for Zenith Blade: it pulls Leona into melee range and starts the Shield of Daybreak crowd-control chain Annie must avoid.
How to beat
Keep enough distance that Zenith Blade is not a free hit, and punish her after it misses rather than trading into Eclipse. If she connects, stun her after the dash lands and walk out before Shield of Daybreak plus Solar Flare chain you in place.
Later Leona is not a side-lane threat by herself, but she becomes dangerous when her team can consume Sunlight marks. Annie should respect her engage in grouped fights and look to stun Leona's carries, not burn everything into the tank unless Leona is isolated.
- Do not Tibbers into Eclipse unless you are sure the burst kills anyway.
- If Solar Flare is down, Leona has a much harder time keeping Annie in melee range.
- Her passive does nothing in a true 1v1, which is why the duel is better for Annie than the teamfight engage looks.

LuluEven
Lulu can polymorph or shield through Annie's engage, but Annie wins if she forces Whimsy or Wild Growth before committing Tibbers.
Watch for Whimsy: polymorph stops Annie from finishing her spell chain and can turn a winning Tibbers start into a failed all-in.
How to beat
Poke lightly and threaten stun without spending Tibbers until Lulu uses Whimsy defensively or for movement. Once Whimsy is down, close decisively; if Wild Growth is still available, be ready to disengage after the knock-up instead of standing in her counter-burst.
Later Lulu is stronger as a teamfight enchanter than as a side-lane duelist, because her cooldowns deny Annie's first target. Annie should force Lulu to choose between saving herself and saving a carry, then hit the target without polymorph protection.
- Do not Flash-Tibbers while Whimsy is ready unless your stun lands first.
- Help, Pix! can move Glitterlance angles, so do not assume only Lulu's body matters.
- If she uses Wild Growth on herself, the fight often becomes a reset rather than a chase.

LuxEven
Lux outranges Annie and can bind her before she enters threat range, but Annie's stun is faster and wins if she dodges the first control spell.
Watch for Light Binding: it stops Annie outside her combo range and gives Lux enough time to land Lucent Singularity and Finales Funkeln.
How to beat
Approach diagonally, use minions to block Light Binding, and do not run straight at her from max range. Once Binding is down, Annie can force the duel with stun and Tibbers before Lux's next rotation is ready.
Later Lux is safer in sieges and long-range picks, while Annie is better at decisive close-range engages. Annie should use fog and Flash rather than walking through Lux's vision line, because open-field chases favor Lux.
- A missed Light Binding is the clearest green light in this matchup.
- Do not stand in Lucent Singularity's slow field while waiting for Pyromania; it makes Binding easy.
- Banshee's Veil blocking Q changes the duel more than raw magic resist does.

MalphiteUnfavoured
Malphite is too durable for Annie to burst cleanly, and Unstoppable Force gives him a guaranteed melee engage when she oversteps.
Watch for Unstoppable Force: it bypasses Annie's spacing, knocks her up, and starts a burst trade she cannot stun during the impact.
How to beat
Break Granite Shield with Q poke before thinking about an all-in, and keep enough distance that Seismic Shard cannot set up an easy ultimate. If he ults, stun after the knock-up ends and retreat; only commit Tibbers when his ultimate and shield are both unavailable.
Later Malphite generally wins isolated side-lane durability checks and is a major teamfight engage threat. Annie should avoid being his first target, position off-angle, and use Tibbers after he commits rather than stacking with allies for his ultimate.
- Do not waste full combo into Granite Shield unless you are forcing him out, not killing him.
- Seismic Shard speed steal is often the setup for Unstoppable Force; back up when it lands.
- Zhonya's can deny his post-ultimate follow-up if you survive the knock-up.

MalzaharEven
Annie can kill Malzahar if she reaches stun range first, but Nether Grasp turns any failed engage into a suppress-and-zone kill setup.
Watch for Nether Grasp suppresses Annie long enough for Null Zone, Malefic Visions, and a Voidling to finish the trade.
How to beat
Stay outside 550 range until Pyromania is ready, then step in decisively rather than trading small spells through Malefic Visions. If Nether Grasp is available, open with Tibbers stun from max range or wait until he uses Call of the Void or Malefic Visions on the wave. Do not stand in Null Zone after the stun lands; burst, sidestep, and reset.
Later Finished Malzahar is stronger at locking one target in a side-lane pick if Annie has no cleanse item, while Annie is better at instant multi-target fights when she finds a flash Tibbers angle. In teamfights, keep enough distance that he must commit Nether Grasp into your team before you commit Tibbers.
- Voidlings can block awkward Q angles, so use W or Tibbers when he has one in front of him.
- If Malefic Visions is on a minion about to die, back away before it jumps to you.
- Do not cast Tibbers into Black Shield-style timing assumptions; Malzahar has no shield, so make the first stun count.
- A cleanse item changes the matchup more than extra damage does.

