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Choose Champion Build:
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Anivia MID
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Anivia's Natural Habitat (ARAM)
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Nestling For Your ADC (Support)
Recommended Items
Runes: Offensive/Burst/Winlanewingame

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:

Flash
Teleport
Items
Ability Order

Rebirth (PASSIVE)
Anivia Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Kassadin
Yet another annoying match-up. He isn't much to look at pre-6, but once he gets his Riftwalk he is a NIGHTMARE. Combine that with his Q that cancels your ulti and his passive which reduces all incoming magic damage by 15% and you can forget about out-trading him. Depending on his skill though, this game could be easy early on, given that he's melee.
SEASON 11 EXTRA: He's been impacted pretty bad by the item changes as far as I've seen, obliterate him in the early game and he'll have a very hard time catching up.
Synergies
Introduction
With this guide, I aim to help the player grasp Anivia's sometimes complex mechanics, while also recommending a solid build that covers for most of Anivia's problems, essentially turning Anivia into a force to be reckoned with. Whether you're looking to have some fun or trying to climb up the dreaded Ranked ladder, this guide is for you. Below, you'll find all you need to know about Anivia's strengths, weaknesses, match-ups and more!
LORE
-- Anivia
Anivia is as much a part of the Freljord as the never-ending frost. Long before mortals had ever set foot on the land's frigid tundra, she had lived countless lifetimes and died as many deaths. The beginnings and ends of her eternal cycle always heralded great change, from the calming of raging storms to the ebb and flow of ice ages. It is said that when the cryophoenix dies, an era ends; and when she is reborn, a new era begins.
Though Anivia's past lifetimes have faded from her memory, she knows her purpose: she must protect the Freljord at all costs.
When she was last reborn, Anivia witnessed the rise of a mighty and united human tribe. She guarded their lands with pride as they prospered, but such unity could not last forever. The great tribe fractured into three, and after that upheaval, Anivia watched the people of the Freljord become embroiled in battle. As she strove to calm the turmoil tearing her home apart, Anivia began to sense a greater threat: an ancient evil growing deep within the earth. To her horror, she felt the pure magic of the ice itself become blackened and corrupt. Like blood in water, darkness crept into the Freljord. With her destiny so tied to the power of the land, Anivia knew if such evil took root in her home, that same darkness would find its way into her heart. She could no longer remain a mere guardian - the cryophoenix had to act.
Anivia soon discovered an ally in Ashe, the Frost Archer. Ashe too believed in unification as an end to the Freljord's perpetual strife, and Anivia offered the tribal leader her aid. Now, with war on the horizon, Anivia prepares to fight for peace, but she knows the inevitable truth of her destiny. One day, evil will rise from the ice, and she must destroy it - no matter the cost.
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Pros
+ Incredible Burst + Enemies don't expect your damage most of the time, letting their guard down + AoE Ulti with a convenient slow debuff + Your + + Very fun to play + Exceptional at teamfights + Can destroy the entire enemy team if not focused hard. + Her + Very low CD on your ulti, unlike most mages. |
Cons
+ REALLY vulnerable to CC - Missing your - - - Your ulti can be interrupted by most forms of CC, putting it in full cooldown. - Weak Early Game; farming can also be challenging. - - No "real" escape other than - Hard to master |
In general:
Anivia is a burst mage that truly shines in teamfights. Her kit offers amazing crowd control and can turn teamfights around with incredible damage and kiting potential. The nature of her
Frostbite, which deals DOUBLE damage to targets recently stunned by
Flash Frost or recently damaged by a fully formed
Glacial Storm alone, helps you remove carries from the fight in a heartbeat.
- Unfortunately though,
Anivia is fragile and easy to shut down. She is really weak to CC, has no reliable escape, and is severely punished in case she misses any of her abilities. The hardest part of Anivia to master is definetely her
Crystallize, which has the potential to make or break a fight. In general, her laning phase isn't optimal against the majority of her match-ups, and if you are not careful, you could fall behind very easily, putting yourself and your team at a disadvantage.
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Flash Frost (Q) RANGE: 1100 COST: 80/85/90/95/100 COOLDOWN: 11/10/9/8/7 |
By far the slowest skill-shot in the game, TIPS |
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Crystallize (W) RANGE: 1000 COST: 70 COOLDOWN: 17 |
A spell that makes Anivia a very fun champion to play. In theory, TIPS |
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Frostbite (E) RANGE: 600 COST: 50 COOLDOWN: 4 |
This is your main trading tool. It is known for giving TIPS |
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Glacial Storm (R) RANGE: 750 COST: 60 + 35/45/55/s COOLDOWN: 4/3/2 |
Your comfy ultimate. With a criminally low CD compared to other mid laners and a very helpful AoE damage and slow, this spell is full of utility. Upon casting, a small, well, Glacial Storm starts forming. After 1.5 seconds it reaches maximum size and deals 300% damage to all enemies caught inside, while also applying the chilling debuff to all enemies caught inside. A lot of people (especially in lower elos) tend to underestimate TIPS |
SEASON 11
As always, check the "Patch Notes" and "Items" sections for general new season Bird changes/thoughts and Items changes respectively and have fun in the rift.
