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Aurelion Sol's strength lies in his roaming, not his laning, so you have an advantage over him in lane. Watch out for his stars and keep his stun in mind, but you overall do more damage than him. Just make sure you ALWAYS alert your team whenever he vanishes, cause while he isnt an issue in lane, his roaming can be hell on your team, especially if he gets ahead in kills or farm. Also keep an eye on your own mana, cause as long as you have the mana for CC you're fine, but pushing up to far without access to your spells will make you an easy target for anyone, even Aurelion, in a 1v1.
Zilean
Zilean's strength lies more in what he brings to a team then to his damage. Keep mobile to make it hard on him to land bombs, and keep clear of any minions that have bombs stuck on them, but other than that you have the advantage in pretty much every way in a 1v1. If he can land bombs consistently, he's gonna feel oppressive, but ALL of his damage demands he land those bombs, so make that hard for him to do, and you're aces.
Lissandra
You have a far superior range, and lissandra's kit isn't really built for 1v1's anyway. poke all you can, just keep in mind that even if she isnt all that strong in a 1v1, that doesnt mean she cant. If she E's in and then gets off all her crowd control on you, you're in for a bad time, and a smart lissandra will make sure her jungler ganks you a lot more than normal, so keep that in mind as well.
Ekko
Ekko can be annoying if he gets ahead, but his setup is predictable, and easy to interrupt. If you see him use his Parallel Convergence (the bubble ability that slows everyone inside), you'll see a shadow of echo appear near his character. This usually means he's going for an all in. Avoid the bubble, either split off to a side or get under tower, and he usually will just back off. Avoid his his Timewinder skillshot, it's fast at first, but stay about a Q's distance away from him, and you'll be outside the fastest part of it. If he uses his Phasedive, save your Q and LET him hit you. trying to Q him to stop the ability will result in you missing most times. but if you let the dive hit, he's RIGHT in your face, making it super easy to Q, back off a ways, and stack your other abilities on him.
Ryze
Ryze is interesting. most people say anivia is WAY stronger than him in lane, but pre level 6, id actually argue he CAN out damage you. Don't let him. Stay away from him as best you can until you hit level 6. unlike you, he doesnt get a massive power spike at level 6, all he get's is a roaming ability. All this being said, a good ryze is NOTHING to brush aside. NEVER underestimate a ryze until you've studied their playstyle a bit. A good ryze can, and will, surprise you, so use your range to your benefit. You can tend to burst him down hard once you've landed your stun, but he will scale VERY hard, so be wary come late game.
Veigar
What he lacks in complexity, he makes up for in overall annoyance. Veigar is, in my opinion, half a skill matchup, half a test of who makes more mistakes. His cage will make you feel panicked, but if you can, stay in the MIDDLE of it. His cages power comes from it ability to stun you. A stun means he can easily land all his damage right on you, kinda like your own kit in some ways. however, staying in the middle, you'll be able to return fire. sure, you're probably still gonna take damage, but so will he if you can throw up a blizzard or a Q back at him. However, if he gets ahead, he will be a nightmare to deal with. Play smart and safe, and dont run into a cage wall if you're caught in it, just stay put in the middle and prepare to do your best.
Annie
Annie is a lot easier to farm with than you, but you also benefit your team more. Overall, she's not that scary, but she can catch you unawares between her passive stun and Tibbers. Try to always keep an eye on her stun bar, under her health, and watch for her pushing up whenever she has it, or even whenever she's 1 ability away from it. As long as you dont let her get the drop on you, your all in is a lot more deadly then her's is.
Galio
Galio doesn't seem all that intimidating in a 1v1 because, for the most part, he isn't, but he's very tanky, making him hard to burst in turn. Focus more on keeping him low and scared than trying to kill him, and try to be ready to wall block him or run if you see him winding up for his charge engage. you beat him in range, but if he CAN get into your face, he has the potential to chunk you for decent damage. At 6, your all in is better than his, but when laning phase is over, always keep in mind he can be at any of his teammates sides at ANY point, never assume you and an enemy are caught out in a 1v1 with eachother, cause he'll be there to turn the fight before you know it.
Heimerdinger
While Heimerdinger can do a lot of damage, it's almost all dependent on you to mess up. Keep breaking down his turrets, and keep in mind that if they're in your blizzard, they break down over time same as anything else in it. Dont hard engage onto him until the field is almost clear of all turrets. Heim outputs most of his damage when people underestimate him, so dont give him that satisfaction. also, while he has a stun, its underwhelming at best, since the area he has to hit to actually stun you is very, VERY small. Let him run lane until you hit 6, then start pushing back. A big edge in your favor, as long as you don't do something stupid.
Nunu & Willump
If Nunu gets in your face, it'll be an issue, but he never should be. He's super easy to block off with your wall, so you should never have any issues with him unless you make a major mistake.
Brand
Brand has a lot of damage and decent poke, so what this really comes down to is a skill matchup. Try to keep a conscious thought on how many of his abilities have hit you, cause his 3 hit passive burst will chunk you down easily if he get's the chance to proc it. Also, his Q won't do a lot on his own, but the stun part of it will screw you big time if he land's it, so try to use minions as a barrier or burn flash to escape it.
Ahri
Ahri can do a lot of damage, but the biggest thing in your favor is that NONE of your abilities are blocked by minions. Her Charm is. Use your minions as a barrier, and dont let her land a charm on you, and you should be fine. Also dodge her orb, of course, but that's a given. Her high mobility can make her hard to kill after level 6, but you dont really NEED to kill her, just don't let her kill you and try to outfarm her. Poke her out as you can.
Cassiopeia
Casseopia is a mostly skill matchup. A good cass can get in your face and kite you out hard, but a good stun will stop her kiting in her tracks, and your all in does a lot more immediate damage than her's. She depends a lot on her ability to kite an enemy and widdle them down over time with her fangs and poison, so if she try's to pick at you, stun her and dis-engage from the fight. Now, if you get the drop on her, you have the advantage, but always keep a lookout for her slowly inching her way up lane towards you, and always be aware of when her R could be ready to use.
Katarina
Katarina can do a lot of damage, but puts herself in a lot of danger to do it. Keep an eye out for whenever she looks like she going in for an engage, and save your stun for it, since her diving in to damage makes her very easy to hit with it. If she gets ahead, she'll be an issue, but almost all of her character depends on her getting ahead to be useful. so as long as you can avoid feeding her, it should be fine.
Karthus
Karthus can feel strong at times, but his Q has a very small hitbox, and all the rest of his damage requires him to be RIGHT up on you to do it. Use your range, keep mobile, and you should be fine for the most part.
Morgana
While not terribly strong on her own, she can catch you out with her stun and her ult if you play it wrong, so be weary of that. Not too bad in the laning phase, but has the potential to be, especially since she gets practically free poke damage with her desecrated ground ability. Even if it doesn't do a whole lot of damage, easy poke is easy poke.
Orianna
Another tricky one, Orianna can poke you down pretty reliably, and it can be tricky to keep track of her ball on top of her, minions, and everything else. Recommend playing it mostly safe, it can be hard to poke her when her ball can be so quick and easy to use against you.
Talon
Talon thrives on his roam and his ability to do a lot of damage quickly. Stay closer to your tower when farming, so if he does decide to dive, he'll get punished for it. also keep in mind that when he uses his ult, he is invisible, but not untouchable. You can still throw up a blizzard under you to damage him, or even stun him if you can correctly predict where he is or where he's going. Like Aurelion, always make sure to alert your team when he's MIA.
Swain
Swain is generally better in mid to late game, so you can poke with him some in laning phase as long as you keep moving to avoid his Nevermove and Eye. He has a decent amount of sustain though, so dont expect to kill him a whole bunch, just widdle him down. Gonna come down mostly to who's getting more poke in and who's landing their stun more.
Twisted Fate
Another champ more known for his roaming than his laning. Your all in beats him out, but he can easily stun you since his gold card is so easy to land once you're in range, so be sure to poke him some before moving in for a kill. Keep your team aware of where he is when you can, and use your superior range to your advantage.
Zoe
Zoe is ALL in on her sleepy bubble. without it, a lot of what she can do is immediately weakened. Keep moving and poke her out. Also, if you see her use her R, you can land a cheeky Q or E on her, since Q will still hurt and stun her even when she goes back to her start position and E will follow her there. Just play it safe and use minions as barriers against her.
Ziggs
Ziggs relies on pumping out as much damage as he can as fast as he can, like Vel'koz. Unlike Vel however, Ziggs has very little Crowd Control to do that with. If you keep mobile you should be mostly ok, just play in and out of range.
Fiddlesticks
I have yet to play against the reworked fiddlesticks midlane, so this threat level may need adjusted, but until such a time i get first hand experience i will be leaving him here. He's still largely based around his Ult, so in a straight lane matchup you (in theory) have the advantage, just be weary about getting jumped when you don't know where he is. his silence and his fear together make for an annoying time if you attempt to get him off of you, so just keep that in mind and give him a little space.
Vladimir
You have better poke then him, but he has more sustain and survivability then you. Watch the bar under his health to see when his Blood Sucking ability will do more damage, cause he'll usually try to poke you a bit then. If he get's ahead in health, just hang back and try to see if you can even the field. You out damage him, but if he get's to far ahead in health, it isn't gonna matter.
Neeko
This matchup pretty much come's down to who's more on point with their stuns on the given day. in theory you have an advantage over neeko, but she has a little bit more leeway in her ranges then you, so just keep it in mind.
Viktor
You guy's both get stronger later in the game, so neither of you will really be at full potential in lane. It's gonna come down to who can get more poke damage in, and if you let him land his stun cage on you.
Jax
This come's down to who know's the matchup better and who's farther ahead. At first he can seem oppressive with his leap and stun, but honestly they arent all that bad. Let him leap to you, then drop a stun right in his face to punish him for it. While a fed jax can leap in and kill you quick, you can turn the fight around on him if he isn't too far ahead.
Aatrox
A newer edition to the midlane, aatrox is usually a top laner, but he's seen a bit of rise in his popularity mid Lane. Your poke is a lot better then his, but he outdamages you in extended trades, especially before you hit level 6. Stun, E, get the hell out of Dodge. Treat him a lot like you would galio. You out poke him, but he's hard to actually burst down and finish off with his self heal in his kit and his second life ultimate.
