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Could you explain anivia's role throughout the game like laning, midgame, lategame, dragon and baron fights and positioning?
also love the wall blocking section. It's a really powerful psuedo-cc ability thaT isnt used enough.
Aside from this there is one thing I dislike about your guide and that is that there is one (in my opinion) very important factor about utilizing the crystallize that you forgot to mention or maybe do not know about yet.
You take your wall at level 8 so I think you don't know about it.
I take crystallize at level 4, during laning phase you can use it to hit your Q (flash frost) with approx. 80% hitrate. It is not simple to do but with practice anyone can master it. In lane just crystallize behind your enemy. Your enemy will almost always, as a reflex, right-click behind him. Because of the wall they will run to the left or right depending on what side he is closer to or which side is closer to the turret (depending on your and the enemy's position). This means you can actually use a W + Q combo by throwing your Q right next to the wall (W) as soon as u wall right behind the enemy. The enemy will practically run into your Q. Try it out.
Strength of Spirit is generally not as strong as Alchemist. This is especially true if you use the start I just mentioned.
Spell weaving and Blade weaving are suboptimal masteries. Spell weaving there is at least an argument for- you do repeatedly auto attack prior to your combos quite often in lane. However, Blade weaving is completely worthless. By the time you lane Q+E or multiple ticks of R, you're unlikely to get more than 2-3 autos off... which means it will only be giving you 3 damage at the most per trade. Instead, take Dangerous Game and Arcane Blade. Dangerous Game is insurance against ignite- if you win a close 1v1, it will save you from minion damage and some amount of ignite damage. Arcane Blade will give you +1 damage on every auto attack in lane, which helps with last hitting, harassing, trading, everything. It also scales better into mid-late than Blade weaving.
I strongly dislike Athene's on Anivia. You scale far too well with AP to pass up the ~135 AP that Archangel's will give you. You may not charge the tear that quickly, but you don't need to- the mana from RoA, your base, and a couple hundred mana from Tear will already give you much more AP from your Archangels by the time you complete it than your Athene's would give. Furthermore, the enemy magic damage is rarely a real issue for Anivia in teamfights. When it IS a problem, Athene's won't solve it- the answer is BAnshee's veil. The amount of AP that Athene's gives is simply unacceptable on a champion that scales as well with AP as Anivia, particularly since you don't have significantly more mana issues with Archanangel's than with Athene's.
I don't even remotely understand how Kassadin is a hard matchup. It's one of the easiest lanes ever. Pre 6 he can't do anything to you, post 6 he still can't do anything to you. You can just AA harass all the time pre 6. Landing Qs isn't that hard because he is melee. His shield is weak compared to your damage. Post 6, E>R is more harass than he can even begin to handle. If he tries to riftwalk on you, you just Q>E>R>W>E for 3/4+ of his health bar. With ignite you can kill him.
Similar story with Katarina. Sure, Qs are harder to land on her, but you can get in lots of autos, and with AD quints and the start I talked about, you can trade equally with her Qs that way. Speaking of which, you should mention that AD quints are a good option vs melees- because they are. If she tries to Shunpo in, you just Q+E combo, which does dramatically more damage than her QEW. Then walk away and get a bunch more autos in. Post 6, it's even easier. Instead of harassing with autos, you harass with E>Rs. She'll trade back with Q, but you win that trade quite hard. If she Shunpos you, Q+E. If she ults, W. The only way she's a threat is snowballing off of other lanes- she has no opportunity to kill you 1v1, ever.
I disagree on placing Zed as difficult as you did, as well. While he's got some kill threat on you levels 2-5, it's pretty low as long as you don't make a mistake. If you take exhaust, he'll never be able to kill you. Period. He only has a "chance" to kill you when his ult is up, all his skills are off CD, his energy is high, you're below 80%, and you're at least a short ways out from under the tower. That will only happen, at the most, once every 180 seconds. Either Exhaust or Rebirth should be up every time. Given that this is true, you win the poke war- E>R poke hurts much more than W>E, and it's not that hard to avoid at least 50% of Qs. So again, the only threat is his roam. Also, do not rush a Zhonya's on Anivia. Ever. For any reason. The absolute soonest you should get it is 4th item. The active isn't that good on you, actually, as it forces you to stay completely still and interrupts your ult. It's not awful by any stretch, but Exhaust, Rebirth, and Rod of Ages should keep you plenty safe against Zed until quite late in the game. Even then, your Seraph's active will come into play. I often find Zhonya's to be completely overkill against Zed.
As for Fizz... he's nerfed. Bad. If you simply auto attack him at max range, you can harass him down for free. Again, AD quints work wonders. You should never blow your Q unless he uses his E. He cannot get in range to Q you without using his E to close the gap. If he does this, it is easy, easy, easy to land a Q+E combo, which will heavily out damage his Q+W. You can then kite around him with a bunch more auto attacks, winning the trade even harder. Post 6, as long as you stay a reasonable distance away and keep your side bushes warded, it's not too hard to avoid his shark. However, that skill is the reason you should take teleport in this lane. If he DOES land it, he has the ability to kill you... but he cannot do it faster than when the shark knocks you up. Which means that the instant the knockup is over, you can port to a tower for a get-out-of-jail-free card, using a TelEGGport. As the game gets longer, this matchup gets easier now. He simply does not scale well enough as an AP champ to threaten you mid-late game.
I also think you underestimate Brand, Cho'gath, and Ahri. Brand has enough damage and zoning that it's quite easy to throw the lane if you misstep, particularly since you have such low move speed. Cho'gath is incredibly annoying to deal with at any point after level 6. Ahri is completely safe from you in lane, has the potential to kill you at 6, has better roam and better skirmish strength. The only way you beat her is after 4+ items.
Anyway, lots of thoughts on things in your guide. I realize these were mostly negative criticisms, but understand that I am highly opinionated on what is good and what isn't on Anivia, and on how her matchups go. I haven't mentioned any of the things I agree with you on, and there are quite a few more of those than what I have mentioned.
Overall, this is still a reasonable guide and has some good points. Just also a good number of things I disagree with.
Edit: Forgot to say you should at least list Health/lvl seals as an option. They are quite, quite strong if you avoid auto harass in lane.
Thank you so much for all the up votes n_n