Annie Mid Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
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.
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

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

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

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.

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

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

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.

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

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

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.

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

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

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.

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

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

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

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

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

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
- 11st Ability
Q - 22nd Ability
W - 33rd Ability
E
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.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

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.
Annie Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

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.
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.

