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Anivia Build Guide by Lemonmonkye

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.


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League of Legends Build Guide Author Lemonmonkye

Brace yourselves, Anivia is coming

Lemonmonkye Last updated on May 3, 2013
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Ability Sequence

1
8
10
12
13
Ability Key Q
4
14
15
17
18
Ability Key W
2
3
5
7
9
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 9


Guide Top

Introduction


Anivia. I've only ever gone against her once, but since then she has become my top champion.
A rare gem in solo que, Anivia can take down champion and completely change the outcome of a team fight in an instant. Of course, building her with AD runes and a handful of Doran's Blades won't do any good for you, so I'm here to show you how I build and play Anivia to maximize her effectiveness in the field.
Other than that, just keep in mind I went about this slowly to try to be as accurate as I could for
all of you. If you see a mistake, point it out. If you have a different theory/strategy, tell me about it. If I like it I'll certainly make the change or write you your own section with credit. That said:


Guide Top

Pros / Cons


Pros


+ Hard to kill early with Rebirth
+ Great Skill Combo
+ Good at kiting enemy champions
+ Can completely block off jungle lanes

Cons


- Low speed and health
- Weak to any jumps or dives
- Mana dependent
- Slow at taking down towers


Guide Top

Masteries


Masteries
1/5
3/1
4/5
3/1
1/1
3/1
1/1
4/
1/
2/5
3/1
3/5
1/1


Summoner's Wrath - Since you'll be taking ignite, why not get extra AP while your waiting for it to cooldown? Plus, with Rabadon's Deathcap it really gives you an extra 6.5 AP.
Sorcery - Cooldown reduction make Anivia a killer. With an already low Ult cooldown time, Sorcery will make so you can spam Glacial Storm as you please.
Blast - Anivia is an AP mid, why wouldn't you want even more AP?
Havoc - Again, you want to do damage, and this helps. =]
Arcane Knowledge - As you start to instill fear in your enemies they'll build defensively against you. That's where some magic penetration becomes handy.
Mental Force - AP Baby
Spellsword - With a weak basic attack, this make harassing early and taking down turrets easier.
Archmage - Lots of AP Baby
Executioner - Through down a Glacial Storm on anyone trying to escape with this and they won't make it to the other side.
Wanderer - I personally like to put in movement speed just to make it easier to get around throughout the match.
Meditation - Mana Regen is one of the most important things Anivia can get from Masteries so no wonder we'll be putting 3 points into it.
Expanded Mind - While more Mana Regeneration is good, having more to begin with always helps as well. Here it is.
Runic Affinity - You're going to be mana hungry, so blue buff will always be a friend. Why not have him(her..it?) stick around a bit longer. Thanks to my commenters for helping make this change.


Guide Top

Runes

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

Most of these runes should look familiar for an AP champion. However, I do have Scaling Mana Regeneration as opposed to just flat Regeneration. My reasoning for this is good, however. By level 6 the Scaling rune will give Anivia .39 Regen/5 seconds as opposed to .41 with flat. That's only a .02 difference, and, although Anivia is mana dependent, it isn't much of a problem before level 6 and glacial storm. From that point on scaling will be better for you!


Guide Top

Champion Spells


As most mids seem to go, I enter the battle with Ignite and Flash

Ignite - Well since we got Summoner's Wrath it would be silly not to take ignite. It gives Anivia a chance to kill an enemy that would normally be fast enough to escape her, and get extra AP while it's on cool down.
Flash - A lifesaving spell that allows Anivia to be a bit more aggressive if you don't plan to ward. Also useful because of how slow Anivia's movement speed is to escape a gank or a dive.

I've now tried Ghost a few times as well, in place of Flash. Some seem to prefer this change, but I found not to be as effective. Consider when you might need to escape: Against a melee you can slow, freeze, and wall, and stay away. You can do this against a ranged too, but they may be able to get a few more hits in. Ghosting away you're still targetable and will be hit by auto attacks/skills. I find with flashing you can avoid these as you're untargetable for a time. Plus, you can hop through walls and get the extra AP while it's on cooldown. Therefore, I recommend sticking to Ignite and Flash.


