Skill Order
Normal order: R > W > Q > E
For most ARAM: Mayhem Annie games, max W first. Take R whenever it is available, then finish Q, and leave E for last. This order fits the way Annie usually wins fights here: stack stun, step into range, hit multiple targets with W, then drop R when the enemy team is forced to clump or cannot instantly punish you.
- Early levels: start with W if your team wants to fight for brush or clear the first wave quickly. Take Q next when you need safer poke, easier stun control, or a point-and-click way to finish a low target. Add E early enough that you can protect yourself during engages instead of walking in with no recovery tool.
- Main max - W: max W first when fights are messy, enemies are grouped, or your team has any reliable setup. Annie’s short range means she gets the most value when one cast can threaten more than one champion. If you max Q first in these games, you often win small trades but lose the real fight because your area burst and wave pressure are weaker.
- Second max - Q: max Q second because Annie still needs a clean targeted spell after the first engage. It helps secure kills, punish enemies who survive your stun combo, and keep pressure when you cannot safely walk up for another W. Leaving Q too low makes Annie feel too all-in; if the first burst misses the carry or gets shielded, you have less reliable follow-up.
- Last max - E: max E last in normal damage games. One point still matters because it gives Annie a way to survive the approach or protect an ally, but over-investing in it without a clear reason costs kill pressure. If your team already lacks damage, early E max can turn you into a stun bot that cannot finish the targets you catch.
Augment-influenced orders
Mayhem augments can change what Annie is supposed to be doing in fights. Do not change the order just because an augment sounds flashy. Change it when the augment actually changes your job: repeated casting, shield value, frontline access, or Tibbers-centered fighting.
- AoE burst or close-range damage augments: stay with R > W > Q > E. If your augment rewards landing spells on grouped enemies, amplifies burst windows, or helps you enter short range, W remains the best first max. Your action plan is simple: hold stun, wait for clumps, then use W and R together instead of wasting stun on a tank standing alone.
- Single-target, repeated-cast, or pick-focused augments: consider R > Q > W > E. This is best when your games are about deleting one diver, chasing isolated carries, or using frequent targeted casts to keep pressure without fully committing. The cost is real: your wave control and multi-target burst drop, so do not choose this into teams that stack together and force front-to-back fights.
- Shield, protection, or durability augments: consider R > W > E > Q, or R > E > W > Q only when you are clearly playing as a peel-and-engage Annie. This works when your team has enough damage already and needs you to keep a carry alive, bait dives, or survive long enough for a second stun cycle. The mistake is maxing E early while your carries are behind; you will protect people who still cannot win the fight.
- Tibbers or ultimate-focused augments: still take R whenever possible. Between ultimate ranks, choose W first if Tibbers is helping you start fights and burst grouped targets. Choose E earlier if the game is about keeping Tibbers, yourself, or a key ally alive through extended brawls. Do not ignore W completely, because Annie still needs a strong stun entry before Tibbers can take over space.
- Heavy poke or long-range enemy comps: lean toward R > Q > W > E only if you cannot walk into W range without losing half your health. Use Q to threaten stun and punish anyone who steps too far forward. If your team later gains engage or Snowball access becomes reliable, return to playing around W because Annie’s biggest fight swing is still area control.
- Hard dive enemy comps: R > W > E > Q is often better than greedy damage. When assassins or bruisers must enter your range, you do not need to chase them; save stun, shield the threatened target, and punish the dive with W plus R. If you max Q here and play for poke, you may waste the one thing Annie does best into divers: instant close-range denial.
Wrong-order punishment
- Wrongly maxing Q first: you get safer single-target trades, but your teamfight opener is weaker. This hurts most when enemies group behind a tank or when your team depends on you to clear waves and create a stun threat in brush.
- Wrongly maxing W first: you can be punished if the enemy comp outranges you and never gives clean clumps. In that case, you may walk forward for W, fail to reach the carry, and lose your health before the fight starts.
- Wrongly maxing E early: you survive longer but may not matter. If no one on your team can convert your stun into kills, defensive points delay the damage needed to punish enemy mistakes.
- Wrongly delaying E completely: you become too easy to punish on the approach. Even when E is maxed last, take it early enough that you have a defensive button before committing with stun, Snowball follow-up, or a flash-style engage.
The safe default is R > W > Q > E. Change to Q max when the game is about single-target picks or when range makes W unrealistic. Move E up only when your augment and team role both reward protection. If the order does not match how fights are actually happening, Annie either lacks damage when she catches someone or lacks safety when she tries to enter. Both are losing trades.