Akali
Akali use to be a much bigger issue for you, but since her shroud no longer protect's her from your turret, she's not as much of an issue as she used to be. Your blizzard can hurt her while she's invisible, so if she drop's her shroud looking to engage drop your blizzard on the part of it closest to you to punish her if she decides to keep going. Once her shroud's down, just back off. Don't fight with it up. And keep her throwing star in mind too, since if it land's that a really easy engage for her.
Sylas
Your ability to poke in lane is a LOT better then his, but his all in is a lot more lethal then your's if he play's smart. Don't give him an easy target for his grab and be careful when he start's looking for an engage, but as long as you do that it should be pretty ok.
Nasus
Even a fed nasus has no real way of getting to you if you play your CC right. He's scary, very scary, but a cool head and steady play will keep you safe, and even your teammates. lock him down and keep him cut off from his target's, and i guess you could say he's all bark and no bite (i'm sorry).
Diana
Man, did that rework do wonders for diana. She's a hard threat to deal with now that she can jump around a lot earlier in the game, and she has TON'S of burst. Be wary of her poke ability, as if it hit's that's a free dash for her, which means even if you get away from her she still has her dash to get right back on you a second time. If she get's on you and full combo's you, you just lose, it's pretty much as simple as that. So, don't give her that chance. Respect her poke range, respect her presence, and don't give her a chance to jump on you.
Lux
A lux who know's how to utilize her kit is gonna give you a headache. the issue here is that she just has so much more range then you, making it really easy for her to poke you down in lane, especially with the absurd AOE on her main poke tool, her E. If you can get an early lead, she won't be as much as an issue, but between easy poke, long range kit, and her absurd amounts of stacked damage and low cooldown's, if she get's ahead, you'll need to wait till later to deal with her. You arguably bring more to a teamfight then her, but the biggest issue is just gonna be if she get's ahead.
Zed
Get an Hourglass fairly early if you can, and be wary of his damage. He can do a decent bit if you let him control the lane, but considering how safe he can be to play with his shadow's, it can sometimes be tricky to get ahead. Respect him until you can get a lead over him.
Vel'Koz
Vel'koz is tricky. He "can" be an easy matchup (knock on wood). he, kinda like ryze, will depend a lot on how good the player behind him is. Unlike ryze though, he has a LOT of damage he can pump out if you let him, and a chunk or two of true damage on TOP of it. He out ranges you with his abilities, and his knockup can be hard to predict since it isnt as visible as your Q is, so stay moving. Dont stay in one spot, and poke in and out of his range only to get minions and occasionally Q+E him, just poke him out and wait for a good chance to all in.
LeBlanc
Another skill matchup. Leblanc has a very forgiving "get out of jail free" card with her ability to teleport back to her shadow, which makes her hard to kill, and has the ability to jump to you, chunk your health, and then jump back to her shadow all before you can even respond. Most likely, you arent gonna be killing her a whole lot in lane, so focus more on farming and keeping her on the backfoot. save your stuns for when she jumps in, and catch her out with it and your blizzard to scare her into backing off without really hurting you too much. Do NOT chase her for a kill, let her run, and farm up while she's forced to back and heal up.
Azir
A tricky matchup. A GOOD Azir will mess you up, hard, and get away before you can even retaliate. However... well, Azir is a reallllyyy hard champ to be THAT good at. If you go up against him, play it safe, focus on farm, and avoid him. He out ranges you, and can get in and out of a fight very quickly. His soldiers let him attack from outside your range, so try to keep away from them and wait till late game where teamfights break out or for him to make a mistake.
Malzahar
Malzahar can be a tricky one. He doesnt seem like much on the surface, but he has damage over time which can be super annoying, and if he gets in range for his R, it's an absolute nightmare for you since it locks you down completely. A skill matchup, with an edge in his favor.
Syndra
This matchup can be tricky, and come's down a lot to who's more comfortable on their champ. technically, Syndra has more poke then you, but you're Q+E combo has the potential to be a more lethal poke, so try to just avoid her ranges unless you're abilities are up. Also, her R can melt you, but it has a super short range. Same tip, just stay at a distance until you're ready to put some hurt on her.
Yasuo
Yas can be tricky. The biggest issue with yas is that it doesnt take much for him to get ahead. one good kill and he can start to win a whole game on his own. However, he's vulnerable too. His wind wall is useless against your blizzard, and if you're fast and have good awareness, you can use his dash against him when he goes to push up and land an easy Q. However, if you struggle against mobility champs, its ok to just focus on farming and playing safe. Remember to use your auto attacks to burst his wind shield regularly.
Irelia
A skill matchup. She no longer protect's from AP damage with her W, which make's it almost useless to her to protect from you, but she still has a lot of mobility at her disposal and mobility is the biggest issue for Anivia. Also be careful about getting stunned by her and wasting your own stun and/or blizzard.
Olaf
The ability to render 2 of your 3 CC abilities null and void is a MAJOR problem for you, so be very wary of his ultimate. When it goes up, put some distance between you quickly, flash, wall, whatever you can. Once it's down his threat potential drops, but always try to keep him at an arm's length.
Qiyana
Qiyana can do a stupid amount of damage in lane phase, and she has a lot of movement to get around, but she isnt unstoppable. a good stun will mess up her flow and give you time to retaliate. Also, never forget that her Q has a longer range when it's empowered with an ability, so be careful about playing around it's range.
Fizz
Fizz is BS. He has more burst potential in his toe than most champs have in their whole kits, and his R is RIDICULOUSLY deceptive. it has one of the longest ranges for a skillshot in the game, slows you, AND knocks you up and chunks your health. I almost always ban fizz as anivia, but if you find yourself up against him, build Hourglass and build it ASAP. DO NOT try to fight him for the most part, unless he makes a MAJOR mistake, and be weary of his dodge since he has the potential to dodge everything in the game on an incredibly low cooldown for an ability that strong. Play far away and focus on farming up. Your tower is your friend.
Xerath
Xerath is a lot like Vel'koz, he can be annoying, and he can do a LOT of damage. he out ranges you by a lot, and it can make trading feel impossible since a good xerath will never be in your ability ranges. I wouldn't recommend picking fight with him 1v1, just farm up minions and wait for team fights late game.
Blitzcrank
Blitzcrank hook's have the same affect as your stuns in the sense that if he lands them, his team tends to auto focus whoever he caught. On top of the danger of being pulled into his team, his knock-up and silence also hinder all your attempts to escape, so give him a healthy respect.
Kassadin
Kassadin was designed almost exclusively to destroy mage's, so you're not in for a fun lane. Pre level 6, you have edge. AFTER level 6, be on alert at all, times. His power spike at 6 makes him very hard to pin down for a long time, and he can chunk you out very quickly if you dont have something or someone you can fall back too close by. Try to get him behind early on if you can, but after he hits level 6, play as safe as you possibly can and let him be the one to screw up.
Master Yi
yi has no real way of directly helping you, so no real synergy here. He just kinda does damage. Not a bad thing, but not teamwork, either. Your kit's are just too different.
Lee Sin
Lee sin is great and all, but a lot like other character's who get in and out fast, he relies more on you then you do on him. plus, his kick can easily screw you over if you don't compensate for it.
Graves
Most ADC depend a lot more on you then you do on them, but the slow from Graves smokescreen can help you land a stun on enemies too, especially since on top of the slow, they won't see the stun coming.
Pantheon
His 'hit fast and snowball hard' style of play is DRASTICALLY different than your's, and this can make it kinda hard for you two to set up anything together. If he get's an early kill or two, he'll be ok, but if he doesn't then your stuck carrying him for the rest of the game.
Evelynn
Evelynn can be strong, but placing her mark on enemies tends to cause them to run towards safety, which usually means away from anivia. this can make it harder to land your stun. If she manages to set her charm off, it's great, but really she has to do that before you can do much yourself most of the time.
Hecarim
Hecarim is by no means bad with Anivia, but his abilities have a habit of knocking enemies around, and this could cause you to completely whiff a stun or your ult if you aren't careful.
Diana
Same as yi in the case where she doesn't really do anything that directly helps you. She's basically all focused on the kill. Unlike yi though, she does have a little bit of CC that can help you land your stun, or can keep people inside your blizzard.
Braum
Nothing of note. Braum's a good protector, but since you wanna be away from danger usually anyway, it doesn't always mean much.
Udyr
Can be strong, but can be a little touch and go sometimes. Udyr's biggest weakness is his low range, and if he dies quickly when going for a play, you tend to be closer then you'd like to be to the enemy so you can try to follow up with him. Has potential though.
Tahm Kench
Tahm's newest nerf that slows him when he swallows his ally REALLY hurt him as a teammate for you. It basically gutted him as a support pick, but thankfully he isnt a TERRIBLE teammate at least. He has some nice slow, and can still swallow enemies to set them up for you and teammates. He's just not nearly as good as he use to be. Maybe when people figure out a new playstyle for him, but for now he's stuck as a top lane "kinda tank kinda support" champ.
Bard
His ult can help you stick your blizzard and stun, but if your blizzard is already down, it can actually kinda screw you over. overall, nothing of major note.
Alistar
His knockup can help you land an easy stun, but his headbutt can hinder you if he messes it up, and none of his other abilities really benefit you directly.
Camille
Nothing bad, nothing good. be sure to follow up her ult with your blizzard, since whoever she traps cant really run away except in the space they're stuck. Her stun could be nice for CC chaining, but trying to keep up with her stun can prove to be an issue.
Ivern
Ivern really kinda synergies with anyone if he's played well, you can follow up eachother's stuns, and he can shield you if need be, but you guys dont have any major combos. be careful not to pull yourself to whoever he stuns though, as you're not someone who generally wants to get in the face of your enemies.
Taliyah
Her wall can be amazing, but her other CC ability, the shove, doesnt do you any favors the same way it does for her.
Poppy
Has its advantages and disadvantages. Like vayne, poppy needs terrain for her CC, which you can helpfully provide. She also has her big "no no" circle that can help keep potential threats off of you. That's the good. The bad is that although you can give her terrain for her CC, the knockback on the shove could potentially move targets out of your blizzard if it's already up. Her ult is the same issue, if she uses it prematurely, it'll screw you over.
Gragas
a gragas can do some good engage for you, but his ultimate is an entire "screw your grouped up team" to your ultimate or stun. Just wait for him to do what he wants to do BEFORE you try to follow up.