Guide Top

Skills Sequence/Explanation

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Rebirth - Anivia's passive. Where you would usually die, you'll instead be put into an egg for 6
seconds and hope to wait out whatever whatever killed you. Early, you'll have up to a 40 point reduction from armor and magic resistance but if there is only one champion attacking you, you'll most likely make it through. At the end of the six seconds you'll be back to your normal self with all the health the egg had left. Stay alive for another 240 seconds and you'll have your egg ready again. You can use this to be aggressive early or to lure someone into tower diving you. Against many opponents I don't even need to bring a health potion. Finally, the best part about this passive is when you chat while in it your name appears as "Eggnivia" =]

Flash Frost - Anivia has notably slow movement speed, and no jump to get out of trouble so this
move can be a life saver. Though it is a slow moving skill shot, it will be easy to hit someone following you with it and therefore stunning them and allowing you to escape. For increased accuracy you can reactivate it while in flight to detonate exactly where you would like it to. This can also cause double damage (once as it passes through the enemy and once when detonated once past the enemy). Finally, flash frost will chill the enemy making frostbite cause double the damage.

Crystallize - Early game this wall will do little more for you than stopping an incoming gank, but it
can change the complexion of a team fight once champions are moving throughout the map. On this map you can see everywhere Anivia can block off with her wall.
None of these can be completely blocked off at its first rank but build it up and you can completely trap
or escape from someone. It does have a longer cool down than your other abilities, however, so be sure to time its use properly. Finally, you can throw a wall into an unwarded bush to can full view of it.

Frostbite - Although you should pick up Flash Frost first, this will be your main skill and should
be maxed out first. The skill will erase bars from anyone's health bar in a second just so long as they are chilled. So how do we chill an enemy? Look up or look down. Hitting an enemy with either Flash Frost or Glacial Storm will apply the chill effect on enemies. It won't last forever though so if you can't get in range quick enough, holster it and try again.

Glacial Storm - You're at level 6, now we're talking! Your creep score (cs) will be growing steadily
now and you can really effectively kite your opponent. Inversely, you'll also be spending a lot more mana. Hopefully you've been playing conservatively with your mana up to this point if you haven't gone b. If you have, then you should have bough into improving your mana. Either way, you can place this ult so as to completely surround a new creep wave and take them all down in a matter of seconds as shown:
Also, if you've been missing your Flash Frost this makes it much easier to chill your opponent.
Caution must also come with this ult, however, as you will push the lane faster so you must be more cautious. If I'm worried about a gank or am a bit behind you just throw this on an in coming creep wave and back up a considerable distance to stay safe. In a few seconds it will kill them all and your creeps will advance. After a few of these anyone waiting in the bushes will surely have gotten bored and shown themselves or moved on.


Guide Top

Items

Start


Boots of Speed - As I've mentioned a few times, Anivia is slow. Putting some boots on the tips of your wings will make you all the faster. Unless you've decided to go super aggressive, start with the boots.

Health Potion - I usually get one of these, if even, but take 3 until you get comfortable with Anivia and getting back to the turret before you'd be hit into an egg.

First Few Recalls





Tear of the Goddess - An item that is important to get early. The quicker you get this the more mana you will have, faster. It does help some immediately as well with the 250 mana and 7 mana regeneration.
Rod of Ages - Another important item to get early, perhaps even more so. This will give you a bit of everything you need to play Anivia. You'll get an AP boost, health boost, mana boost at a flat amount. Then, every minute, you'll get an additional 2 AP, 18 health, and 20 mana for 10 minutes.

Sorcerer's Shoes - Not a lot to it, but very helpful. You'll be able to get around a bit faster and the extra 15 magic penetration will keep your damage up.

Sustaining Lane
kage's lucky pick


kage's lucky pick - I vary getting this first or Hextech Revolver, but i usually go with this to maximize the extra gold I get from it. 25 AP as well!

Hextech Revolver - A nice jump in AP as you'll have 40 coming your way. Add on 12% spell vamp and spamming Glacial Storm on a creep wave will fill up a good portion of your health, not to mention the benefits in a team fight.