Master YiUnfavoured
Annie wins only if she times stun after Alpha Strike, because Yi can dodge the opener and run her down through raw DPS and Meditate damage reduction.
Watch for Alpha Strike makes Yi untargetable during Annie's expected stun window and places him close enough to continue the all-in.
How to beat
Hold Pyromania and do not throw Q just because Yi enters range; wait for Alpha Strike to finish, then stun where he appears. If he uses Meditate during your burst, stop wasting spells into the reduction and reposition until it ends. Commit only when Tibbers plus stun can kill before Highlander resets the chase.
Later Yi wins isolated side-lane duels if he has room to chase and Annie misses the post-Alpha stun. Annie contributes more to grouped fights by stunning him after he enters, so play near allies and make Yi spend Alpha Strike before you use Tibbers.
- Do not start the fight with Q if Alpha Strike is ready; he can erase your stun cast.
- Molten Shield matters because Yi must basic attack to finish you.
- Tibbers can keep damaging Yi during Meditate, but your main burst should wait it out if he is not lethal.
- Highlander ignores slows, so Shard or Rylai's effects are not your answer.

Miss FortuneFavoured
Miss Fortune has strong ranged damage but no defensive answer to Annie's stun burst once Annie gets inside 625 range.
Watch for Bullet Time punishes Annie if she engages without stun or gets slowed by Make It Rain first.
How to beat
Avoid lining up behind low minions so Double Up cannot soften you before the all-in. Hold stun, walk out of Make It Rain's center, then flash or step into Tibbers range when Bullet Time is unavailable or can be interrupted. Once she channels, any stunned Q, W, or Tibbers cancels the fight in your favor.
Later Miss Fortune is more valuable in front-to-back teamfights if Bullet Time is protected, but Annie is the cleaner pick threat and can cancel her ultimate instantly. In side lane, Annie usually wins if she has stun ready and does not eat repeated Double Up poke first.
- Your stun cancels Bullet Time, so save one spell if she has not ulted yet.
- Stand to the side of caster minions to deny high-value Double Up bounces.
- Strut makes her fast before combat; tag her with a spell before trying to chase.
- Do not let Make It Rain force your engage path into her full cone ultimate.

MorganaUnfavoured
Black Shield blocks both Annie's magic burst and Pyromania stun, forcing Annie to either break it first or lose the engage window.
Watch for Black Shield absorbs Annie's stun and magic damage, turning her all-in into a failed cooldown trade.
How to beat
Do not Tibbers directly into a ready Black Shield unless you can break the shield before the stun is needed. Poke with Q or W to force the shield, back out of Dark Binding, then re-engage during its downtime. If Soul Shackles starts, stun or leave the tether radius before the second hit lands.
Later Morgana is harder for Annie to pick in side lanes because Black Shield denies the clean burst pattern. In teamfights, Annie should either stun unshielded targets or wait until Morgana shields someone else before flashing onto the backline.
- Count Black Shield as both damage prevention and stun prevention, not just a defensive shield.
- Dark Binding into Tormented Soil wins the trade if you walk forward without stun pressure.
- Soul Shackles can force you to choose between finishing damage and leaving tether range.
- Tibbers aura can help break Black Shield, but the stun is lost if the shield is still up on impact.

NasusEven
Annie can kite and burst Nasus early, but Wither and Fury of the Sands make extended equal-item duels dangerous if she cannot finish him quickly.
Watch for Wither removes Annie's spacing and lets Nasus stay in range for Siphoning Strike and Fury of the Sands damage.
How to beat
Keep the fight short: poke from max range, hold stun for when he commits with Wither, and disengage after your burst if he ults. Do not stand in Spirit Fire just to keep casting, because the armor shred matters once he reaches you. Commit when Fury of the Sands is down or when Tibbers stun plus ignite-level burst can kill before he gets repeated Qs.
Later Nasus usually wins the side lane once he is stacked and tanky enough to live through Tibbers. Annie is better grouped, where she can stun enemy carries and let her team kite Nasus instead of trying to duel through his ultimate.
- Stunning Nasus after Wither starts buys more space than stunning him before he commits.
- If Fury of the Sands is active, back away unless he is already lethal.
- Do not waste autos into Soul Eater sustain trades; Annie wins with spell windows, not attrition.
- Spirit Fire is a warning zone, not harmless mage poke.

