Anivia Build Guide by Vynertje
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Champion Build: Anivia
| Health | 2360 |
| Health Regen | 14.55 |
| Mana | 2661 |
| Mana Regen | 38.33 |
| Armor | 132.5 |
| Magic Resist | 42.06 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 105.6 |
| Attack Speed | 0.804 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 424.85 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 37.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Masteries
Introduction

In this guide I am going to explain you everything about
Please read the full guide. Nothing on a champion as
Finally I would like to point out that I am not a native English speaker so I will have made errors from time to time. I thank you in advance for keeping this in mind.
Anyway, let's get started!
But wait...! with the guides name, this is very appropriate:
About me: why am I allowed to tell you how to play Anivia?
So I felt like I had to do this. You can skip this if you want, but I just want something to brag about.
These are my stats with
Anivia, in both S2 & S3. I am gold rated in both of these seasons. (1513 and 1535 rating) and even hit platinum as of the 25th of April!


If you still feel the need to check on me, you can find my LoLKing profile here:
I also try to stream regularly, check it out :)
Some terms you should know
Experienced players can skip this... obviously. Newer players should read this because I might use some terms you do not understand.
CS: Creep Score, the amount of minions you have farmed. One creep is around 20 gold.
AP: Ability Power -> magic damage
AD: Attack Damage -> physical damage
MR: Magic Resist
CD(R): Cool Down (Reduction)
CC: Crowd Control (Silences, stuns, suppresses et cetera)
AoE: Area of Effect -> Multiple target spells
DPS: Damage per second
Pros / Cons
| spaaaaaaace |
Pros
+ Very unique champion + Game changing + Super high AP-ratio's + Amazing late-game scaling + Easy farming with |
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Cons
- Hard to master - Game changing, this can backfire - Very mana hungry / blue dependant - Early game can be tough - Slow auto-attack animations / hard last-hitting early game |
Runes
I would like to start this chapter by saying that runes all come down to personal preference and play style. I mention one preferred setup, and the other viable runes. The runes I do not mention, are in 99.9999999% of the games not worth your attention.
Preferred Setup
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Scaling Mana Regeneration 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Ability Power 3 |
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This removes one third of the enemy magic resist early game; this is a huge chunk of damage-increase, and should never be left out. |
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To keep up some damage early game, we use flat AP quintessence's.This gives you damage and in combination with your other runes this will give you the perfect early-game balance you need. |
Other Viable Choices
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These are especially useful when fighting an AD-mid, because you start with such a painful amount of armor. These will give you the amount of armor that you need to survive that early game. |
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I mention I prefer flat magic resist instead of these, but when you know you are not facing an AP-mid, it might be more useful to use flat AP. |
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These are mainly useful when you want to pack as much utility as you possibly can. Since Anivia is painfully slow, these help you catch up, in order to e.g. place a perfect |
Masteries
Again for your masteries there are a lot of plausible pages, and I will not go into too much depth, in order to keep this comprehensive. If I would, I had to write this chapter 20 times the current size. Also, the pages I mention, are only examples of what it should look like. There are always some variations possible on this.
My standard page:
21 |
Usually I go for 21-0-9 with mana(regeneration) in utility and improved ignite in offense. This is the page that scales best into your late game, but not leaving out the stuff that keeps you rollin' early game.
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A few other plausible pages are:
9 |
Use this when you are painfully countered and need the extra health, magic resist and health regen in order not to get zoned too hard. Make sure to keep the point in Arcane Knowledge because that is a must-have. The downside of this is the lack of extra mana regen and damage. I think this page is most useful when facing an ad-bruiser mid
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21 |
My preferred page when fighting ap-assasins. This page gives you the little bit extra durability, while sacrificing a bit of mana. This is useful when you are countered. You can also use this page, but take points in
