Dangerous, yet disarmingly precocious, Annie is a child mage with immense pyromantic power. Even in the shadows of the mountains north of Noxus, she is a magical outlier. Her natural affinity for fire manifested early in life through unpredictable, emotional outbursts, though she eventually learned to control these “playful tricks.” Her favorite includes the summoning of her beloved teddy bear, Tibbers, as a fiery protector. Lost in the perpetual innocence of childhood, Annie wanders the dark forests, always looking for someone to play with.]
Alongside her life-sized teddy bear Tibbers, Annie is one of the most beloved champions in all of League of Legends. And, with the arrival of Origins: Proving Grounds, Annie is now in the world of Riftbound, operating in the domains of Fury and Chaos. Unlike Jinx, who operates in the same domains and is all about discarding cards, Annie is more of a midrange deck that looks to play value-oriented cards.
Annie's two champion cards, Annie Fiery and Annie Stubborn both revolve around spell cards, with the former boosting the damage of spell cards (and abilities) and the latter letting you return spells from your trash to your hand. With this, it's easy to see that Annie wants you to play a ton of spells for value, and then use the units in the deck to either make them better or benefit off of them.
With this, Annie is incredibly midrangey due to being value-oriented over aggressive or controlling. She wants to cast spells to remove things, but her whole goal is to use 1-for-1 trades, and then gain attrition by turning the value in her favour (either through +1s such as Annie Stubborn, or through efficient removal).
Annie Signature Cards
Annie's legend, Dark Child, is a very simple effect; it allows you to ready 2 runes at the end of every turn. With this, you can spend your resources during your turn, and then have runes open during your opponent's turn to play more removal or spells. It means that you can keep reactions open, and will only get stronger as Fury and Chaos get a larger cardpool over time.
Tibbers is a huge, game ending unit that is not only a massive body but also a massive boardwipe, letting you take out whole battelfields full of small units. On top of this, with 7 Might, it's not difficult to turn the tides of a losing game against aggro into a winning one.
Annie Staple Cards and Synergies
In Annie, cheap and efficient removal spells like Incinerate and Void Seeker, both of which can be played during your opponent's turn, will be essential for ensuring that your opponents' threats can be dealt with earlier on while staying at par with them (or even ahead, by drawing a card). These work well with Dark Child, as they're cheap and can be played during Showdowns.
Importantly, Annie doesn't want to discard cards like Jinx does on a massive amount. Fury cards that want you to discard cards will be build and meta dependent, and it's more of a cost than in Jinx, but can definitely be done if the meta requires it. However, for a midrange deck that wants to make value, discarding cards with no thought is counterproductive.
On the Chaos side, interactive cards like Kog'Maw Caustic and Possession can be massive haymakers that can truly turn the tide of battle into your favour. Both cards have strong effects, with one being a boardwipe and the other being a way to steal an opponent's unit to be able to steal a huge unit and take the game away.
Annie Decklists
Coming soon!