Rework to Add Counterplay and Uniqueness to Annie

48983507DEL1··1 votes·561 views

So a lot of people here on the boards feel Annie is a stupidly designed or simply outdated champion; she has a lot of reward for little risk and is relatively easy to play.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:

  • Base Damage reduced to 80/105/130/155/180

  • AP Ratio reduced to .6 from .8

  • Cooldown increased to 5 seconds at all ranks (2.5 seconds when unit is killed)

  • 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:

  • Base Damage reduced to 80/100/120/140/160

  • AP Ratio reduced to .7 from .85

  • 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:

  • Tibbers Bonus Movement Speed increased to 40/50/60%

  • Bonus Movement Speed duration increased to 3 seconds

  • New Effect: Tibbers gains a 40/50/60% attack speed boost for 3 seconds

Summon Tibbers:

  • 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.

  • 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.

  • 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.

  • Cooldown: 100/80/60

  • 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...

2 Comments

Edge of Daybreak1 votes

So I noticed you nerfed her damage across the board. Still didn't solve the instant W stun. Then added gimmicks to tibbers that are completely irrelevant because kiting and ranged champions exist. Now this part is where the drugs just went in hella deep like mlg meme video levels of dank. You made tibbers actual ult damage really shit because you arent gonna ever hit max range tibbers if it is starcall speed. i may not play soraka but aram has taught me that even in a bottleneck 5 people clumped up have enough time to laugh at you then move out of the way as your slow ass meteor hits the ground.

Now you are right. These changes add counterplay. not to W but that wont matter because I wouldnt actually see annie ever again so good job? Other mages exist and well i wouldnt have much reason to play her if these changes happened. You didnt give her a less one dimensional kit at all. She is almost exactly the same you just made her weaker and made long range tibbers not a thing anymore. Cool I can cast W off of tibbers! not really worth the pedobear tier rape im seeing here.

Her Q doesnt deal more damage at all. i dont know how you figured lowering its damage accomplishes this but im sure that is some good shit you are smoking and all of this text probably looks like spiders.

You seriously think people are gonna go for the starcall over a flash W!? You brave man you but no I would be** forced** to use flash W in order to actually hit ult.

TYGRYS BENGOWSKI1 votes

THIS Q+E... ANOTHER KASSADIN? Annie has 2 problems: 1st she can hold her stun forever 2nd tibbers has no delay if used, she should throw her teddybear and then it should grow explode

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