A look at stat-runes and what they mean for
Each rune page offers 3 small runes that give you extra stats. These are;
- 10 adaptive force (6 AD or 10 AP), 9% attack speed, or 1-10% cooldown reduction (lv 1-18)
- 10 adaptive force (6 AD or 10 AP), 5 armor, or 6 magic resist
- 15-90 health (lv 1-18), 5 armor, or 6 magic resist.
First things first, now that Attack Speed is seperate from Precision, I think Domination and Inspiration are good options. In general, a good setup would be to take 9% attack speed, 10 adaptive force and finally, either armor or magic resist, depending on the enemy team and the enemy midlaner.
The reasoning behind this is that the extra attack speed gives you an easier time farming as well as a bit more AA poke, while the adaptive damage and defense gives you a good bonus in the early game. You can always get more adaptive damage instead of attack speed, but
SORCERY
Arcane Comet: The keystone I take most of the time. Summon Aery helps poke enemies down, but its damage isn't nearly as much as Arcane Comet and Scorch helps make up for the extra poke. Keep in mind that, unlike
Manaflow Band: After its rework, Manaflow Band is actually pretty good for
Nullifying Orb: While it seems a little underwhelming at first, this rune is actually a life-saver. It helps you stay safe during your early game (which is invaluable for
Transcendence: After the Celerity nerfs and the recent item changes, this is a good situational rune for
Gathering Storm: A very strong run, but a very situational keystone as well. It's a gamble; will your game last long enough to make Gathering Storm useful? Keep in mind, it doesn't help your laning phase at all (enables after 10 minutes) and most games end at around 30 mins, which is where the problem lies. This rune starts making a big difference after 30 minutes into the game, so sometimes when you think you'll have trouble in the laning phase, it might be a better idea to opt for
Scorch: This is basically a nerfed version of So what's better?
Scorch on the other hand, gives you some good poke damage for the laning phase, but is nearly useless later in the game as it doesn't scale with anything. In fact, the most damage Scorch can do at level 18 is a mere 30 damage.
So what does this all mean? Scorch is only useful for an aggressive laning phase. This is because its damage was nerfed while its cooldown was reduced, which means that you have to poke as much as possible to take full advantage of it. Gathering Storm on the other hand takes some strength from your early game and gives you some powerful mid-late game scaling. The champion you're up against plays an important role on what you'd want to pick as well. If the enemy laner has lots of sustain in general, Scorch won't do much for example. In general though, it comes down to one thing. Want your laning phase to be slightly stronger? Scorch. Want to scale better later? GS.
DOMINATION
Cheap Shot: This rune synergizes perfectly with
Ravenous Hunter: My personal favourite rune from the Domination tree, this synergizes so well with I should note though, that despite all that, Sorcery is still the safer option when it comes to losing lanes, as it fares much better in the late-game and covers your needs for stats better, so it's definitely not a done deal. For these reasons, I'll be adding a Domination page to the runes, and I encourage you to experiment with it. If it seems like it's the ONLY way to go from now on, it'll replace the current rune page proper, but until then there's nothing wrong with choices.
