A magic-damage catch repeatedly prevents your spell window
Banshee's VeilMagic resistance and a spell shield can protect the approach; account for what may remove the shield before the important ability.

the Dark Child
Dangerous, yet disarmingly precocious, Annie is a child mage with immense pyromantic power. Even in the shadows of the mountains north of Noxus, she is a magical outlier. Her natural affinity for fire manifested early in life through unpredictable...
Use a prepared passive stun to make a short spell window reliable, then return to a position where the opponent cannot freely extend the exchange. This is a straightforward mana-and-spell-damage baseline, not a claim that every fight should start with an engage.
Luden's EchoMana and spell damage support collecting waves and keeping a usable spell sequence available instead of arriving at a contest empty.
ShadowflameAbility power and magic penetration support a committed damage window. This purchase does not solve the problem of reaching the target safely.
Zhonya's HourglassArmor and stasis can buy time after a necessary close-range commitment. Plan where allies or Tibbers can contribute while you cannot act.
Select a rune to read its effect.
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage . Damage: 70 - 240 (+0.1 bonus AD, +0.05 AP) damage. Cooldown: 20s 'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level). Cooldown: 4s Activates on damage occurring after the impairment.
Collect 1 memento on champion takedowns , up to 18 total. Gain 6 Trinket Haste for each collected. In game modes where vision Trinkets do not exist, instead gain 3 Summoner Spell Haste.
Your ultimate gains 6 Ability Haste, plus an additional 5 Ability Haste per Bounty Hunter stack. Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds. Cooldown: 15 seconds
Gain bonuses upon reaching the following levels: Level 5: +5 Ability Haste Level 8: +5 Ability Haste Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.
+9 Adaptive Force
+9 Adaptive Force
+10-180 Health (based on level)
Choose according to the enemy team.
Magic resistance and a spell shield can protect the approach; account for what may remove the shield before the important ability.
Percentage magic penetration addresses that resistance. Reassess whether access or survival is the more immediate limitation.
Check Pyromania before spending an offensive spell on an unimportant target.
Use Q last hits to recover its mana cost when the last hit is secure.
Reach a useful stun target without leaving allied follow-up behind.
Build guide. Sources