
Doran's Ring
400 goldThis is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.
Mid · Ranked Solo/DuoMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Annie has an established central-lane plan with access to waves, both sides of the river and meaningful pressure between objectives.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Ranked Solo/Duo · Mid
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

Completes the six-item inventory with movement speed and ability haste for repeated late-game spell rotations.
Complete build choices
Recommendation review pending
Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.
Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.
Best when: Banshee's spell shield can protect the first important cast against you.
Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.
Runes and summoner spells
Control Mid range, mana and wave timing before committing to a longer exchange or roam.
Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.
A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.
Matchup notes
Simple control gives the lane a clear answer when a carry steps into range.
Mid to lateControl and protection become clearer once teams group around objectives and carries need a front line.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Zhonya's stasis can absorb a committed dive or lethal burst window.

Banshee's spell shield can protect the first important cast against you.

Void Staff becomes valuable when the target has bought meaningful magic resistance.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Pyromania is an automatic part of the kit involving hard crowd control. Track when its condition is active instead of treating every fight the same way.
Disintegrate contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 4 · Cost 60/65/70/75/80 · Listed range 625Incinerate contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 7 · Cost 70/75/80/85/90 · Listed range 600Molten Shield contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10 · Cost 60/65/70/75/80 · Listed range 800Summon: Tibbers contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 130/115/100 · Cost 100 · Listed range 600Break the Mold is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.
Shattering Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 11/10.5/10/9.5/9 · Cost 50 · Listed range 600Ferromancy: Crash Down contributes a slowing effect and protection or sustain. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10 · Cost 40 · Listed range 450Full Tilt contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 14/13/12/11/10 · Cost 40 · Listed range 1200Magnet Storm contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 120/100/80 · Cost 100 · Listed range 200Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Push safely, then threaten vision, a side lane or the enemy jungle without abandoning free farm.
Reach river first with your Jungler and preserve the cooldown needed if the opponent contests.
Pressure a valuable target while respecting the control that can end your lead.
Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.
Move on a completed wave and return before several waves are lost to the tower.
Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.
Use range, tower space and vision. Do not contest every last hit if it opens another kill.
Ping missing early and take the safe route; blindly matching a stronger roam can lose two positions.
Group around your most dependable control and damage rather than searching alone for a comeback.
Pings, movement and objectives
Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.
Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.
Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.
Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.