NidaleeEven
Annie wins close-range stun trades, while Nidalee wins if she lands long Javelin Toss poke or enters cougar form after Annie has spent her stun.
Watch for Javelin Toss at long range can remove enough health that Annie can no longer safely force the Tibbers all-in.
How to beat
Stand behind minions and fight in short lanes where spears cannot reach maximum damage. When Nidalee swaps to cougar to finish, hold Pyromania for her Pounce landing instead of throwing it early. Commit after she misses Javelin Toss or uses Primal Surge, because then she has less burst or sustain for the return trade.
Later Nidalee is stronger in siege and split pressure, where repeated spears force Annie off objectives before a fight starts. Annie is stronger in a committed 5v5 if she preserves health and finds a flash Tibbers engage before Nidalee can poke the team down.
- Do not chase through brush; Prowl and cougar mobility make your stun range harder to hold.
- Bushwhack lowering MR makes the next spear much more dangerous, so reset after stepping on one.
- If she heals before cougar form, her immediate kill threat is lower but her trade lasts longer.
- Tibbers can punish cougar Pounce because she has to enter your range.

Nunu & WillumpFavoured
Nunu is durable and annoying, but he lacks the damage to beat Annie in a clean duel unless she stays inside Absolute Zero.
Watch for Absolute Zero heavily slows Annie and can turn a won trade into a huge burst if she fails to leave or interrupt it.
How to beat
Trade from max spell range and avoid letting Ice Blast start a long chase. Keep stun available once he has level six, because any stunned spell cancels Absolute Zero's channel. If he uses Consume on a minion to heal, wait out the recovery and take the next burst window rather than dribbling damage into him.
Later Nunu rarely wants the isolated duel; his value is Blood Boil, objective control, and forcing zones in teamfights. Annie should save stun for interrupting Absolute Zero or for the carry he is enabling, not waste a full combo on a tanky Nunu unless he is caught alone.
- Any Pyromania spell interrupts Absolute Zero, including Q if you are already in range.
- Ice Blast is his main way to keep you in ult radius, so respect it before committing.
- Consume does not work on champions, so his duel healing depends on nearby minions or monsters.
- Do not chase Blood Boil Nunu through open space; make him walk into your stun range.

OlafUnfavoured
Ragnarok denies Annie's stun at the exact moment Olaf wants to run her down, making the duel heavily dependent on killing him before he presses it.
Watch for Ragnarok makes Olaf immune to Pyromania's stun and gives him the resistances to survive Annie's burst while chasing.
How to beat
Before six, punish him from 625 range and sidestep Undertow so he cannot chain slows. After six, do not commit your full combo unless Ragnarok is down or he is already low enough to die through it. If he activates Ragnarok, kite sideways away from axe pickups and wait to stun after it ends.
Later Olaf wins side-lane duels when he can force a long chase, especially with enough health to live through Tibbers. Annie's job later is to burst targets Olaf is not protecting and use terrain or teammates to waste his Ragnarok duration.
- Stunning before Ragnarok is risky because he can immediately break the fight pattern by ulting and continuing forward.
- Never run in a straight line along Undertow pickup paths.
- Reckless Swing is true damage, so armor alone does not solve the duel.
- Low-health Olaf attacks faster; do not half-commit and then stand near him.

PantheonUnfavoured
Pantheon's point-and-click stun and early physical burst beat Annie if he gets the first engage, though Annie can punish him hard after Aegis of Zeonia is down.
Watch for Aegis of Zeonia jumps to Annie and stuns her, setting up Heartseeker Strike before she can create distance.
How to beat
Stay just outside his jump range until Pyromania is ready, then punish Spear Shot cooldowns with Q or W from your longer range. If he uses Aegis of Zeonia first, stun immediately after the stun ends and step out of Heartseeker Strike's cone. Commit only when his passive block is down so Tibbers and follow-up autos are not partially wasted.
Later Pantheon falls off harder in full teamfights, where Annie's area stun can decide the game before he kills a carry. In side lanes he can still pick Annie if he opens first, so keep vision against Grand Skyfall flanks and make him walk through your stun threat.
- Aegis Protection can block an auto, not your spell damage, but it can still disrupt small finishing patterns.
- Move sideways out of Heartseeker Strike instead of backing straight away.
- Grand Skyfall is slow enough to leave the center, then prepare stun for his landing path.
- Seeker's Armguard is a real lane stabilizer here.

RammusEven
Annie can burst Rammus better than basic attackers can, but Powerball into Taunt can trap her long enough for Tremors and follow-up damage.
Watch for Puncturing Taunt forces Annie to attack Rammus and keeps her in Tremors range during his engage.
How to beat
Do not let Powerball start from fog or long distance; tag or stun him before impact if possible. If Defensive Ball Curl is active, kite and wait rather than spending your full combo into his extra resistances. Commit after Taunt or Curl is down, when Tibbers damage is harder for him to absorb.
Later Rammus is more useful as an engage tank than a duelist, but he can still punish Annie in side lanes if he catches her without stun. In teamfights, Annie should either stop his Powerball before it reaches the backline or ignore him and flash-stun higher-value targets.
- Defensive Ball Curl gives magic resistance too, so your burst is noticeably worse during it.
- Molten Shield does not help if Taunt makes you waste time attacking into Curl.
- Powerball is much easier to answer when you have vision of the start angle.
- Tremors keeps damaging while you are taunted, so do not fight on top of him longer than needed.

