A way to possibly balance Annie without damage changes.

Call Me Helpless·8/25/2015, 10:28:15 PM·2 votes·577 views

When I say "balance", I mean adding in more potential counterplay since Annie is notoriously known for that regardless of role/lane.

The possible solution(s), revolve around her passive and abilities.

First off, her passive: Pyromania, applies the stun equally throughout all of her abilities (excluding Molten Shield). The first possible step would be to lower the stun time on her Q: Disintegrate. Why? Considering this ability is literally point click and has no chance of missing, Annie is able to zone out opponents just from having her stun up, since Disintegrate is point and click. The probable stun time would be around 0.5, 0.75, 1.0 (still scaling). That way she still retains a way to catch an escaping enemy or offer poke without being overwhelming.

The main reason why W: Incinerate and R: Summon: Tibbers do not get lowered stun times is because they have the chance to miss.

The other ability that could be tweaked would be her ultimate Summon: Tibbers. The main reason why this ability is considered as unhealthy is because it is instant, and honestly not that hard to miss if you use it with summoner 4 . My proposal for this is for Annie to have sort of a cast time on this ability, not a channel, but have it to where she actually throws Tibbers to the location. It could have the cast time of about 0.5 or 0.75 seconds. The ability could possibly have a small amount of increased range. The reasoning behind this is to give counterplay to the ability while also retaining Annie's engage potential, since right now it is nearly impossible to counterplay a Flash Tibbers engage.

W: Incinerate could potentially have a short cast time of 0.25 or 0.5 seconds, but it's arguable.

8 Comments

KidSpectre8/25/2015, 10:57:08 PM2 votes

In my opinion, Annie's kit is just uninteresting, with the exception of Tibbers. Q=Point and click damage. W=Conic damage. E=Defense steroid that also returns some damage (kinda interesting.) R=BIG DAMAGE and a controllable bear with a burning aura (very interesting! But high cooldown like most ultimates.)

I think if she had some added utility to her kit or some more interactive mechanics, she'd be more fun to play. Of course, you'd have to tweak her damage to compensate.

dannykun8/25/2015, 10:35:16 PM1 votes

I dunno if her kit would work if tibbers had to land. honestly if they changed her passive to be something more like a slow instead of a stun she'd have instant counterplay, but would be considered weak as a mid-range mage.

Bears Dont Care8/25/2015, 11:03:32 PM1 votes

Itt, nerfs on a balanced champion.does annie have flash? Poke her. She is far from overpowered and far from unbalanced. she does not.push any supports out of the meta either. counterplay means doing something to counter her, not... make it so I can walk away from the ability without using resources while she uses her own.

Taste Your Fear8/25/2015, 11:05:38 PM1 votes

Just make her Tibbers have a throw animation in stead of insta-cast and she will be fine.

ShaftyMegee8/26/2015, 4:15:44 AM1 votes

I used to love Annie when I started... and then I discovered other Champs with way more interesting kits...

If I'm playing annie... it's probably cus I'm either drunk or high... or both.

But seriously the changes you are proposing are pretty nice on paper IMO.