Dr. Mundo
Mundo has some slow's to keep people down, and having people standing in both his AOE damage and yours at the same time will catch them by surprise, but keeping up with him can sometimes be an issue.
Nunu & Willump
A good snowball and you two should be able to clean up whoever he hit's with it. the only issue sometimes can be trying to keep up with him. if he gets too far away when snowballing, you can struggle to follow up.
Amumu
Amumu makes a decent jungle companion, and it's easy to chain your CC on top of his ult as long as you're ready for it. your ability to follow up on him well with blizzard and stun also protect's him somewhat from his need to dive in to do damage.
Jarvan IV
It's super easy to drop your blizzard on Jarvan's crater, and anyone stuck inside or trying to help anyone inside will pay because of it. the only downside is having to repostion your blizzard after crater ends.
Urgot
Anivia love's having people who aren't afraid to hold the frontline for her, and urgot does that in spade's. He doesn't have as much crowd control as someone like a good Maokai, but he still present's a formidable threat that can be hard to ignore.
Vayne
Most ADC have no real synergy with Anivia. It isn't them being bad or anything, it's just that they depend so much more on you then you do on them. Vayne however had a very unique bit of CC that can combo very well with your kit. Since her CC pushes enemies back and sticks them to a wall if they hit it, dropping a wall behind enemies and letting vayne slam them against it makes it so easy for you to follow up, and between your high butst for squishes and her ability to tank shred, you two can do a serious bit of hurting to literally anyone you catch out.
Cho'Gath
A good chogath knockup will let you get a stun off more often then not, and when a massive monster threatening to eat them alive is bearing down on people, they tend to focus on that rather then you. Even if they do focus you, Cho's silence can help out with it as well.
Gnar
A tricky one. Mini gnar isn't all that great for a teammate with you, he's all about ranged poke and dancing around the outskirts of fights. But mega gnar? Massive Frontline fighters always synergize well with Anivia, and his R can throw people into your walls to stun them. Very nice. His biggest issue is just consistency since he has less control over his forms then other multiple form champions.
Volibear
Be careful to try to stun someone AFTER Volibear throw's them. His run mean's he's easily gonna catch up to them before you do, so trying to stun someone before he grab's them is just asking to miss it. Same rule applies for your Blizzard. He does make a decent engager though, which is nice.
Elise
As long as you guy's properly chain your CC and don't both pop them at the same time, you two can delete pretty much anyone in the game together. You both benefit from the other landing their stun, since it can be followed up by another stun, and you can both burst HARD by yourselves, so both of you bursting together will be a very scary thing for the enemy.
Leona
Leona's hundred's of stuns make it easy for you to line up your own stun, and keeps enemies stuck in your blizzard for an extended period. The only downside here is using your stun at the same time she's using her's, wasting one of them, but it's a small drawback.
Blitzcrank
Same as with malphite, if blitzcrank land's his abilities, its super easy to follow up with your CC and damage, usually making it a short life for whoever he caught.
Zyra
You two together tend to just zone off so much space that the enemy just cannot step into without dying, and both of you can follow up on eachother's abilities to great affect. Your blizzard can also help her land the knockup on her ult if they're on top of eachother.
Malphite
Malaphite ult in, you drop your blizzard under all the people he knocks up, and stunning them again once they hit the ground? GG those poor souls.
Sejuani
Another high CC jungler who you can chain CC with, Sejuani can make someone's life hell if they get ulted by her while in your blizzard. on top of that, either of you can help the other land their stuns easier with your own.
Maokai
Dropping all your CC and damage on top of all his CC and damage can frustrate anyone fast if you do it right, the only thing to watch out for is the possibility he may punch someone out of your ranges or hitboxes, and honestly, its a small downside since his punch isnt nearly as strong as something like an Alistair headbutt.
Kled
Kled LIVES in the frontline, and if he take the focus off of you, you can clean up super easy. HIs ult makes it SOOOO easy to position, and hit beartrap can pull people back some so they stay in blizzard longer.
Thresh
A good thresh landing his hook's is a hard carry in itself, and when you throw your blizzard on top of his target, they're as good as dead. HIs Box helps keep them in there even longer too, and thresh isnt afraid to be in the frontline, which can help take pressure off of you.
Zilean
A good zilean who can land his bomb's and know's how to best use his kit is a utility monster, and a very respectable teammate. He can stun someone down, so you two can CC chain. His R can give you another life ON TOP of the second life your passive already give's you. He can speed you up to help catch people running away. He just bring's so much good to a team, the only real downside to him is if the player behind him is bad.
Synergies
IdealStrongOkLowNone
Master Yi
yi has no real way of directly helping you, so no real synergy here. He just kinda does damage. Not a bad thing, but not teamwork, either. Your kit's are just too different.
Lee Sin
Lee sin is great and all, but a lot like other character's who get in and out fast, he relies more on you then you do on him. plus, his kick can easily screw you over if you don't compensate for it.
Graves
Most ADC depend a lot more on you then you do on them, but the slow from Graves smokescreen can help you land a stun on enemies too, especially since on top of the slow, they won't see the stun coming.
Pantheon
His 'hit fast and snowball hard' style of play is DRASTICALLY different than your's, and this can make it kinda hard for you two to set up anything together. If he get's an early kill or two, he'll be ok, but if he doesn't then your stuck carrying him for the rest of the game.
Evelynn
Evelynn can be strong, but placing her mark on enemies tends to cause them to run towards safety, which usually means away from anivia. this can make it harder to land your stun. If she manages to set her charm off, it's great, but really she has to do that before you can do much yourself most of the time.
Hecarim
Hecarim is by no means bad with Anivia, but his abilities have a habit of knocking enemies around, and this could cause you to completely whiff a stun or your ult if you aren't careful.
Diana
Same as yi in the case where she doesn't really do anything that directly helps you. She's basically all focused on the kill. Unlike yi though, she does have a little bit of CC that can help you land your stun, or can keep people inside your blizzard.
Braum
Nothing of note. Braum's a good protector, but since you wanna be away from danger usually anyway, it doesn't always mean much.
Udyr
Can be strong, but can be a little touch and go sometimes. Udyr's biggest weakness is his low range, and if he dies quickly when going for a play, you tend to be closer then you'd like to be to the enemy so you can try to follow up with him. Has potential though.
Tahm Kench
Tahm's newest nerf that slows him when he swallows his ally REALLY hurt him as a teammate for you. It basically gutted him as a support pick, but thankfully he isnt a TERRIBLE teammate at least. He has some nice slow, and can still swallow enemies to set them up for you and teammates. He's just not nearly as good as he use to be. Maybe when people figure out a new playstyle for him, but for now he's stuck as a top lane "kinda tank kinda support" champ.
Bard
His ult can help you stick your blizzard and stun, but if your blizzard is already down, it can actually kinda screw you over. overall, nothing of major note.
Alistar
His knockup can help you land an easy stun, but his headbutt can hinder you if he messes it up, and none of his other abilities really benefit you directly.
Camille
Nothing bad, nothing good. be sure to follow up her ult with your blizzard, since whoever she traps cant really run away except in the space they're stuck. Her stun could be nice for CC chaining, but trying to keep up with her stun can prove to be an issue.
Ivern
Ivern really kinda synergies with anyone if he's played well, you can follow up eachother's stuns, and he can shield you if need be, but you guys dont have any major combos. be careful not to pull yourself to whoever he stuns though, as you're not someone who generally wants to get in the face of your enemies.
Taliyah
Her wall can be amazing, but her other CC ability, the shove, doesnt do you any favors the same way it does for her.
Poppy
Has its advantages and disadvantages. Like vayne, poppy needs terrain for her CC, which you can helpfully provide. She also has her big "no no" circle that can help keep potential threats off of you. That's the good. The bad is that although you can give her terrain for her CC, the knockback on the shove could potentially move targets out of your blizzard if it's already up. Her ult is the same issue, if she uses it prematurely, it'll screw you over.
Gragas
a gragas can do some good engage for you, but his ultimate is an entire "screw your grouped up team" to your ultimate or stun. Just wait for him to do what he wants to do BEFORE you try to follow up.
Dr. Mundo
Mundo has some slow's to keep people down, and having people standing in both his AOE damage and yours at the same time will catch them by surprise, but keeping up with him can sometimes be an issue.
Nunu & Willump
A good snowball and you two should be able to clean up whoever he hit's with it. the only issue sometimes can be trying to keep up with him. if he gets too far away when snowballing, you can struggle to follow up.
Amumu
Amumu makes a decent jungle companion, and it's easy to chain your CC on top of his ult as long as you're ready for it. your ability to follow up on him well with blizzard and stun also protect's him somewhat from his need to dive in to do damage.
Jarvan IV
It's super easy to drop your blizzard on Jarvan's crater, and anyone stuck inside or trying to help anyone inside will pay because of it. the only downside is having to repostion your blizzard after crater ends.
Urgot
Anivia love's having people who aren't afraid to hold the frontline for her, and urgot does that in spade's. He doesn't have as much crowd control as someone like a good Maokai, but he still present's a formidable threat that can be hard to ignore.
Vayne
Most ADC have no real synergy with Anivia. It isn't them being bad or anything, it's just that they depend so much more on you then you do on them. Vayne however had a very unique bit of CC that can combo very well with your kit. Since her CC pushes enemies back and sticks them to a wall if they hit it, dropping a wall behind enemies and letting vayne slam them against it makes it so easy for you to follow up, and between your high butst for squishes and her ability to tank shred, you two can do a serious bit of hurting to literally anyone you catch out.
Cho'Gath
A good chogath knockup will let you get a stun off more often then not, and when a massive monster threatening to eat them alive is bearing down on people, they tend to focus on that rather then you. Even if they do focus you, Cho's silence can help out with it as well.
Gnar
A tricky one. Mini gnar isn't all that great for a teammate with you, he's all about ranged poke and dancing around the outskirts of fights. But mega gnar? Massive Frontline fighters always synergize well with Anivia, and his R can throw people into your walls to stun them. Very nice. His biggest issue is just consistency since he has less control over his forms then other multiple form champions.
Volibear
Be careful to try to stun someone AFTER Volibear throw's them. His run mean's he's easily gonna catch up to them before you do, so trying to stun someone before he grab's them is just asking to miss it. Same rule applies for your Blizzard. He does make a decent engager though, which is nice.
