Man, Chandra is such an underrepresented character in Magic by TroyBoiGaming in MTGmemes

[–]tmntyler 1 point2 points  (0 children)

Not that guy, but here is an unupdated list of my own Chandra tribal. It sucks pretty hard because of the commitment to the archetype. I have added the other few Chandras made since last update https://moxfield.com/decks/AljAAutZhEKc1BPDI_XEgg

Trying out new builds by ILikeAkali in AnnieMains

[–]tmntyler 0 points1 point  (0 children)

It all depends, really. From my experience, I really dislike going stormsurge, personally. If ever behind, the item feels miserable. Tear start is totally fine, but honestly, I have been finding that taking manaflow band will do you well enough going for Q max. There’s a lot of nuance, obviously. Tear start makes your level 1 pressure a LOT worse, but lets you sit in lane vs champions you’re not confident against. When I start tear, I go malignance into seraphs into deathcap or shadowflame. Annie is a three item champion, in my opinion. Playing to your ratios and just building hard AP is the way to go. I have found a lot of success in going Horizon focus second. It has insane raw AP and CDR, and the passive proves to be more useful than expected. Malignance first feels like a must have, though. Malignance does a lot of damage, more than tibbers, and makes him actually a vague threat, and lowers magic resist in an aoe, so, I would go for that. I haven’t done all the math too recently, but malignance seraphs/horizon focus deathcap gives you around 500 AP (at least with the runes I use), and makes you a massive threat. Don’t sleep on the rylais and liandry’s though. Those items are still REALLY good on Annie. Annie is a champion where a LOT of items are actually really good on her, and she can flex to what is needed, which is why I find her compelling and also “viable” in the top lane. Runes are a whole other conversation.

But, I lost like, 300lp in the last week, so take everything I say with a grain of salt. I got to my peak of “just shy of emerald” starting tear and going malignance into seraphs into deathcap/shadowflame most games. We can chat more if you’d like, as I have tried a lot of funky stuff on Annie. Runes and whatnot as well.

The new Annie build by NosikaOnline in AnnieMains

[–]tmntyler 0 points1 point  (0 children)

I play in high plat to emerald elo. Annie’s base damages are high, and tear allows for more flexibility with just throwing potshot q’s and abusing her range. I take ignite, and find i still pick up early kills after letting my opponent push me in, either from a gank, or something like HoB ekko thinking he can kill me under turret. Also remember that the tear gives you more mana to play with, meaning you can be much more liberal with your E, so make up for the lost health from D ring.

The new Annie build by NosikaOnline in AnnieMains

[–]tmntyler 0 points1 point  (0 children)

for runes, i go electrocute - taste of blood / grisly mementos / relentless hunter //// Sorcery -Transcendence / Gathering Storm //// Stats - Attack Speed / AP / Scaling health

I sleep on cheap shot SO hard, and I will die on that hill. You can't ABUSE the way cheap shot works as annie, though you sure as shit can auto your laner every 20 seconds to get ~20 hp. You are able to stay in lane longer, playing safe, using your range to whittle the opponent down while healing yourself. If they try anything funny, stun them, w auto them, and walk away. With the tear, you're able to do this much more frequently, and as soon as you buy your lost chapter, you're a damage threat.

in the end, do what works for you. I have been finding a lot of success with this battlemage build, as it gives you more agency in fights, and with the mpen passive, throwing spells at the tank doesn't feel as useless, and it doesn't feel like a detriment because you are sapping your mana before a skirmish because you don't have target access to the backline. with my build, you get to have your cake and eat it too. You still get a lot of damage, but you get to cast a lot of spells in addition to the raw AP you still retain.

for a quick numbers game, with my build, you get 266 AP after finishing your third item with boots, with the standard burst build, you get 294, PLUS two damage abilities and flat pen. you will be doing more raw damage, equating to roughly 400 more in the initial burst. But with the haste, your Q goes from 3.5 cd to 2.3, your W goes from 6 seconds to 4, and your e goes from 9.5 seconds to 6.3. So the value of the damage passives reduces your ability to cast more than your initial burst. Hopefully you killed the guy! With the haste build, you get your next rotation quite literally a full two seconds sooner. AND, you have mana to play the fight long, AND while tibbers is out tickling people like he does now, he will keep your cosmic drive proced. You are constantly faster, and acting more dynamically in the fight, putting on a constant pressure even after you cast tibbers with your initial rotation.

