Anivia Build Guide by Fentoniia
[9.1] Laying an egg isn't as easy as it looks - StreamBy Fentoniia | Updated on January 19, 2019
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Standard on most mid laners. It helps you escape, gap close, jump walls, re-position - it's simply too good to pass up. There's simply no other spell that's as versatile as Flash. The fact that you can use it to escape, dodge spells, or go aggressive is what makes it such a strong spell.
Ignite is taken to increase your damage. This helps you with 1v1 fights in lane, but can also secure kills in team fights. The healing reduction is very strong against champions that rely on spell vamp such as Swain or helps reduce the AD carries life steal such as Caitlyn. Don't be too afraid of using ignite as there's nothing worse than an enemy escaping with 50 hp because you didn't ignite them. It has a relatively low cooldown so even if it was "wasted" on a kill it will be back soon enough.
If you're planning on all-ining someone you should ignite near the start of your combo. This is because you want to reduce their healing in half. A lot of the time people will consume health pots while you're fighting. By igniting early on when we're trying to kill someone we reduce their natural regeneration they receive from base stats as well as the healing from their health pots.
Go barrier against extremely high burst champions that you will struggle against. It can work well against Zed, Fizz, and Malzahar just to name a few.
Heal is good against anyone who doesn't have a lot of front loaded burst. It scales better than Barrier and the fact that you can use it on an ally means that it's very useful in small skirmishes or in team fights. The movement speed increase also helps you kite better.
Exhaust can be a good pickup when facing high burst assassins such as Zed or Fizz. This is because it will reduce the amount of damage they deal helping you survive the burst. It also helps shut them down in team fights for the same reason. Can also help kiting them too since it reduces their movement speed.
Teleport can be taken as well to make up for your lack of mobility. This means you can just farm up and then teleport down to bot lane once a fight breaks out. This way you can focus on farming, but still have some map control.
Ghost is taken with Flash to give you a lot of kite and chase. It provides you with more utility to maneuver at the expense of giving up the benefits that other summoner spells have. It really comes down to personal preference and if it fits your playstyle.
Arcane Comet - Comet works well on Anivia because her CC makes it so that enemies can't walk out of the AOE and dodge it.
Manaflow Band - Gives us a lot more mana in the early game for us to use to harass and trade with the enemy.
Celerity - Gives us a little more damage, which isn't that much, but is better than Transcendence.png?width=32 due to CDR not really being that great on Anivia.
Gathering Storm - The best choice in my opinion due to the fact that Anivia often stalls out games by waveclearing with her ultimate. This helps in that win condition.
Minion Dematerializer - You take this to help with your pushing power/wave manipulation. You use it on every Siege Minion in the early game. By instantly killing the Siege Minion it will give you a massive push lead. This can help you fight back against opposing push strategies while also allowing you to shift into a hard push to create back timings or break potential freezes. It's too valuable as a wave manipulation tool.
Magical Footwear - The best option as you often won't be buying boots before the 10 minute mark anyways. It's essentially a free 350 gold.
Perfect Timing - You can get this instead of the boots if you can use it to counter a champion's ultimate. For example, this can allow you to absorb a Zed ultimate or a Fizz ultimate. Essentially, champions where getting a Zhonya's second is a common occurrence then this can be worth it to pick over the free boots.
Glacial Storm > Frostbite > Flash Frost > Crystallize
Note: you can put a few points into your W ability before you start maxing your Q ability to make the wall wider to make it easier to catch people. How many points you put into it is personal preference, but usually just putting an extra 1 or 2 points should be sufficient.
- A fantastic passive that allows you to bait the enemy into overextending
- It's important not to activate this ability immediately. You have to let it pass through the enemy momentarily before activating it again so that you effectively double its damage
- You can wall the enemy to make it easier to land your Q
- In certain matchups you want to save your Q prior to level 6 or else you have no way to protect yourself if they go aggressive
- A very unique skill that has a lot of potential
- You have to be very careful when aiming this as you can end up cutting off teammates or allowing them to escape
- Can be used to completely cut off paths/areas in the jungle
- Anivia's key damage spell
- You always want to make sure the opponent is "chilled" when this spell hits or it will do significantly less damage
- With 1.0 AP ratio and a 5 second cooldown this spell hits like a truck
- You can use your E first and then place your ultimate down before it lands in order to proc the double damage effect
- Your ultimate will reduce the enemy's attack speed as well
- Very useful in team fights - try to fight in small areas so the enemy is forced to stand in your ult
- Gives you a strong early game
- You need to be careful not to take too much harass as you only have 2 health potions
Early Game Core
Build the Tear first so you can start stacking it and then build the Rod of Ages. This is a scaling build, but it works due to the fact that Anivia has such strong base damages on her abilities combined with her safe laning due to her wave clear.
The combination of safe and strong laning allows us to go for a scaling build without being punished for it.