RyzeUnfavoured
Ryze's reliable Rune Prison and sustained spell rotation outduel Annie if he survives her first stun burst.
Watch for Rune Prison roots Annie in Ryze's short spell range, letting him chain Overload and Spell Flux while she cannot reposition.
How to beat
Use Annie's 625 range to threaten first contact and do not trade repeatedly inside Ryze's 550 range. Hold stun for the all-in, because if you only poke him he can answer with Rune Prison and Desperate Power sustain. Commit when Spell Flux or Rune Prison is down, then leave before his passive cooldown cycling gives him a second rotation.
Later Ryze scales into a stronger sustained side-lane duelist, especially with tanky mana items and spell vamp from Desperate Power. Annie remains the better instant teamfight starter, so look for grouped stuns instead of matching Ryze in long isolated fights.
- Do not stand near minions when Spell Flux can bounce through them and reduce your MR.
- Desperate Power adds spell vamp and movement speed, so a close duel gets worse the longer it lasts.
- Your first stun matters more than chip damage; Ryze likes repeated short-range trades.
- Banshee's Veil can block the Rune Prison that normally starts his winning pattern.

ShacoEven
Annie wins if she survives the first Deceive burst and stuns the real Shaco, but boxes, clone confusion, and backstab angles make the duel volatile.
Watch for Deceive lets Shaco appear behind Annie for a Backstab opener before she can choose the terms of the fight.
How to beat
Keep Pyromania ready when Shaco is missing and avoid walking through likely Jack In The Box paths. When he appears, turn or move so he does not keep hitting your back, then stun after Deceive is spent. If Hallucinate is active, identify the real Shaco by damage behavior and avoid blowing Tibbers into the clone unless the explosion is the only threat.
Later Shaco is better at side-lane picks and vision traps, while Annie is better in honest grouped fights where his approach angles are controlled. Buy and place vision around flanks so Deceive has to start from predictable terrain.
- Jack In The Box fear can make you waste the stun window, so do not chase through unwarded corners.
- Molten Shield punishes his basic-attack follow-up after Deceive.
- Hallucinate clone can soak single-target Q, so W or Tibbers is safer when both bodies are stacked.
- If Shaco fails the first burst, he is much easier to kill before Deceive returns.

ShenEven
Annie has the damage advantage at range, but Shadow Dash and Feint make Shen hard to finish before he drags the fight into sustained melee trades.
Watch for Shadow Dash taunts Annie and guarantees Shen's follow-up while interrupting her spacing.
How to beat
Stand far enough back that Shadow Dash must be obvious, then punish it if he misses. Do not spend the full burst into Feint unless it will still kill; use a light spell to draw the shield, then stun after it fades. In a duel, commit when Shadow Dash is down and keep moving between casts so Vorpal Blade trades do not add up for free.
Later Shen is usually more valuable in side lanes because Stand United lets him pressure without truly leaving his team. Annie should not chase him around the map; force grouped fights where her stun lands before Shen can turn another lane with his ultimate.
- Shadow Dash is the real engage; Vorpal Blade poke alone should not scare you off the wave.
- Feint can absorb just enough damage to ruin Tibbers lethal math.
- If he channels Stand United in your range, stun interrupts the channel.
- Do not stand close to your own backline if Shen can taunt through you into them.

SingedUnfavoured
Singed can survive Annie's burst, force her into Poison Trail, and flip her out of position if she uses stun too casually.
Watch for Fling puts Annie behind Singed, forcing her to walk through Poison Trail and often breaking her escape route.
How to beat
Never chase directly behind him; hold a side angle and make him turn into your spell range. Save stun for when he runs at you for Fling, not for low-value poke during Insanity Potion. If he ults, disengage unless your full combo can kill immediately, because extended movement trades favor him.
Later Singed is much stronger in side lanes and messy chases, while Annie is stronger at clean teamfight initiation. Let him proxy or run if chasing would split your team; punish his carries when he is away or stun him only when he overextends into your group.
- Mega Adhesive makes it much easier for him to reach Fling range, so leave the zone first.
- Poison Trail punishes Tibbers-chasing too; do not follow just because he is low.
- Insanity Potion adds enough durability that your normal lethal threshold is misleading.
- Stand beside his path, not behind it.

