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Annie
the Dark Child
VS
Top
FAVORED · 2.65
Alistar
Est.: MIXED damage

⚔ Matchup Notes

🔴 Live In-Game Update

Once the game starts, mark how the enemy is actually building; situational item advice recalculates instantly. For a text-free, big-icon view during the match: 🎮 Game Mode

Items the enemy bought

🗡 Core Item Build — for Annie, against the Alistar matchup (patch 16.21.1)

Game style: 🛡 Full Tank ⚖ Balanced ⚔ Full Damage (default for Annie: ⚖ balanced)
1
Cryptbloom
3000 gold
DPS 85 → 130
Advantage 1.62 → 2.47
Efficiency ≥%79
2
Ionian Boots of Lucidity
900 gold
DPS 121 → 129
Advantage 2.1 → 2.24
Efficiency ≥%116
3
Liandry's Torment
3000 gold
DPS 112 → 166
Advantage 1.64 → 2.93
Efficiency ≥%63
4
Shadowflame
3200 gold
DPS 150 → 204
Advantage 2.25 → 3.06
Efficiency ≥%63
5
Morellonomicon
2850 gold
DPS 184 → 218
Advantage 2.37 → 3.8
Efficiency ≥%106
6
Riftmaker
3100 gold
DPS 201 → 250
Advantage 3.11 → 4.53
Efficiency ≥%95

🛡 Situational Items vs the Enemy

Morellonomicon 2850 gold
Alistar has healing in their kit; Grievous Wounds cuts it by 60%. Your time to kill the enemy 12.1s → 10.4s (duel advantage 7.68 → 10.29).
Zhonya's Hourglass 3250 gold
Alistar deals physical damage; armor reduces physical damage by the formula. Your survival time 93.1s → 105.1s (duel advantage 7.68 → 9.73).
Banshee's Veil 3000 gold
Alistar deals magic damage; magic resist reduces magic damage by the formula. Your survival time 93.1s → 105.3s (duel advantage 7.68 → 9.74).
Cryptbloom 3000 gold
Alistar has high resistances; penetration raises your damage multiplier directly. Your time to kill the enemy 12.1s → 7.7s (duel advantage 7.68 → 12.08).
Ionian Boots of Lucidity BOOTS PICK
All boots were tested in the duel model; this gave the highest advantage (2.1 → 2.24, survival 54.4s → 54.4s).

🎯 Skill Order — computed from DPS gain per rank (reference: 120 AP / 83 AD)

Level-up priority: Q > W > E (R always at 6 / 11 / 16)

1
Q
2
W
3
Q
4
W
5
Q
6
R
7
Q
8
W
9
Q
10
W
11
R
12
W
13
E
14
E
15
E
16
R
17
E
18
E
Q — Disintegrate
DPS gain per rank: 44.0 / 10.0 / 10.0 / 10.0 / 10.0 (total 84.0)
W — Incinerate
DPS gain per rank: 24.6 / 7.1 / 7.1 / 7.1 / 7.1 (total 53.0)
E — Molten Shield
DPS gain per rank: 6.1 / 1.1 / 1.2 / 1.4 / 1.5 (total 11.3)
R — Summon: Tibbers
DPS gain per rank: 1.8 / 1.3 / 1.7 (total 4.8)

📐 Mathematical Proof

All advice is derived from the duel simulation below. Both sides are assumed to have spent equal gold for their level according to their own profile.