Elise
As long as you guy's properly chain your CC and don't both pop them at the same time, you two can delete pretty much anyone in the game together. You both benefit from the other landing their stun, since it can be followed up by another stun, and you can both burst HARD by yourselves, so both of you bursting together will be a very scary thing for the enemy.
Leona
Leona's hundred's of stuns make it easy for you to line up your own stun, and keeps enemies stuck in your blizzard for an extended period. The only downside here is using your stun at the same time she's using her's, wasting one of them, but it's a small drawback.
Blitzcrank
Same as with malphite, if blitzcrank land's his abilities, its super easy to follow up with your CC and damage, usually making it a short life for whoever he caught.
Zyra
You two together tend to just zone off so much space that the enemy just cannot step into without dying, and both of you can follow up on eachother's abilities to great affect. Your blizzard can also help her land the knockup on her ult if they're on top of eachother.
Malphite
Malaphite ult in, you drop your blizzard under all the people he knocks up, and stunning them again once they hit the ground? GG those poor souls.
Sejuani
Another high CC jungler who you can chain CC with, Sejuani can make someone's life hell if they get ulted by her while in your blizzard. on top of that, either of you can help the other land their stuns easier with your own.
Maokai
Dropping all your CC and damage on top of all his CC and damage can frustrate anyone fast if you do it right, the only thing to watch out for is the possibility he may punch someone out of your ranges or hitboxes, and honestly, its a small downside since his punch isnt nearly as strong as something like an Alistair headbutt.
Kled
Kled LIVES in the frontline, and if he take the focus off of you, you can clean up super easy. HIs ult makes it SOOOO easy to position, and hit beartrap can pull people back some so they stay in blizzard longer.
Thresh
A good thresh landing his hook's is a hard carry in itself, and when you throw your blizzard on top of his target, they're as good as dead. HIs Box helps keep them in there even longer too, and thresh isnt afraid to be in the frontline, which can help take pressure off of you.
Zilean
A good zilean who can land his bomb's and know's how to best use his kit is a utility monster, and a very respectable teammate. He can stun someone down, so you two can CC chain. His R can give you another life ON TOP of the second life your passive already give's you. He can speed you up to help catch people running away. He just bring's so much good to a team, the only real downside to him is if the player behind him is bad.
Hello League and Mobafire. I'm Reason, a Mastery 7 Anivia player, with (currently) a bit over 500,000 Points on her, and climbing. Anivia was one of the first champion shards i ever got when i joined league, and i fell in love with her kit, playstyle, and flexibility in game. I know this guide is big, and i apologize. I was just wanted to make sure to get in everything i could about Anivia, and there's no reason you have to look through it all in one sitting.
I remember the frustration of trying to learn league when i first joined, so as a result of that this guide is aimed slightly
more at new players rather then experienced ones. While this guide is more directed at people who are new to Anivia (or league in general), i still hope experienced player's alike find it interesting. This guide will be updated, at the very least, every patch. If you have any opinion's, advice, or question's of any sort, feel free to leave a comment, i'm here to learn same as anyone else.
NOTE: UNTIL FURTHER NOTICE, THIS GUIDE IS CONSIDERED "OUT OF DATE". with the mass item changes and the introduction to a new item type (Mythic's), im planning on updating and redoing a LARGE portion of this guide, but it'll take time for the dust to settle and new items to be messed around. as long as this message is on the guide, consider it old. not necessarily all irrelevant, just old. it will be updated ASAP.
Anivia Pro's and Con's
PRO'S
+Incredible amounts of Crowd Control
+High burst damage that most people tend to underestimate
+A free extra life (on a cooldown)
+Easy to pick up, hard to master
+Able to be useful even if behind
+extremely low cooldown ultimate
CON'S
-EXTREMELY mana hungry
-easy to punish if you misuse your abilities
-Super slow skillshot ability, making it easy to dodge
-super squishy when caught out
-no mobility options and very slow
-hard to farm with early game
-easy to learn but hard to master
Why play Anivia?
I'm of the opinion that Anivia is one of these most underrated champ's in Leauge of Legend's. Anivia has so much she can do in so many situation's, and control's the ebb and flow of a fight in a way almost no other champ really can. You don't just play around the battlefield as Anivia, you make your own. You can 1v1, have an amazing teamfight, Have enough CC and an amazing AOE zoning ult that you can use to single-handedly hold back an enemy team, and bring so much in sheer utility to a team that you're flexible enough to fit into almost any team comp. Your only real weakness in a game as Anivia is just the lack of mobility you have, and you have enough in term's of terrain making, stun's and slow's to make up for it if you play right.
plus, i mean, come on. You're a bloody god of the frejlord and all thing's ice and snow. That's just cool.
Abilities (+tips and tricks)
Rebirth (Passive)
Upon dying, Anivia will revert into an egg form where she died. If 6 seconds go by and no one has killed the egg, Anivia will be reborn from it, with however much health the egg had when she was reborn.
Tip's
-Rebirth is extremely useful for a cooldown passive, but only if you play with it in mind. Getting somewhere safe before you die can help protect your egg, like under tower or closer to your team.
- Flash can be useful in getting you somewhere safe, and it's usually best to use flash BEFORE going into egg, not saving it for after. Going into egg usually helps the enemy team focus you, so you may not get another chance to use it after you're reborn. better to use it and die trying than hold it and die anyway.
-Rebirth can also help you with tower dive potential in laning phase, but BE CAREFUL. While your egg can give you some more room to run under an enemy tower for a kill, if you dont get out of the tower range before you go into egg, tower will still be locked onto you, making it impossible for you to escape it.
-Keep in mind, while this should be obvious, you can not do ANYTHING while in egg. Cant move, cant attack, use items, spells, anything. What you should also know is, while in egg, you actually LOSE armor and magic resist. The math is confusing, but at level 1, you have -40 armor and magic resist while in egg. these numbers change the higher level you get, but as a rule of thumb, just keep in mind you're squishier then squishy.
- While Anivia's passive has always been her egg and has received little to no change at all since league's start, people are naturally kill greedy, especially in disorganized team's. If you'r egg is up and your low, but you have teammates near, you could trade your egg to bait them into trying to kill you. It'll cost you you'r passive, but it'll usually cost them their lives.
Trick's
-Something else you can do to help with escaping with your life is using your Teleport spell right before you go into egg form. While you cant use teleport while in egg, if you use it on something right before you go into your egg, it'll still finish and transport your egg to safety (assuming the enemy team doesn't cancel your TP with hard CC)
Filler
Flash Frost
Anivia launch's a chunk of ice, Slowing anyone it touches briefly as well as damaging. Upon reaching it's max range, or when Anivia activates the ability again, it explodes, stunning and damaging anyone caught in it.
Tip's
-Flash Frost can be activated again almost instantly after casting, so dont be afraid to throw one out if someone get's too close for comfort.
-While it has a decent sized hitbox, Flash Frost also has the slowest speed of any skillshot in the game, making it easy to dodge. Take time to practice with it to get use to the range and size, and you should be able to land it more often than not even with the slow speed.
Trick's
-Something worth noting is that Flash Frost can technically do damage to a target twice instead of just once. It does damage to anyone it passes over, AND to anyone caught in it when it explodes. So if you have the luxury, let it get it's pass damage off before you detonate it to do the absolute maximum amount of damage.
Filler
Crystallize
Anivia forms a wall of pure ice which increases in length with level, blocking off the area for 5 seconds before melting back down.
Tip's
-Early on, wall has a lengthy cooldown, so think carefully about how to use it before you do. It can be used both to cut someone off from escape, or it can be used to put some terrain between you and the enemy, but you only get one, so be sure to know which is best in different situations.
-Wall used to do damage and push enemie's when it was dropped right on top of them. It no longer does damage, HOWEVER, it does still push the enemy slightly away from whichever side of the wall their closest to. With a bit of practice this is a great way to push someone into thing's, like if you stun someone justtttt outside of your blizzard's circle.
-Some people argue that it's better to max your wall second, not third, since the added length is great for getting pick's and make's it much more useful early on. While you can max wall second, it's important to keep in mind what you're giving up if you do. Q is maxed second for a few reason's.
1. Damage. Pretty basic, but still worth noting.
2. Cooldown. Q is your main way of locking down a kill, so maxing it second help's you have it up more often for fight's. this reason is the main reason why you max it second, even more so then the damage.
3. Stun length. not as important as the first two, but your stun DOES last a littleeeee bit longer with each level. This is a very small amount longer (0.1 second longer per level), but still something you should know.
In general, take it game to game. Most game's, i feel like the lower cooldown on my Q is just much nicer early on into mid game then the added wall length. HOWEVER, if big teamfight's are breaking out super early on, then you could make an argument for maxing your wall second.
if you just don't like the level 1 wall length, you can always put another point into your wall sometime after level 6 to make it a bit longer.
Trick's
-Your wall may only last 5 second's, but during that time it does count as terrain for all intent's and purposes. This means teammates who have CC based on terrain ( Vayne, Gnar, and Poppy for example) can all benefit from a well placed wall. Drop it behind the enemy, let them use their CC into your wall, and then you follow that up with your own stun on top of it. All of that while you're both pummeling away at them with damage.
-wall can be useful in a bunch of different ways, but there are 3 specific matchups that i feel are worth bringing attention to.
Nunu & Willump is pretty much directly countered by your wall, since for a gank from him to be effective, he has to hit his snowball first. Put a point into wall at level 3, and any time he shows up, just throw up a wall in his face, and he's pretty much stopped before he even get's started.
Tristana midlane has become a decently popular cheese strat, and it's effective. However, specifically about your wall, it's worth noting that with VERY precise timing you can cancel Trist's jump since your wall counts as a displacement. this takes practice, and is not easy to pull off 100% of the time, but it's good to know and keep in your bag of tricks.
Malzahar's passive (his shield bubble thing) can be SUPER annoying, since it makes trading tricky. However, he has an interesting interaction with your wall. If you drop your wall right on top of him (RIGHT on top), it pop's his shield just the same as any other damage would. This can be tricky to get the hang of, but it's a good trick to know, since if timed properly with your stun he can have his shield popped and be stunned before he even realizes what just happened.
-If you want to reset your minion wave, or want to just make the minion clash happen closer to your tower, you can hold your wave back some by throwing up a wall next to your tower and then standing in the small little nook between the tower and the wall beside it. This take's both practice and usually at least 2 point's into your wall ability, but it's a nice way to get a bit more control over the minion wave if you need it.
