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Annette

Annette

RoamSupport

Latest Meta Stats

ROAM
C
Tier / Pop
49.51%
Win Rate
0.43%
Pick Rate
0.12%
Ban Rate

Statistics from the official in-game HoK Camp (as of 2026-08-14).

Arcana Build That Fits

Tank / Support
Red
Blue
or
Green
or

Fate is the only one of the ten red arcana that leans defensive, which makes it the default here.

This is a role-wide recommendation, not one tuned for this hero specifically.

See every build on the Arcana page

First Skill to Level Up

Official pickSkill 2: Wind Cuffs
2

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Frequently Paired With

2-hero team
3-hero team

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.

Popular Item Builds

#1 most used60.26% win rate / 3,338 wins
Heal
#2 most used69.24% win rate / 457 wins
Heal

The order matches the in-game display. The win rate covers matches played with that build, so player skill is mixed in. Taken on 2026-08-25.

Skills

Passive Skill: Whisperwind
Passive

Passive Skill: Whisperwind

While Annette is moving, her skill cooldowns are faster and she gains Mana. While there are teammates nearby, she also gains 25 Movement Speed.
DetailsLv.1Lv.15
Movement Speed Bonus
2550
Skill 1: Gust Force
Skill 1

Skill 1: Gust Force

CD: 12.5s / Mana Cost: 40
Annette conjures a magic circle at the target location that activates every 0.5s for 4s.
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.
DetailsLv.1Lv.2Lv.3Lv.4Lv.5Lv.6
Cooldown
12.51211.51110.510
Base Damage
160192224256288320
Movement Speed Bonus
5%6%7%8%9%10%
Movement Speed Reduction
5%6%7%8%9%10%
Skill 2: Wind Cuffs
Skill 2

Skill 2: Wind Cuffs

CD: 15s / Mana Cost: 60
Annette fires an orb in the target direction, flying back from the recoil, gaining a shield that negates 400 (400 + 6% extra Health) damage for 3s, and gaining 75 Movement Speed for 2s.
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.
DetailsLv.1Lv.2Lv.3Lv.4Lv.5Lv.6
Cooldown
1514.413.813.212.612
Shield
400480560640720800
Movement Speed Bonus
7590105120135150
Base Damage
300360420480540600
Skill 3: Hurricane Wall
Ultimate

Skill 3: Hurricane Wall

CD: 75s / Mana Cost: 120
Annette conjures a barrier around herself for 4s (requires channeling), knocking back enemies within range and dealing 300 (300 + 50% magical attack) magical damage. Enemies that touch the barrier will take equal damage and be stunned for 1.25s. Teammates within the barrier gain crowd control immunity.
While channeling, Annette becomes untargetable and is slowed by 50%.
DetailsLv.1Lv.2Lv.3
Cooldown
7567.560
Base Damage
300450600
Self Movement Speed Reduction
50%37.5%25%

Strategy Guide

Playstyle

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 full sprint, using defensive skills as the signal to attack.

Recommended Combos
Dive Breaker
Skill 3 (Knock Back, 1.25s Stun, Crowd Control Immunity for Allies) → Skill 1 (Slowing Magic Circle) → Skill 2 (Shield an Ally)

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.

Circle Delivery
Skill 1 (Place the Magic Circle) → Skill 2 (Orb Pushes the Circle)

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.

Recoil Retreat
Skill 2 (Fire at the Chaser, Recoil Backward) → Skill 1 (On the Landing Spot)

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.

Strengths
  • The Ultimate's knockback, stun, and super armor 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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.

Late Game Strategy

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.

Teamfight Strategy

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 super armor 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.

Other Roam Heroes

Stats: official HoK Camp, as of 2026-08-14

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-08-14). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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