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Recommended Items
Runes:
Sorcery
Domination
Spells:
Flash
Ignite
Items
Ability Order
Rebirth (PASSIVE)
Anivia Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Fizz
Push the advantage levels 1-2, farm as best you can.
Ideal
Strong
Ok
Low
None
Introduction


Who Am I?
I'm Dorryza, a Diamond player on NA. I enjoy playing primarily mid, but I also like ADC. I got where I am mostly by playing Anivia, and seeing as I love my ice birdie so much, I thought I might share how I play her with everyone else here on Mobafire.
Pros and ConsSo Why Birdie?
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Why Not Birdie?
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The Big Two:
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![]() ![]() That being said, it isn't as essential as Flash is- therefore, if you're going to change up summoner spells, get rid of Ignite first. |
Other Viable Options:
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Heal is now super-strong after the rework. It can give you that extra bit of HP to win a fight, or a nice burst of speed to get out of a tight spot. However, a lot of its power is the fact that it can also help an ally. Also, most mid laners carry
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You know that mobility problem that I was talking about?
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The Standard Build:
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As a burst mage that heavily relies upon either slowing or stunning an enemy to start a combo,
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Let's face it-
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I found this group of mastery skills to all be somewhat unattractive, to be completely honest. None of them really stood out as good.
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Most people would be surprised that I don't choose
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![]() ![]() ![]() ![]() ![]() ![]() Additionally, ![]() ![]() ![]() ![]() ![]() |
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I personally really like
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Honorable Mentions
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While
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![]() ![]() ![]() ![]() ![]() ![]() I would probably rather swap ![]() ![]() ![]() ![]() ![]() |
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4% movespeed is situationally useful, but not really that huge in my opinion.
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Again, I don’t like
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While I do prefer
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The effective replacement of Thunderlord’s,
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A good alternative to
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Rebirth
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The most hilarious, and quite possibly the strongest, passive in the game,
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Flash Frost
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Crystallize
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Anivia's "play-making" skill, using
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Frostbite
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Her main damage spell,
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Glacial Storm
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This is it.
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Your general skill order is
>
>
>
There are two main level paths for
Anivia.
The main level path is: Getting a second level in
Flash Frost instead of one level in
Crystallize at level four really helps in trading. You want to level up
Frostbite first, as it'll be your main damage spell the moment you hit level 6. Get one rank in
Crystallize at level 8 to ensure that you can both help your team in mid-game with CC, as well as giving you additional kill potential with forcing your opponents into a
Flash Frost, or keeping them in
Glacial Storm.
On the other hand, if you're against a relatively immobile but long range mage such as
Lux or
Xerath, you can get
Crystallize at level 4. You wouldn't be able to hit them easily with just
Flash Frost due to how far away they are- however, using
Crystallize to force them into a guaranteed
Flash Frost is a combo that does a lot of damage, yet is extremely hard to react to. As such, the level sequence in this case is:
Note that these level-up paths are not set in stone. A early level in
Crystallize can ruin a
Fizz who used both his teleports to dive you under tower, and an extra level in
Flash Frost can provide just that extra bit of damage damage to win trades against that
Ziggs. It's quite simply, personal preference.
It should also be noted that if there is a lot of jungle pressure, from either side, I would get
Crystallize at level 4. The extra CC provided by the wall might just be enough for you to catch out the enemy mid laner, or for you to escape to the safety of your tower.




There are two main level paths for

The main level path is: Getting a second level in






On the other hand, if you're against a relatively immobile but long range mage such as






Note that these level-up paths are not set in stone. A early level in




It should also be noted that if there is a lot of jungle pressure, from either side, I would get

Accidentally clicked on me? Done with this section? Click here to return to the "Skills" section!
This one spell is what both makes



- Engages; where you use
Crystallize to start a fight
- Disengages; where you use
Crystallize to stop a fight that's already in progress
- Peels; where you use
Crystallize to stop an enemy from getting to an ally (or yourself)
- Other; where I talk about all the other myriad ways
Anivia can use
Crystallize, and give some general tips
Note that in this section, I have some color coded lines, arrows, and circles in my pictures.
Blue ---->s indicate the direction in which I use