LevelGoldYour DPSEnemy DPSYour EHPEnemy EHP Kill (s)Die (s)Advantage
64000 10227 17182381 23.363.7 2.74
119000 10028 30834244 42.5108.6 2.55
1614500 9930 46266353 64.5153.8 2.39

THE MODEL'S FORMULAS AND ASSUMPTIONS

  • Stat growth: stat(L) = base + growth×(L-1)×(0.7025 + 0.0175×(L-1)) — Riot's official formula.
  • Damage multiplier: 100 / (100 + resistance). Penetration stats are subtracted before resistance.
  • DPS = auto-attack DPS (AD × attack speed × crit multiplier) + ability rotation DPS (base damage + ratio×stat ÷ cooldown) — ability data is read from the current patch.
  • Duel advantage = your time-to-die ÷ your time-to-kill the enemy. Above 1: you win the duel.
  • Enemy model: the enemy spends gold equal to yours on stats fitting their own profile (fair duel). Healing counts as +22% effective HP; Grievous Wounds cuts it by 60%.
  • Item efficiency = stat value ÷ price. Stat values are derived from the table on the right (this patch's basic items); since passive effects aren't included, efficiency is a lower bound.
  • Range (kite) factor: a melee champion can apply 75% of its DPS to a ranged enemy.
  • Item selection target: score = min(die, 1.25×kill) ÷ kill + 0.6×(10 ÷ kill). That is: first survive enough to win the duel; defense beyond that is waste, gains come from kill speed.
  • Ratio matching: attack items must include the stat your ability ratios depend on (an AP champion isn't offered a pure AD/crit item); defensive items are open to everyone, their value set by the duel.
  • Ability numbers (base damage + ratios, rank by rank) come from the community source Meraki Analytics; Riot doesn't publish these in official data, so this source is used. If unavailable, a generic rotation is assumed (150 base + 0.55×AP + 0.4×AD, 8s cooldown).
  • If the enemy's real items are marked, the model uses those items' exact stats instead of a generic gold spread.
  • The RUNE PAGE is chosen entirely by math: the keystone is picked from the archetype pool by duel score (with a small priority to the meta standard); minor runes by a 'duel effect + utility' score per row, and the secondary tree is the one whose best two minor runes sum highest. Rune values are derived from Riot's descriptions; utilities invisible in a duel (ult cooldown/mana) are scored separately.
  • GAME STYLE (dengeli): 'tank' rewards absolute survival time (defense/EHP items rise), 'damage' rewards kill speed, 'balanced' both. Tank champions default to 'tank'; changeable at the top. Defense type is chosen by the enemy's damage (armor vs AD, magic resist vs AP).
  • Item passives are partly modeled: max-HP burn (Liandry, Blackfire), damage amplification (Riftmaker, Shadowflame), on-hit magic (Nashor). So items with strong passives are ranked by real effect, not just flat stats. Some items' numbers are template-hidden in Riot's data (like Nashor, Demonic), so that part may be missing.
  • TEAM MODE: in a live game, item score is computed weighted against the whole enemy team, not one enemy — the lane opponent 40%, the other 4 enemies share the remaining 60% equally. Each enemy is modeled with their real items; the armor/magic-resist decision is set by the team's damage split.

STAT GOLD VALUES (derived from this patch)

StatGoldSource Item
Ability Haste50.0 Glowing Mote
1% Crit Chance40.0 Cloak of Agility
1% Life Steal37.5 default
Lethality35.0 Serrated Dirk (residual)
Attack Damage32.5 B. F. Sword
1% Attack Speed25.0 Dagger
Armor20.0 Cloth Armor
Magic Resist18.9 Negatron Cloak
Ability Power18.5 Needlessly Large Rod
Move Speed12.0 Boots
Health2.6 Giant's Belt
Mana1.0 Sapphire Crystal

✨ Rune Page

Domination (Primary)

Electrocute
Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage .
Sudden Impact
Sixth Sense
Ultimate Hunter

Sorcery (Secondary)

Gathering Storm
Transcendence

Stat Shards

◆Adaptive Force
◆Adaptive Force
◆Health

The keystone Electrocute was chosen from the archetype pool by duel score; minor runes by effect + utility score.

No need to enter this rune page and item set by hand — LoLDuel Desktop sends them automatically at champ select →

⚡ Summoner Spells

In the top lane Teleport recovers lost waves and creates plays for the bot lane.