Core identity
Annie is mainly played as Support. Its clearest strength is simple, lethal wombo aoe around the targets..
Annie is mainly played as Support. Its clearest strength is simple, lethal wombo aoe around the targets..
Prioritizes bot priority via poke control; level 5 threat.
Annie becomes easier to punish when highly dependent on ultimate and angle of engagement.. From the opposite side, the page also highlights this answer: Forcing its defensive spells (E/W) before the target reduces its threat.
フラッシュ+Rでエンゲージし、決定的な有利を作り出せる最初の瞬間はAnnieです。
全てのスタンが、チーム全体のダメージ増幅装置になる。
集団戦は彼女のAoEダメージの影響力を大きく高める。
Stacke P and look for short trade windows.
Play vision and Flash-R angles.
Protect your carry or punish opposing groups.
Prioritizes bot priority via poke control; level 5 threat.
Setup vision and wombo with your ADC/jungle.
Central Flash-R + Stase; Tibbers for zoning.
Waveclear at Q, short trades with P.
Roam with jungler; angle threat on targets.
Teamfights on choke points, defensive use of R if necessary.
Kill windows on multi-target Flash-R.
Molten Shield は最大3スタックまで溜め、その後アルティメット+AoEで即座にターゲットをスタンさせ、キル時にQでマナ回復とクールダウンリセットを狙う。
Flash の射程に入り、即座にQでスタン(パッシブ準備完了時)、その後Tibbers +AoEコンボ。
AoEとQで遠距離からパッシブスタックを付与する。
AoEでスタックを溜め、フラッシュで射程に入り、Qでスタン、その後フルバースト。
Protobelt を使ってサプライズで距離を詰め、Tibbers を放つ。
Annie is generally played as Support. The first objective is to prioritizes bot priority via poke control; level 5 threat.. Its biggest edge comes from simple, lethal wombo aoe around the targets..
This page highlights the moments where Annie can force clean trades, rotations, or objective setups. In practice, the champion is strongest when its cooldown cycle is respected and the fight starts on its own terms.
Annie can be punished when highly dependent on ultimate and angle of engagement.. A practical answer listed here is: Forcing its defensive spells (E/W) before the target reduces its threat.