Annie: Combination of Her Cinematic and Gameplay Update

Stacona·7/15/2018, 8:02:02 PM·1 votes·1,160 views

I really like Annie's cinematic and can make changes for her gameplay to better match that cool cinematic. The other part is Annie can use a gameplay update to EMBRACE her immobile, short range mage ways that makes her not reliant on Flash allowing for a healthier gameplay against Annie since this means she will be less oppressive with Flash and of course making a kit able to work on its own in the current state of the game helps the player.


Attack Range: 600 units Attack Speed: 0.625 +4% per level Movement: 335 units per second


Frightened Fire (Passive):

Cooldown: 10 seconds (lowers with CDR; begins when starts lingering); Range: 450 units

Annie gains a protective fiery aura around her, granting 10%(+6% per 100AP) damage reduction, lingering for 3 seconds upon taking champion or tower damage.

When Annie is below 35% health, the fiery aura remains active and deals 2%(+2% per 100AP) of nearby enemies' maximum health per second as magic damage.

Disintegrate (Q):

Cooldown: 4/3.5/3/2.5/2 seconds; Cost: 35/40/45/50/55 mana; Range: 650 units

Annie hurls a fireball at the target enemy, dealing 60/80/100/120/140(+70%AP) magic damage and healing the most wounded nearby allied champion or herself for 10/15/20/25/30(+30%AP) health, 20% healing if the target was not a champion or epic monster.

Disintegrate deals 50% increased damage against minions. Direct executes refund the cost and 50% of the cooldown.

If Tibbers is within 700 range to Annie, then he is always healed for 4/5/6/7/8%(+1% per 100AP) of his maximum health whenever Disintegrate is cast.

Incinerate (W):

Cooldown: 8 seconds; Cost: 70/75/80/85/90 mana; Radius: 600 units

Annie scorches the ground around her with fire, remaining in play for 4 seconds, dealing 20/30/40/50/60(+45%AP) magic damage per second and reducing enemy healing by 40% and dealing double damage against shields.

If Tibbers is active, then he also scorches the ground around him with fire.

Pyromania (E):

Cooldown: 6 seconds; Cost: 70/80/90/100/110 mana; Range: 700 units

Passive: Annie's other ability casts grant a stack of Pyromania, up to 3 stacks. Casting Pyromania consumes all the stacks of Pyromania.

Active: Annie glows red hot for 1 second and then releases flames around her, dealing 70/100/130/160/190(+90%AP) magic damage. If 3 stacks of Pyromania are consumed, then struck enemies are stunned for 1.5/1.75/2/2.25/2.5 seconds. Annie is grounded while charging.

If Tibbers is active, then he also glows red hot and summons flames around him.

Summon: Tibbers (R):

Cooldown: 100/80/60 seconds; Cost: 100 mana; Range: 700 units; Leash: 1400 units

Annie enlarges and summons her teddy bear, Tibbers, to the target location and remaining in play for 45 seconds. Tibbers is Enraged for 3 seconds upon being summoned or upon stunning an enemy champion with Pyromania, gaining 200/300/400% bonus attack speed and 100% bonus movement speed.

If Annie is killed while Tibbers is still active, then Tibbers heals for 50% of his missing health and his health decays over time, becoming Enraged and attacks Annie's killer.

Tibbers' Stats: ~ 1400/2200/3000 health ~ 0.625 attacks per second ~ 40/70/100(+50%AP) magic damage per attack ~ 10/15/20(+15%AP) magic damage per second to nearby enemies ~ 150 attack range ~ 50/90/130 armor and 30/50/70 magic resistance ~ 350 units per second

Tibbers can be controlled by casting Summon: Tibbers again or by holding down the ALT Key and right-clicking.


3 Comments

J4K ShadyBacon7/20/2018, 4:47:49 AM1 votes

I agree with the idea of moving Annie's current E to her passive since I also feel that it currently suffers from this awkwardness of only really being used as a less expensive way of building up her passive stun and is otherwise not really used. I would, however, recommend a longer cooldown, somewhere around 30-45 seconds. Additionally, I would like to see the passive 4 charge stun moved to her ultimate instead of one of her other abilities as this feels like a better fit for a passive gained by using her other abilities and gives Annie more of a growth in power throughout the game.

The concept for the reworked Q has too much packed into it and really pushes towards a more linear playstyle as a support, so I would like to see her current Q unchanged.

Now as for the ideas presented for her reworked W and E I am not quite sure you are accomplishing the goal of making Annie less flash relent with these changes. The whole issue with Annie using her flash is that she would use it as a way to engage in a fight and stun multiple targets since she lacked a mobility ability, this is not to stay that Annie should be a mobile mage. However by making both her W and E AOE abilities around her you are effectively shortening her overall range as a mage and thus promoting a more flash engage playstyle. This is especially true since now she can only engage by flashing or otherwise just waiting to be engaged upon, which is not fun. So, to check her rework in alignment with your initial goals I would recommend leaving her W alone and keep your reworked E (minus the stun) or move your current reworked E (minus the stun) to the W and give her some other form of ranged damage.

Lastly, it just occurred to me that maybe the best way to eliminate her tendency to flash engage would be to remove the stun from all of her abilities except her single target ranged Q as it does not make the play as worthwhile.