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Introduction
Hello and thanks for viewing my Anivia guide! I am Tyler "ecco" Spesick and am the former mid player for the LCS teams "Team MRN" and "Team Velocity eSports."
The guide will help Anivia players of all skill levels improve their play. I will do my best to run over the grand scale of things as well as the smaller things that will give you the tools for your Anivia-play to excel to the next level. Overall Anivia is a very strong champion who scales well as long as she doesn't get behind early. She has very strong laning, utility, and burst. She is also a very high skill-cap champion which is why I enjoy her so much!
(VOD of a stream game of me playing Anivia in solo queue: http://www.twitch.tv/thebts/c/2921902)
Pros
- Very aggressive sieging.
- High Burst.
- Amazing Catch.
- Excels in kite comps.
- Defends pushes/towers well.
- Is one of the strongest teamfighting champions in the game.
Cons
- Low mobility/low escape.
- /Very/ blue buff dependent.
- Flash Frost can be difficult to land in teamfights.
- Has bad matchups which makes her risky to pick early.
- Hard to recover from games where you get behind early.
Anivia works best with compositions that focus on kiting/peeling which ultimately is protect the adc comps. These compositions are mostly very teamfight centered which allows Anivia to use her kit to the maximum efficiency. Twitch and Kog'Maw are two ad-carries who work extremely well with Anivia because she can peel for them so well. She makes up for their lack of movement with her high-cc so it tends to turn fights into having almost two supports on your team; except one of your supports does an insane amount of damage. An example composition would be Shen, Jarvan IV, Anivia, Nami and Kog'Maw. A very well-rounded and overall low mobility comp. It is very teamfight/sieging centered comp and this best suits Anivia because once she gets one or two items, she becomes the queen of teamfights because of how well she controls everyone's movement.
Also, as seen in the aforementioned example composition, Anivia also works very well with a split-pusher on her team. She has some of the strongest wave-clear in the game which allows your team to defend 4v5s very well. Also, she sieges extremely well by using her wall to zone people from defending the tower as well as strong catch with Flash Frost.
Ignite and Flash are the summoners that best fit Anivia due to her very high kill potential she has in lane. She has some of the strongest pre-6 laning if you are able to land a couple of Flash Frosts and this set of summoner spells allows her to utilize this strength.
The other set of summoner spells that I use on Anivia is Exhaust and Flash. This is something I rarely, rarely do and when I do it is because the match-up is terrible and I will be using it to help survive. The only match-up I consistently use exhaust is against Fizz because he hard-counters Anivia otherwise. If you are having trouble in other match-ups you can use exhaust to help relieve pressure as well but I rarely use it outside of the Fizz matchup.
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greater mark of hybrid penetration Greater Seal of Armor Greater Glyph of Magic Resist Greater Quintessence of Ability Power |
These are the runes I run on Anivia and are the runes I use the majority of the time on every mid-laner currently. The hybrid-penetration marks are especially strong on Anivia due to her insanely high AA range which allows you to slowly dwindle down your opponent's health bar until you can land that flash frost that will spell their demise. Only 2.3 magic-pen is lost for 8.1 armor pen when comparing hybrid-pen reds to magic-pen reds so overall it is much more efficient.
For yellows and blues there are really no other options. You need the extra resistances to be trading as efficiently as possible.
Quintessences are something that I actually changed earlier this year. I used to only room movement-speed quints on Anivia but I changed it out for flat-AP quints because it makes her laning that much stronger. I make up for this by going for fairly early alacrity enchantment on my boots.
This is the standard page I've been running on almost all of my AP mids right now. Overall it gives you everything you need for the entire game. The 21 points in offense allow you to scale as hard as you can into the late game while the 9 points in offense give you added regeneration for laning as well as reduced cool-down on your summoner spells.
This skill-matchup will give you the strongest laning possible with investing all of your points into your damaging moves as well as giving you a level 2 wall at lvl 10 for extra objective control. It flows very fluidly and I've never used another skill sequence since using this one.
Anivia is one of the few champions who uses the old starting items of faerie charm + consumables. It causes her to have a lot of sustain in lane which causes even trades with people who starts dorans to be a winning trade. The large amount of consumables favors high amounts of trading so be very, very aggressive. Because she can be so aggressive so efficiently is a large reason as to why she still uses the faerie charm start as opposed to doran but it's also because having an early ward is almost necessary due to her having the lowest possible movement speed in the game as well as usually being pushed up due to being aggressive.
Once you have reached these items with Anivia you become a team-fighting monster. You deal insane amounts of damage as well as having large health and mana pools which helps greatly in extended fights/sieging. The reason alacrity is acquired so early in my build is because I don't take ms quints and she needs that extra little oomph to make certain aggressive walls. It also helps her overall because she is as slow as a slug and it just overall makes your positioning better. The reason you stack so many "pool" items on Anivia is because she has very high mana-costs so having a large pool causes her to not run oom quickly. She also has very high base damage so she can get away with stalling some of her damage items.