-Your wall late game can get MASSIVE, but it doesn't reach from wall to wall in a lane. However, walling off half the lane with your crystallize and then dropping your blizzard on the other half is a great way to bottleneck enemies into it. While some enemy champion's may have way's to get over your wall, they'll have to leave their team behind to do so. And even if they decide just to wait until your wall melt's, it's still nice for herding minion wave's into their own death.
-While wall no longer does damage as stated above, it does still count as a displacement ability. this has a LOT of potential uses, some small some big. If you drop your wall RIGHT on top of people at the perfect time, you can do a lot of interesting tricks, such as blocking Blast Plant jumps, canceling abilities with channels, and much more.
Filler
Frostbite
Anivia throws a shard of razor sharp ice straight at an opponent, damaging them. If the target was recently stunned by Anivia's Flash Frost, or hurt by a fully formed Glacial Storm, the damage Frostbite deals is doubled.
Tip's
-Your main source of damage, you wanna max this first in EVERY game. I cannot think of a single situation where you'd ever max Q or W first over this. and make sure to combo it with your stun to deal the double damage from it.
-While the double damage from Frostbite can be activated off of your Glacial Storm, it only works if the storm is FULLY formed first. Be careful about when you use it, keep an eye on your storm.
-Since Frostbite is point and click and not a skillshot, stay back until you're ready to use it, then duck in close, throw the shard, and back out again to a safe range.
-Anivia's stun and storm both "chill" opponent's, causing them to leave a faint white trail behind them and under them as they move. While this doesn't do anything on it's own, it is a good way to check if your E is gonna do the double damage or not. If the enemy is chilled, the E will do double damage, so check for the trail if you aren't sure.
Trick's
- Once your Glacial Storm is full sized, any enemies taking so much as a SINGLE step inside of it will trigger the double damage of Frostbite. They don't have to be in it for a set time or anything, just chunk them the moment they decide to try to brave your circle.
-You can throw an auto almost immediately after your E, so if you can you wanna make sure to do so just to squeeze the absolute maximum amount of damage in. You should be Auto'ing after your E in big teamfight's anyway, but in laning phase it's good to know you can get an easy one in if you aren't ready to fully commit to going in and are just looking to poke them down some.
Filler
Glacial Storm (more commonly called Blizzard)
Anivia summons a storm of ice, snow and hail, growing in size for 1.5 seconds until it reaches it's peak, constantly damaging and slowing everyone caught inside.
Tip's
-Glacial Storm doesn't do it's full damage until it's reached it's full size, 300% more damage to be exact, so stun them to keep them in place until that happens to get the max damage.
-Blizzard is the main component of your kit, but it's also the main reason Anivia is so mana hungry. Blizzard cost's 70 mana just to start up, and then another 40 to 60 mana every SECOND it's up. Rod of Ages and Archangel's staff will help with the mana issues late game, but early on, it's important to keep in mind the blizzard's initial cost of 70 mana. all of these mana costs combined makes it pretty pointless to use blizzard if you're already low.
Trick's
- While blizzard's range is technically lower than your stun, your stun is also super slow. When chasing someone, it can sometimes be smart to drop your blizzard under them while you're chasing them instead of trying to throw a stun after them. The storm will slow them down enough to get you even closer, making it a lot more likely you can land your stun on them or drop a wall in front of them. Experience will help you know when someone's too far or fast to stun, so just keep this trick in mind for when you have more experience with your ranges.
- Blizzard has a lingering affect, where if you turn it off manually, there will be 1 more tick of damage in the area after you turn it off. While 1 tick's worth of blizzard's damage isnt a ton, it can be useful in farming, turning it off right before minions die to still get the extra tick of damage while saving you just a bit of that precious, precious mana that anivia is so reliant on.
- Glacial Storm is a big "no no" circle for the entire enemy team, and they'll have to choose if it's worth the risk to go into it. Play around it when you're in trouble, since even if the enemy decide's to go in for a kill attempt, they'll be chilled instantly and take damage and slow the entire time.
- Hard engage champ's are annoying, but they also usually have to jump out ahead of their team some in order to engage properly. Let them, then drop a blizzard behind them. You may wanna drop a wall, but if the enemy team is going in for a teamfight then They'll just flash over the wall if they have it anyway to follow up. With your blizzard instead, they'll take longer to catch up to their frontline, and take damage the entire time. Plus, cutting enemies off with blizzard is a LOT easier then doing it with wall since it has a much lower cooldown then Crystallize and can be moved around more.
Combo's
Basic Combo's
Q+E
Basic poke combo
Your basic combo for poking your opponent down in lane. Q to stun, which set's up the double damage for your E. Back off after that unless you have a lot of pressure on your opponent. If you have the luxury, you can get an auto or 2 in with this combo, but for the early poke just connect your E to the target and then get out of their range before they try to retaliate. This combo will be your bread and butter pretty much all the way to level 6. While it may be tempting to throw in your Crystallize to try to keep them close and get off more damage, remember that it is super easy to get around at level 1, so it may be best to save it for more defensive use's.
Full Combo
there's a few way's to do a full combo on Anivia, each can be useful for different situations.
Q, R, W, E
Probably the easiest one to get the hang of. Land your stun, then drop your blizzard under them to start doing damage over time and slow. Your wall and E you can drop in whichever order you want. E first means you have more time to get auto's in, or wall first to try to push them farther into your blizzard or cut them off from escape.
R+Q, W, E
The absolute max damage combo, if you can get it's timing right. The idea is to drop R and throw your Q at the exact same time, that way they start taking damage from your blizzard even before the stun lands. The slow from blizzard also make's it a lot easier to land your stun since they wont be able to dodge it quite as easily. Play around the range of your blizzard, since if you're in range for that you're definitely in range for your Q. While landing your stun first is the easier combo, this one is much more effective, just take's a little bit more practice.
W, R or Q, E
A good combo for anyone who you find caught out from their team. Later in the game, your wall's size can be great in both the jungle as well as lane. So if anyone on the enemy team pushes out too close to you, you can use it to cut them off from escape and their team. If one end of your wall connects with terrain but the other doesn't, drop your blizzard under the target leading towards the open end so they have to run through it to try to escape. If neither end touches terrain, wait to see which end they head towards before you try to blizzard/stun them.
Summoner Spells
Flash is pretty basic for almost every champion in league, there's only a few who don't use it. It's good for escapes, engages, etc. Honestly, with just how numerous the uses for it are, it's just too good to pass up. Teleport helps Anivia get around a lot faster, which can somewhat make up for her lack of mobility, and opens up more options in her laning and in helping other lanes. Also, due to how teleport interacts with her Egg, it can also be used to save your life (see Abilities: Rebirth) Take Ignite if you want a more aggressive early game, it greatly adds to your kill pressure in 1v1's. It tends to fall off more late game than TP though, so be sure to capitalize on it while you can to really start you off on the right foot. Cleanse has situational use, but it can be useful. The most obvious use's are against enemies who use lot's of stuns, LeBlanc, Syndra, Twisted Fate, Swain, Ahri, Veigar, and many others. I dont recommend taking it for every matchup that has a stun opponent, but if they're playing a champ who you know you tend to struggle against, it may be smart. Another use that's good to know is if Fizz land's his R on you, Cleanse will make it disconnect from you. it'll still finish the ult on the ground as if he never hit you with it, so watch out and get away from it, but it sure beat's having it stuck impossibly to you.
This is the spell to take if you're in a matchup you tend to struggle against. I recommend taking Cleanse if it's a hard matchup with someone who has a stun or something, and Barrier against a matchup that's hard but doesn't really have CC, like Zed, or just no CC you can counter with Cleanse, like Yasuo.
I never really recommend any of these, but Exhaust and Heal could see some (albeit situational) use. In the end, it's your game, so if you prefer one of these for some reason, take it instead.
Runes
SORCERY
Arcane Comet is the best keystone out of the Sorcery tree for anivia, all the CC she has makes it super easy for the comet to find its mark, and it does quite a bit more damage than Summon Aery. Phase Rush doesn't really benfit Anivia too much since she doesn't really wanna be getting too close to people, and since she doesn't have problems keeping people in her ranges with all her CC.
Summon Aery
Despite it being very niche, you can see some situational use out of Summon Aery into melee mid lane matchups. This is due to the fact that even though Arcane Comet is still an ok pick into melee champs, it's very easy to bully melee matchups early on in lane, and Aery help's make that bullying all that much more effective by putting more weight behind your poke, both with abilities and auto attacks.
Manaflow Band help's just that little bit more with Anivia's massive mana issues, and after you max it's stacks and get the bonus mana regen from it. It doesn't feel like a ton of regen all by itself, but every little bit help's for Anivia.
Nullifying Orb
Nullifying Orb Can be taken in place of Manaflow Band if you feel like you'll be ok on mana and are worried about surviving early game. Really, it comes down to if you want more mana ( Manaflow Band) or a bit more protection ( Nullifying Orb). Something to keep in mind if you take this is that you'll be delaying your power even longer since you'll have to wait until even later in the game to have the mana you need to use your kit to it's full potential.
Nimbus Cloak
Nimbus Cloak use to be pretty useless on Anivia. Now that it works off Summoner spells rather then your ultimate, however, it does have some more attractiveness for you then it use to. It can be used both defensively and offensively, making it a lot easier to either get in a target's face or get yourself to safety. It is, however, a rune that take's getting use to. Manaflow will still be the standard just cause of how mana hungry anivia is, however i do recommend trying Nimbus for yourself just to see if maybe you like how it feels and benefits you. There's also some potentially interesting uses for it on a Unsealed Spellbook page. again, something you should try and decide for yourself.
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Transcendence Provides you with just a little bit of CDR, which is never a bad thing, On top of turning all CDR past your CDR cap into AP. This won't benefit you most games, as you don't really set out to build massive amounts of CDR on anivia, but it's entirely possible to go over the CDR cap on anivia just by building from game to game if you're building lot's of protective items, so it's nice to have just so that bit of extra CDR doesn't just go to waste. It's a reliable rune, which is easy to just plug in and let it do it's thing.
Absolute Focus
While I don't PERSONALLY enjoy it, there's definitely an argument to be made for Absolute Focus. Getting free extra damage for literally nothing more then being healthy is REALLY good, and add's a noticeable punch to your damage overall throughout most of the game.