OTHER VIABLE RUNE PATHS
Presence of Mind: This rune is very viable at the moment since, on top of its sustain, it also increases your maximum mana everytime you get a takedown. You can guess why this would go very well with
Coup De Grace: With Coup De Grace you deal extra damage when the enemies are below 40%. This counts for all enemies, so if numerous people are below 40% in your
Future's Market: This might not seem like much of an essential, but it allows you to buy key items like
Perfect Timing: You get a free
Minion Dematerializer: A very interesting rune. It might seem a bit useless, but it actually helps your wave clear tremendously as you can use the Dematerializers on the caster, melee and cannon minions to gain permanent extra damage against that minion type. It also slightly helps with farming under turret early. The downside to this is that you already have more than enough waveclear with your
Approach Velocity: It's basically a ZZ'Rot, but for movement impaired champions. Gives you a lot of survivability in teamfights and also boosts your dueling potential against enemies caught in the
Overgrowth: Though this rune is tank oriented,
Second Wind: This is a very nice rune for all vulnerable scaling champions, since it gives you some much needed sustain in lane. Unfortunately, it is now in the same tree as
Bone Plating: A nice anti-poke rune. Early in the game, it can deny a lot of damage or poke, which can help you stay in lane or punish your opponent without risking too much. Bone Plating is very efficient early against champions who rely on several abilities for maximum poke (
Conditioning: Another strong survivability rune. You get a defense boost 10 minutes into the game. This is very useful when you're playing against a team with a lot of assassins, and it also synergizes very well with ZZ'Rot, since it increases your armor and magic resist by 5%. It makes IDEAL
GHOST: Ghost is a great spell for mages like Anivia. It gives you the ability to reposition very quickly in a fight, and it helps you survive enemy ganks. Its cooldown is much shorter than
TELEPORT: All around, Teleport is a very useful spell for both you and your team. If you're forced out of lane, you can return to base to heal or buy items and then teleport back to your lane, so you won't miss any minions. You can also teleport to an allied ward or tower, to help your team with a teamfight or a gank, quickly outnumbering your opponents. It's a solid choice for
(STRONGLY RECOMMENDED) FLASH: A spell of unmatched utility, Flash can be used to engage, disengage, and secure objectives. It is essential for Anivia, as it covers her lack of escapes, giving the player some much needed safety. It's also useful for picking off an enemy carry by getting Anivia close enough to perform her combo (use this at your own risk, it doesn't make SITUATIONAL
IGNITE: Ignite has always been a good choice if you're looking to secure early kills. It's also a great pick if the enemy team has a champion that can mitigate a lot of damage through healing, like
BARRIER: A good defensive summoner spell all around. It offers great protection against burst damage, especially from assassins. Keep in mind though, its shield only lasts for 2 seconds, which means the enemy (especially if they're ahead) could ignore you while the shield is up, and finish you off when the effect wears off.
EXHAUST: Very useful against all-in assassins like
CLEANSE: Cleanse is very useful in situations where getting stunned means certain death. When enemy comps rely on chaining CC, this can be a lifesaver.
STARTING ITEMS
DORAN'S RING: Possibly the best start for
THE DARK SEAL: A pretty interesting item. It gives you flat mana instead of mana regen, unlike Doran's and it also gives you some extra lane sustain to make up for its lack of health. Worth considering against some tough DoT lanes. This item is inferior to
CORRUPTING POTION: If you fancy yourself a bird alchemist, always start with this. On a serious note though, you can start with this if you are up against an enemy that can control the lane quite easily because it gives you much more breathing room than a more offensive option like EARLY ITEMS
TEAR OF THE GODDESS: This is a very essential item for Anivia as it refunds some of your mana back, in addition to broadening your mana pool with each spell cast. Since it's an item that takes quite some time to stack, it should be top priority on your first back.
OBLIVION ORB: Now offers healing reduction similar to
BLASTING WAND: A useful item you need to build many of your items. If you feel like you can easily win lane skirmishes, this item gives a nice damage boost to help you drive your enemy out of the lane (you'll most likely able to fight a 2v1 as well if you get chased to your turret by a gank without getting hit). It's a good idea to combine this purchase with
STOPWATCH : Even though it also builds into situational items, Stopwatch is actually extremely useful on its own. You get instant stasis and even though the stopwatch can only be used once per game, it is very useful for 600 gold. It also makes it harder for annoying assassins like
CONTROL WARD: You want to pick this up as often as possible. You can use this to set-up some easy ganks, defend yourself from enemy ganks, scout an objective for enemy wards etc. It is very useful and it can single-handedly win your lane (and game) if placed strategically.CORE ITEMS
ARCHANGEL'S STAFF: The upgrade to Details on the two I consider superior are right below this footnote, but in short, Mythic items are pretty much reworked versions of items that existed previously, but with a twist. You can only buy one Mythic item, and each one of them gives all your Legendary (full) items a small stat bonus. In the case of
So which one do you pick? It really depends on the game and the teams, but in general you'd pick
LIANDRY'S ANGUISH: A very powerful mid/late-game item. It synergizes so well with your OR...
EVERFROST: Somewhat of a successor to the Hextech GLP-800 which I had mixed feelings for, Everfrost is a nice alternative to your usual Liandry's when you're after some more peel, surprise damage, and slightly tankier Bird. This item can turn
DEMONIC EMBRACE: This is a new addition to the core lineup, and it isn't hard to see why. With Liandry's losing its HP buff in favour of MP (so it's still essential but makes you very squishy), this item offers a nice solution to the problem you're going to be facing after building for mana with the aforementioned 2 core items. Its passive burn also fits great with SITUATIONAL ITEMS
RABADON'S DEATHCAP: This item doesn't need much of an explanation. It offers a huge damage powerspike since it offers the highest Ability Power in the game. Since items like
MORELLONOMICON: After its rework, Morellonomicon is now a somewhat good choice for In that case...