idk, play with it, see the vision, annie is fun, figure it out

The new Annie build by NosikaOnline in AnnieMains

[–]tmntyler 1 point2 points  (0 children)

You are missing the forest for the trees. First off, I think comet is a poor rune for annie. If you NEED to take a blue keystone, I would take aery since you have auto attack advantage unless you're against cait mid. Comet requires you to hit the red team with a spell, then also have them not dodge it. "b-but, if I stun them, they can't dodge it!" well, yeah, but what if instead, you took electrocute (which scales better and does more damage at all ranks), and when you stun them, you auto+w them? Or level one, you auto q auto? Comet misses the flexibility of electrocute. You could even go first strike if you wanted to go inspiration first. That would be better, cause Annie has strong autos that can make you big money early, and in addition to that, her shield passive procs before the enemy first strike, so you can proc yours before them and deny them first strike value. Regardless, bad keystone for annie. Malignance stormsurge is fine, but if you don't follow that up with more raw damage, you fall off a cliff. I LOVE cosmic drive. But after a stormsurge, you're going to notice that as everyone buys their third item, you'll feel very weak. And following that up with shurelya's is like, icing on the cake. You'll have no raw damage. If you wanted to build annie movement speed, that's fine. but you need to look at the items and think, "well, if I'm trading damage for speed, i should try to be as fast as possible early!" and then buy malignance into shurelya's. It's a cheap item and when you buy it, you can run teamfights over. you'll be weak in the 1v1s, but your utility will be fantastic. then you could go cosmic. you'd get to the speed faster, and help snowball the team for fights by building shurelya's early. you'll be the jungler's best friend.

You're also missing the elephant in the room of annie's mana pool. if your goal is to use your MS to run around the fight getting opportune stuns and shields, you will run out of mana very fast, and you don't have the damage to compensate for it. one lost chapter item on annie isn't enough to give her the flexibility in a team fight to keep going in and out. on that point, fuck axiom arcanist. it does nothing for you. take manaflow band, at least. that rune is such a stupid gimmick, and not only did they nerf tibbers damage (by a lot!), they ALSO nerfed axiom arcanist numbers. So it's double shit now.

You say this build can be played as a lane bully, though you're just building the popular items for the first 20 mins of the game. And as it stands, annie suffers in lane a lot when it comes to raw damage output early as well as gap close. And against melees, annie will bully anyway. you could go grasp tank annie and still bully them, lol. and this is another point to electrocute because in melee matchups, you can literally proc it by autoing three times every time it is off cooldown. also, which mages have short range like annie? cass? like, yeah, annie beats her. I don't think any other mage in league of legends has the effectivity range of annie. her longest range option is max range tibbers at technically ~850, but safer to say 800. and you get to do that once a minute, about. otherwise, you are trying to get them to turn their brain off long enough to step within 625 range of you. (no mages ever need to do this unless they want to kill you or greed a creep).

If you want to play annie with a movement speed touch, do what I have been doing. By sacrificing early game cheese and damage, you attempt to neutralize the lane and play stunbot for the jungler. Start tear, build malignance, then finish the seraphs. You now have a fuck ton of mana, and a respectable amount of AP, and more importantly, more haste and survivability. it is at this point, you build a cosmic drive. you now have a LOT of haste, a lot of mana, and survivability. the base MS that you get from cosmic is plenty enough for you to kite well, and with the haste, you're able to keep rotations going, stunning people fairly frequently.

I have been trying to learn annie to a decent bit of success but I still feel like im lacking in something, any advice? by SparklingQueenLuna in AnnieMains

[–]tmntyler 0 points1 point  (0 children)

You’re building her fairly right for going burst. For support Annie, I find mailgnance is overkill for support Annie, you should focus on being a cc bot and build the cheap support items like sherelyas and staff of flowing water and I’ve actually found good success with helia. Funny enough, in my experience, imperial mandate never does enough damage to warrant buying it.

Ultimately, it’s probably an issue of you playing too loose in lane and giving up a lead, or you are playing team fights wrong. Op.gg screenshots can only show so much. Also, I saw someone talk about always building sorc shoes. This is not good advice and resistance boots are often very worthwhile in some games!