Red ---->s show where my opponents are planning on walking.
Green -~~->s show my opponents' new pathing after Crystallize.
And Orange Circles show the approximate area where

Engages:
Forces:
Pathing in LoL works in a very specific way; the computer analyzes the shortest distance between Point A (yourself) and Point B (your destination) constantly- if it decides that a different route is better, it corrects to that route instantaneously by human standards. Since




Catches:
Every level of




Disengages:
No team or person will play perfectly 100% of the time, and there will be times when you/the tattered remnants of your team will be fleeing for your lives against five angry full-health enemies. As




Peels:
In the middle of a fight/duel, you will occasionally have someone (typically melee) running towards someone you typically don't want them to reach, like a fleeing low-health team member, or that ubersquishy



The line between a disengage and a peel is thin, but generally speaking, a disengage is when you want the fight to stop, while a peel wants the fight to continue, but with additional time/distance for the person that is being peeled to refresh cooldowns or auto attack more, respectively.

Other/Misc:
The Basics:
- Use already-existing terrain to your advantage! Especially applicable to Level one
Crystallize, but still relevant at later ranks, using wall in conjunction with terrain features such as the little gap between outer/inner turrets and the wall, that protrusion at river into mid lane, and narrow jungle paths just makes
Crystallize be more effective.
- Level one
Crystallize can be used to effectively block off most jungle paths and entrances.
- Be warned that using
Crystallize to fully wall-off jungle creeps such as Blue Buff is no longer effective. While partially blocking their pathing to create additional time is still a viable strategy, due to the new patience system, fully walling off creeps simply means that they will start regenerating HP likely before you can kill them.
Crystallize used to give vision, but no longer does. No more face-checking bushes with wall.
- Wall also does exactly one true damage to an enemy if put right on them. While this can give long range assists, it can also accidentally proc. tower aggro. Plan accordingly.
Crystallize is capable of interrupting channels such as
Death Lotus,
Requiem, or
Destiny.
- ***NEW*** Her wall now interacts with abilities that check with terrain. Basically, you can use
Crystallize to combo with
Vayne's
Condemn,
Poppy's
Heroic Charge,
Bard's
Cosmic Binding, and
Gnar's ult (heave thing)
GNAR!.
Advanced Tips:
- One of the most effective walls is "The Pincer"- where you try to get as close to a horizontal wall as you can get. This is extremely effective because it forces an opponent to backtrack instead of just walking sideways.
Example:
The Pincer
- As
Crystallize does take up space, targets that you place it on will be slightly displaced. If you're fast enough, you can use this to push enemies into slow-moving skillshots like
Aqua Prison, or even into the fish for
Chum the Waters!.
- If your target is just past the max range of the wall, consider using the wall at an angle. It won't be as effective as a flat wall, but it might just slow down your opponent enough for you to get in range for a
Glacial Storm or
Flash Frost.
- A properly timed
Crystallize can stop dashes in their tracks. If the wall is already placed when the dash begins, then the dash will clear the wall. However, if you use the wall AFTER the dash begins, the dash does not clear the wall. I've personally confirmed this with abilities such as
Jarvan IV's
Dragon Strike+
Demacian Standard combo,
Vault Breaker,
90 Caliber Net, and
Bandage Toss.
- A properly timed and placed wall can even interrupt both
Sion's ultimate (as he slams into the wall instead of you), as well as
Bard and his friends mid-
Magical Journey!
The difference between a decent