SionEven
Annie can outrange and burst Sion, but Cryptic Gaze plus Death's Caress gives him a straightforward stun-shield trade if he reaches her.
Watch for Cryptic Gaze is a targeted stun that lets Sion set up Death's Caress detonation or lifesteal attacks.
How to beat
Harass from max range and track Death's Caress; if the shield is fresh, either break it quickly from range or back away before he can detonate. Hold Pyromania for after his stun if he is walking in, then unload and kite before Cannibalism attacks can heal him back. Do not let him start the trade from brush or fog where Cryptic Gaze range is effectively extended.
Later AD Sion can become a stronger side-lane stat-checker if he reaches Annie and sustains through damage. Annie is more reliable in teamfights by stunning him before he reaches carries or by ignoring him for a higher-value Tibbers engage.
- Death's Caress is both shield and delayed damage; respect the detonation timer.
- Cannibalism only matters if he is allowed to keep attacking, so stun and create distance.
- His targeted stun means dodging is not the answer; spacing is.
- If you break his shield early, his all-in loses much of its burst.

SivirEven
Sivir can block Annie's key spell with Spell Shield, but Annie's range and area damage let her win if she baits the shield before committing Tibbers.
Watch for Spell Shield blocks one Annie spell, including the Pyromania stun, and gives Sivir the opening to kite or turn.
How to beat
Do not lead with Tibbers into Spell Shield; threaten Q or W first and wait for her to spend it. Stay off the minion line so Boomerang Blade and Ricochet do not win the poke war before the all-in. Once Spell Shield is down, Annie's stun combo is much faster than Sivir's sustained damage.
Later Sivir is stronger in coordinated teamfights if On The Hunt lets her team engage or disengage around Annie's flash range. Annie should hide her angle, bait Spell Shield with a lesser spell, then stun Sivir or the teammate she speeds forward.
- W is often the cleanest way to pop Spell Shield without risking Q being wasted at a bad time.
- Boomerang Blade hurts twice, so sidestep after the first pass instead of relaxing.
- Her 425 attack range is short enough that she must respect your stun zone once Spell Shield is gone.
- On The Hunt can pull her out of Tibbers follow-up, so front-load the stun and burst.

SkarnerFavoured
Annie wins the straight duel if she keeps Skarner outside melee range, because he has to walk through her stun and burst before Impale can drag her around.
Watch for Impale suppresses Annie and turns any close-range mistake into a dragged-out melee fight.
How to beat
Hold 625 range and spend Q on last hits or poke while tracking Pyromania; do not stand close enough for Skarner to chain Crystal Slash autos. Bait Crystalline Exoskeleton with a light Q or W, back up until the shield speed falls off, then stun with Tibbers or Q and unload before he reaches Impale range.
Later Skarner becomes much harder to kill in a side lane once tank items are done, but Annie is still far more valuable in clustered teamfights if she keeps Flash-stun for carries. Do not waste full combo into his frontline unless Impale is down or he is the only target your team can finish.
- Break or wait out Crystalline Exoskeleton before committing; the shield is his engage speed.
- Keep minions between you and his walk-up path so he cannot freely stack Energize autos.
- If he saves Impale, hold your stun instead of fishing with a random Q.
- Tibbers can body-block his retreat after he fails the first engage.

SonaFavoured
Annie outranges Sona with autos, has stronger burst, and can punish Sona's low durability whenever Crescendo is not controlling the exchange.
Watch for Crescendo interrupts Annie's burst window and can let Sona kite away or set up allies.
How to beat
Use Annie's 625 attack range to chip Sona before spells are needed, and keep stun ready when she steps into 550 range for Hymn of Valor. If Crescendo is down, Flash or walk forward with Pyromania charged and kill her before Aria of Perseverance matters.
Later Sona is rarely a side-lane duelist and loses the 1v1 if caught, but her teamfight aura and Crescendo can beat a careless Annie engage. Flank from fog or wait until Crescendo is used before dropping Tibbers on her backline.
- Punish every Hymn of Valor cast; she must enter your spell range to use it.
- Do not open with Tibbers if Crescendo is clearly being held for your cast animation.
- Her Power Chord damage reduction can blunt one burst target, so force it on a small trade first.
- Autos matter here because Annie outranges her by 75.

SorakaFavoured
Soraka can stall with Infuse and Wish, but she lacks the burst or mobility to survive Annie's full stun combo in a true duel.
Watch for Infuse silences Annie and can stop the spell chain if Soraka casts it before the stun lands.
How to beat
Do not walk in with stun uncharged and let Soraka silence the first spell; prepare Pyromania beforehand. Poke with autos and Q from max range, then commit with instant stun into Tibbers after Infuse is down or when she is low enough that Wish will not save her.
Later Soraka should not be matching Annie alone; she wins value by keeping carries alive in teamfights. Annie should look for stun angles that kill Soraka before Wish or force her to spend Wish defensively before the real engage.
- Track Infuse first, not Wish; silence is what breaks your combo timing.
- Starcall only matters if you stay near her, so trade once and step back.
- Do not slowly bleed cooldowns into Astral Blessing if you can wait for a lethal stun.
- Abyssal-style magic resist is useful only if she has another AP threat nearby.