Late Game







Liandry's Torment - Now Anivia can really crush enemy champions. Suddenly you've got 50 more AP, 300 health, 15 magic penetration and best of all, the passive: Spell damage will burn off 6% of your enemy's health, and, if they're slowed, it'll take 12%! It just so happens half of your attacks slow your enemy. It might be a human mask, but it's made for this bird.
Will of the Ancients - At this point I'm sure you'll be moving as a pack so grabbing this will help everyone on your team. 30 AP and 20% spell vamp for all!
Archangel's Staff - I do hold off on this as I usually don't need the defense until this point. If you're having trouble getting killed then be sure to get this earlier. Either way buying it should turn into Seraph's Embrace pretty quickly.

Rabadon's Deathcap - Pure AP greatness. Reeling and dealing at this point, have fun bursting anyone down with a simply r-e-q combo.

Alternates

Zhonya's Hourglass - I heard a lot about not having this in my build, so I tried it, and it works. I'm not convinced it's better than taking Will of the Ancients yet, but it is definitely a viable replacement. You get a cool 120 AP along with 50 armor, and a 2.5 second stasis (invincibility). You're build will take a bit longer without the couple of minutes with the extra gp/10, but the AP and armor do help. If you find yourself under a tower with egg ready, you're golden too. You'll have 2.5 seconds of stasis, plus an egg to hide in, meaning few champions will be able to stick under a tower that whole time and get the kill. Realize you'll be sacrificing the Spell Vamp, for you and your teammates, plus some AP for your teammates, but definitely make the switch if you like the AP and armor.


Guide Top

Game Strategy

Early Game
In most game's you'll start off grabbing Boots of Speed, maybe a Health Potion or two, put a
point in Flash Frost, and head out to help with blue. Anivia does have good reach with her auto attack so you can attack the ancient golem from the other side of the trees and save some time getting back to mid. *Caution* - Anivia's basic attack is slow so be careful you don't last hit the golem, this will put your jungle way back and seriously hurt the team.
Once back at mid, start building up your cs. You will have to get used to last hitting with Anivia as she
is slower, but keep at it and you'll get the timing down. If you're going against a melee champion feel free to auto attack him when he come in to get a minion, but don't use Flash Frost on them yet. When you get to level 2, however, you'll have a point in Frostbite and can start doing damage. I still don't advise using it often, but a Flash Frost/ Frostbite combo will do considerable damage early. Try not to be aggressive early as you will get caught by a gank. Just focus on getting your cs up and making your counterpart pay for getting too close. They will feel that frostbite.

Mid Game
While many games I don't have more than 1 or 2 kills by 15 minutes, I usually have or am close to 100
cs. In getting this, you'll have to use your Glacial Storm a good bit, but the plus side of this is it will kite any melee champion and keep many others at bay. Mana will be important from level 6+ so be sure to get the next ancient golem if you jungle doesn't really need it. (Be sure to ask, don't just take) If you haven't died, or at least have more kills than your counterpart you'll probably be a level above at this point so you can turn up the aggression. If you can get a kill you'll want to take down the turret as quickly as possible. While attacking the turret I have a specific position I like to occupy as seen:
The light blue circle is where I like to set up. The red lines are where the enemy could be coming from.
In most occasions I will end up going up and to the left if enemies start approaching as there are multiple ways of eluding an enemy that way. Otherwise you can just go right back through the center of the lane.

Late Game
Hopefully, thanks to the build, you've taken down your enemy's turret before he yours was destroyed.
If so, feel free to help out in other lanes. Though Anivia does take a bit to get between lanes, she is very effective at ganks with her multiple slows and wall. Try to stay defensive of your turret though as much of the rest of the game will take place in mid lane. It's more than likely a good idea to stay with some allies at this point as the enemy will be roaming as a team. From here on out just be sure not be caught out alone, and play as you would with any champion. By the time you get Liandry's Torment you should be shredding the health bars off. Add on your Rabadon's Deathcap and all but the biggest tanks will be steering clear. Good luck!