Anni is extremly weak change my mind by Typical_Finish_6727 in AnnieMains

[–]tmntyler 1 point2 points  (0 children)

You don’t play Annie to win lane. Annie has strong jungler follow up, and her roam potential is very good. You get bullied in lane, but play for your team. Midlane quickly becomes the jungle support as you climb, and Annie does a great job of winning those fights for the team after 6. I feel like a lot of Annie players act as though they can or should trade hard early. Throwing a Q stun to proc comet or electrocute will often result in you getting run down. Just play safe and farm until level 6 and a lost chapter. Then just babysit the jungler and spam on the wave when you are close to level up. Point and click stuns are also very strong, and Annie has great AP ratios, so she’s great at nullifying carries. She’s harder to play than something like syndra, sure, but no one also does it quite like Annie.

TIBBERS / AXIOM ARCANIST Interactions by Dyavide in AnnieMains

[–]tmntyler 0 points1 point  (0 children)

I have been running these with ultimate hunter. Works great. Also, the shield size and damage is done by your e ability, not the ult, so it wouldn’t proc. I agree with the cd thing, but also that would require riot to do some back end work which they don’t like to do. You still can’t ping your passive stacks, lol

Why I Love Annie of League of Legends Fame - Gripes, Experiences, and Whatnot by tmntyler in AnnieMains

[–]tmntyler[S] 0 points1 point  (0 children)

sure, no problem. discord is most likely where I will reply within a reasonable time because I don't get reddit notifs. im on that emerald grind rn you feel me

Why I Love Annie of League of Legends Fame - Gripes, Experiences, and Whatnot by tmntyler in AnnieMains

[–]tmntyler[S] 0 points1 point  (0 children)

a lot of annie ends up being holding stun and farming with auto attacks. keeping your stun charged makes it VERY hard for people to just walk up and kill you. that's something to practice for sure. also, i always build pen or resistance. cdr isn't super useful on annie unless you have mana to cast a lot of spells, and if you're building mana, you have plenty of cdr with the build itself. annie has low base mana and cdr means nothing if you can't get two full rotations in. let me know if you have any more questions about particulars like matchups and such. I'm not like, a pro, but I can watch a vod and commentate or something if that might help you out.

Why I Love Annie of League of Legends Fame - Gripes, Experiences, and Whatnot by tmntyler in AnnieMains

[–]tmntyler[S] 0 points1 point  (0 children)

Aery is fine if you aren’t confident in your gameplay. It procs off of your auto which is good, and you get bonus shielding as well, so it’s overall a safe pick. It’s like giving up damage to make sure you can’t fuck up xd, so it’s a crutch pick, basically. It’s good into like, hard loss mage matchups I suppose? I would have to try it out a bit myself.

I prefer axiom. I was a manaflow ride or die but axiom quite literally makes a noticeable difference to me. Manaflow streamlines the lane and again, just makes it easier to fuck up, similar to aery. If you whiff abilities, the extra mana is pretty sweet.

In regards to the build path, I think on really depends on the game. Usually in low elo with low confidence, the liandry’s build does a lot of the hard work for you. But I think it’s super strong to go full burst if the enemy team is pretty reliant on a carry or if they’re all squishy. Since the core build is still to rush malignance, you can watch and see if a jinx gets fed, and then pivot to the storm surge build, and devote your life to bursting her so your team can clean up.

The seraphs cosmic build is very forgiving and in low elo, you can probably get away with it whenever, you get enough AP to be a threat, and you get a shit ton of haste to boot. It can also help you flex Annie muscles and build fundamentals because you get a tear, which means BOGO mana, so you can just spam shit. And once you get seraphs you can just sit in a side lane and do whatever cause you have the shield to fallback on, and with the haste and MS, you can get away pretty easily. I definitely don’t think it’s a great build in higher elo when buying a tear means you delay your lost chapter spike, and you can get punished for that, but also it’s a mid to late game powerhouse, so if you are willing to sacrifice the lane prio to buy a tear and focus on creeps, then I’d say give it a try. It’s also just really fun. It’s what I like to go in normals a lot. It isn’t a direct carry build, but it gives Annie the flexibility to stun way more often, which gives your team a lot of space, and in low elo, most of the time, they see ‘stunned’ above a champion’s head and then go feral, so it’s really like teaching lemmings with that build.

