Anivia Build Guide by Magikchicken
Champion Build: Anivia
| Health | 3834.96 |
| Health Regen | 36.55 |
| Mana | 4215 |
| Mana Regen | 43.8 |
| Armor | 222.5 |
| Magic Resist | 115 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 412.775 |
| Gold Bonus | 5 |
| Attack Damage | 105.6 |
| Attack Speed | 0.804 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 120 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 37.47% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Tanknivia LoLWin — by Magikchicken
Hi, all! Seeing "Tanknivia," you might assume this is a "troll" or "fun" build... However, believe it or not, this is the Anivia build I use in ranked matches! So if you came here looking for something to use only as a silly build in ARAM or Co-Op Vs. AI, prepare to be pleasantly surprised: if you're competent at landing skillshots and have good instincts about where to place walls, you can and will rip your opponents up in 5v5 ranked using this build. =)
So... "Anivia's an AP carry champion, right? Of course. That's how everyone builds her." Why, then, does Magikchicken insist on using a "TROLL BUILD LOL"? Hmmm...
Well, the following are just MY reasons for building Anivia the way I do:
1. Crowd Control:
Anivia has ridiculously good CC for a champion who most people see as an AP carry.
[*]
[*]
[*]
This is the part where skill comes in: people will cry about Anivia being a faceroll and requiring no skill, but these are invariably the people who, immediately after saying this, try to play her and promptly ragequit because they can't handle her walls and slow-moving skillshot properly. When out in the open, it takes skill to wall properly so the enemy has to take the longest route around, preferably straight through your
In jungle teamfights, any Anivia can be a menace to her OWN team if used poorly; a skilled Anivia, however, can trap two members of the opposing team on one side of a wall with her carries, while the rest of her foes descend into chaos trying to Flash through the wall or run around it. Against squishy Anivia, the isolated opponents in question could simply rush her, egg her (or kill her if the timer's down) and run; in contrast, Tanknivia can keep them perma-slowed and force them to waste CC on her in order to get away.
2. Base damage:
Anivia has ridiculously good base damage on her
Then you get to watch as your team demolishes the rest of them (from the safety of your ridiculously bulky egg.) ^ v ^
To reiterate, Tanknivia doesn't need to melt EVERYONE on the enemy team; just the ones who have very little HP and Magic Resist. If you've forced one of their carries to build extra survivability just to counter you... Then you've done your job, because they have that much less DPS for late-game.
3. As mentioned above,
True, the egg's not very good early game if there's more than one opponent. But that, of course, is common sense: "Don't get ganked early." The fact remains that in any kind of teamfight, it's basically an instant global taunt for the enemy's DPS.
Squishy-build Anivia will die very quickly as an egg, meaning that the egg is only useful when your team is RIGHT THERE to help you.
The same goes even for Tanknivia... IF she's ganked by 3+ of the enemy team. But any less and you WILL revive in time... and probably kill one or both of your opponents if they were at all low on health pre-gank.
In a teamfight, if the enemy team is busy piling your 3000+HP egg, your true carries are free to rip ruthlessly into their life bars. And if your opponents wise up to it and ignore you when you get egged? You'll be up eight seconds later, with all your skills off cooldown (except perhaps wall) and ready to help your squishies escape or chase with some AoE slow and stun.
4. Hybridization Potential:
There's one (1) item that accounts for the majority of the AP in my Tanknivia build:
Any Anivia guide you read will point out just how quickly Anivia runs out of mana. This item is the answer to your prayers, not just because of the free 1400 MaxMP it gives you by the time you've maxed it, but also because you can then get an AP bonus of 165 with just the Staff + Tank items that give mana (for example,
This combo used to be even more awesome back when the Strength of Spirit mastery used to increase your HP Regen by 3% of your Max MP, but the Archangel's Staff alone makes all that mana worth it. Let's just say that that 9th point in the offensive mastery tree for 10% Magic Penetration isn't useless when your tank has 150+ AP from one item.
NOTE: The "Summary" section at the top of the page shows only 105 AP because that is how much is gained from non-passive item bonuses; it doesn't include the passive 20AP bonus from maxed
Thanks to Daisieheart for drawing my attention to this! ^_^
Runes, Masteries, Summoner Skills
The 9 mastery points in theOffensive tree are simply because it has the best 9th-point boost; the Magic Penetration helps you beat other tanks 1v1 late in the game, and 4% Cooldown Reduction is always good.
The Utility section trades on making Anivia's strengths even stronger (such as by increasing her base mana or reducing her cooldowns) and on compensating for her weaknesses (the
I put a point into
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Scaling Health 9 |
Greater Glyph of Cooldown Reduction 9 |
Greater Quintessence of Movement Speed 3 |
||||||||||||
I useHP/Level seals, Flat Cooldown glyphs, and Magic Penetration marks. I go for Magic Penetration because whether you're taking top or mid, you CAN get first blood just by harrying your opponent to about 1/3 health and then letting off a well-aimed
You can, however, substitute
| Runes | |||||||||||||||
Greater Seal of Scaling Health 9 |
Greater Glyph of Cooldown Reduction 9 |
Greater Quintessence of Movement Speed 3 |
Greater Mark of Health 9 |
||||||||||||
SUMMONER SPELLS
I usually run
However, I switch to
Items
The following are the reasons for the items I chose. I created this build from scratch in my semi-newbie days, and have continued mixing and matching to see which items worked best. This build is the result of a long time experimenting with items on Anivia; feel free to change an item or two, or even leave suggestions in comments, but the following setup is what I discovered works best for me:
~~~~~~~~~~
Not only does this item give you much-needed lane sustainability early on, but the Stone pays for itself within 27 minutes[/color] after purchasing. This means that, if you get it eight (8) minutes into the game, it will have paid for itself by the 35-minute mark. And since the build STARTS with the
Given that as Tanknivia you'll be playing conservatively (setting up ganks for your carries rather than doing the ganking yourself) until about 20-25 minutes into the match, it's good to be taking in a little extra gold on the side while you farm like mad for the first half of the game.
