Anivia Build Guide by
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
Ghost is another nice spell for chase or be chased situations. As you can see, this build works around Anivia's softness and slowness with speed from other sources. Its pretty usefull in Dominon !!!
Ignite is good for finishing off running champs early game as well as reducing healing. However for Anivia, that means you have to get semi-close to your opponent which is not really something you want to be doing. However, if you see that your opponent is running with low health and you are at a decent level Ignite will get you a kill that otherwise might have eluded you.
I will explain in detail how to use her skills to the maximum potential. There is a huge difference between a good and bad usage. Sometimes, no one will notice a bad usage except for yourself, which you will see after reading this guide.
Upon dying, Anivia will revert into an egg. If the egg can survive for six seconds, she is gloriously reborn.
Anivia's natural Guardian Angel. I talked about how to use her passive throughout my guide, so I won't discuss in detail here. But, keep two things in mind:
Don't get too cocky with Rebirth; in a gank, you can die the second time just as quick as you die the first time.
Don't play too passive with Rebirth; it's an awesome baiting/distraction tool. Saving it till someone kills you is a waste, and no guarantee you will survive anyway.
Q: Flash Frost
A massive chunk of ice flies toward target location, dealing 60 / 90 / 120 / 150 / 180 (+50% of ability power) damage, slowing movement by 20%, and chilling any enemy it passes through. At the end of its range or if Anivia activates the spell again, the missile detonates, doing 60 / 90 / 120 / 150 / 180 (+50% of ability power) magic damage in a small area and stunning units for .75 seconds.
Area of Effect:
Cost: 80 / 100 / 120 / 140 / 160 mana
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.5 per ability power)
A slow and obvious projectile that consumes a decent amount of mana early on. Any foe that is paying attention to you shouldn't be hit by this if they actually care enough to dodge. Shooting this at anything above medium range is pointless because most of the time your opponents will juke it by side-stepping. Even worse, sometimes shooting it right away instead of saving it will end up getting you killed in ganks. Patience is a must with this skill. Also, you must, must pay attention to the cooldown and the range. This skill will either save you or get you a kill, pay attention and practice!
Flash Frost also has double damage, only if you detonate after it touches your opponent. A general rule of thumb is to only detonate after it travels past the mid-point of your opponent's sprite.Flash Frost can proc up to three times for triple damage; this is require since it requires your opponents to run with your Flash Frost so it touches them twice, and detonates once. Mostly happens when your opponent is running away from you in a straight-line.
One way to land a Flash Frost successfully is predicting your enemys movement. If he/she moves in for the last-hit, predict where he/she will stop and shoot it there. If your enemy gets caught in between minions, shoot it and he/she can't escape because of creep blocking.
Detailed Usage Guide
Usually used in early game or when chasing a dying enemy. Use Flash Frost immediately at the same time you are clicking Flash. This makes you instantly flank or get closer to your enemy, stunning them, and finish them off with Frostbite without them able to move much (or react). Do not expect most players to react fast enough to dodge a point-blank Flash Frost without them able to move much (or react).
A move that requires patience and timing. This is mostly a baiting skill. You are running away from an enemy and the enemy sees you are retreating and moves in. While they start to advance, shoot Flash Frost [skills/anivia/q.png] at the chasing opponent. Enemies can't react fast enough to dodge the stun because they are expecting you to keep retreating. Especially at low health, not many expect you to shoot, stun and kill them when they are chasing you. A regular version of this is when you move towards your opponent; your opponent backs out; you back out but aim your Flash Frost silently; your opponent saw you backing out and move back in; you shoot your Flash Frost and land a combo.
An alternative of this wait until enemy chase you at low health (both of you), suddenly turn around, Flash to your enemy at point-blank range, Flash Frost + Frostbite for the kill. It's a gamble because both of you are at critical health, and there's no way, for a normal enemy to react to your gutsy move.
Against champions like Sivir that can interrupt your combo attempt by using Spell Shield, you have to bait the shield. Remember that your Flash Frost can be detonated at any range. If a Sivir saws your Flash Frost travelling towards her, or running to the Flash Frost to get the Shield Bonus Proc, cancel it midway by pressing "Q" again before reaching her. You can predict a Sivir Spell Shielding by faking a "Q" cast, wait for her to use Shield, then cancel it midway, thereby wasting her mana. Do not let "Q" touch her even without detonation, because touching counts as a Shield Proc. But this is also the reason you can stun Sivir with Flash Frost even if she use Spell Shield, because the skill technically hits twice (touch+detonate, detonate stuns).