The Standard Start:
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The
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Alternate Starts:
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The
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The
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Early Core:
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I'll be completely honest- I hate that I have to do this, but the gutting of
![]() ![]() ![]() Buy this before ![]() However, the early-mid game power slump will be more than recovered when you grab your ![]() ![]() ![]() |
Other possible early game items:
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Grabbing a
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Mid Game Core:
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If an AP caster doesn't have
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You should also have
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The logical extension of
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Late Game Offensive Items:
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A must have-
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This item feels made for Anivia. A bit more tankiness, some extra AP, and increased damage the longer a fight lasts, which synergizes very well with Anivia's lower-ranged but CC-packed kit. And you can't forget about that amazing %hp burn. The burn that does double damage if the target is slowed. Did we mention that
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While
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Late Game Defensive Items:
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Not only does
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Unfortunately, the mana got removed from
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Other:
Warding and Trinkets:
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This will typically be the trinket that you start out with, as well as the trinket that you stick with as the game goes on. As it is now the only source of wards, barring the
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Serving much of the purpose of
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Because of the changes to the warding and trinket system in the new season, in early and mid game, it is impossible for the trinket alone to cover both sides of mid lane, not to mention the multiple entrances for each side. Therefore, ensuring that a pink ward is placed at any given time (past the first back, that is), has become absolutely essential.
Good places for ![]() ![]() It should also be noted that these are also very useful against characters that use stealth, like ![]() ![]() |
I classify "Early Game" as levels 1-6, when everyone just stays in their lanes and glares at each other from their respective towers.
Anivia's goal in early game is to CS better than your opponent, gain levels, and not die- if you're handed a kill on a silver platter, take it by all means, but that's not what you're here for. This is because, pre-6,
Anivia is actually quite weak. While a
Flash Frost+
Frostbite combo does do a large amount of damage early game,
Flash Frost is relatively easy to dodge, leaving you completely helpless to enemy harass or all-ins.
However, just CSing is also hard too, because Anivia's auto attack not only does little damage, but is also slow, both in the particle (though Riot buffed this a bit), and also in the animation.
But it's not all bad. A slow projectile speed, along with an absurdly high auto attack range (
Annie is the only standard mid to outrange
Anivia) makes auto attack harass a breeze, as you can attack, and immediately retreat, negating creep aggro and, if you're feeling gutsy, turret aggro. It's also hard for opponents to retaliate, as if they walk directly towards you to counterattack, they just eat a
Flash Frost+
Frostbite combo to the face.
Therefore, your best bet is to harass your opponents with auto attacks. Keep in mind that if you have to choose between harrassing them once or getting a minion, the minion takes priority, as
Anivia is one of the hardest-scaling AP mids in the game. If your opponent is being predictable and going forward for a minion, and you can hit a
Flash Frost, be sure to hit them with a
Frostbite as well as an auto attack to maximize your damage before falling back- just be careful that you're not being baited by a mobile champion that can take advantage of you like
Fizz or
Zed by dodging your q and going to town on you.
Spoiler: Click to view





However, just CSing is also hard too, because Anivia's auto attack not only does little damage, but is also slow, both in the particle (though Riot buffed this a bit), and also in the animation.
But it's not all bad. A slow projectile speed, along with an absurdly high auto attack range (




Therefore, your best bet is to harass your opponents with auto attacks. Keep in mind that if you have to choose between harrassing them once or getting a minion, the minion takes priority, as






I classify Mid game as the time when everyone stays in their lane most of the time, but occassionally roams/rotates. It tends to be level 6-11ish. This part of the game is one of Anivia's strongest.
Access to waveclear means that she can push the lane hard when your lane partner leaves. Blue buff and mana items mean that you can farm Raptors for extra gold with impunity, while being able to buy boots allows you to roam decently. Having
Glacial Storm also allows you to use your
Frostbite much more easily, as you're not immediately blowing your only hard CC every time you want to trade.
This portion of the game results in many haphazard, running teamfights, and Anivia excels at this. She can lock down an area with
Glacial Storm or
Crystallize and not let anyone join the teamfight. Alternatively, she could use
Crystallize and catch an unorganized team member off guard. Also, the unpredictability of the teamfights highlights yet another one of her benefits- her ult is always up, in stark contrast to most other mids' ults, which often have cooldowns of over one minute. More teammates also means more bodies to stand bodyguard in front of your egg.
However, not everything is perfect. Additional enemies means that an exposed egg will die every time. Your low, low mobility will mean that you could get caught out easily, or chased down at the tail end of a losing teamfight. Other enemies have greater sheer nuking power with higher cooldown ultimates. And mana will become a precious commodity to you- try to get Blue buff from your jungler every time it's up, because you need it to clear waves and fight effectively, at least until your mana items kick in.
Access to waveclear means that she can push the lane hard when your lane partner leaves. Blue buff and mana items mean that you can farm Raptors for extra gold with impunity, while being able to buy boots allows you to roam decently. Having


