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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.
Hi, I'm Applepai and this is my first guide. I'll be covering a few things regarding Anivia, her abilities, how to play her and the build I find the most effective.
Incredibly high burst damage
One of the best passives in the game
Leate game carry
Can close gaps between her and the enemy
Block off jungle paths securing a kill/assist
Large auto attack range
Mana hungry early on (even in late game)
Vulnerable to attack in egg form
Her ultimate is useless without enough mana
Very slow movement speed
Useless in the wrong hands
Greater Mark of Insight: Self-explanatory, really. These are standard for just about every caster, as they increase the effectiveness of your abilities.
Greater Seal of Clarity: You really need to be able to sustain yourself because you want every little bit of gold and experience as possible. Early to mid game is where you need to keep up your mana the most and that's the point where the Mana Regen per Level starts to shine.
Greater Glyph of Potency: The flat ability power from these runes benefits Anivia a lot early game, allowng more effective harassment and possible a kill or two. Not exactly a must, so feel free to swap them out for Greater Glyph of Force or Greater Glyph of Focus.
Greater Quintessense of Fortitude: Anivia is incredibly fragile early game, so the extra health is handy to survive extensive harassment.
There isn't really that much I can explain about my chosen masteries. It's a fairly standard caster build 9/0/21, with points in both Expanded Mind and Awareness, rather than one or the other. Very standard offensive caster masteries with points in Deadliness, Archmage's Savvy, Sorcery and Archaic Knowledge.
For most casters, I like to choose Flash and Ignite as my two summoner spells. Because Anivia has no escape mechanism, Flash is almost a must. I pick Ignite for that nice extra bit of damage in addition to my already deadly combo to ensure a kill. If you feel you don't need to take Ignite, the following spells are viable:
For arranged teams only. Provides an extra boost of utility for those arranged teams coordinated enough to set up reliable ganks on vulnerable junglers, weak enemies, squishies or even steal a Baron Buff to turn the tides of the game.
For those new to Anivia, Clarity is a good option while learning how to control your mana usage, because as you will find, she uses incredibly high amounts of mana.
If you're having trouble with killing champions because of Anivia's excrutiatingly slow movement speed, you can choose to get Ghost to finish off those low health enemies which try to run from you. This in conjunction with Crystallise can get you a nice kill.
Upon dying, Anivia will revert into an egg. If the egg can survive for six seconds, she is reborn with the same percentage of HP that her egg had left. This can only happen once every 5 minutes.
Rebirth is one of the best passives in the game and can be easily used to your advantage. Quite a lot of enemies can get caught up in killing you, and forget to check if your passive has been procced recently. This can cause them to be left injured and have to recall, leaving you in the lane, continuing to farm minions for gold and experience. Remember to play more defensively when on cooldown, because you are now vulnerable to death.
Anivia brings her wings together and summons a single piercing lance of ice that flies towards her opponents, chilling and slowing movement by 20% and damaging anyone in its path. When the lance explodes or is detonated by Anivia it deals damage in a radius, stunning anyone in the area for 1 second.
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Cost: 80 / 100 / 120 / 140 / 160 Mana
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.5 per Ability Power)
As your primary early game harassing tool, Flash Frost should be your first ability to be learned. This ability can be a bit hard to learn as it is much slower than most other skillshots and can be exploded on command to hit the enemy twice (with its pass through and explosion damage). Flash Frost is also used to set up for a powerful double damage Frostbite. Remember, to try and and lead your enemy with this ability to increase the likeliness of a hit.
Anivia condenses the moisture in the air into an impenetrable wall of ice to block the movement of her enemies. The wall lasts 5 seconds before it melts.
Cooldown: 25 seconds
Cost: 70 / 90 / 110 / 130 / 150 Mana
Wall Length: 400 / 500 / 600 / 700 / 800
Use this ability to your advantage, as it can be used to block of escapes such as into the mid lane brushes or within the jungle. With practise, Crystallise can be your best friend. If you place it just right, you can even pin enemies in place inside it, or against a wall. Also use to keep then enemy inside your Glacial Storm or just within range of the rest of your combo. This is great for use against fast champions like Sivir and Master Yi.
Anivia blasts her target with a freezing wind, dealing magic damage. If the target has been chilled, they will take double damage.
Cooldown: 5 seconds
Cost: 50 / 60 / 70 / 80 / 90 Mana
Magic Damage: 55 / 85 / 115 / 145 / 175 (+0.5 per Ability Power)
To be perfectly honest, this ability is fairly weak, but use in conjunction with Flash Frost or Glacial Storm (both apply the chill effect) will double it's damage and becomes Anivia's primary nuke. Always remember to try and apply the chill effect before using Frostbite, to maximise damage output. Late game, it can easily be in excess of 700 damage.
Anivia summons a driving rain of ice and hail to damage her enemies, slowing their movement and attack speed by 20% for 2.5 seconds, and chilling them.
Cooldown: 6 seconds
Cost: 50 / 70 / 90 Mana per second
Magic Damage: 80 / 120 / 160 (+0.25 per Ability Power)
Glacial Storm is a toggleable ultimate which means that you can make it last as long as you want, as long as you can sustain it. It is mana hungry, however and early game, can drain you a lot, so its best not to farm minions with it until late game, where one and a half seconds is enough to wipe out an entire wave of minions. It also applies the chill effect, which doubles the damage of Frostbite. It's benefitial to use it for the slow and the chill effect when the enemy has wised up to Flash Frost or it is on cooldown.
Always remember to check the enemy team composition to see which items would provide you with the best chance of survival, while also obtaining kills.