You want to turn your Tear into an Archangel next and then turn your boots into Sorc Shoes. Completing these core items is your goal in the early to mid game to set you up to scale for the rest of the game.
Next you want to purchase a Liandry's Torment as it synergizes with your ultimate to double the passive damage of the item.
End Game Build Example
Next you want to purchase a Voidstaff if the enemy has a lot of MR otherwise you build a Deathcap first. This final build will give you a big health pool that will make you difficult to take down due to your kiting and egg passive. It also gives you a tremendous amount of AP and damage.
Morellonomicon - You can get this instead of Liandry's Torment if you're facing a squishy team or a team with a lot of healing like Soraka, Vladimir, Swain, etc.
Banshee's Veil - You can get this instead of Liandry's or Morello if you're facing a team with a lot of ranged CC engage like Blitzcrank with his Hook or Fizz's ultimate.
Zhonya's Hourglass - You can get this instead of Liandry's or Morello if you're facing AD assassins like Zed or Talon.
Mercury's Treads - You can get this instead of Sorc Shoes if you're facing a lot of AP or CC such as a Syndra mid and an Elise jungle.
Try to let your Q move slightly through the opponent so when you re-activate it you land two portions of damage of your Q rather than activating the second it hits the opponent. After follow up with an E. If the opponent is within auto-attack range you can add an auto-attack while they're stunned, but walk away after.
Place your ultimate on the enemy and then wall them off as they try to escape while it expands. Once it's expanded completely throw your E so you get the damage bonus.
Same combo as above, but you add a Q towards the end. Essentially, once you wall off the opponent they will end up committing to a direction so they can escape your ultimate. Once they commit to a direct you throw your Q towards their escape route. This makes it extremely hard for them to dodge.
- Geat wave clearing once level 6+
- A safe choice with few hard counters
- Amazing burst because of her AP scaling and base damage
- Provides extremely useful utility with her slows, stun, and wall
- Her egg is one of the best passives in the game
- Slow auto attack animation that can make it difficult to last hit
- Weak early game
- Extremely mana reliant and can run into mana problems if she doesn't get blue buff
- Her stun is very slow and easy to dodge
Note: This is from the perspective of Blue Side - meaning your Nexus is South. The exact same ward spots apply if you were Red Side - meaning your Nexus is North, except that the ward spots are simply rotated 180 degrees/mirrored.
1 - This is where you want to place your Control Ward as gaining vision control of the lane brush is very important. This is because the lane brush offers the most quickest and convenient location to place Warding Totem for the enemy. By placing a Control Ward it denies the enemy this convenience. At the same time, it clears the most common area we'll be moving through when we roam. Lastly, it keeps our Control Ward close to us, which makes it easier to defend and harder for the enemy to get rid of.
2 - This is the optimal location for a Warding Totem as it covers all the choke points for that side of the river. Additionally, it is hidden from Control Ward that are placed in the lane brushes. Keep in mind, this is just the most optimal, that doesn't mean it's always practical. It's okay to place your Warding Totem in location 1 or somewhere between location 1 and 2 if you're unable to move any further due to safety or potential missed minions.
3 - This is the aggressive version of the 2nd ward location and should only be used when you have lane control and the enemy laner is forced to playing passive. It allows you to see when the enemy mid laner rotates to take blue buffs, jungle camps, roam, or react to one of your roams. At the same time, it spots junglers that are coming from raptors/wolves.
4 - This is a very powerful ward that can easily be placed after you push the mid laner into his tower. This gives you vision on the enemy's raptor camp. This can give you a wide range of information. For example, if you place this ward early on it tells you whether the enemy jungler is invading/ganking the side he started on or if he's doing a standard clear. When you spot the enemy jungler doing his raptors it relieves pressure off of everyone else as you know exactly where the enemy jungler it is. At the same time, that opens your own jungler to adjust his play accordingly. On top of that, just knowing that the jungler ISN'T doing his raptors can give you information on where he might possibly be.
5 - This is simply a better version of the 4th warding location. However, it's more time consuming, riskier, and overall more difficult to get a ward here. The reason why it's better than the 4th warding location is that you can see if the enemy's jungler is skipping raptors and which direction he's moving towards. I like to ward here when I have a big lead and I do it after I push a wave to pin the enemy mid laner at his tower.
6 - This is known as the lane ward and you might have seen it before. This is best used against champions that are looking to roam and is typically used when you've lost lane and are behind. It's especially strong against Twisted Fate due to the manner in which he ganks. Essentially, this ward will let you see which direction the enemy mid laner moves to after he kills the minion wave. In a way this gives you the benefits of warding both sides of your lane with only one ward: you get to see if he's ganking either side lane. However, you also get to see if the enemy is recalling or just standing at his tower. Keep in mind the main downside of this ward is that it doesn't protect you against other enemies ganking your lane.