Having said that... i don't, personally, enjoy it. It's simply too situational, since you need to be above 70% health for it to work. 70% is a SUPER easy threshold to drop below, and all it take's is one slip up, one bad trade, etc, and then the rune is absolutely useless to you until you heal back up over 70%, which can take who knows how long. It's a personal preference really. Want that hard hitting poke and more damage, and don't really care for the "meh" 10% CDR rune? try out this one, it may be more up your alley. You'll just have to learn to play around it a bit.
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Gathering Storm is gonna be the most common pick for the final branch of the Sorcery tree. Anivia is the type of champion that really needs to build a few items before she can really start to get rolling, and since your two main items ( Rod of Ages and Archangel's Staff) both need to stack first, you're gonna really hit your stride in mid to late game. So, the added bonus of stacking AP the later the game goes is super nice.
Scorch
Scorch is another rune it the last branch Anivia can see some use out of if you prefer to play a more aggressive early game, as the added early burn on your spell's can help with your kill pressure in lane. You really need to be committed to winning your early game if you're gonna take this though, since you'll be losing out on so much later AP you would get from Gathering Storm
Gathering Storm Vs. Scorch
The best way to decide which of these you want is to remember this. Scorch is very nice for the early burn, as it does a decent bit of early damage. However, Gathering Storm start's to pass Scorch in term's of usefulness as early as 20 Minute's into a game. I said it in the above section, but you NEED to be committed to winning your laning phase if you take this. 20 Minute's is not a long time in a game of League, so just ask yourself where you wanna try to make play's. Laning phase/before the 20 minute mark? Scorch. Mid/late game? Gathering Storm.
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Filler
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DOMINATION
Electrocute can really help turn you into a more aggressive threat in the early game. Landing 3 point's of damage to proc it is easy with all your CC, and it does a decent bit of damage, making it invaluable for isolating and deleting your target. the biggest downside to this is the "single target" problem. This will help you chunk down one target, but after that you need to wait for it's cooldown to pass before it can be used again, which can somewhat limit it in later group skirmishes and teamfights where you're dealing with multiple targets. For a single target style champ, that may not be a really big downside, but since Anivia can handle multiple threats at once with great AOE control, it's much more limiting for her.
Predator
while it's not a common pick for Anivia, Predator ins't exactly useless on her either. It's just... odd. Uncommon, and odd. but possible. It's a great tool for ganking, so having it opens up a lot of potential for roaming bot or top after you've shoved in midlane. On top of that, it's move speed boost tend's to be unexpected, which can be really useful for catching out people too far away from their team with a well placed Crystallize or Flash Frost.
However, this all comes at a couple downsides, some big, some minor.
- 1, it puts the effect on your boots, so if you're someone who doesn't like have a bunch of different item abilities you have to worry about activating manually, that's a downside.
- 2, it's got a decent cooldown, meaning if you use it badly of misuse it, you're gonna be stuck without it for a decent amount of time.
- 3, it's arguably much less useful for anivia in big teamfight's then most other keystone's.
it's fun, so try it out, but most of you may not like it as your new "go to" keystone on anivia. some of you might, but most of you probably won't.
Dark Harvest
This one is... tricky. in THEORY, it could be amazing on anivia. it stacks up forever, meaning no matter how long a game goes on it will ALWAYS be getting stronger. It proc's instantly on low health target's, making it great for chunking people down. And it reset's EVERY time you get a kill, which can make it SUPER deadly in drawn our skirmishes where you get a kill, get the reset, get another kill, get another reset, etc.
in THEORY. That's the issue. In practice, the damage Dark Harvest does when it's proc'ed by your Glacial Storm tends to be VERY low, so for it to be a good fit with your R you need a LOT of stacks. While that may seem like a small issue at first, "i can still proc it for good damage with my Q+E after all", R is a really really big part of your kit, so just how much you need to stack it up to start getting it rolling on Anivia can be, frustrating. On top of that, you can't control who it affects in quite the same way you can Electrocute, since with Electrocute you need to actively set out to hit someone 3 times to proc it, whereas Dark Harvest could proc on anyone even if you didn't mean to target them.
It's... touch and go. COULD be great, but take's getting use to and time. Having said that, there has been a bit of talk among anivia player's about a "Dark Harvest support anivia" playstyle that they claim is amazing. I haven't tried that out personally, but in general when it comes to Dark Harvest, it's a rune that some will enjoy and some won't, like Predator and Summon Aery.
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Cheap Shot is easily the best rune in the second branch of the domination tree for Anivia. Bonus true damage whenever you damage someone with impaired movement? Between your stun and the slow from your blizzard, this should be pretty easy to use, maybe even a couple time in one trade since it has a 4 second cooldown as well. It does fall off 'slightly' later in the game, but the early game pressure this can give make it great for more aggressive laning, and could make it a good secondary tree option too. Plus, even if it does fall of a small bit, it's not like True Damage is ever a bad thing to have.
Taste of Blood
While it's not quite as useful as Cheap Shot is, it's not a useless rune either. The healing that Taste of Blood gives may not SEEM impressive, but it's enough to get you through laning phase easier if you can proc it consistently, and anything that can help Anivia's rough early laning phase can be considered a godsend.
However, It DOES have a longer cooldown then Cheap Shot, and you'll be giving up the True Damage of cheap shot as well. So you need to decide for yourself if you wanna focus more on surviving and getting out of laning phase alive ( Taste of Blood), or if you wanna rough up your opponents and make sure it hurts ( Cheap Shot). there is no 'Correct' answer, so get what you need for you.
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Eyeball Collection will probably be the rune you wanna take out of the third Domination branch if you take the domination keystone. If you're running domination as your main rune tree, you're looking to get an early lead and keep it. Eyeball Collection will help you snowball any kills you get a bit more. It's easy to use as well, as another of the "plug it in and forget about it" style rune's. Only downside to this is if you DONT get kills/assists, you won't stack it. So, obviously, not a good rune to take if you aren't expecting to get a bunch of kill's and assists for any reason.
Ghost Poro
This one is definitely useful, and some player's may easily prefer this over Eyeball Collection, assuming you can remember to stack it. Since Ghost Poro will make a ghost ward appear any time one of your ward's you've placed expires, it effectively add's more time to every single ward you place down, adding another minute of vision to every single ward you place down. Vision is INVALUABLE in league, and the more and more you practice league or the higher rank you go, the more you'll appreciate this, making this rune more and more attractive.
but, again, you need to remember to stack it. For new player's, part of the attractiveness of Eyeball Collection comes from the fact that you just plug the rune in and get rewarded for free as you play the game. Ghost Poro will only reward players who remember to actively ward, and ward a LOT. This could also be used to force you to remember to ward, but again, just worth remembering that you will only get use out of this rune if you remember to use it properly.
Ravenous Hunter can be super strong on Anivia after you get a couple stacks of it, especially since with your Glacial Storm, you'll be healing From all the damage your Blizzard does to enemies the entire time they're inside the circle, as well as even more healing off all the other damage from your other abilities. This gives you quite a bit more sustainability in extended teamfights. On top of that, Catalyst of Aeons(one of the build components of Rod of Ages) will also heal you the entire time Blizzard is active, so with the Catalyst and a couple stacks of Ravenous Hunter, you can take a little bit more of a beating than you otherwise normally could.
Relentless Hunter
Relentless Hunter gives you more out of combat movement speed, which can really help you position yourself and your blizzard where you want to be fast. It's also great since with this and all your CC potential, it's even easier for you to disengage from a fight and get away with your life. It's biggest drawback is that you have to be FULLY disengaged from ANY combat for a couple seconds before it kicks in, but even with that, it's still extremely handy for getting to and from fights, jungle camps, and lanes, as well as getting into proper positioning for fights before they break out.
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INSPIRATION
While I don't really recommend it to players new to Anivia, Unsealed Spellbook has quickly become one of my favorite keystones to run on her. The extra utility this keystone brings to your game's is amazing, and people always ALWAYS forget to look and see what summoner spells you switch to and when you swap out, giving you a lot of chances for surprising plays. It also allows me to take a more aggressive laning phase with Ignite and not lose out on the quick-to-lane potential of Teleport, and even Ghost. You can swap out on your first back for TP and be back to lane immediately, with Ignite up and ready to fight. And come late game both sum's are great for roams and getting around the map, you got more defensive options if you're playing from behind like Barrier, Heal and Cleanse, offensive options in Ignite and Exhaust to push your lead, secure or steal jungle camps with Smite, get back your mana without needing to back with Clarity... the possibilities are endless really, and the right spell at the right time can win fights, and whole games.
Since im running a keystone that gives me all the summoner spells, it doesn't matter which 2 i start with, right?
If you're running Unsealed Spellbook, I always recommend taking either Ignite, Ghost or Barrier as your "starting" spell, and obviously Flash for the second one. Flash is too critical to not have, and unlike the other spells since flash works in a variety of situations of all kinds, it isnt always as easy to predict ahead when you'll need flash, or to have it pulled up in a split second instance where you need it NOW. As such, taking it as your base summoner spell is still mandatory in my mind. As for your second spell, the three listed earlier all have the lowest cooldown of any summoner's available to you in Summoners Rift (180 seconds). What this mean's is that it'll be up more often, whereas if you took a spell with a longer cooldown (let's say Teleport), you'll get maybe 1 use out of it in the time you get almost 2 spell swaps. With the low cooldown's on Ignite, Barrier and Cleanse, you'll get 1 use out of them almost every single spell swap if you use them often, meaning more usage out of the spells at your disposal throughout a game. So really it comes down to, do you want a agressive offensive lane ( Ignite), or a defensive, safe one ( Cleanse if they have a lot of CC, Barrier if they don't)?
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Magical Footwear is great for the gold it helps you save, as well as meaning you dont have to delay your already pricey core items any longer then you already do. If you don't take it, at some point you'll have to but boots, which will put you 300 gold down and also delay either your Tear of the Goddess or Rod of Ages. By taking boots, you get the free boots, saving you gold, as well as a slight move speed boost that Slightly Magical Boots have over normal boots. it's a win win, at the trade off of not having boots earlier in the game. This can sometimes be problematic, on champions who like early boots for either getting out of trouble or for playing aggressive. However, since anivia usually wants to wait for her core before getting SUPER aggressive, and since you have a ton of CC to help keep you safe, with practice you'll learn to survive the time you have to wait for the free boots.