TaricEven
Annie can kite and burst Taric, but if he reaches Dazzle range with Radiance and heals available the fight becomes a close stat check.
Watch for Dazzle stuns Annie long enough for Taric to close and force his melee damage before she can reposition.
How to beat
Stay at max auto and Q range, and never let him walk straight into Dazzle without spending your stun first. Bait Dazzle by stepping forward then back; once it is down, stun him, drop Tibbers, and kite out of Radiance instead of trading autos into his armor aura.
Later Taric is not a real side-lane threat to Annie unless she mispositions, but in teamfights Dazzle can peel her engage target or lock her down. Annie should either burst him only when he is isolated or ignore him and Flash-stun past his frontline.
- His Shatter armor does little against your magic burst, so respect the stun more than the aura.
- If he holds Dazzle, hold Pyromania and make him choose between retreating or being stunned first.
- Do not chase inside Radiance after your combo is spent.
- Morellonomicon helps turn off Imbue during extended fights.

TeemoFavoured
Teemo can harass with poison and mushrooms, but Blinding Dart does not stop Annie's spells and he dies to a clean stun burst.
Watch for Noxious Trap controls the chase path and can cut Annie's health before the duel starts.
How to beat
Use your range advantage to auto and Q without taking repeated Toxic Shot trades, and avoid obvious brush or lane choke paths once he has mushrooms. If he uses Move Quick aggressively or reveals himself from Camouflage, stun immediately and full combo before he can kite through traps.
Later Teemo can make side lanes annoying with mushrooms, but Annie still wins direct fights if she is not pre-chunked. In teamfights, bring vision control and do not burn Flash-stun after walking over a trap unless the target is guaranteed to die.
- Blinding Dart is mostly damage here; your kill combo is spell-based.
- A single mushroom can flip the duel, so sweep with teammates or enter from clean angles.
- Hit him once to remove Move Quick's passive speed before chasing.
- Do not stand still near brush when Camouflage could turn into a free first hit.

TristanaEven
Annie can kill Tristana with stun burst, but Tristana's Rocket Jump and Buster Shot can deny the engage and let her win the extended auto fight.
Watch for Buster Shot knocks Annie out after she commits, often wasting Tibbers follow-up and creating Tristana's kite window.
How to beat
Hold stun until Tristana spends Rocket Jump or steps close enough that she cannot reactively jump before the damage lands. Trade in short Q-auto patterns early, then commit only from fog, Flash, or after Buster Shot is down; if she knocks you away, disengage instead of chasing through Rapid Fire autos.
Later Finished Tristana outscales the side-lane duel because her range and sustained damage grow, while Annie remains the better instant pick champion. In teamfights, Annie should flank or Flash-stun Tristana before Buster Shot separates the fight.
- Do not Tibbers first from obvious range; Buster Shot can ruin the follow-up.
- Rocket Jump's landing slow lets her turn a failed Annie engage into a chase.
- Her early range is manageable, but Draw a Bead changes the spacing later.
- Zhonya's can buy time after forcing her jump or ultimate.

TryndamereUnfavoured
Annie can burst Tryndamere once, but Undying Rage prevents the kill and lets him run her down after her cooldowns are gone.
Watch for Undying Rage denies Annie's lethal burst window and forces her to survive his strongest seconds.
How to beat
Keep him at max range and save stun for after Spinning Slash, not before it. Your goal is to chunk him, force Undying Rage, then kite with Molten Shield and Tibbers blocking his path until it ends; never spend every cooldown while he can still press R.
Later Tryndamere wins the side lane hard when finished and will force Annie to answer waves with help. In teamfights, Annie should stun him only when he dives carries or hold burst for targets who can actually die before his ultimate timer matters.
- Count Fury; high Fury makes random crits decide the duel fast.
- Stun after Spinning Slash so he cannot instantly close again.
- Do not ignite-style all-in into Undying Rage timing; wait it out if possible.
- Zhonya's is the cleanest way to waste his invulnerable chase window.

Twisted FateFavoured
Annie has stronger point-and-click burst and can punish Twisted Fate whenever Pick A Card is not already threatening a Gold Card stun.
Watch for Pick A Card Gold Card stops Annie's engage and gives Twisted Fate time to land Wild Cards from safety.
How to beat
Stand outside Wild Cards lines and watch his card cycle; when Gold Card is used on a minion or times out, move in with Pyromania ready. If he holds Gold Card, do not start a fair cast trade unless you can stun first with Q or Flash-Tibbers.
Later Twisted Fate avoids honest duels with Gate and Destiny, while Annie has the better direct teamfight engage. Push side waves carefully, keep stun charged when Destiny is available, and punish him if he appears without Gold Card ready.
- His escape is map movement, not a combat dash; once you catch him, he is fragile.
- Do not walk in a straight line after Gold Card because Wild Cards is the follow-up.
- A charged Annie stun beats an unprepared Pick A Card trade.
- Banshee's can block Gold Card in late picks, but damage is usually the real answer.