This portion of the game results in many haphazard, running teamfights, and Anivia excels at this. She can lock down an area with



However, not everything is perfect. Additional enemies means that an exposed egg will die every time. Your low, low mobility will mean that you could get caught out easily, or chased down at the tail end of a losing teamfight. Other enemies have greater sheer nuking power with higher cooldown ultimates. And mana will become a precious commodity to you- try to get Blue buff from your jungler every time it's up, because you need it to clear waves and fight effectively, at least until your mana items kick in.
Late game is when people stop really caring about lanes and start roaming in teams with the intention of getting kills or objectives. At this point in the game, Anivia is a downright powerhouse and I would venture to say that she is the hardest AP Carry in the game.
Right now, you have three main jobs, in varying order:
The order of this differs based on the team that you have, the team that your opponents have, and the relative farm of all parties involved. For example, if you're 0/4 but your fed
Kog'Maw is 10/2, you're going to want to focus completely on peeling for him. On the other hand, if your 0/7
Lucian gets caught by
Skarner yet again, you're going for the exposed
Jinx instead of saving him.
Similarly, if your enemies are extremely mobile- say,
Kassadin and
Ezreal- you shouldn't focus so much on catching them with
Crystallize, because they'll just
Riftwalk or
Arcane Shift over it, respectively. On the other hand, if they're relatively immobile, such as
Kog'Maw or
Brand, catching them out with wall will either force a flash, give your team a free kill, or force a unfavorable teamfight for the enemy.
Because of
Anivia's great AP scaling (a full 1 AP:damage ratio for both
Flash Frost and
Frostbite), she's putting out some ludicrous damage. Her
Crystallize can catch out people with ease, even in lane, due to how large it is- and those people tend to die when there's 5 angry team members whaling on them.
Flash Frost, while slow, does have a rather long range and explosion radius- Stunning an enemy ADC at max range can be done if they come up to CS or harass at a bad time, and can result in a favorable engagement for your team.
Remember that
Anivia's CC is just as strong, if not stronger, than her raw damage output. Landing a stun on the enemy ADC is a full second of them not attacking, which could be essential in a teamfight. Separating an enemy team with
Crystallize within a teamfight can be devastatingly effective. And try to make sure that your
Glacial Storm affects as many people as possible, for as long as possible- its damage is nice, but the attack speed and movement speed slow are essential for both peeling that pesky
Jax off your fleeing
Kog'Maw, or making sure you win that DPS fight against that enemy
Jinx.
Right now, you have three main jobs, in varying order:
- Kill enemies, especially squishies like ADCs or Mids
- Peel for yourself and your ADC
- Catch out enemies, allowing your team to pounce on them, and then forcing a 4v5 fight.
The order of this differs based on the team that you have, the team that your opponents have, and the relative farm of all parties involved. For example, if you're 0/4 but your fed




Similarly, if your enemies are extremely mobile- say,







Because of





Remember that






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I hope you enjoyed my (admittedly absurdly long)
Anivia guide. I hope you learned a bit about how to play my favorite Ice Birdie.
The To-Do List:Champion Match-ups Updating Champion Match-ups, Synergies, a warding guide, a full Crystallize section, and Pwetty Pitures!
A couple of things to keep in mind:
Thanks for reading, and here's to hoping you soar to victory!

