Anivia Build Guide by titegtnodI
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Not Updated For Current Season
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This guide / build is not yet complete.
This is my take on how Anivia should be built. I personally don't understand why most builds are the way they are, this build is a pretty different take, it works for me though. I will try to outline what I do differently from other guides, if you would like any particular choices explained, please comment.
The above used to be true but since this writing, a lot of builds are similar to this one ...
- Expand masteries explanation
- Explain how to use skills properly
- Explain summoner spell choices
- Explain what champions to look out for and why (pros/cons)
Because Anivia has so many slows and her stun, I like to build very offensive.
I've chosen this because I like to push top lane very hard and attack the tower as much as I can. At level 6-8 you have lots of opportunity to do this in most games so destruction is very handy.
Summoner's Wrath is useful for the ap boost you get when you use ignite. Because you can , and the remaining time they're in your glacial storm will probably kill them, this is especially handy early game. Also all the time afterwards, you have a nice little ap boost.
My build order is sometimes refuted, I'll explain my choices here.
I always start with and 2x . This gives you a little extra mana to play with, and some health for early sustainability. I don't get boots because Anivia doesn't really need to be fast in the beginning, you have your stun, your flash, and your egg. Also, you're getting boots next, so it's not a big deal. Since Season 3, you can afford the boots right from the beginning, I'll be updating this paragraph soon.
Next, most people start building catalyst the protector first but I prefer to build next. My reasoning is, you may not reach that extra 1k mana it grants you by the end of the game, even if you buy it now. Also, HP shouldn't be as much of an issue as MP is at this point, this will grant you more MP than catalyst the protector will, especially in the long run. I build it next because it's nice to have that replenish upon each level up.
Now is a good time to build . You get more stats every minute and if you get this built around this 15min mark you get to reap it's full benefits. It's also nice to get that ap boost at this point because until now, you've been building for strictly sustainability.
This is the point where I build . The reason I build it so late is because, again, before we were building for sustainability. Now, the magic penetration is nice, also, a little extra speed can't hurt. Late game, if you don't have the speed, you'll really regret it. Early game though, you don't really need it, it's really easy to slow/stun/wall other champions and away before they can do any serious damage (most of the time).
Now you build and . is wonderful because you get 3% more AP per max MP you have, because we've been building with mana in mind, this is pretty handy. You can build or first to build , depending on if you need the armour or not.
Now is when you get . This choice seems to surprise most people but I do have good reasons for choosing it. At this point in the game, you're probably 28mins+ into the game, either you're losing or winning, it doesn't matter, this item is useful. It's damage is based on your AP, which you've been building all game. You can put a champion down from 100% to 50-66% in a few seconds. If you cast , then hit them with , they're yours for the taking. The extra cooldown reduction is nice, lowering your 6 second cooldown on to about 4 seconds. The extra AP is also great. I highly recommend giving it a shot.
is pretty much a must-have at this point because of it's AP and magic penetration. The magic penetration allows you to hit those people who built up their magic defense a lot harder, and is wonderful when combined with .
This is a viable alternative to , especially if you're playing defensive or carrying. It's more viable for fighting multiple champions at once, and if you're finding your allies are dead a lot of the time. This also offers a bit of magic resistance, which is also handy if you're having problems against AP champions.
This is a wonderful alternative to because it reduces your cooldowns, still gives you some AP, more mana regen, and magic defense. This is also viable to get before (if you find yourself struggling) you get or after (if you're confident you can wait). It can also be used with .
This is a viable alternative to because of the cooldown reductions, and the stacking of damage over time effects per hit. You still get magic penetration, and you also get more mana regen. This is probably best if you find yourself kiting or running away a lot.
This is a pretty standard skill sequence for Anivia, nothing too different from most people's builds.
Tips to Remember the Sequence
The easy way to remember this sequence is: You want because it's great for harassment and damage. You want after because it deals extra damage with anything that comes in contact with . You don't want to put more points into because of the mana cost vs how much damage you'll output, instead put it into .
If you can only put points into or , put it into the first time and in the future. The reason for this is, in the beginning you need (so, you'll be getting it a lvl 4), and in the future you have the mana to sustain which is more important than while you're leveling.
Pros / Cons
I'm going to expand this as much as possible. This is a quick outline of the pros and cons.
- Works well in top and bottom lanes (best in top)