~~~~~~~~~~
Enough said; everyone needs boots... even, apparently, birds who have talons, and who fly instead of walking...(???)
~~~~~~~~~~
This item is indispensable on ANY Anivia, and on most spellcasters for that matter. It gives a good bit of early-game MP Regen, and more importantly, a permanent stacking increase to Max MP every time you cast. Since Anivia's
~~~~~~~~~~
This is the answer to your squishiness and mana woes. The awesomeness of its passive's sustain aside, it's just good to have more HP and MP. Also, it builds into either
~~~~~~~~~~
RoA is simply a great item for its cost, and it gives bonuses to Max HP and Max MP, both of which this build requires. If you want, though, you could skip over it entirely and go straight to
IMPORTANT: If you can buy your RoA at any point prior to 20mins by selling your
~~~~~~~~~~
You might wonder why I don't go with the
That's not to say that you can't go with the Ionian Boots; they're good, and cover Anivia's one true weak point (long cooldown on her Q and W) early-game... but they'll also mean that you need to expend more mana per poin of damage in the late laning phase, and will thus run out far too easily unless your jungler is feeding you Blue buff.
~~~~~~~~~~
Yes, another one. This one's for building your
~~~~~~~~~~
These can be built in any order, depending on what the enemy team has more of. If their most fed carries are AD, build the
~~~~~~~~~~
This is where the
For the benefit of those who find the tooltip rather hard to read, I will explain: The Archangel's Staff's passive effect is to convert 3% of a champion's Maximum Mana into AP. 3% may not sound impressive, but let's just say that by the time this build is complete, Anivia will have more than 3000 Max MP, and the passive alone will be giving you more than 90AP.
That's not including the 45 AP that the item itself gives you; all in all, for a total price of 2855g (995g of which is the already indispensable Tear of the Goddess), the moment you buy it you will be getting +400MP, +5MPregen/second (that's 25MPregen/5sec), and at least 100 total AP, which will only increase as you buy more +MaxMP items and level up.
Without the
~~~~~~~~~~
Despite the HP bonuses from
The answer to this problem is an item that will make people on BOTH teams say, "wtf warmogs on anivia? noob uninstall plz."
But are we perturbed? Hell no. :D
Sell your
And the best part? In a teamfight, you can and will be able to simply rush straight to the back and chase down any squishy, destroying them with burst damage and slows while their team tries ineffectually to chase you down or turns to fight your team 4v4. Yes, this means you've got to be able to trust your team to handle themselves in a fight... but if you CAN'T trust them, the game is already lost. You're a tank, not a carry.
NOTE: When teamfighting against champions with lots of escape skills, (such as
~~~~~~~~~~
Finish the
NOTE: If the enemy team is big on attack speed, you definitely want to try finishing this before Warmog's.
~~~~~~~~~~
Popular items I don't build, and why:
Sunfire's not useful on Anivia because she's generally so slow. She chases well with summoner skills, but without them, she'll have trouble keeping up with most champions to get close enough for the damage in between casts of
And, for that matter, you don't want to melt your icy tank by putting a fiery item on her! D=> The enemy carries will be trying hard enough to melt you as it is! =P
This item is redundant because, as a tank, if you die at all it'll be to ganks rather than to single opponents. If they can kill you twice from full HP before your team arrives, it's unlikely a third life starting at low health will do much good. Play like a tank rather than a carry and you'll have no need for
Yes, this item would give an extremely nice boost to your AP. But AP is not the point of Tanknivia. By late game/endgame, you should be laying down large quantities of AoE CC, and melting (or freezing?) the enemy's squishies if they dare come close to the teamfight.
Tips and Tricks
When playing Tanknivia, remember that while you don't have as much damage as an AP build, you are bulkier, and by late-game you'll be nigh on unkillable. So play like a tank instead of a carry; stick near your DPS, and be prepared to initiate if your team is behind you.
Blue buff is your friend; mana problems are the one thing that can render you useless, but with the buff on, late in the game you will literally never need to bluepill except to spend your oodles and oodles of cash. Nothing makes your opponents say "OHSHI" like an ENDLESS GLACIAL STORM sitting between them and your tower-pushing team.
Enjoy playing Tanknivia, and remember...
"Stay cool."
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup NA May
Registration Open
|
|
Dominate Dominion #57
Registration Open
|
|
Dominate TT #10 (NA)
Running
|
|
Dominate Dominion #56
Finished
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (11)




