Annie's damage and indefinitely holding stun--thoughts on some changes

Ticking Death·7/15/2017, 7:44:21 AM·16 votes·2,107 views

Honestly, I've been really aggravated by this particular aspect of Annie's kit for quite some time. It's something that I really wish Riot would change. Why is it that Annie should be able to hold a stun forever and completely suppress nearly all action from the enemy team (since there's not really much you can do against a Tibbers + stun)?

I understand that Annie has to cast spells (therefore, spend mana) to charge her stun. It takes time and it takes resources. I get it. However, a long time back, Riot made changes to Twisted Fate to prevent him from being able to pick his gold card and hold it for long periods of time. They said it was oppressive gameplay. I agreed with that change. So, if Riot was wanting to remove oppressive gameplay, then why is it that Annie still has her stun that she can hold indefinitely? During lane phase or preparing a team fight, Annie has plenty of time to charge it. Whether she's being played as a mage or support, she's going to have mana regeneration or restoration on kill somewhere in her build. Maybe this takes the form of Redemption or Morellonomicon; regardless, at max level, she spends a meager 260 mana, out of her base of 1184, that can be completely regenerated in 26 seconds with Redemption's additional base mana regeneration alone. If you consider her cooldowns (let's say she uses Incinerate and Molten Shieldtwice for charging), she will have her stun up and all spells available after 18 seconds (with the 10% CDR from Redemption). Her net expenditure is 84 mana.

Math Base mana regen at lvl 18: 19.6 per 5 sec

Mana regen with Redemption: 19.6 x (1 + 1.5) = 19.6 x 2.5 = 49 mana per 5 sec

  • Note: Redemption gives +150% base, so mana regen is: (base = 100%) + (Redemption = 150%) = 250% total regen

Total mana expenditure to charge stun with Incinerate and Molten Shield: (110 x 2) + (20 x 2) = 220 + 40 = 260 mana

Time to regenerate 260 mana: (49 mp5) = 9.8 mana per second; 260/9.8 = 26.5 seconds

Time until cooldowns are completely reset and Annie has stun charged: based on her longest cooldown, Molten Shell

Time = (Molten Shell CD x (100% - CDR) x 2) = (10 x (100% - 90%) x 2) = 10 x 0.9 x 2 = 10 x 1.8 = 18 seconds

Mana regenerated in 18 seconds: (9.8 mana per second) x (18 seconds) = 176.4 mana

Net mana spent to charge stun: 260 - 176.4 = 83.6 mana


In a long, drawn out waiting game (or even just during travel), Annie doesn't really even have that much resource expenditure to warrant her being able to hold her stun forever.

If that weren't enough, she also has both high spell base damage and strong AP ratios. The downside in her kit is the low range at which she's able to hit her spells. That would be a fine trade off if it weren't for the problem that having both high base damage and strong ratios means that her damage is relevant and just about any point in the game. There are these scenarios:

  1. Annie builds like a support, typically buying Sight Stone and Redemption. She has a minimal amount of AP from items, runes, and masteries (est. 50 AP). She drops Tibbers (rank 1) and uses Incinerate (rank 1) and Disintegrate (rank 3) on the enemy carry. She does: (150 + 0.65 x AP) + (70 + 0.85 x AP) + (160 + 0.85 x AP) = (150 * 32.5) + (70 + 42.5) + (160 + 42.5) = 497.5 . Assuming the carry has about 850 HP and 40 MR (a 71.4% damage multiplier), the carry takes 355 damage (41.8% of their max health). This doesn't assume the Tibbers frenzy on stun (its auto attacks), its damage over time, or Annie's Thunderlord's Decree. In reality, The carry would take closer to 500 damage (58.8% of their maximum health). The remainder of the damage can easily be made up for their Annie's carry during the stun duration and some time after. It's also unrealistic to think that Annie would only drop Tibbers on a full HP carry; it's more likely the enemy carry has lost about 15%-20% of their HP before this happens.

  2. Annie builds like a mage, rushing ability power items first. Annie would likely have close to 90 AP by the time dropping Tibbers would occur. So, she would end up dealing (150 + 58.5) + (70 + 76.5) + (160 + 76.5) = 591.5 * (40 MR multiplier) = 422 damage, not including Thunderlord's, Tibber's dot, and Tibber's auto attacks. We'd see something closer 600 damage, which is about 70% of the carry's maximum HP.

