Wild Rift Guides
Annie Mid Lane Wild Rift Guide
Annie mid lane counters include Akali, Zed, and Orianna. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Annie Mid Lane Counters
Who counters Annie Mid Lane in Wild Rift (WR)? These champions beat Annie in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Akali: Akali's shroud hides her from your walk-up and her dashes cover the gap your combo depends on, so the all-in that beats immobile mages misses here, and she wins any extended trade.
- Zed: Zed out-ranges your walk-up with shurikens and all-ins your immobile frame the moment your stun is on cooldown; only a loaded stun turns his shadow engage against him.
- Orianna: Orianna out-ranges you badly and her whole plan is staying out of stun range: her shield blunts your one combo and the ball zones the exact ground you need to stand on.
- Mel: Rebuttal (2nd) can reflect Annie's projectile Disintegrate (1st) and makes Mel briefly invulnerable to the non-projectile parts of the combo, but it does not copy Incinerate (2nd) or Tibbers (Ult) back at Annie. Draw out the 0.75-second window before committing the loaded stun and full burst.
- Galio: Galio's Shield of Durand (2nd) passive grants a magic-damage shield after its refresh condition, and the active adds damage reduction plus a taunt. Combined with his knockup and tank build, that makes Annie's single burst rotation unreliable; it is not a generic magic-resistance passive.
Champions Annie Is Strong Against
Annie's best matchups in Wild Rift. Annie holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Twisted Fate: His strength is the gold card (2nd) and the global roam, not the 1v1: in lane a loaded stun beats his slow card windup every time he steps up to farm.
- Vex: Mistral Bolt (1st) and Looming Darkness (3rd) are telegraphed, but Personal Space (2nd) hits immediately around Vex and Shadow Surge (Ult) can carry a prepared Doom (Passive) fear into the engage. Track her fear bar and hold Annie's loaded stun for the dash arrival instead of treating every Vex basic ability as a slow projectile.
- Taliyah: Taliyah must stand near the wave to cast Threaded Volley (1st) and set up Seismic Shove (2nd), which brings her into Flash or Tibbers (Ult) range despite her longer poke. Arrive with Pyromania (Passive) already loaded, avoid walking through Unraveled Earth (3rd), and spend the stun only after she has used Seismic Shove (2nd) so the burst cannot be displaced.
- Vladimir: Vladimir's sustain means nothing if you delete him in one loaded-stun rotation, and his early levels are weak before Transfusion (1st) ranks and items strengthen his healing. Sanguine Pool (2nd) can still dodge the spell carrying Pyromania (Passive) if he reads the cast.
Early Game
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 Game
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.
Late Game
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
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.