The To-Do List:
A couple of things to keep in mind:
- There's always the chance I got something wrong. Feel free to tell me in either a PM, in game chat, or in the comments section below.
- This is my first guide, so I would love feedback. Doesn't matter whether it's positive or constructive, every bit counts!
- If you liked the guide, a great way to say it would be with an upvote or with a comment.
- Above all- Bird is the Word.
Thanks for reading, and here's to hoping you soar to victory!
7/21- Guide Published!
7/22- Assorted edits and Clarifications. Also, Title change as it was pointed out that I was totally ripping off the title of the top guide >_< (sorry whomever wrote that)
Also champ match-ups from Ahri-Malzahar.
7/23- Additional assorted edits and fixes. Also added Champion match-ups from Orianna-Talon.
7/25- Updated cheat sheet, even more random edits/fixes. Champion match-ups from Twisted Fate-Ziggs added. Also, turned on C2V because it looked like everyone was doing it.
7/26- Finished and Published
Crystallize section. Removed most of
Crystallize in the Skills section to compensate. Even more random edits and fixes.
Added "Comprehensive" to Guide title due to finishing of Crystallize section.
7/30- Slight changes to reflect Patch 4.13
8/2- Fixed a minor formatting mishap. More minor errors and edits.
8/4- Fixed an out-of-place header.
8/8- Added more a bit more BBCode. Random edits
8/9- Large overhaul of guide based of the review from the Scouts de Mobafire (Thanks so much, Vynertje, GrandmasterD, and Janitsu!). If you want all the changes, just look at the comments section. Notably, Runes/Masteries have been changed significantly.
8/13- just realized some idiot mistakes. That's what I get for editing at 2AM, I guess.
8/25- some really really embarrassing typos.
9/4- it's really kind of surprising the kind of things you catch. More little errors
9/8- Even more little errors
9/12- Reworded some parts of the items sections, specifically the TotG section.
9/16- fixed a bit of broken coding
9/19- added in the patch change about terrain-checking abilities (Vayne, Poppy, Gnar)
11/15- I'm back! Finally completed overhaul of guide due to feedback from Meiyjhe (thanks for the review, by the way! I appreciate it a lot!) Namely, aesthetic and formatting things that weren't quite working before.
Also rewrote the Talon and Cassiopeia champion match-ups, considering their significant ability changes.
11/17- fixed a bit of cruddy spacing
11/20- more spacing fixes. Formatting is hard.
2/18/15- fixed some bugs, updated some out-of-date information about items and champions, added an Athene's/Morellonomicon portion to the FAQ due to the Season 5 changes.
3/2- assorted fixes, added trinkets, added rules to help separate different areas (notably in the item and summoner spell sections).
3/6- fixed some spelling/grammar errors, mainly in the matchups section.
3/16- found some outdated information, added other intricacies about Crystallize, added some interactions with
Bard
6/25- added to the Athene's vs. Seraph's portion of the FAQ. I'll try to get in an Ekko match-up soon, but I haven't actually played against him enough to be comfortable giving advice against him.
11/25- Updated for Season 6! Changed masteries, the warding section, and added a (decidedly late) Ekko section!
2/4/2016- Fixed some broken hyperlinks in the Ekko section
2/17- Forgot to remove the Homeguards part in the items section >_<
3/9- Fixed some inconsistencies I missed due to the season change.
3/12- Fixed some masteries mix-ups.
6/5/17- Major overhaul! Accounted for rune/mastery changes, Anivia mini-overhaul, and mage itemization changes. I'm still going through the little stuff to make sure I caught all of the no-longer-relevant information- if you see anything, just let me know!
-As an aside, I still have not worked through the champion match-ups one by one yet. Part of it is that I'm still trying to actually play against some mid laners (
Taliyah and
Aurelion Sol apparently don't exist). Updates on that pending.
6/6- renovated match-ups section. Removed some that I don't feel comfortable giving advice on anymore (s/a Talon)- we'll see if I can get some games in against them to see how they feel now.
9/7- Fixed some awkward grammar, and further modernized the guide. Updated Control Ward section, as well as the Ryze and Malzahar match-ups. Thanks to everyone who commented and pointed out some outdated information!
9/8- Fized a minor issue in the Ziggs match-up, being out of date.
9/13- Fixed a nonsensical sentence in the Crystallize section
10/3- Removed some extraneous wording
11/27- Reworked entire Runes/Mastery chapter to account for new preseason Rune revamp.
2/11/2018- Added Taste of Blood to the Honorable Mentions runes page.
7/29- admittedly belated update to the items to reflect mage item rework- primarily to Lost Chapter subsection.
7/30- Removed FAQ section (because there are no more relevant questions...)- added Morellonomicon to Offensive Items section. Changed Liandry's Torment descriptions
7/22- Assorted edits and Clarifications. Also, Title change as it was pointed out that I was totally ripping off the title of the top guide >_< (sorry whomever wrote that)
Also champ match-ups from Ahri-Malzahar.
7/23- Additional assorted edits and fixes. Also added Champion match-ups from Orianna-Talon.
7/25- Updated cheat sheet, even more random edits/fixes. Champion match-ups from Twisted Fate-Ziggs added. Also, turned on C2V because it looked like everyone was doing it.
7/26- Finished and Published


