- เทียร์
- T2
- อันดับ
- #70
- อัตราชนะ
- 50.98%
- อัตราเลือก
- 0.50%
Kindred ถูกจัดอยู่ในระดับ T2 ตามข้อมูล ARAM Mayhem ปัจจุบัน ดูไกด์แชมเปี้ยน

Annie ถูกจัดอยู่ในระดับ T2 ตามข้อมูล ARAM Mayhem ปัจจุบัน
Annie the Dark Child
Yes, Annie is good when your team needs reliable engage, burst, and simple execution. If enemies group too tightly, hold your stun and punish them with Tibbers instead of spending spells for poke. The tradeoff is range and patience: if you walk up without stun or backup, stronger poke and frontline champions can force you out before you start the fight.
Annie’s job is to create one clean stun window that your team can immediately follow. If an enemy carry steps forward or several champions stack in a choke, commit with Tibbers and dump your damage before they spread out. If you miss that timing, back off and rebuild threat instead of chasing with short range spells.
Play burst when your team already has engage and only needs someone to delete a priority target. Play more utility when your team lacks crowd control, because holding stun can be more valuable than throwing damage on cooldown. The tradeoff is tempo: burst Annie wins fast windows, while utility Annie may deal less damage but makes enemies play scared.
Use Tibbers when it guarantees a stun on a valuable target or starts a fight your team can actually reach. If the enemy team has dashes, shields, or disengage ready, wait until they spend one of those tools before dropping him. A rushed Tibbers can look flashy, but if nobody follows, Annie loses her biggest threat and becomes much easier to walk at.
Track your stun before every wave and every fight, because Annie is much scarier when enemies can see you are ready. If you need to prepare it, cast safe spells outside enemy engage range and avoid wasting the stun on a tank unless your team can kill that tank quickly. The tradeoff is pressure: holding stun delays some damage, but it also stops enemies from freely starting fights.
Use Snowball aggressively only when your stun is ready, your team is close, and the target cannot easily bait you into five enemies. If Snowball lands on a carry after they used mobility, taking it can create a fast Tibbers angle. If your team is behind or spread out, keep Snowball as a threat instead, because a bad recast usually turns Annie into a free shutdown.
Focus the highest-value target you can realistically reach, not always the lowest-health champion. If a carry steps into stun range, commit quickly and force their defensive tools before they can kite. If only the frontline is available, stun them when your team can collapse, but do not spend your full combo into a tank just to pad damage.
Stand slightly behind your frontline and threaten the space where enemies want to walk, rather than fishing alone from the front. If your stun is ready, small forward steps can force opponents to back up and give your team room to clear or poke. If your stun is not ready, play safer until it is, because enemies will punish Annie hard when her engage threat is down.
Annie wants teammates who can instantly hit the target she stuns: divers, burst mages, marksmen with safe follow-up, or any champion that benefits from enemies being locked in place. If your team has strong poke, use your stun to punish enemies who get impatient and overstep. If your team has no follow-up, you must be more selective, because Annie’s combo alone may not finish durable targets.
Annie struggles into long-range poke, heavy shielding, fast disengage, and teams that refuse to clump. If enemies keep spacing well, look for punish windows after they use mobility or crowd control instead of forcing a front-on engage. The tradeoff is slower play: you may deal less damage early, but one saved stun can still win the fight when the enemy finally mispositions.
Stop trying to solo burst full-health targets and play around guaranteed crowd control instead. If your damage is low, stunning a diving enemy or peeling for your carry can win more fights than forcing a risky backline play. The tradeoff is ego: you may not top damage, but you stay useful because Annie’s stun remains valuable even from behind.
The biggest mistake is spending stun randomly, then walking forward as if enemies still have to respect you. Another common mistake is dropping Tibbers on the first target seen when a better angle is about to appear. If you whiff your engage, immediately reset behind your team and rebuild stun rather than chasing into counter-engage.
Use bushes and fog to hide your stun count and make enemies guess whether they can step forward. If a carry face-checks or follows too close behind their frontline, punish instantly with Tibbers or a stun combo. The tradeoff is vision risk: if enemies control the brush or can safely reveal it, standing there too long may trap you instead.
Choose augments that help Annie reach, survive, burst, or repeat her stun threat after a fight starts. If your team lacks engage, mobility or durability can be better than pure damage because it lets you actually deliver Tibbers. If your team already has setup, damage-focused choices become stronger, but they are worse when enemies can kite you before you cast.
Engage when your stun is ready, your team is in range, and the enemy carry is exposed or their escape tools are down. Peel when an enemy diver threatens your backline, because Annie’s stun can stop the dive and turn that champion into an easy target. The tradeoff is opportunity: holding stun for peel may delay a big Tibbers play, but it prevents your own damage dealers from dying before they can follow up.