Introduction
Tank Annie is built for support. Everyone acknowledges that Casters scale terribly end game when compared to Carries, so why not help them out? Your role as a Tank Annie is to soak up all the damage and provide constant stuns to the enemy team.
Do note however that this build is only as good as your team. So if your Carries are terrible, good luck.
Mastery
The cookie cutter 9/0/21 is generally thought as the best.
I have also run 1/7/22 for Strength of the Spirit in the Defense tree for s pseudo-Regrowth Pendant for early game survivability.
Ultimately it's your choice but the 9% cooldown from 9/0/21 helps with getting your stuns off.
Summoner Spells
I find that people have differing opinions for which spells to use so it is ultimately your choice here too. Your Mastery should reflect what Summoner Spells you choose.
I like to have Flash and Ghost as my spells. Flash in and drop a Tibbers Stun then Ghost out before anyone realized what just happened. Let your team cleanup and come back with another stun bomb.
Runes
CD > Magic Pen > AP
Get 6% CD then fill it up with Magic Pen.
Red: Magic Pen
Yellow: CD
Blue: Magic Pen
Quint: 2 CD that scales with level, 1 Magic Pen.
Yellow Runes do not have any Magic Pen Runes to add so fill it up with CD. Only need 5 then fill the rest with whatever you like. The Yellow Runes and the Quints will achieve you 6%.
Skill Build
1. Incinerate - Common practice to charge up your stun at well before heading out
2. Disintergrate
3. Disintergrate
4. Molten Shield - Switch out a point of Incinerate into Molten for quicker stuns
5. Disintergrate
6. Tibbers
After level 6 your prioities are:
Tibbers > Disintergrate > Incinerate > Molten Shield
Item Build
This build focuses mainly on items that give a mix between HP and a secondary stat.
Sapphire Crystal and 2 HP Potions
Sapphire -> Cataylst
Boots
Boots -> Mercury Threads
Catalyst -> Rod of Ages
[Whenever you can buy Elixer of Brilliance at this point]
Giant's Belt - Do not build this into anything else until you get your first luxury item
I have always started out all my games with this build because it gives early game power then I transition into the Tank role after mid game.
If you do not get Rod of Ages before 20 minutes into the game then you are doing something wrong.
Elixer of Brilliance is a cheap alternative to CD Reduction and gives +60 AP for only 300 gold when you get around to buying it. With this you can easily Incinerate last row creeps and make up for the farming you may have missed out on.
After getting Giant's Belt you should have roughly 2.5k HP. Do not build Giant's Belt into anything yet because you got it solely for the HP Boost. Build it into something after getting one of the luxury items depending on the other team's composition.
Luxury Items
Choose one of these items depending on the other team.
Thornmail: Get this is you spy a Yi or another carry on the other team.
Banshee's Veil: More HP, more MR, and a wonderful passive. Get this if there are too much CC
Force of Nature: HP Regen, MR, and more movement speed.
Chalice of Harmony: If you are running out of MP too quickly, though I suggest Force of Nature over this.
Sunfire Cape: This is just the most slot-efficient item that gives HP and armour. I recommend this the least unless the other team is very physical oriented.
Rylai's Scepter: If you are being stubborn over AP then just stack as many of these as you can. +500 HP and +80 AP for one slot.
The game will usually end after getting one of the above items. If the game continues longer though then be careful of what you pick.
Items to Avoid
Rod of Ages: A second Rod of Ages will take too long to get to its full effect. Take a Rylai's Scepter of a second one.
Any AP Item: Everyone agrees that Annie's AP Ratio sucks. Do not try to focus on more damage because end game your role is to tank damage and stun as often as you can.
Warmogs: It gets too late into the game to get this. Although the HP is nice you need to stack more Armour, MR, and Health as efficiently as possible.
Gameplay
Try to get Solo lane. The quicker you get to level 6 the quicker you can make your presence known throughout the game. Because everyone fears you in mid game they will focus you end game unknowingly to them that you turned into the tank. While they focus you your team cleans up everyone else.
Early Game
Your Spells hurt. Your attack range is long. Play so you make sure the enemy recognizes you as a threat. Use your spells sparingly for harrasment and farm lots of gold with Disintergrate. You do not need to kill the nemy quickly, just keep him harrassed and at mid HP. When you hit level 5 keep your stun for Tibbers. Hopefully you are solo laning so that as soon as you get Tibbers you can Flash in, Use your Tibber's Combo, Ghost to chase them down. They should have died. Take advantage of this to widen the level gap and make sure to keep it that way. Ifthey come near repeat the Tibber's Stun Bomb combo and watch as they are helpless to do anything about it when they try to run away. You can get the Tower down quickly then proceed to mid gmae.
Mid Game
Assuming Early Game went perfectly you should have Rod of Ages and Mercury's Threads. Time should be roughly 18 to 25 minutes. Your level will be higher than everyone else's so use this to your advantage. Since your spells are naturally high damaging you can easily waltz into most 2v1 situations and decimate both of them. Your prescence will be known and they will try to focus you down at end game. Take this time to gank people, farm gold, and help your team down towers. Purchase your Giant's Belt and your Luxury Item of choice and prepare for end game.
End Game
This is the bane of all Casters since most of your attacks do not dent most opponents. Well, since you never focused on AP in the first place this should not effect you in any way. By this time you should have roughly 3k HP and enough Armour/MR to back it up. When there is a team fight you can initiate perfectly fine. Pick one of the squishy carries, Flash in, Tibber's Stun Combo. Watch as everyone focuses you for a good 5~10 seconds trying to kill you and have your Carries clean up everyone else.
Here's the beauty of Tank Annie. Assuming Early Game and Mid Game went according to plan, they do not have the luxury to ignore you. If they ignored you, you have the luxury of racking up more stuns to help your Carries finish off the team. If they do not ignore you then your Carries can finish off everyone else while they are focusing you.
Conclusion
Tank Annie can only be as good as your team. You alone will not be a killing machine end game but you will help your Carries finish off the team with your consistant stuns.
If your team cannot take advantage of your stuns than you will not bring any game changing opportunities.
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