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WR China Meta
Annie

How to play Annie — Wild Rift guide, combos & tips

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How to play Annie — Wild Rift guide, combos & tips

Annie is a mage in Wild Rift built around a single devastating rotation: once her passive, Pyromania, is fully charged, her next damaging spell stuns everything it hits, turning Disintegrate (Q), Incinerate (W), or Summon: Tibbers (R) into a guaranteed pick tool. She's a pure burst mage rather than a poke or control pick — almost all her damage is magic, and her win condition every fight is to land that stun and follow up before the target can react. She's one of the simplest champions in the game to pick up, but that ease comes at a cost: she has no escape tools and folds instantly if her combo doesn't land first.

Strengths

  • Guaranteed hard CC: once Pyromania is charged, any damaging spell she casts becomes a 1-second stun, giving her some of the best pick and engage potential of any mage.
  • Elite single-rotation burst: Q, W, and R together threaten enough magic damage to delete most squishy targets in one clean combo, especially once she has a completed burst item.
  • Self-sustaining wave clear: Disintegrate refunds its mana cost and halves its cooldown whenever it lands a kill, letting her clear waves and reset for more poke faster than most mages.
  • Outlasts her own death: Tibbers keeps attacking — and actually gets stronger — even after Annie is forced out of the fight or killed, so her teamfight impact doesn't end when she goes down.

Weaknesses

  • Very fragile and immobile: with no dash or blink, once Molten Shield's speed boost is on cooldown she has no way to escape a diver.
  • Short effective range on her damage spells forces her to commit to close range to land a full combo, which longer-ranged poke champions can punish before she ever gets there.
  • Magic-shield and anti-magic champions like Kassadin or Galio blunt a huge chunk of her damage and specifically neutralize the stun her entire game plan depends on.
  • Completely combo-dependent: if she's forced to burn her passive stacks defensively or simply whiffs the stun, she has very little follow-up damage or control to fall back on.

Combos

Skill order: Q > W > E, taking a point in R (Summon: Tibbers) at every level it's available.

Early game

Play the poke game: Disintegrate has solid range for a low mana cost, so use it to chip your opponent's health and last-hit at the same time — a kill refunds the cost and halves the cooldown, so good wave management snowballs into even more poke. Avoid committing to a full trade until you've quietly built your passive stacks on the wave; once the stun is loaded, adding Incinerate to a short trade can win the exchange outright. Level 5 is your first real spike — Summon: Tibbers turns almost any trade into a potential kill, so look to all-in or call a gank the moment it's up. Keep Molten Shield's speed boost in reserve for escaping a jungler's dive rather than spending it just for poke, since it's your only mobility tool until items.

Mid & late game — teamfighting

From the mid-game on, look to open fights by getting Tibbers onto a priority target — Flash, a teammate's CC, or, once built, Hextech Rocketbelt's dash all work to close the distance her kit otherwise lacks. Drop Tibbers for the initial hit and, if your stun is charged, a team-wide stun, then chain Q and W to burst down whoever you hit before they can peel. If you can't safely reach the backline, play the poke war instead and only commit your full combo when you can guarantee it lands. Remember that Molten Shield protects Tibbers as well as you, so use it to keep the bear alive if someone turns to burst him down mid-fight, and don't be afraid to trade your life for a completed combo — his rage windows mean he can keep swinging the fight even after you're gone.

Pro tips