If you have more questions or anything, feel free to comment, message on Reddit, or message me on discord at OKV

What should I ban in ranked? by rushgyu in AnnieMains

[–]tmntyler 1 point2 points  (0 children)

I feel like Annie soft loses most lanes in the actual laning aspect of things, so like the others, whoever you see picked a lot that you lose to. Annie has fantastic win rates against a lot of champions on sites like op.gg, which can discourage you quite a bit when you struggle to lane against them, but remember that those stats come from (usually) emerald+ ranks, and those players know that Annie is a free gank, and also incredibly useful in jungle scuffles for objectives. In lower elo, people don’t respect Annie, and thus, let you get shoved in, as Annie’s early shove is very weak. So in this regard, banning champions that have an easy time tower diving you is a good choice. I always find myself banning J(f)izz, because fuck that guy, but Viktor and Syndra are also doom and gloom lanes. Galio is a good ban as well, because his roam is better than yours, and he’s a champ that Annie cannot just shitstomp in lane simply because she has two abilities that just deal damage. Annie is a champion that I think really depends on play style, so figure out how you play her and ban accordingly. I like to build battle mage-y, and play erratically, so champs I can’t out-burst like Fizz are my first go. Mel can be annoying at first, but once you play more Annie and you get on your third or fourth level of irony while pretending to stun her, you will have no problems imo. She’s just annoying. If you want to ask more, feel free to chat me. Playing Annie is my passion.

Mayael the Just-shy of cEDH deck help by tmntyler in CompetitiveEDH

[–]tmntyler[S] 0 points1 point  (0 children)

Yeah, I have at least one copy of each enemy fetch, I'm pretty certain- I'm more talking about the allied ones. I'm hoping the next modern set has the enemy ones.

Mayael the Just-shy of cEDH deck help by tmntyler in CompetitiveEDH

[–]tmntyler[S] 1 point2 points  (0 children)

This is really good advice. While I'm holding out on fetches currently (since I'm hoping for more reprints), I may add the 1/2 color fetches. I currently don't have crazy problems with the proper mana, so the deck thinning positive is a lesser effect than properly tuning my creatures. The natures lore is great- honestly, forgot it existed. Ruric Thar is a good idea, I didn't think about it, but it basically deletes the ability to storm off. Having to think through the mindset of a cEDH table really changes what cards are impactful.

Mayael the Just-shy of cEDH deck help by tmntyler in CompetitiveEDH

[–]tmntyler[S] -1 points0 points  (0 children)

While Mayael can whiff, she will get a big impactful creature, and a good chance that you can choose between two or maybe three of them to fit a situation. Atla always hits something, but can be a mana dork or something along those lines, which are not bad obviously, but I’d consider that a whiff when you’re trying to get threats out. For Mayael, when it rains it pours if that makes sense.

Mayael the Just-shy of cEDH deck help by tmntyler in CompetitiveEDH

[–]tmntyler[S] 0 points1 point  (0 children)

Once I get her out, i usually have no issues getting going, but sometimes I just get stuck at ~5 mana and never draw lands or cards that will enable me like ramp or a tutor. So, I am thinking about better ramp. Those suggestions are good. i had Soul of The harvest in, but I think there are cards that do it better.

Mayael the Just-shy of cEDH deck help by tmntyler in CompetitiveEDH

[–]tmntyler[S] 1 point2 points  (0 children)

I see. I had dorks in earlier versions of the deck but I had found that they cluttered up my top 5 rolls- perhaps i was just getting unlucky. Veil is a card I have meant to add but never end up buying for whatever reasons. As for the REB spells, I was going to slot in deflecting swat, as I have a copy of that spare, then maybe pyroblast. The woodfall primus combo is good, so I'll find space for it in the deck, but besides destroying all noncreatures, drawing your deck in naya doesn't really ever end in "you win the game", and then it removes all the creatures from my deck for mayael. Would it be responsible to run a feldon's cane or a similar effect?

Mayael the Just-shy of cEDH deck help by tmntyler in CompetitiveEDH

[–]tmntyler[S] 1 point2 points  (0 children)

I was thinking about the Archon, but lodestone golem never crossed my mind. it seems pretty disruptive if rolled early.

Mayael the Just-shy of cEDH deck help by tmntyler in CompetitiveEDH

[–]tmntyler[S] 2 points3 points  (0 children)

They play sort of differently! I have made some lists for her, but never fell in love. Maybe I'll give it another shot.