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Summoner Spells
The spells I do not mention in here are considered not-viable: never use them, and by never I mean NEVER.
My preferred spells:
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This is a must-have on Anivia. You are slow as **** and without this, escaping is nearly impossible. This is your only reliable escape-mechanism. This spell is even better because it allows you to jump over your own 'misplaced' |
Other Viable Choices:
Skills & Skill Sequence
Skilling priority:
->
->
-> 
One side note: you can decide to take your wall at level 8 instead of 4, and take an extra point in
The great importance of this is, that when you position correctly, you are nearly impossible to kill. First they have to kill a 2.5k hp Anivia (while your allies should be killing them) and then your egg; this also works great for baiting tower dives early game.
Remember that you still die very quickly because you are naturally squishy, and you can get moved by e.g. Blitzcrank Rocket Grab.
This is your opening to any attempt to harass or kill pre-6. This is a very slow travelling skillshot-nuke that stuns everyone at the end of the range or when activated again. The stunning range should be imagined as big as your champions hit-box.
It also adds the chilling debuff.
The catch with this is that the damage gets doubled when you let it both fly over your enemy and then let it explode, to get the 1huge damage. Usually hitting the stun should also be the sign to throw your
You should not use this to farm with, as it has a decently long cooldown and high mana costs. What the easiest way is to hit this, I will go over in the combo and trading sections.
I never max this first, because it is hard to hit, even once you hit you are not sure about the double damage.
A few tips on how to use this spell more effectively:
- Use it on enemies going for a last hit, this is usually very predictable (when your minions are low...) and they usually react too late to dodge.
- When playing against a champion with good evasive maneuvers, wait until they have them on cool-down, because otherwise they will dodge and counterattack you. In order to harass, you can always use your ultimate. (Especially important versus Katarina or Fizz)
- When the enemy tries to harass you, throw this in their path and follow up with
Frostbite. This makes for extremely effective trading.
This skill might be the most iuseful spell you can have in the game. An
The different uses:
- Scout bushes when you fear a gank. Crystallize gives vision of a specific part in the Fog of War
- Trap people in specific spots; for example in the baron or dragon pit.
- Force people into the direction you want them to by blocking off a specific part, but leaving a gap open.
- Block off whole paths in the jungle, in order to stop enemies from escaping
- Split the enemy team in two by e.g. closing jungle entrances.
- Allow better sieging / turtling (further explanation in the special chapters)
A few final notes on this will be in the killing and combo sections.
The wall faces perpendicular to where you are looking at with the champion itself, so sometimes you have to make weird angles to make the wall fit where you want it.
Plain and simple:
This is your personal single-target nuke. You should always use this in combination with the chilling effect to get a massive 350+(100% of your ap) damage nuke. As this travels only very slowly, you can cast your ultimate after using this and still get that double damage.
In contradiction to
Your personal low cooldown ultimate. The ap ratio is not great, but as it deals damage per second the damage it does will increase greatly over time.
Use this to farm (whenever you have enough sustain/blue buff), harass (follow it up with your
Remember that this uses so much mana over time, that you do need to use it with care (unless you have blue buff). A few more notes about
Main build
Please keep in mind that these items are only a general line to follow. From game to game you will need to change builds, adapting to how fed you and your enemies are. That is why you should read chapter VIII, on all the different optional items and when to use them.
Always buy wards whenever you have any change
Starting Items:
OR
The faery charm start generally allows you to really rush your
Tear of the Goddess and get on with stacking as quickly as possible. Also, the early ward and potions allow you for some extra sustain and safety while in lane.
First buy
On your first buy, you should most certainly have your
Tear of the Goddess ready and some health. You can stack the tear very easily with your ultimate, which is really awesome.
Tear of the Goddess is such an awesome item because it stacks really well (each three seconds you have your ultimate on, you get a stack) and when upgraded, it gives ability power based on your mana - which proves a good motivation to build lots of mana and just have tons of ability power.