  3. I could throw a bunch of mid-to-late-game numbers at you, but I think I've made the point that Annie has excessively high damage regardless of how you build her.

The point I'm making is this: if Annie is mainly being played as a support in Summoner's Rift games, why does she have such high damage on top of being able to hold her stun forever?


In every game I play, whether it's on SR or an ARAM, whenever I see an opposing Annie, I immediately just want to surrender. Playing against Annie is incredibly oppressive. There's little counter play. She has excessive damage with her high base and strong ratios and she can bully an entire enemy team to the point that they can't make a move for fear of getting aced by Tibbers stun and engage. So, what are my thoughts on how to make Annie a more healthy champion to play against?

  1. Reduce her AP ratios -- as a support, having high base damage gives you a small element of pressure and allows you to build less-offensive items while while maintaining some kind of presence. If Annie were re-tuned to be played strictly as a mage, then having lower base damage and higher ratios would make more sense. Since Annie is being played more as a support, I'd like to see a reduction in AP ratio on Incinerate (85% AP for an AoE skill). Although I think the base damage on rank 1 Tibbers is fine, I think lowering rank 2 and 3 to 250 and 350 damage would be healthier.

  2. Holding a stun forever, especially when you can apply it to an AoE flaming bear that frenzies and deals a DoT when you throw it down, is excessively oppressive. I could see this being healthier in a couple of ways. One way would be to set a timer for the stun, much like how Yasuo can only use his 3rd Q within 6 seconds. I think the timer should be a bit longer (maybe 10-15 seconds), but not so long that it constantly inhibits the actions of the enemy team. The other way to deal with it would to be having it on degrading stack system, where Annie loses stacks of her passive and needs to cast spells to maintain it being up (kind of like how Ashe needs to keep auto attacking to maintain Ranger's Focus). Although this degradation system could work, I think it would be inferior to just having her passive expire.

  3. Why should Annie's passive be on a timer instead of a degrading stack system? First off, all Annie would need to do is cast a spell only when she would drop a stack; her passive would be maintained indefinitely and we'd still have the same problem, except for the fact that Annie players would need to be more mindful of their stacks degrading. Having her passive on a timer is superior to degrading the stacks because it creates a window of opportunity. Currently, there is no window of opportunity to counter Annie unless the player makes a severe mistake or hard crowd control can be applied before she can drop Tibbers.

  4. Annie currently needs to cast 4 spells before she can charge her stun. I could see her passive looking more like: "after damaging enemies with abilities 3 times, Annie's next damaging ability within the next 15 seconds stuns enemies it damages for 1.25/1.5/1.75 seconds." It creates the requirement, instead of merely casting the spells, that Annie has to damage enemies to get her passive up. She would also be able to hold her stun for a significant period of time, but not so long that there's no real opening. These stacks would expire in the same time her stun would expire once it's charged. Annie could quickly charge her passive again with a couple of Disintegrates and an Incinerate relatively quickly (on the order of about 6-8 seconds). That's the window of opportunity a team needs to fight back.

Overall, since Annie is being played as support, healthy changes to her damage and kit would include:

  1. A reduction in AP ratio on Incinerate (probably to 0.4 or 0.5)

  2. A reduction in base damage of Tibbers at ranks 2 and 3.

  3. A 10-15 second timer for Annie's passive stun to be held and the requirement that Annie be damaging enemies to charge it.

I don't mean for this post to sound like I'm complaining; I have my issues with these aspects of Annie and her kit, but I genuinely think that there are healthy changes that can be made which make for a more dynamic game and healthier game environment.

25 Comments

Dream High7/15/2017, 8:49:48 AM7 votes

There's a cost to holding your stun as Annie, yes you can zone but you're giving up waveclear/farm and damage.

Shuyin1787/15/2017, 12:47:21 PM5 votes

Annie is an immobile mage that needs to charge her stun to even use it through several spell casts. Being able to hold it is one of the few things Annie has over other mages with her short af spell ranges compared to several other champions who can cast spells at further ranges than her, several of which can use stuns without charging them (Anivia, Syndra, TF, etc).

hi ìm groot7/15/2017, 7:55:49 AM4 votes

I would trim the fat on this post lol. But having read... maybe 5% of it, I didnt see you really offer a legit alternative to her current set up. If she has to get off 3 spells before she can stun with her current kit, I guarantee you here win rate would drop dramatically, as alot of what makes this champion strong is her ability to flash ult with stun on a group that clumped, much like a malphite ult engage. She'd easily drop to one of the weakest champs in the game if her stun required more spells.

