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
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.




I'm planning to expand on it even more in the coming months but unfortunately am bogged down with both college & work. GLHF in your games!
Also, Articuno, even if you do still believe this, are there specific matchups where you think other runes would fair better?
I'm asking this because some matchups make it really dangerous to AA after abilities, exposing you to bad trades. Maybe some of this cases, with me at least, may be because of lack of skill, hard to compare, I'm just Gold III.
You have Celestial Body as your 3rd non-keystone rune. I feel like early game you want to be abusing your high damage potential as much as possible for an early lead. Would "Approach Velocity" be a viable replacement? MS on Anivia is hard to come by, plus this works well with your Celerety rune and is easy to proc with Q and R.
Or is the 100 health just that important to lane sustain with Klepto? I am gonna try this page out next game I play, I have been using Glacial Augment with some success, but Klepto intrigues me and I wish to try it out!
I don't think domination is viable for just electrocute, but I can see an arcane comet page as viable for sure. Be sure to adapt to your playstyle as Anivia can be played in so many different ways.
Of course, how good the runes chosen are depend on the matchup.
Maybe I will try the comet approach too, but for now I like very much to play around with klepto - it makes for a fun minigame :D
And definitely Q, auto, E, auto is a very nice combo if you have time to pull it off (like if you have to walk forward to get into E range after a stun, in those situations you usually don't have time to auto before E).
I think the great thing about these runes is you can really create a page that fits your playstyle rather than necessarily going with the meta page for whichever matchup you're facing.
Thanks for consistently replying
Thanks again!
Also, with your wall you don't necessarily want to block an entire corridor in case the enemy has flash or some other bs that puts them over it. If you leave a little room to walk through you (and your team) can pass through in those cases.
Of course there's no one perfect way to play a champion and if it's consistently working well for you, go for it. Hope this helps!
All I can say is I usually play somewhat reactive pre-6 auto attacking him when it's safe to do so. Sometimes it's possible to get a stun on them before level 3. Watch out for the steel tempest charges, a yasuo can E through the minions to get to you and set up a gank really easily with the knock-up.
After level six you still have to watch out for steel tempest and his gap-closing but still try to get E-R's off. Don't reflexively cancel the R though because Anivia's ultimate is super strong against melees especially if you place it near yourself and can kite around/within it.
But, in my opinion, in anivia v yasuo, just try to avoid getting all-inned early. Save your q when you can guaranteed land it, otherwise he can use his e to dodge it/wind wall it. Try to bait out his wind wall with auto attacks if possible. Also, if possible, try to set up a freeze just outside of your turret so that if he attempts to get cs, you may be able to punish him by walling him into turret range. Your wall also does 1 true damage if it displaces anyone, so you can also use your wall to pop his passive if you need to (don't spam it tho, it's a waste of mana). Post 6, r+e constantly and he will get destroyed. His wind wall's on a long cooldown, abuse that. Also, if he's frequently immediately wind walling after you ult, you can opt to bait out his wind wall, then do the combo again in a few seconds.
All in all, just save your q for when he goes in on you. In pre-6, play relatively passive lane and try to set up a freeze if possible, auto-attacking him when you can do so safely. In post-6, use r+e to gradually force him out of lane; 2 or 3 combos is usually enough, around 4 if he buys an early hexdrinker or mercury treads. Don't waste mana and pick up blue buff when you can (push out the wave before doing so though, so you don't miss out on exp).
As for yasuo's knockup, respect the range of his e (think tf gold card range). If you have good enough ping and reactions, however, you can also cancel his e by displacing him as he's dashing with the wall. Otherwise, if he gets close enough, walk toward him, since he'll probably do the spin knockup. Yasuo's e is a set distance, so if you walk toward him as he's dashing, it is possible to avoid the knockup. The tornado should be easy to dodge imo, maybe practice dodging them in customs with a friend or something if you're struggling to dodge it.