End of lane phase
Always make sure to grab
Sorcerer's Shoes because this takes a huge bite out of the enemy magic resist. Also,
Anivia is painfully slow so this solves a slight bit of your problems. The
Rod of Ages should be your first major item, it is a great all-round item because it gives a bit of everything you need. It is also important to get this as quickly as you possibly can, because the earlier you get it, the faster you have the maximum amount of stacks on its passive.
Mid game
In mid game you should go for as much ability power as soon as possible and that is why you get the
Rabadon's Deathcap. For any ap-carry this item is a must-buy and this increases your damage greatly. This item is even better when you take into consideration that, if you play her well enough, her main skills have a 1:1 ap ratio. Also, at this point into the game (up and around the 30 minute mark) you should have your tear fully stacked, and ready to upgrade it. Once upgraded, this item gives massive amount of AP and mana, and a cool defensive passive.
End game main items/viable items
For end game there is no general line to build, however, there are a few items I generally choose from.
Standard:
The
Zhonya's Hourglass is a great boost for your ability power and adds an astonishing 156 ability power (with rabadon's passive).
The
Liandry's Torment is a really awesome item because it does damage based on the enemy (current) health, and since health stacking is the current meta, this is the best way to destroy tanks in season 3. Even better, is that when your enemy's movement is impaired (slowed, stunned, snared etc), they take double damage - this works with your ult slow. So you will be applying double damage stacks all the way.
Also viable items throughout the build:
The
Void Staff used to be my way-to-go item all along season two, but since it has been slightly nerfed, I don't really think you really need it, unless the enemy stacks real heavy magic resist. Replace Liandry's with this if you want this item
A
Warmog's Armor is cool when you really need to get tanky. Essentially you get twice the 1000 hp because of your
Rebirth, so you will become extremely hard to kill. Replace Zhonya's with this if you want this item
The
Athene's Unholy Grail is a bit more of a defensive item, it can give you some early game magic resist which helps in a difficult lane. Also, the extra mana regen and cooldown reduction is sweet. Replace Tear with this if you want this
Mercury's Treads can be used when facing heavy cc, just keep in mind that you will end up with very little magic penetration if you don't combine this with a void staff.
Abyssal Scepter is another great tool when facing a difficult lane, for when you think you need to go a bit more defensive. Generally replace Rabadon's with this, but sell it later on when you need deathcap more
Will of the Ancients is cool for any double-ap composition, where both champions benefit from this item. Otherwise, its a bit meh...
About Anivia's mana issues
So I have had some different comments about what people think about extra mana(regen) on
Anivia. Let me share you some quotes and explain what I think about them.
I don't think
So here is the catch. While obviously everybody appreciates blue, you can never be guaranteed of having it all the time you need it. When you are losing the game, being pushed back to your towers, you cannot sustain without these items (unless you want to recall every minute, and to be unable to teamfight any well).
I can easily name a few scenario's where you have no blue buff where you DO need it:
- You have just died but an even more important fight is coming up... OUCH!
- You are being pressured to the towers and you need to keep killing waves quickly, but you just run out of blue buff and cannot go out because of the enemy dominance... OUCH!
- The enemy sees your buff has ran out and decides to force a baron fight... OUCH!
In my opinion the
When you decide to leave this item out, you do get the awesome
And finally a short correction: you get around 2.3k mana with this build since the passive from the
How does stacking of the
So this is the thing that most people (myself included for a long time) did not understand properly, this is how it works:
- You get 3 mana for each spell that you cast, but this has a short cooldown. (so do not use all your skills simultaneously because that does not work)
- You get stacks for every time you leave your ultimate on and the cooldown is reset on your tear.
As of recently, these changes (your ultimated used not to stack Tear as well as it does now) allow us to go tear and get crazy amounts of mana (:
C-C-C-COMBO BREAKER
Anivia is one of the champions with the most rewarding combo's. In this chapter I will explain everything about them, and when to use them.