Perfect Timing
Perfect Timing can be a VERY powerful replacement of Magical Footwear, and some will argue that it's the better choice of the two. The free stopwatch you get from Perfect Timing is worth more gold then the free boots from Magical Footwear, and give's you a decent amount of gold saved towards a Zhonya's Hourglass. People also tend to not always expect the free stopwatch sitting in your inventory, giving a lot of options both aggressively and defensively.
It's also, however, more situational. It largely comes down to preference, but as someone who doesn't like to build defensive items unless i ABSOLUTELY need to, i don't build a zhonya's every game like some anivia players do. So i don't always get the gold saved toward the full item. Stopwatch is a powerful item even on it's own without the full Zhonya's Hourglass, but i just personally prefer the guaranteed gold save of free boots over the situational gold save of stopwatch for me.
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Biscuits are perfect for you, as they help a TON in early game. Biscuit's can help you survive even more after potion's are all gone, give you back a bit of mana, increase your mana pool by a small amount... they're overall perfect, and great to have in laning phase to get you through it a little easier.
Future's market
Future's market isn't a very popular rune, but it isn't 'useless' either. While it takes some getting use to, it's 'essentially' a batch of free gold. It works a bit different then that, obviously, but since you can always keep going into debt over and over, being in debt with this rune doesn't actually mean a ton. It can help get you to some of your more expensive purchases a bit quicker too, which can be very helpful for earlier power spikes.
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Pretty much all the options in this row are a little niche on Anivia, but out of the three I tend to lean towards Cosmic Insight personally. It's now amazing, by any means, but since I run this page largely for the utility of the summoner spells, the CDR on said summoner spells is nice. You get 5% on Item's too, which can be super helpful for both a Seraph's Embrace shield or the stasis effect on Zhonya's Hourglass if you built it. And while the 5% CDR and max CDR bonus's arent, gamebreaking, for Anivia, they arent really bad either.
Approach Velocity
In THEORY, this rune has some great synergy with Anivia since it'd help her catch up to target's you stun with your Q or slow with your R. However more often then not I find it.... unnecessary, really. If someone's in range of you to stun or slow them, then, you should already be in range for your other abilities. And since it only works on your CC, not all CC, and your already in range if you're landing your CC, it just kinda feels like it isnt always needed.
i DO, however, grab this rune when playing support anivia, since it also helps you get to teammates faster if they're in danger. that part is nice, but other then that it's a very niche and personal choice, coming down more to an individual player's preference then any hard reasoning.
Time Warp Tonic
A potential lifesaver, but something you'll need to practice with to get the hang of if you want it. If you're on the run, the immediate health can help you sponge just a bit more damage then you otherwise would, and the movement speed means you're more likely to escape as well. Between the two, it's great defensively. a little bit niche offensive, but not terrible. Also, while normally you can only chug one potion at a time while you have this rune, if you run this with Biscuit Delivery, you can take a potion and a biscuit at the same time for even more health since taking a potion doesn't put the biscuit's on cooldown. Again, mess around with it and decide if it's what you want. I don't personally like it, but some would easily argue that's it's a much more useful choice for anivia then the other two options in this row
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Token 1
I mentioned it briefly earlier in the guide, but the idea with token 1 being attack speed is that for many brand new players, the tiny bit of added attack speed can be helpful in better CS'ing and trading. IDEALLY, you wanna practice and get to a point where you no longer need the attack speed rune, and can instead take the Adaptive Force one. So, for people who need the help with CS or who are just new and still struggle with CS'ing, Attack Speed. For those who don't need that, Adaptive Force.
Token 2
Token two should almost always be the Adaptive Force one. the ONLY situation where i would suggest changing it out for one of the defensive tokens is in those rare games where the enemy team is STACKED with either all AD or all AP. in these cases, taking 2 defensive tokens of the appropriate type can just help so much throughout the entire game that it'd be silly not to. These types of games are rare though, so 99% of the time you'll be taking a Adaptive Force token.
Token 3
Token 3 should always be swapped to best suit your lane opponent. The Health token is attractive to new players, but is overall way to situational most of the time, and it's better to take either the armor token or the magic resist one, depending on if your lane opponent is AD or AP.
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Other Secondary Tree Options
Presence of Mind
Presence of Mind can be super nice for the refunded mana, and can keep you in big teamfight's or hard pushes longer as long as you get a kill or two. This is even more useful later in the game when you have a bigger mana pool, since once Rod of Ages and Archangel's Staff are both fully stacked, you have quite an impressive mana pool. And, as of the Preseason, the second part of Presence is now changed. where as it use to give ultimate cooldown, which was useless on Anivia, it now gives increased permanent mana, which makes this MUCH more attractive and useful of an option for Anivia.
Coup de Grace
Coup de Grace Is pretty good on Anivia, a full combo burst of Q+E will do a big chunk of damage, and since you'll usually drop your Glacial Storm before or directly after your Q for a full combo, this rune will increase the DOT of you're blizzard by a nice bit once the target is low enough. Many people tend to underestimate the lethality of your blizzard already, and this could help just punish those people even more.
Bone Plating
I personally tend to think Bone Plating is overrated by a lot of people. Many tend to give it a lot more credit then i feel like it deserves since it's best mostly as an early game rune and can fall off later in the game. That being said, early game is where Anivia struggles the most, so a bit of damage reduction in the laning phase can actually be pretty nice. It's pretty niche, but if you want a bit safer lane, it get's the job done. Very niche.
Second Wind
i don't usually recommend this rune, but if you're looking for a bit more lane sustain to farm longer then i guess you could justify taking it. It's this or Bone Plating, Both are super situational on Anivia. Being 100% honest, the entire Resolve tree is niche on Anivia, but these are options if the added sustain or durability is attractive to you. Just think carefully if they're worth giving up potentially more useful runes to you. Very niche.
Font of Life
a rune that many people tend to forget about because they never use it, but it isnt altogether useless for a support style build. If you're playing Anivia support and wanna give your teammates a bit of healing, you've easily got enough CC in your stun and blizzard to proc Font of Life, giving a tiny bit of healing to any teammates who target your victim. It's good to keep in mind though that you do NOT heal from your own Font of Life, so this rune is almost exclusive to a support style build. Up to you to decide if it's worth it.
In the end, Runes are meant to be experimented with, so if you find something totally out of Meta, but it works and you life it, try it out.
Core item's
Early game
Doran's ring+health pot's
This is a pretty basic start for almost all midlane mages. It give's you a bit of everything you'll need for laning phase, and you still have enough afterwords to take 2 health potions as well, adding to your sustain in the early laning. Just try not to chug them down super early, cause ideally you don't wanna back for the first time until you have 1000 gold.
Alternate Start
A more sustain focused and snowball heavy start. The extra healing from the Dark Seal will help you out, and with this start you can get a refillable right off the bat which is super nice. The biggest downside to this start compared to a basic one is just the lack of mana regen you'd be losing by not taking Doran's Ring. This start is also nice if you're in a matchup you're confident you can win, cause then you can snowball hard off stacking you're Dark Seal. If you get enough stack, you may even consider upgrading it to a Mejai's Soulstealer.
Tear of the Goddess
On your first back, if you have the 1000 gold, buy both a Tear of the Goddess and the Refillable Potion. The tear is the first item you should always buy ASAP in a game, since it takes awhile to stack and the more you stack it, the more mana you get. The refillable is a personal preference really, but i find it help's a lot since buying this means i'm wasting less gold on health potions throughout the game, and i can upgrade it to a Corrupting Potion as well if i need the extra health/mana sustain.
Trick's
-A clever trick to use to help stack Tear faster is to drop your Glacial Storm down anytime you're in your base. Since you constantly gain mana while in base, you can freely stack the Tear while you heal up or while shopping, and you'll lose nothing for it except a 2 or so second longer time to refill your mana. This get's even stronger if you take Teleport too since you can sit a bit longer to charge up the tear and still make it back to lane instantly.
Catalyst or Blasting Wand
After you buy your Tear, you can buy one of these (or both) on your next back. Blasting Wand will give you a decent bit of AP, whereas Catalyst of Aeons will help keep you farming even longer and give you a little bit more sustain with the healing off of it, so decide which you prefer and prioritize that. Choose one or get both if you can, as you need both to build into your first full item purchase of the game.
Trick's
Catalyst of Aeons healing may feel underwhelming on some character's, however on Anivia it's actual super practical. You'll heal from this item the entire time your Glacial Storm is active, making it almost like a mini health pot anytime you turn your storm on. And if you have a Crest of Insight (AKA: blue buff), you can throw it down and heal up practically for free anytime you want so you can stay out in the field longer,
Core Item's
The Rod of Ages Rod of Ages is the first item you'll build in your games. You need to get it first because it take's 10 minutes for it to build all it's stacks, so the sooner you get it, the sooner it'll start to make an impact. It gives AP, mana, and health, making Anivia just that much more powerful and also a little bit tankier. Also, if you have the gold and feel like you need the extra health or mana sustain, you can upgrade your Refillable Potion into a Corrupting Potion as well.
Tip's
An important thing to note is that any health you get from item's increase's the health of your Rebirth as well. So not only is the health from Rod of Ages and other item's good for making you take more damage, it also mean's you're more likely to survive in your egg form
Archangel's staff
You'll finish building your Tear of the Goddess into the Archangel's Staff as either your 2nd or 3rd item. While it makes the most sense to finish it after you finish Rod of Ages, if you're way ahead you can afford to sit on the Tear of the Goddess a bit longer and build another damage item to keep that snowball going. Once it's got all 750 stack's of bonus mana, it'll upgrade into the Seraph's Embrace, which comes with a really nice active ability that grant's you a shield, so it's great for getting you through tight spots. The passive Awe will also grant you a nice chunk of AP, and you get 20% CDR to help you Repostion your Glacial Storm and to have Crystallize and Flash Frost ready more often. And of course, all the mana from the stack's you've been working on.
Sorcerer's shoes
These are easily the best boot's for Anivia, as the little bit of bonus magic penetration will help cut through most people's base magic resist. if no one on the enemy team is building any MR, then these alone should be enough to cut through what little resistance they have just in their stats. Finish them at some point after you finish Rod of Ages, 2nd or 3rd item.
Liandry's VS Morellonomicon VS Void Staff
Liandry's, Morellonomicon, and Void Staff are all great item's for Anivia, but that doesn't always mean you should build all of them. How do you know when to build Liandry's over Morellonomicon? If i get magic penetration from Morellonomicon and Sorcerer's shoes, why should I build Void Staff? What exactly does Liandry's passive's even do?