When you get interrupted by silence, stun, or knock-up before you can detonate your Flash Frost, your Flash Frost will continue to travel to the max range before auto-detonating. Therefore, when you cannot manually detonate Flash Frost, you have to plan ahead expecting the interruption and rely on the auto-detonation. For example, when you are chasing a Soraka, she will definitely silence you before you can stun her. Therefore, keep yourself at a considerate distance away and aim the Flash Frost ahead of Soraka, so if she stops to silence you and continue running, the Flash Frost will auto-detonate at max range and stun.
Example: hiding your Flash Frost
If you shoot a Flash Frost from this bush, the entire travel distance will be covered with terrain and fog (cannot be seen by your opponent). Once the projectile reaches your opponent, it will automatically detonate because it reached maximum distance. In order to pull of this gank, you need to Flash to the spot while the projectile is travelling (you don't need to press "Q" again), then place wall immediately after to block escape route, and finish with Frostbite.
Crystallize deserves its own section. Read chapter 4.
Anivia blasts her target with a freezing wind, dealing 55 / 85 / 115 / 145 / 175 (+50% of ability power) magic damage. If the target has been chilled, they 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)
Just remember to Frostbite mostly when your target is chilled. That doesn't mean you can't Frostbite to finish off a low hp enemy without chill.
To prevent spooking your opponent from Flashing away, you can also shoot frostbite, while its travelling, immediately place glacial storm for instant double damage combo.
Frostbite can also be used as a cheap way to "pop" an enemy's Banshee's Veil
DO NOT try to chill/Frostbite combo in the following situations
Chill is a CC that can be cleansed; when cleansed, double damage won't proc
opponent uses Quicksiver sash or Cleanse
against Olaf when he is in Ult form
Chills that DONT proc Frostbite
any items (Frozen Heart, Frozen Mallet, Rylai's Crystal Sceptre etc.)
Ashe's Frost Arrow, but Volley Procs (ECA needs testing)
R: Glacial Storm
Toggle: Anivia calls forth a driving rain of ice and hail, dealing 80 / 120 / 160 (+25% of ability power) magic damage per second, slowing their movement and attack speed by 20% for 1 seconds, and chilling them.
Initial Cost: 75 mana
Upkeep Cost: 40 / 50 / 60 mana per second
Cooldown: 6 seconds
Area of Effect:
Magic Damage: 80 / 120 / 160 (+0.25 per ability power)
Quick tap for instant slow (not as easy to use after Mana increase for "pulsing"). NEVER LEAVE IT ON FOR LONG unless you know what you are doing. Glacial storm drains mana like crazy, although less than before per second wise. Pulsing 4 or 5 times early game can deplete most of your mana pool. Glacial storm also reduces attack speed in an aoe effect by 20%, be sure to place it against heavy physical teams. Late game you will notice a huge benefit in debuff, especially against Warwick [champ/warwick.png] and Olaf (not in ult form) .
Initiate with Anivia
Initiate with Anivia
Anivia can initiate a teamfight with a well placed wall. By catching an opponent off guard and separating him/her from the rest of the team, your team can rush in and decimate the target in a few seconds. If the other team comes to the rescue, your team will have a huge advantage in terms of positioning and will likely win the teamfight with ease. To do this, you have to be constantly paying attention to the enemy movement and know when one of them is out of position. You have to be in front of your own team. Several situations allow this:
1.Your team is hiding in the bushes. An enemy cluelessly wonders close with only one narrow exit behind him/her. Seal it off with wall and stun.
2.The enemy team is doing Baron/dragon. Wall between them so the opponents are split inside or outside of the dragon/baron pit.
3.In a large open lane when 2 teams (5v5) are in a stalemate, neither charging in, wait for one of them to extend too far, Wall, stun, Glacial Storm and get rest of your team jumping on him/her (Ashes arrow, etc.)
Standard Runes Set
X9 Greater Mark of Insight: +0.95 magic penetration
Magic penetration marks are the staple runes for most AP Casters. They are simply better than Flat AP marks in most situations. This is no different on Anivia.
X9 Greater Seal of Resilience: +1.41 armor
I switched into my flat armor seals after the nerfs to her egg, mp/5 seals, and health quintessences. This gives Anivia a bit more survivability she needs from lane harassment, which she needs after Riot nerfed health quints and her egg. I also found mp/5 seals make less of a difference now, at least not as useful as Flat armor seals.
X9 Greater Glyph of Potency : +0.99 ability power. For more magic Damage.
X3 Greater Quintessence of Fortitude: +26 health
Even after health quints got nerfed, they are very important for Anivia's survival early game. I wouldn't get any other quints.
X3 Greater Quintessence of Potency +4.95 ability power