VOID STAFF: A really strong item against tanky teams. It ignores quite the amount of the enemy's magic resist. You should always build this if more than 2 people are buying heavy Magic Resist (
ZHONYA'S HOURGLASS: A good defensive item whose active helps you survive delayed damage effects from champions like
BANSHEE'S VEIL: Yet another defensive/damage item hybrid. In addition to its Ability Power and Magic Resist, it also comes with a pretty neat spell shield that recharges every 40 seconds (provided you don't get hit within that timeframe). You should pick this up to counter engages like I strongly encourage experimentation, and even though
That being said, you'll want to balance the build accordingly. For example, if you're sacrificing the survivability of
Tl;dr - You should never consider every situation equal. Your damage won't mean much if you don't get the opportunity to deal any of it. Play smart and build depending on the matchup, this is the key to success with
Why it had to go I don't know, Riot wouldn't say
ROD OF AGES: This is possibly the best item to have ever been conceived. All the cool kids around the block used to have one, and everything was right with the world. EARLY GAME
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Anivia is one of those champions that struggle a lot in the lane. Anivia requires a large mana pool due to her high mana costs and then nature of her That doesn't mean AFK farming of course. When you're in lane, you should always poke your opponent with your huge AA range whenever the opportunity shows itself. A Q+E combo also works great. For maximum effectiveness, try poking the opponent when they go for a lasthit, as there's a small window where the opponent can't fight back unless they lose the creep to run away or retaliate. I almost always go for a poke when the enemy is busy killing a cannon minion, as it gives lots of gold and many people would rather get poked than lose it. By poking the enemy laner, you are applying important pressure on him, and you might eventually force them out of lane. |
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If they stay in the lane instead of going back to base, you should then attempt to keep your opponent zoned out constantly. You can achieve this by staying between him and his caster minions. If he gets too close in order to farm or receive the XP, go for the kill. You should always be careful however, as zoning the opponent requires you to over-extend most of the time, making you vulnerable to an enemy gank. Which brings me to my next point, warding. Warding is very important during the laning phase as it gives you all sorts of advantages. For one, you can defend yourself from a potential gank as a well placed ward will reveal the enemy jungler's whereabouts. In addition, a well placed deep |
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MID GAME
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During the mid-game, there's a couple things you can do. First, if you've gotten any kind of advantage over the opponent from your laning phase, you should look to share that advantage with your teammates by roaming. Anivia isn't the best roamer in the world, but saying that her ganks are oppressive is an understatement. She has a stun, a slow, a wall and an ability that deals chunks of HP every couple of seconds. If the enemy has pushed an ally to their turret, it's always worth paying their lane a visit for an almost guaranteed kill. Everytime you roam, you should keep an eye on the enemy mid-laner, as he could follow your roam and potentially outplay you. That's why it's best to push your lane (doesn't take long with If the enemy is roaming and you're still in the lane, you should always notify your teammates multiple times through pings (fun fact - the question mark ping isn't for being toxic) and through chat. Sometimes, pushing the lane and trying to take the enemy mid-turret down is better than counter-roaming, as the first helps keep the pressure up for the enemy team. |
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You must evaluate the situation and choose what the best course of action would be. If you have Finally, during the mid-game, you'll succesfully finish your core and start dealing damage effectively. This is where Avoid getting caught at all costs, as your damage is very important for your team in case a fight breaks out. Keep on buying control wards whenever you have space in your invertory. You should also consider switching to |
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LATE GAME
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In this stage of the game, you should focus on a couple of things. Once again, vision control is extremely important, especially now that dying can cost you the game. You should always look for opportunities to take objectives and pick enemy champions. Normally you'd have to move as a team, but this is rarely possible in SoloQ or Normals, unless you're a team of 5. That's why you should keep an eye out for your allies and save them whenever possible if they get caught. And now for the most important part of the late-game, teamfighting. In teamfights the most important thing when playing as |
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Also, you should avoid bringing the fight to the enemy team if possible, since you end up being positioned dangerously. If they bring the fight to you however, you should take advantage of the narrow spaces in the jungle, not only to kite more effectively, but to use your AoE to its outmost potential. If your team happens to lose a teamfight and you're forced to protect your base, you should try to slow the siege asmuch as possible with your Finally, as a side note, if your team has won a fight, and can close the game, you shouldn't bother with the baron, the dragon, the bot-lane outer turret or any of that. I can't stretch this enough I've won as many games as I've lost due to bad shotcalling. The late-game is all about capitalizing on your enemies' mistakes, and the longer the game gets, the bigger the possibility of your team making a mistake becomes. You should always focus on ending the game as soon as possible. |
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Spoiler: Click to viewIf you have any questions, ask away in the comments, and if you liked this guide, make sure to leave a like, it really helps. I'll also be adding more matchups with time.
Most of all, thanks for reading and have fun in the Rift!
I will make an effort to include changes that affect
Patch 11.7
Spoiler: Click to viewPatch 11.3
Spoiler: Click to viewSEASON 11 RUNDOWN
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