Rework to Add Counterplay and Uniqueness to Annie
So a lot of people here on the boards feel Annie is a stupidly designed or simply outdated champion; she has a lot of reward for little risk and is relatively easy to play. Simply but, she can 1 shot any squishy with point-and-click abilities and can dominate all teamfights when used correctly (which isn't very difficult).
Another problem I feel she has is a stunning lack of added uniqueness with Tibbers. Riot has said that Annie is supposed to be the staple "Bear Mage" of League of Legends, yet Tibbers doesn't even have much interaction in her kit besides "Walk around and mindlessly do damage." I feel like this ability could be so much better and play a key role in her kit.
These are the changes I propose to make her less frustrating while adding a staple mechanic into her kit which her strength revolves around.
Ideas for Annie changes
Passive: Pyromania Unchanged
Disintegrate:
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Base Damage reduced to 80/105/130/155/180
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AP Ratio reduced to .6 from .8
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Cooldown increased to 5 seconds at all ranks (2.5 seconds when unit is killed)
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New Effect: 3rd Degree Burn - Marks target as Burned for 3 seconds. Tibbers’ basic attacks against Burnt Targets deal an additional 10/20/30 + 10% AP magic damage on-hit. Tibbers will auto-focus Burnt targets.
Incinerate:
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Base Damage reduced to 80/100/120/140/160
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AP Ratio reduced to .7 from .85
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New Effect: Scorch -Tibbers additionally deals the same damage in a cone (similar to Zed’s interaction with Living Shadow). Enemies hit by both will take 120/150/180/210/240 +105% AP instead.
Molten Shield:
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Tibbers Bonus Movement Speed increased to 40/50/60%
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Bonus Movement Speed duration increased to 3 seconds
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New Effect: Tibbers gains a 40/50/60% attack speed boost for 3 seconds
Summon Tibbers:
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Now acts similar to Soraka’s Starcall; Tibbers is thrown to a desired area, with the travel time increasing with range (closer range is almost instant, longer range could take a moment), dealing 180/270/360 + 80% AP magic damage on impact.
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Tibbers remains on the battlefield for 40 seconds or until killed. While active, he deals 20/30/40 + 20% AP magic damage around himself and can interact with Annie’s abilities.
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Tibbers has 1500/3000/4500 HP, 15/30/45 Armor/Magic Resist, 125% of Annie's base Attack Damage and Attack Speed, and 100% of Annie's total Movement Speed.
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Cooldown: 100/80/60
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Annie no longer holds Teddy Tibbers while Summon Tibbers is on cooldown.
These changes are pretty drastic, so here's my reasoning behind them. These changes will make Annie significantly weaker when she is not playing around Tibbers, but slightly stronger when she utilizes her kit to its full potential.
**Her basic spell damages are lowered to make her less QQ whenever she doesn't have Tibbers, with the added Tibbers effects restoring her power. ** Her Q deals more damage to a single target, her W is much more powerful when combined with Tibbers's Scorch effect, and her E is much more effective.
Finally, **the changes to the actual summoning of Tibbers adds counterplay while also allowing her to choose between an instant, short range cast or a long range engage that can be dodged. **
Overall, I think these changes would add counterplay and uniqueness to Annie's kit. It gives her power that revolves around proper utilizing her unique pet while giving her a less 1 dimensional kit. For enemies, it makes them have to be aware of Tibbers throughout the fight and adds more impact to the idea of killing Tibbers off in a fight.
What do you guys think? If you actually read the whole thing...