Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −0.1pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Compare Annette with another hero →Recommended Builds
When enemy burst is heavy and you need the speed to arrive in time
The opening buy, Crimson Shadow - Redemption, drops a 4-second shield on allies in range worth 240-480 plus 10% of max HP, on a 60-second cooldown. Boots of Deftness come second for 700G, adding 70 movement speed and up to 70 more once you have been out of combat for five seconds. Items three through six match the other build, so the totals land at +5887 max HP and 31% cooldown reduction.
When trades drag on and the team needs HP and MP topped back up
Crimson Shadow - Starspring opens instead, linking to your lowest-HP ally and restoring 500-1060 plus 20% of max HP, along with 25% of max MP, over five seconds. The effect drops to 20% the moment you attack an enemy hero or take a hit from one, so the window for it sits between fights. Boots of Tranquility take the second slot, pushing cooldown reduction to 46% in total while max HP settles at +5587, three hundred under the other build.
This is what the Popular tab of the in-game Recommended Loadout screen showed on 2026-08-28. The number on each arcana is how many of the 30 slots it fills; each colour adds up to 10. The game also shows a rank and a win rate, but those shift from day to day, so they are not reproduced here.
Strategy Guide
A support who literally cannot stand still — movement refunds her cooldowns. She accelerates allies through her circles, hands out shields, and her barrier ultimate bounces entire engages back.
Best for: players who want to support at a sprint — movement itself refunds her cooldowns, and the orb's recoil has to be measured before it is fired.
Open the barrier the instant someone jumps your carry. Enemies in range are knocked back, anyone who touches the wall is stunned for 1.25s, and allies inside gain crowd control immunity. Once they are off, Skill 1 slows the retreat and the orb hands a shield to the teammate it passes through. Channeling makes Annette untargetable but cuts her Movement Speed by 50% at Level 1, so open it right beside the ally she is protecting.
An orb that touches the magic circle carries the whole circle to the orb's destination. That reaches enemies kiting at max range or sitting under tower. The circle activates every 0.5s and lasts 4s. Push it immediately after it lands.
Firing the orb throws Annette in the opposite direction. The 3s shield and the 2s Movement Speed bonus are locked in by the cast itself. A hit is not required for them; landing one only adds magical damage to the chaser. Drop the magic circle where she lands and the pursuit has to walk through the slow. The one thing to check at the moment of firing is what sits behind her.
These combos are not official data. They are this site's own write-up, built only from the skill data transcribed from the in-game display; nothing that the skill text does not state is included.
- The Ultimate's knockback, stun, and crowd control immunity erase entire dives
- Skill 2 is damage, shielding, and a reposition in a single button
- Movement refunds her cooldowns, so skills keep cycling as long as she moves
- Layered speed-ups and slows control the tempo of chases and retreats
- Minimal personal damage — she can't convert her setups into kills alone
- No healing, so teammates who are already chunked stay chunked
- The barrier halves her move speed; a bad opening spot means instant separation
- Forget the orb's recoil and it bounces you straight into trouble
Shadow your marksman from the start and support the farm-lane scraps with Skill 2's orb. Hit an ally and it shields; hit an enemy and it damages; and you bounce backward on every cast — one aiming decision covers offense and defense at once. Before the 4-minute Tyrant, your job is tagging along on ganks: Skill 1's formation stacks slows on enemies who cross it and speeds up allies who do, a ready-made chase engine. Since the Passive refunds cooldowns and restores mana as you move, walking the river beats standing still in lane — Annette performs best in motion.
Once your support item upgrade and cooldown boots are in, skirmishes start brewing around mid. Annette's spot is half a step ahead of her carry. The instant an enemy fighter telegraphs a dive, open Skill 3: every enemy inside the radius at that moment is knocked back. Anyone who walks into the barrier afterwards is not pushed away — they take damage and a 1.25-second stun instead. Teammates standing inside gain crowd control immunity. Because the knockback fires on cast, you can wait and watch their engage before committing. The trick of pushing your formation forward with the orb is also worth practicing for chipping enemies who hide under tower.
The late game is an exercise in patience: hold the Ultimate for the one enemy who decides fights. With your defensive capes stacked, you won't fall over even standing forward. The ideal sequence at a fight's entrance is Skill 1 first to control the ground, then catching the enemy assassin mid-leap with the barrier as they jump your marksman. While it's active you become untargetable but your move speed is halved, so opening in the wrong spot strands you away from your team while the fight is decided. Open it right beside the person you're protecting — no exceptions.
Stand next to your carry. The job is three tasks: lay Skill 1 across the enemy frontline's path to blunt the charge; thread Skill 2's orb through your most-focused teammate to keep shields flowing; and when the real dive arrives, meet it with the Ultimate — knockback, stun, and crowd control immunity for everyone inside. Keep that order and you'll tilt teamfights while dealing almost no damage yourself. The one hazard is the orb's recoil: bounce backward into a flanker and the story ends badly. Glance behind you before every cast — make it a reflex.
Counters & Synergies
Countered-by and synergy picks are this site's own reading, based on each hero's kit. What the official app publishes is how often heroes are picked together (see "Frequently Paired With" below); it does not publish any rating of how well they match up.
Frequently Paired With
The figures are the "match rate" published by the official in-game HoK Camp: how often these heroes ended up on the same team (fetched 2026-08-14). It is not a win rate, so a higher number does not mean a stronger pairing.
First Skill to Level Up
Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.
Skills

Whisperwind
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Movement Speed Bonus | ||
| Movement Speed Bonus | 25 | 50 |

Gust Force
The magic circle deals 160 (160 + 28% magical attack) magical damage and inflicts 5% slow on enemy units for 1s, for up to 5 stacks.
The magic circle grants teammates 5% Movement Speed for 1s, for up to 5 stacks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 |
| Base Damage | ||||||
| Base Damage | 160 | 192 | 224 | 256 | 288 | 320 |
| Movement Speed Bonus | ||||||
| Movement Speed Bonus | 5% | 6% | 7% | 8% | 9% | 10% |
| Movement Speed Reduction | ||||||
| Movement Speed Reduction | 5% | 6% | 7% | 8% | 9% | 10% |

Wind Cuffs
The orb deals 300 (300 + 50% magical attack) magical damage to enemies it hits.
The orb grants a shield that negates 400 (400 + 6% extra Health) damage to all teammates it hits.
If the orb passes through a Gust Force magic circle, it pushes the magic circle to its destination.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 15 | 14.4 | 13.8 | 13.2 | 12.6 | 12 |
| Shield | ||||||
| Shield | 400 | 480 | 560 | 640 | 720 | 800 |
| Movement Speed Bonus | ||||||
| Movement Speed Bonus | 75 | 90 | 105 | 120 | 135 | 150 |
| Base Damage | ||||||
| Base Damage | 300 | 360 | 420 | 480 | 540 | 600 |

Hurricane Wall
While channeling, Annette becomes untargetable and is slowed by 50%.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 75 | 67.5 | 60 |
| Base Damage | |||
| Base Damage | 300 | 450 | 600 |
| Self Movement Speed Reduction | |||
| Self Movement Speed Reduction | 50% | 37.5% | 25% |
Other Roam Heroes
Stats: official HoK Camp, as of
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