Added "Comprehensive" to Guide title due to finishing of Crystallize section.
7/30- Slight changes to reflect Patch 4.13
8/2- Fixed a minor formatting mishap. More minor errors and edits.
8/4- Fixed an out-of-place header.
8/8- Added more a bit more BBCode. Random edits
8/9- Large overhaul of guide based of the review from the Scouts de Mobafire (Thanks so much, Vynertje, GrandmasterD, and Janitsu!). If you want all the changes, just look at the comments section. Notably, Runes/Masteries have been changed significantly.
8/13- just realized some idiot mistakes. That's what I get for editing at 2AM, I guess.
8/25- some really really embarrassing typos.
9/4- it's really kind of surprising the kind of things you catch. More little errors
9/8- Even more little errors
9/12- Reworded some parts of the items sections, specifically the TotG section.
9/16- fixed a bit of broken coding
9/19- added in the patch change about terrain-checking abilities (Vayne, Poppy, Gnar)
11/15- I'm back! Finally completed overhaul of guide due to feedback from Meiyjhe (thanks for the review, by the way! I appreciate it a lot!) Namely, aesthetic and formatting things that weren't quite working before.
Also rewrote the Talon and Cassiopeia champion match-ups, considering their significant ability changes.
11/17- fixed a bit of cruddy spacing
11/20- more spacing fixes. Formatting is hard.
2/18/15- fixed some bugs, updated some out-of-date information about items and champions, added an Athene's/Morellonomicon portion to the FAQ due to the Season 5 changes.
3/2- assorted fixes, added trinkets, added rules to help separate different areas (notably in the item and summoner spell sections).
3/6- fixed some spelling/grammar errors, mainly in the matchups section.
3/16- found some outdated information, added other intricacies about Crystallize, added some interactions with

6/25- added to the Athene's vs. Seraph's portion of the FAQ. I'll try to get in an Ekko match-up soon, but I haven't actually played against him enough to be comfortable giving advice against him.
11/25- Updated for Season 6! Changed masteries, the warding section, and added a (decidedly late) Ekko section!
2/4/2016- Fixed some broken hyperlinks in the Ekko section
2/17- Forgot to remove the Homeguards part in the items section >_<
3/9- Fixed some inconsistencies I missed due to the season change.
3/12- Fixed some masteries mix-ups.
6/5/17- Major overhaul! Accounted for rune/mastery changes, Anivia mini-overhaul, and mage itemization changes. I'm still going through the little stuff to make sure I caught all of the no-longer-relevant information- if you see anything, just let me know!
-As an aside, I still have not worked through the champion match-ups one by one yet. Part of it is that I'm still trying to actually play against some mid laners (


6/6- renovated match-ups section. Removed some that I don't feel comfortable giving advice on anymore (s/a Talon)- we'll see if I can get some games in against them to see how they feel now.
9/7- Fixed some awkward grammar, and further modernized the guide. Updated Control Ward section, as well as the Ryze and Malzahar match-ups. Thanks to everyone who commented and pointed out some outdated information!
9/8- Fized a minor issue in the Ziggs match-up, being out of date.
9/13- Fixed a nonsensical sentence in the Crystallize section
10/3- Removed some extraneous wording
11/27- Reworked entire Runes/Mastery chapter to account for new preseason Rune revamp.
2/11/2018- Added Taste of Blood to the Honorable Mentions runes page.
7/29- admittedly belated update to the items to reflect mage item rework- primarily to Lost Chapter subsection.
7/30- Removed FAQ section (because there are no more relevant questions...)- added Morellonomicon to Offensive Items section. Changed Liandry's Torment descriptions
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