MrHaZeYo7/15/2017, 8:16:08 AM3 votes

As a Annie player mid, I hate Banshees

Zach xD7/15/2017, 12:29:07 PM2 votes

Why does this argument keep coming up? TF can cast while he holds his card. He doesn't give up the ability to push by holding his stun, and he can warp across the map with a gold card. They're completely different characters with different playstyles.

I do think Annie needs changes/rework, but it shouldn't be based on a comparison to one mode of TF's pick a card, considering what else comes packaged in his kit.

LightIsMyPath7/15/2017, 11:19:56 AM2 votes

Do you realize you are asking for huge nerfs on a perfect balanced champion winrate-wise? These changes would come with as huge buffs somewhere else to balance the champion.. For example passive expiring makes stunning harder to hit, so it cc enemies for double the duration. You want to remove his burst so she would need damage in another form like dps: Now tibbers slows and /or has his attack speed doubled. These are just random example but keep in mind when a change comes to a champion that doesn't need a balance shift another change of the same strength in the opposite direction will come..

Junkο7/15/2017, 12:14:44 PM2 votes

Annie holding the stun is no different from any other champion holding a CC spell.

RogueWill7/15/2017, 12:31:19 PM2 votes

I really don't understand what the problem is. For starters Annie is a mage, holding her stun means that he has no presence until the stun is used. If she has to waveclear, then she has to spend her stun, if she wants to farm, then she has to spend her stun. Tell me how Annie holding her stun is less oppresive than Anivia ult+Q combo or Ryze snare or Orianna ult. Unlike annie, all this champions can cast spells while holding their CC, annie doesn't have this priviledge.

Second, your Annie build are wrong, just wrong. She will never (ever) rush a morelicom as a mid mage or redemption as a support. Those are awful start items. She will rush item 3152 for most match ups (that are usually a counter to her), will rush item 3285 item 3089 if she is on a match up that she can snowball (or snowballed) or she will rush item 3027 when she is against heavy sustainers or tanky pushers. Those are the the items she prefers first, after that she will build accordingly but usually morelicom is not her choice to go, roa will be prefered as a mana items most times. So if you shove the wave towards annie then she will run out of mana pretty often during the early game.

Annie has no dash, she is very immobile. So the way tocounter her usually revolves around shoving the lane and harrasing her while she struggles to clear, either with mana or by holding her stun.

Laxfan527/15/2017, 12:34:27 PM2 votes

She has no gap closer so if she wants to stun you, she has to walk to you or use flash. If she holds the stun for a long time, it will make her give up her wave clear and damage.

EndlessSorcerer7/15/2017, 5:52:45 PM2 votes

However, a long time back, Riot made changes to Twisted Fate to prevent him from being able to pick his gold card and hold it for long periods of time. They said it was oppressive gameplay. I agreed with that change. So, if Riot was wanting to remove oppressive gameplay, then why is it that Annie still has her stun that she can hold indefinitely?

Twisted Fate is capable of poking and waveclear even while holding onto the stun.

Annie isn't.

Rıots Bad Client7/15/2017, 8:47:59 AM1 votes

I feel as if she needs a hit on her either Base damage or health scaling.

Rito Staff7/15/2017, 2:46:51 PM1 votes

If she holds her stun too long she should be stunned instead, that'd should show the little brat how it feels

Sun Wu Ryuumoku7/15/2017, 11:23:58 AM1 votes

She'll be reworked.

Cereal4207/15/2017, 4:01:32 PM1 votes

just make either make tibbers a skill shot of some sort or make him not stun when placed and im fine with her being able to stun. its just bullshit when all she has to do is press r and then faceroll all her spells and u insta die as any mid laner. tibbers really shouldnt be point and click

SanKakU7/15/2017, 9:29:54 PM1 votes

She can't hold it indefinitely. The only way to do that is to only cast her shield. If she's only casting her shield, you're whining about losing to Tank Annie, something that many players don't even realize exists. I don't see why that would be a problem.