Try hitting your stun from time to time. Once you have succeeded in hitting it, and you feel you are close enough, throw down
Pre-6 kill



(optional)Once you feel your enemy is getting low and still not keeping enough distance to you, you should start making plays. The first step should be to place your wall, just so that there will be one way back that is clearly shorter than the other. Once your enemy clicks back, he will go one clear path along your wall and now you throw your
This tactic works exceptionally well in any allied ganks, when walking back is nowhere near an option.
A short video of this:
After-6 poke

OR 

Another fairly basic combo. Here you just throw down
You can also do it a bit more stealthy, as
After-6 kill




(optional)Not much difference with the pre-6 combo, but the main difference is that you are going to use
Gameplay: Laning (farming/trading)
Laning phase is where it all begins. You start off with
Boots of Speed and 3x
Health Potion, head to your lane (which should be mid lane), cover and pull blue or red buff and start farming. Now this is where it usually goes wrong for
Anivia players. Early lane phase can be something very difficult for new players, and that is why I am dedicating this chapter to it.
Farming can be one of the most difficult things with
- Have a good look at which enemy minions are being attacked and how fast their health is being drained. Try to get a good view on this and try to calculate half a second ahead when last-hitting. This is because of the slow animations.
- When last hitting under the turret: melee minions take 2 turret hits and 1 auto attack, mage minions 1 turret hit and 2 basic attacks (only one if there are allied minions attacking)
- Once you hit level 6 and get blue (which should usually be around the same time), you can first quickly clear the minion wave and then eventually take (perhaps even enemy-) wraiths or wolves. When using your
Glacial Storm, always make sure to try to get the last hits with auto attacks so there is less risk that they are getting killed by your own minions

Generally speaking you should aim to have around 100 farm after 15 minutes, if you are doing really well, you can hit it at the 10 minute mark.
This is a very important aspect of laning, it does not matter which champion you play. Trading effectively can make your game. On
Another trick is when you see your opponent coming in for a last hit, to throw your
A final thing is to attack once you know your enemy has cooldown on his spells. For example, when
Obviously these things work both ways. You should always be weary of your enemy doing the same to you.
Gameplay: Laning (ganking/killing)
This is obviously very important on any champion. You can do this in lane, but also by ganking other lanes. This is a very important role as mid champion; ganking other lanes and giving you and them the advantage. In the video I head down bot because I see the enemy jungler getting low. I easily pick up the kill and head down to dive them. Nothing difficult, but very effective.
Result? 3 kills for 0 deaths. I finished the game going 21-0-9 because from that moment I could just snowball the lane.
You can also counter the enemy mid ganking. For this there are two options. When he is chasing your team, have them turn around suddenly and pick up the kills, OR, when you feel you are stronger, predict the way he walks back (past dragon/baron or one of the jungle paths behind these camps) and lie in wait.
First of all, I have mentioned this quite a few times, but warding is the solution to all of your problems. For a mid champion, the places to ward are the following (As blue team, the purple team wards exactly the same jungle entrances, just on the other side):
Spoiler: Click to viewPay attention to the fact that this only covers the ways the jungler could cross. It is your own team's responsibility to ward the other lanes/dragon/baron as well.
When they DO take your by surprise, there are a few things you can do:
- Stun one of your enemies, wall in their face, run back. This is when you feel you can easily walk off without getting cc'ed and bursted down.
- Flash out. This is when your enemy gets too close to you and you fear certain death. When doing this, remember to first place your
Crystallize in front of you and then flash over. You can also place it behind you if you have enough space. - Once you feel you are dead for sure, fight!
Anivia has a great amount of burst and this can result in a kill.
Gameplay: Sieging/Turtling
So basically sieging and turtling are two very important parts of this game, and can make or break a game. Sieging means pushing all lanes constantly in order to kill turrets, and turtling means constantly unpushing the waves so the enemy cannot kill your towers.
Where
Anivia comes in, is the fact that she is one of the best Sieger/turtler in the whole game, since you can have constant AoE damage, with the only restriction being your mana. You can also stop enemies from advancing with strategically placed walls, or zone them from specific parts in order to advance yourself.
The best example I could possibly give, is the following game between two professional teams, CLG.EU and M5.
The turtling part is from 30 to 55 minutes, their sieging starts after this but is somewhat shorter.
At minute 30, CLG.EU is so far behind, but stays in the game by constantly unpushing the waves with
Anivia. In the end this will win them the game.
So, to summarize this:
- Keep unpushing waves with your ultimate. If the enemy tries to force the fight on the tower, place a wall to make sure they cannot advance.
- Never go out of your base too far when you are not 100% sure about the enemy location. Stay grouped because otherwise your enemy will force a fight onto them.
- Sometimes you have to let the outer and inner turrets get destroyed, because they might flank you.
- When sieging, you can place your wall next to the enemy tower to prevent them from attacking you while you are taking it down.
Gameplay: Teamfights
Teamfights is where the game will usually be decided, and that is why I have decided to write a chapter on this. I will explain some basics but also some more detailed stuff on
Anivia.
First of all,
When and how to initiate a teamfight?
Only commit to a fight when you are sure about being able to win the fight. While that might be obvious, it is harder than it looks like.
First of all, never fight, or even get close to your enemy when they enemy has the numeric advantage (take global ultimates or teleport into account), because that can end horribly. Second, do not fight when you are behind, no matter the circumstances.
Now how to initiate fights? Now with
A: Close the enemy escapes with a well-placed
B: Catch someone off-guard with
Obviously you can always let your other team mates engage :)
Positioning is key
So, yes. Positioning is key for
Never go in front of your (off-)tanks. Sometimes (when the enemy has a lot of assassins) you do not even want to be near them until the fight has really begun.
After initiating you want to follow up with your main combo (Q-R-E). Try to time your skills so, that you can always get the double damage on your E whenever it is ready.
When you have just used all you skills and have them on cooldown, back off shortly so you will not get caught with your pants down.
Matchups A-H
The real list should be something like this...