Now that you have all the health and mana in the world on your side you build damage. The order of these depends on your opponent's items. Do they have an Aegis? Do people in their front-line have mr items such as negatron cloak or merc treads? If you are answering yes to these questions you want to get a void staff 3rd item and then follow it up with a deathcap. The reason being is that the penetration gained from void staff will outweigh the extra AP.
So when it comes down to your last item you have two choices: Zhonya's Hourglass or Liandry's Torment. Zhonya's gives you more burst and survivability against ad champions while Liandry's gives you a little bit of extra health as well as the tools to help burn down tanks further. If your opposing team has health-stacking champs (such as Singed or Zac) then it might be in your best interest to go Liandry's. It is a judgement call made based on how much health-stacking the enemy's front-line is doing.
The following are match-ups that you should avoid picking Anivia into. Overall she is risky to pick blind but beware of picking Anivia into these champions.
Annie: Very strong burst that can one-shot you easily. Can also trade auto-attacks with you in lane due to her having very long range as do you. Just overall a scary match-up that follows up well with aggressive junglers.
Fizz: Can dodge your E with playful/trickster nullifying your main damage dealer and making it almost impossible to harass him post-5. Has a ton of burst/mobility and is just overall a pain in the *** to deal with.
Gragas: Very heavy burst and displacement that can capitalize on your low movement speed very well.
Kassadin: Has a point and click silence that causes you to be unable to pop your Q. Overall hard to deny him from farming and he will out-scale you into the mid and late game.
LeBlanc: Has a silence so same story with Kassadin but also has very high burst. If you are able to get ahead in this match-up it isn't terrible but it can be a pain to deal with.
Annie: Very strong burst that can one-shot you easily. Can also trade auto-attacks with you in lane due to her having very long range as do you. Just overall a scary match-up that follows up well with aggressive junglers.
Fizz: Can dodge your E with playful/trickster nullifying your main damage dealer and making it almost impossible to harass him post-5. Has a ton of burst/mobility and is just overall a pain in the *** to deal with.
Gragas: Very heavy burst and displacement that can capitalize on your low movement speed very well.
Kassadin: Has a point and click silence that causes you to be unable to pop your Q. Overall hard to deny him from farming and he will out-scale you into the mid and late game.
LeBlanc: Has a silence so same story with Kassadin but also has very high burst. If you are able to get ahead in this match-up it isn't terrible but it can be a pain to deal with.
The overall idea with Anivia's laning is to be super aggressive so begin at level 1. Be trading constantly as you know you trade more efficiently than them and have more sustain due to your laning emphasized starting items. Constantly auto-attack them and throw out some Qs. Only a few champions can really punish your stun being down early so don't be afraid to toss a couple out and have them miss because when they do connect they will pay dearly. Use the edges of the wall as blind-spots to throw out some sneaky Flash Frosts as well. This trick won't work if you overuse it so just add it in every once in a while. It can be very effective if you trick them into thinking you backed while you are really hiding around the corner waiting to stun them. Usually they will overextend into the wave and waste all of their abilities to push it as fast as possible and set you up for an easy kill.
On how to treat the wave you want to keep it as centralized as possible. Having the lane push away from you without a ward on both sides is very risky as you have very, very low mobility. Having it pushed against you is also bad because her last hitting under tower is not very strong early game.
Your job in fights is to be hitting front-line, kiting and overall peeling for your adc. You deal a ton of damage but have no real way to get to priority targets unless they misposition. By all means, if they do, kill them. KILL THEM. Kill the highest priority target that is within your grasp but overall you are keeping your adc alive. Chain your Flash Frost CC with teammates as well as you can and do your best not to stack your cc on high-health targets. If you are bursting a target then don't worry about this but if a 3000 health Nasus is chasing your adc down and he just got Annie stunned, do your best to have your stun begin right before Annie's ends.
Hold your adc's hand and keep them alive in teamfights. Force objectives and siege turrets. These are your priorities as Anivia and your goals to accomplish with your team.
Deny vision with your team and you can sit in bushes with your wall ready to catch the unfortunate person who ventures out too far to gain some of that vision back. Your sieging is stronger then ever but strategies like the one above can be implemented when baiting objectives after taking down an inhib. Anivia is really strong at baiting objectives and fights in the jungle because of her wall so forcing skirmishes and denying vision is very important. Just make sure to use your wall wisely so it helps your team more than hurts them and also remember to hold your Q for the right moment to use it! It doesn't help anyone if it misses so waiting that extra second to use it properly if you need to.
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