TwitchEven
Annie wins if she survives Twitch's opener and lands stun, but Twitch can start from Ambush and stack Deadly Venom before she gets a clean cast window.
Watch for Ambush gives Twitch the first hit and positioning for Venom Cask into Expunge.
How to beat
Do not farm low health without stun charged when Twitch is missing; stand near minions or teammates so Ambush cannot start from a perfect angle. If he appears, stun immediately before stacks build, then burst and step sideways out of Spray and Pray's line.
Later Twitch is the stronger sustained damage threat when finished, especially from stealth, but Annie can still delete him if she finds him first. In teamfights, keep control wards or equivalent vision support around flank paths and save stun for his reveal if he is the main carry.
- The duel is decided in the first second after Ambush breaks.
- Venom Cask slow makes retreating after a missed stun almost impossible.
- Move sideways during Spray and Pray; do not run straight down the bolt line.
- Armor helps if you cannot reliably one-shot him.

VayneUnfavoured
Vayne can dodge, condemn, and outlast Annie's single burst window, especially once Final Hour gives her invisible Tumbles.
Watch for Condemn knocks Annie out of combo range or stuns her into terrain, ruining the all-in.
How to beat
Fight away from walls and do not open with a slow walk-up that lets Vayne hold Condemn reactively. Bait Tumble with a Q threat, then commit only with instant stun from Flash or a point-and-click cast; if Final Hour is active and she vanishes, wait out the invisibility beat before spending Tibbers.
Later Vayne wins most finished side-lane duels because Silver Bolts and Final Hour shred through Annie after the first rotation. Annie's job in teamfights is to hide vision, force Vayne's defensive Tumble, then Flash-stun before she can Condemn the engage away.
- Never duel her beside walls; Condemn stun is the fight losing mistake.
- Her 550 range is below Annie autos, so early chip is possible before Final Hour.
- Do not cast Tibbers at the last seen spot during Final Hour Tumble unless stun already landed.
- Zhonya's can stall her ultimate damage after your burst.

VeigarEven
Both champions can kill the other from crowd control, but Veigar's Event Horizon and AP-scaling Primordial Burst make Annie's own AP a liability if she missteps.
Watch for Event Horizon controls the space Annie needs to enter and can stun her before she reaches Tibbers range.
How to beat
Stay just outside Event Horizon range and force Veigar to place it defensively before you commit. If the cage misses or is used to waveclear space, Flash or walk in with Pyromania ready and burst him before Dark Matter lands; never stand on the cage edge trying to cast back.
Later Veigar becomes more dangerous to Annie specifically because Primordial Burst scales off her AP, so finished builds make the duel volatile. In teamfights, Annie should engage from fog or after Event Horizon is down, and defensive MR or spell shield value rises sharply.
- Do not build the fight around a slow front-to-back walk into Event Horizon.
- If you get caged but not stunned, wait in the safe center instead of panicking through the wall.
- Primordial Burst punishes high AP, so health and MR matter more than usual.
- Your stun is faster; his zone is stronger if he predicts the path.

WarwickEven
Annie can kite and burst Warwick before he sustains, but Infinite Duress can lock her down long enough for him to heal through the extended fight.
Watch for Infinite Duress suppresses Annie and gives Warwick guaranteed damage and healing if she lets him enter range.
How to beat
Poke from max range and do not let Blood Scent bait you into staying low near him. Save stun for after he commits or use it immediately if he crosses into ultimate range; once Hungering Strike is used, full combo and kite before his next bite.
Later Warwick becomes harder for Annie to kill alone with tank and sustain items, while his suppression remains a reliable pick tool. In teamfights, Annie should stay behind minions and frontline until Infinite Duress is committed, then stun either Warwick or the carry following up.
- Do not take a low-health duel; Blood Scent turns retreat into his engage.
- Hungering Strike is both damage and sustain, so trades before it is down rarely stick.
- Quicksilver Sash can answer Infinite Duress if suppression is the only way you die.
- Morellonomicon helps cut his healing once he is below 40%.

WukongUnfavoured
Wukong's dash, stealth delay, and Cyclone let him reach Annie through poke and survive long enough to kill her after her first rotation.
Watch for Decoy breaks Annie's target timing and can waste her stun or Tibbers on the clone.
How to beat
Hold stun until you confirm the real Wukong after Decoy, especially when he dashes in with Nimbus Strike. Keep distance before Nimbus Strike is used, and if he spends it on a minion or misses the angle, punish with Q-stun into full combo before Cyclone can knock you up.
Later Wukong is stronger in side-lane all-ins and can force Annie out if she lacks vision and armor. In teamfights, Annie should avoid stacking with teammates for Cyclone and use stun after his Decoy or as he exits Cyclone to stop the second half of the engage.
- A sudden stop after Nimbus Strike often means Decoy; delay your spell a beat.
- Do not stand in your minion wave if it gives Nimbus Strike an easy bridge to you.
- Cyclone interrupts your spacing plan, so stun before it starts or after the knockup ends.
- Armor plus Zhonya's is more valuable than extra damage if he is diving you.