But seriously now,
in this list I hope to give you all possible matchups for
Anivia in mid. Please keep in mind that these only tell you how difficult or easy a lane can be. Obviously you are going to have a hard time versus a 2000 elo player, no matter what he plays. But this can help you to give an indication when to pick
Anivia or not.
Difficulty: 6
Difficulty: 4
I tend to have little trouble with
Difficulty: 5
Difficulty: 3
I never have had ANY problems with
Difficulty: 7
Difficulty: 9
I feel like
Difficulty: 5
I decided to add
Difficulty: 8
Difficulty: 6
Difficulty: 4/5
I have never really played against
Matchups I-Q
Difficulty: 4
Late game you can still burst him very easily because he needs to come close to you for maximum damage output (good use of
Difficulty: 7
Your best shot is to hang back and try to follow her when she roams.
Difficulty: 6
Important in this lane, is to buy
Difficulty: 5
A
Very important is to always stay behind your minions and to back off when you have stacks, because otherwise you can let him engage onto you easily.
Difficulty: 7
While
In lane you can hang back and farm with your ultimate, but again ward both sides of the river to counter her ganks.
Difficulty: 6
Difficulty: 6
To be completely honest I have never played against this dude with
Difficulty: 7
There is, however, one thing that can work very well in your advantage. Since he is completely stuck in melee range AND pushing that hard, ganks from your jungler are usually great for you because he just dies.
Difficulty: 6
I feel like
The danger with the
Difficulty: 7
Again, I feel like a few good ganks can completely shut her down and when you get a bit ahead, you should not have too much trouble in bringing your lane home.
Also, when her
To conclude
Thank you for reading my guide! :D
If you did skip some parts, go back and read them!
Again, please leave a comment about what you have just read :) Comments are more useful than votes.
Changelog
1st of August 2012: guide release
2nd of August 2012: wrote a few parts I hadn't finished yet.
27th of September 2012: Reworking some major parts of the guide: will be finished by the end of this momth
16th of March 2013: Skipped a few minor reworks out here. As of now, I finally took the time to rewrite big parts of this guide, and add in new masteries/items.
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