Annie Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Annie Mid Lane

Annie Mid Lane Guide

Updated for Patch 7.3E
S Tier

Annie Mid Lane Wild Rift overview and best build snapshot

How to play

  • Keep your stun ready for fights Use your 1st ability to finish minions. After four ability casts, your passive makes your next damaging spell stun, so save it when a fight is likely.

  • Use Tibbers (Ult) to start your combo When your passive stun is ready, cast your ultimate on the enemy to summon Tibbers (Ult) and stun them. Follow with your other abilities before they can move.

  • Fight near your teammates After your first burst, step back and use your ultimate again to make Tibbers (Ult) jump onto an enemy, instead of walking into danger yourself.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Her stun rides the passive rather than one long-cooldown ability, so any spell that connects while Pyromania (Passive) is loaded locks the target down.
  • Deadly all-in on any squishy: with the stun stacked and Tibbers (Ult) up, she removes an immobile mid in one rotation.
  • Her loaded stun gives roams and river skirmishes reliable setup when an ally is close enough to follow.

Weaknesses

  • Very short range and no dash, so anyone with reach can poke her down before the stun ever loads.
  • Pyromania (Passive) can stun through Q (1st), W (2nd), or Tibbers (Ult), but its visible four-stack setup is telegraphed; spending the loaded spell poorly leaves her short-ranged and exposed.
  • Mobile assassins and gap-closing fighters slip past her single combo and punish how little she has left after it.
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Annie Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Annie Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power for her Q (1st), which refunds its own cost when it kills, so more damage also means more mana.

BOOTS

Spellslinger's Shoes

Magic penetration matters because her damage arrives in one stunned window that either kills or does not.

CORE BUILD

Malignance

Her game runs on Tibbers (Ult), so the ultimate haste brings him back for more fights. The burn adds damage on whoever he lands on.

Hextech Rocketbelt

Her stun only works at short range, so the dash is what closes the gap once she has four stacks.

Rabadon's Deathcap

Multiplies her ability power, and everything she does lands inside one stunned window, so all of it goes up at once.

Cryptbloom

Cuts the magic resist that lets a stunned target survive. The healing on takedown also helps the team that followed Tibbers (Ult) in. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Infinity Orb

Her burst often leaves squishies at a sliver, and the crit against low health targets closes that gap.

SITUATIONAL ITEMS

Stormsurge

One stunned rotation already does enough damage to trigger the mark, so it works on the combo she casts anyway.

Void Staff

The raw penetration alternative to Cryptbloom. Build it when the enemy stacks magic resist and the team heal matters less. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Zhonya's Hourglass

Build this for when the stun is spent and she is standing in their team. Buy Seeker's Armguard early for the armor and ability power.

RUNES

KEYSTONE

Electrocute

Her stun window is three casts in a row, so the bonus damage lands on the combo she was doing anyway.

PRIMARY

Axiom Arcanist

Increases Tibbers (Ult) damage, making Annie's loaded-stun engage more threatening. Champion takedowns reduce her ultimate's remaining cooldown so she can prepare another Tibbers (Ult) engage sooner.

Transcendence

Ability haste means more Q (1st) casts, which is how she builds the four stacks her kill pattern needs.

Nimbus Cloak

The move speed after a summoner spell carries her the last few steps into stun range.

SECONDARY

Bone Plating

She has to step up to last hit with no escape, so the burst that punishes her walk-up is what this cuts down.

SITUATIONAL RUNES

Sudden Impact

Take this over Bone Plating when Rocketbelt is in the build, since the dash sets up the bonus true damage as her stun lands.

Legend: Haste

Take this over Bone Plating in matchups where Annie can farm safely for grouped fights. More frequent Disintegrate (1st), Incinerate (2nd), and Molten Shield (3rd) casts help her prepare another passive stun and protect herself between engages.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Her stun is short range, so Flash is how she closes the last bit of distance with a full stack ready.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Annie Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Annie Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Annie Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Annie Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Lane around the passive counter, not the health bar. Last-hit with Disintegrate (1st) when the mana refund is up, chip with Incinerate (2nd) only when it also stacks you toward a stun, and always know whether your next spell is the loaded one, because that decides whether you can walk up or have to wait. Against shorter-range mages, shove and bully, daring them to contest a wave you can stun-burst them off. Against anyone with reach or a dash, sit further back, farm patiently, and save the stun for one big moment instead of spending it on poke. Ward the river the moment you push, since an immobile mid with no escape is exactly the gank the enemy jungler is hoping to find.

Mid / Late Game

Levels 9+
Your ultimate coming online changes everything: a loaded stun plus Tibbers (Ult) is a kill on any squishy who lets you reach combo range, in lane or anywhere else. Shove the wave with Disintegrate (1st) and Incinerate (2nd), then leave with the stun stacked and go hunt, because Annie roams as well as she lanes and her lockdown is just as lethal on a side laner. Mid priority lets you join scuttle fights, where Tibbers (Ult) dropped on a clustered jungle duo flips the contest before it starts, and it lets you zone the enemy off dragon and herald with the simple threat of a loaded stun. The trade-off is that every roam leaves your immobile frame stranded if you misjudge the timing, so push with a plan and an escape path, not just a hunch. By now the combo kills a carry, so the late game is entirely about getting the stun to the right target without dying on the way. Keep Tibbers (Ult) ready and the stun always stacked before a fight, and look for the flank or the flash-stun that catches their backline off guard. Molten Shield (3rd) is your only defensive tool, so keep it for the burst and the dives aimed at you. The situation never changes: you are a short-range mage in a fight full of people who want to reach you first. The skill is patience, spotting the moment their carry steps half a step too far, and turning it into the lockdown that wins the fight.

Teamfights

5v5 Combat
Annie does not poke a teamfight; she starts one or ends one. Best case is a Flash-stun Tibbers (Ult) that catches two or three enemies. If the clean multi-stun is not there, hold the loaded cast for their carry. Tibbers (Ult) remains as a controllable pet for up to 20 seconds. After two seconds, recast the ultimate to make Tibbers (Ult) pounce onto a champion for damage and a one-second knockup, and save that leap for a target trying to leave.
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