ZileanEven
Annie can kill Zilean if she catches him without Chronoshift value, but Time Warp and repeated Time Bombs make it hard to force a clean all-in.
Watch for Chronoshift denies Annie's burst kill and turns her cooldown window into Zilean's reset.
How to beat
Use your 625 range to threaten autos and Q while staying spread from bombed minions or Tibbers. Bait Time Warp first; if he uses it to speed himself away, wait, and if he uses it aggressively, stun and burst only when Chronoshift is down or when you can force it and disengage.
Later Zilean is not a side-lane killer, but he is difficult to punish because speed and revive waste Annie's pick pattern. In teamfights, Annie should either burst a target without Chronoshift on them or force the revive early and hold Tibbers zone for the respawn location.
- Do not stack on your own wave when Time Bomb is attached to a minion.
- If Chronoshift is active, stop spending damage unless your team can camp the revive spot.
- Time Warp changes the range math; wait out the speed before committing Flash.
- Tibbers can stand on a Chronoshift revive point to punish the return.
No champion by that name.
18- Attack damage
- 95.25
- Ability power
- 735.74
- Armor
- 143.5
- Magic resist
- 87.6
- Attack speed
- 0.713
- Cooldown reduction
- 14%
- Critical strike chance
- 0%
- Move speed
- 380

Click an item to leave it out of the numbers.
Resources
- Health
- 1,752
- Health regen
- 14.4 / 5s
- Mana
- 1,222
- Resource regen
- 20.7 / 5s
Offense
- Attack range
- 625
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QDisintegraterank 5/5
- Damage
- 775
WIncineraterank 5/5
- Damage
- 848
EMolten Shieldrank 5/5
- Damage Return
- 211
RSummon: Tibbersrank 3/3
- Initial Burst Damage
- 984
- Tibbers Aura Damage
- 186
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.713
- Average hit
- 97.2
- Normal hit
- 97.2
- Critical hit
- 194.3
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 14.4s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 95.25
- Ability power
- 138
- Armor
- 148.5
- Magic resist
- 72.6
- Attack speed
- 0.713
- Cooldown reduction
- 30%
- Critical strike chance
- 0%
- Move speed
- 391.4

Click an item to leave it out of the numbers.
Resources
- Health
- 2,982
- Health regen
- 24.4 / 5s
- Mana
- 1,150
- Resource regen
- 30.7 / 5s
Offense
- Attack range
- 625
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 8%
Ability damage
at this build's ranks
QDisintegraterank 5/5
- Damage
- 342
WIncineraterank 5/5
- Damage
- 384
EMolten Shieldrank 5/5
- Damage Return
- 88
RSummon: Tibbersrank 3/3
- Initial Burst Damage
- 547
- Tibbers Aura Damage
- 63
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.713
- Average hit
- 95.3
- Normal hit
- 95.3
- Critical hit
- 190.5
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 14.7s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 95.25
- Ability power
- 0
- Armor
- 84.5
- Magic resist
- 30
- Attack speed
- 0.713
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 335
Resources
- Health
- 1,752
- Health regen
- 14.4 / 5s
- Mana
- 1,150
- Resource regen
- 17.7 / 5s
Offense
- Attack range
- 625
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QDisintegraterank 5/5
- Damage
- 245
WIncineraterank 5/5
- Damage
- 280
EMolten Shieldrank 5/5
- Damage Return
- 60
RSummon: Tibbersrank 3/3
- Initial Burst Damage
- 450
- Tibbers Aura Damage
- 35
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.713
- Average hit
- 95.3
- Normal hit
- 95.3
- Critical hit
- 190.5
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 14.7s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 95.25
- Ability power
- 736.83
- Armor
- 134.5
- Magic resist
- 30
- Attack speed
- 0.713
- Cooldown reduction
- 14%
- Critical strike chance
- 0%
- Move speed
- 380
Click an item to leave it out of the numbers.
Resources
- Health
- 1,752
- Health regen
- 14.4 / 5s
- Mana
- 2,150
- Resource regen
- 34.3 / 5s
Offense
- Attack range
- 625
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QDisintegraterank 5/5
- Damage
- 776
WIncineraterank 5/5
- Damage
- 849
EMolten Shieldrank 5/5
- Damage Return
- 212
RSummon: Tibbersrank 3/3
- Initial Burst Damage
- 985
- Tibbers Aura Damage
- 186
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.713
- Average hit
- 97.2
- Normal hit
- 97.2
- Critical hit
- 194.3
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 14.4s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.