Guide Top

Matchups


There are plenty of possible opponents to go against in mid, and some of them do drastically change the way you need to play. Unfortunately, I don't have them all listed here, but I didn't want to discuss champions I have only played against once of twice with Anivia. Look for more in updates though if I do come across them. So here is a quick run through:
Ahri
Akali
Anivia
Annie
Brand
Diana
Evelynn
Fizz
Heimerdinger
Karthus
Kassadin
Katarina
Kennen
Lissandra
Lux
Mordekaiser
Morgana
Nidalee
Ryze
Swain
Talon
Teemo
Syndra
Twisted Fate
Veigar
Zed
Ziggs
Zyra


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9/10
Ahri is a pain. A common trait you'll see in 7-10's here are a dive, and Ahri has a good one. She
can cast Spirit Rush 3 times, then Charm you, a very hard combo to escape with Anivia. You definitely need to play cautious against her. Save your Flash Frost so you can stun her if she tries to jump on you. You'll find an easier match-up post level 6 but focus on getting safe farm above risking yourself for any extra gain.

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7/10
Again we face a jump here in Shadow Dance but it isn't until post level 6. Earlier than that
you should be able to win in lane. That doesn't mean be aggresive, however. Just focus on last hitting, and hitting her if she goes in for a last hit, but don't chase her to get a hit. When she uses Twilight Shroud I like to Glacial Storm right on top of it to slow her down as well, and do some damage. Keep her dive in mind, but otherwise you should have this wrapped up.

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5/10
I can only assume a smart Anivia will have read this guide as well so difficulty depends on who
follows it more =P Mostly just think about what you're trying to do, and realize they are too. Don't get caught by Flash Frost and get more last hits and you should be fine. (Both of you bwahaha)

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4/10
Stay on your...wingtips(?) for this battle and you should be ok. As long as I keep moving Annie
usually has a hard time hitting me despite my slow speed. Start normal, but if you see she's having trouble hitting you feel free to be a bit aggressive. Just always keep ganks in mind, and Summon: Tibbers once she reaches level 6.

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6/10
This will be a bit similar to Annie but a bit more difficult. Again, if you can keep moving and
avoid his abilities it will make things a lot easier, but I don't find much use out of being aggressive against Brand. I find he can quickly turn your being aggressive into your running away, so best to just be safe.

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5/10
I'm putting her at a 5 because she could be easy, but could be very tough. You need to make
sure she doesn't get strong. Before level 6 you can be a bit agressive but no need to close in, and if her Pale Cascade comes up you might as well back off. She'll get a good dive at level 6 in Lunar Rush so watch out, but take advantage of the lack of it before then.

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3/10
She really shouldn't be tough for you. Nothing she has counters you besides her ult slowing
you. You can buy a Vision Ward to counter her passive if you'd like but I rarely find the need to. Play this one as you'd like, you should be in complete control.

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10/10
From the easiest to the hardest =[ I find Fizz to be Anivia's hardest counter. Just look as his
abilities, they all work against you! Urchin Strike is a jump, Seastone Trident will give you damage over time, Playful / Trickster will allow him to dodge/ignore half your spells as well as escape a gank or turret dive you without getting hurt, and Chum the Waters will be even easier for him to hit because of Anivia's slow speed. If I'm against a Fizz, I take it easy, and take no chances. Work only on getting farm and hope he pushes the lane so he can get ganked. If you find yourself able to kill him good for you, but simply not dying is a win for you here (As far as laning, not necessarily for the game as a whole.)

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6/10
While not overly hard in and of himself, you do have to watch out for his
Hextech Micro-Rockets. If you keep getting hit with them you will take damage. Even if you try, it will be hard to push your lane because of his H-28G Evolution Turret so just chill on the lane and wait for his mistake. Also, chasing it usually a bad idea as you'll more than likely have to go through those turrets which can add up to some real damage. Play your game without worrying about him so much and you should be fine, just don't be overly aggressive.

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5/10


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8/10


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5/10


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Guide Top

Conclusion


Well best of luck summoners. I'm sure this build will become your own through various mutations, but
if you got even a single rune placement out of the guide I'm glad I could help. Again, always remember: when you're in your egg, type something. You get to be Eggnivia, and that is awesome. Feel free to talk with me on here about the guide or elsewise. Get the last hitting down with Anivia and you'll be doing fine =]