Ill go over each item and try as best i can to outline when you should build each and which item's you should prioritize over the other's from game to game. In general, you'll build one of these three item's 3rd or 4th, depending on how the game is going so far. If you're a bit behind or struggling some, you can finish your Archangel's Staff first to get the active shield on it. If you're doing well or ahead, hold onto Tear of the Goddess and finish upgrading it after.
Liandry's torment
Each of these three item's has their own uses's, and none of them are a "build every game" item like Rod of Ages and Archangel's Staff are for Anivia. If you ever aren't sure what to build for them or feel like none of them are really "best", I say go Liandry's. Liandry's Anguish use to be an "every game" item for me, and i still build it 8/10 games. It give's both a nice chunk of AP and health, but the two passive's are what really make this item shine, ESPECIALLY on Anivia. The unique passive's Madness and Torment both work AMAZINGLY well with your Glacial Storm, and both of them also enhance you're already incredibly strong teamfight potential. Madness will increase how much damage you deal to enemies the longer you fight, up to 10% more. Even more impressively, Torment adds a burn to enemies who you hit with your abilities. this means anyone your blizzard will get burned by this passive the ENTIRE time they're inside your storm, and it stay's on them for 3 seconds after they get out as well. on top of THAT, it does % Health damage, which is deadly in it's own right, and since you have so much CC in your kit you will almost always be doing the 2.5% bonus damage that Torment deals to enemies with impaired movement abilities. This is a lot of info and number's i know, but there's so many way's this item synergized with Anivia I could go on even longer. I use to build this as part of her core kit for a reason.
So when should i build Liandry's?
Liandry's melts through health with it's passive's, and has no limit to how many people it can affect at once, making it an INSANE teamfight item for Anivia.
-When you wanna increase your damage in teamfight's
-When you don't really feel like you need Void Staff or Morellonomicon
-When you're ahead
-If the enemy team has someone who's stacking a lot of health but no MR and/or healing
Morellonomicon Morellonomicon Is a great item for just straight nuking people, since it give's a flat +15 Magic penetration. While +15 doesn't sound all that impressive compared to the 40% Magic penetration you get from Void Staff, it's important to note that the Staff give's PERCENT magic penetration, while Morellonomicon give's flat penetration. I'll go more in depth into this after the item description's, but essentially it mean's that Staff is better against tanks building Magic Resist item's, and Morellonomicon is better against squishy target's like ADC's (more in depth explanation at the end of this section for anyone who cares). Another thing to note about Morellonomicon is that it also applies Cursed Strikes passive, which applies Grievous Wounds to any enemy you damage. this reduces all incoming healing, health regeneration, and life steal on any enemies for the duration of the passive.
So when should i build Morellonomicon?
Morellonomicon is better then Liandry's for just straight up nuking squishy target's. While Liadnry's give's you more benefit's for your teamfight, Morellonomicon give's you more in term's of picking off single targets.
-If the enemy team is all squishy with no real tanky champs
-If you want to straight up nuke squishy target's
-If the enemy team are playing a more spread out style and there aren't ton's of big teamfight's
-If you need the Grievous Wounds passive to deal with the enemy team's healing
example's of champ's who use a lot of healing sustain. Swain, Vladimir, Dr. Mundo, Warwick, Maokai, Cho'Gath. These are just a few examples, there are plenty more where Morellonomicon may be needed.
Void Staff Void Staff is (thank god) a lot more simple then the other two item's. Give's you 70 AP and also give's you 40% Magic Penetration. Short, simple, and to the point. Easily the least intimidating of these three item's to try to explain, after the clusterf**k of information for the first two.
So when should i build Void Staff?
Plain and simple, this is the go to item if the enemy team is building MR. Sorcerer's Shoes plus Morellonomicon give's enough magic penetration to cut through most champ's base magic resist stat's, but if the enemy team start's actually building a few MR item's, they're gonna start feeling underwhelming really fast.
-If most of the enemy team has at least 1 Magic Resist item
-If the enemy team has a tank champ who's built multiple MR item's
you'll want to choose at least one of these to build every game. you can pick two, if you feel like you need both. A tank who has a lot of healing plus a few magic resist items? Void Staff and Morellonomicon. One person on the enemy team has a lot of healing but you also want the burn from Liandry's? take Liandry's plus Morellonomicon then. None of will be useful in 100% of game's, so play it game to game and see which you need.
Difference between Flat MR and % MR
Void Staff does 40% Magic penetration, meaning you will always be penetrating 40% of the enemy champs TOTAL Magic resist. Like stated above, Morellonomicon does have a +15 magic penetration, but that mean's you'll only do 15 magic penetration, total.
so, let's say an enemy has 20 magic resist. 20-15=5, simple. that mean's if you have Morellonomicon, they only have 5 MR left.
Now, 20-40%=12. 40% of 20 is 8, so you're only taking 8 off of someone who has 20 Magic Resist. Not really worth.
But what about someone building magic resist item's? maybe even a few magic resist item's? let's say someone built.... Adaptive Helm and Spirit Visage
Together, these two item's give 110 magic resist. So, from the top, if you have Morellonomicon
110-15=95. Barely made a dent in their MR.
But what about Void Staff?
110-40%=66.
40% of 110 is 44, which is a a lot bigger difference. And this isn't even including the base Magic Resist of the champ, any MR built into their kit, or even if they built even MORE MR item's. And not to mention you still get a flat +18 Magic Penetration from the Sorcerer's Shoes that should have built before this item.
So while Sorcerer's Shoes plus Morellonomicon is fine for people with little to no MR, the more and more MR enemies start to build, the less and less effective those two item's alone are. However Void Staff will always do 40% even if they keep adding more and more MR to their builds.
Defensive Item's
Zhonya's hourglass
If for any reason you need to build armor, this is the item to do it with. Zhonya's give's you a bit of armor to help you survive some of the AD assassin's or ADC's damage, as well as an ability that will make you immune to anything for 2.5 seconds. On top of this, it give's you AP as well, so even though it isnt quite as powerful as Liandry's or Rabadon's, you can still build it for defense and not fall even farther behind in terms of damage. Build this after Rod of Ages if you need it. It's nice to have against people like Fizz, Zed, etc.
Trick's
Glacial Storm stay's active if your use your Zhonya's immunity ability, so it's a nice little trick to bait someone into a storm after you and then pop this so they take damage from it while you're completely untouchable.
Banshee's Veil
This is you go to item for Magic resist if you start to get in trouble with another mage. Like Zhonya's Hourglass, it's a defense item that still gives AP, so you can build it and not fall too far behind. It also has a nice ability that gives you a shield that blocks all damage and affect's from the next enemy ability that hit's you. The shield come's back every 40 second's that you dont take damage, so it can be really nice if they have a lot of stuns and such on the enemy team.
Frozen Heart
A new armor item i used in a recent game [Recent as of patch 9.9]. Now, granted, i built it cause the enemy team was literally ALL AD [Trynd, Camille, Zed, Pyke and Jayce? i think? it was along those lines]. However, in the rare cases where you do need a butt-ton of armor, this item is viable. It gives a very respectable armor buff, and also still give's you some Mana and a debuff for anyone who get's onto you. Rare pick, but a useful one for the few times you will need it. On top of that, it give's 20% CDR. If you haven't got full CDR yet, this will help for obvious reason's, but even if you do have full CDR already, running Transcendence means the extra CDR will then be converted into AP. It isn't gonna be a ground breaking amount of extra damage, but it does mean that as long as your running Transcendence, none of the stat's on this item will ever go to waste no matter what other CDR item's you already have.
Other boot options Ninja Tabi can be taken if you want just a little bit of extra armor, especially since the passive that blocks 12% of the damage from basic attacks is super nice. The Magic resist on Mercury's Treads treads is meh, but the passive reduces stuns, slows, taunts, fears, silences, blinds, and immobilizes by 30%. This can be SUPER useful if the enemy team has stacked a lot of these in all their champs, so take the treads when you wanna reduce how long you'll be locked down.
Rabadon's Deathcap
This item may not offer nearly as much as some other items in terms of abilities, but there is NO comparing to the sheer amount of AP you get from Rabadon's. make this item 5th or 6th, it'll help just give all of your abilities so much more punch, and you'll notice the difference fairly quickly. 120 AP on top of 40% increased AP based on how much you have? It's a big buff to your damage.
One issue i do have with this item is just that Anivia scales so well already that it sometimes feels like a wasted item slot. Yes, it's a TON of damage, and yes more damage is arguably never a bad thing. But you already have a very respectable scaling on your AP, and with Rod stacking up AP and mana, and Archangel's stacking even more mana and THEN giving you AP equal to 3% of your max mana, and THEN adding on the AP from the other item's you get, be it Morellonomicon, or Liandry's Anguish, or whatever... idk. You can usually reliably nuke people by the time you'd even get around to building it, so i really sometimes question wether or not i need the damage this gives me enough to waste the gold, item slot, and loss of utility from a different item on it. That's just my say on it, and of course you should still try all sorts of item combinations yourself before deciding. I'd love to hear from anyone with something to say on the subject.
Spellbinder
This item is more a preference item than a necessary one. It give's a lot of AP, and it's active give's a brief burst of both bonus damage and movement speed. This can be nice for catching up to someone who's fleeing, or even escaping a bad situation if you need to get out fast. I don't personally use it a lot, but it's an item you could definitely swap in somewhere if you find you like it and can afford to.
Twin Shadows
Another item you'll have to mess around with yourself to decide if you like it or not. Twin Shadows is usually more of a support item since it's on the cheaper side for a complete item, but some people swear by it for it's active Spectral Pursuit. This releases 2 ghosts that both find and haunt the closest enemy champion, slowing them and granting you vision of them. It can be nice for catching up the someone, but it isn't quite as powerful in term's of AP as some other items. If you're playing support Anivia, it is nice for it's cheaper price. but for playing normal Mid lane Anivia, you'll have to try it out and decide for yourself.
Luden's Echo
Another item where you'll have to decide for yourself. Luden's is usually built on mages who have a weak wave clear. But, A few people I know who play Anivia build this as their last item, since it gives AP as well as a little bit more CDR and even more mana. I dont like it, but, it isnt awful either, so try it out for yourself and see.
Warmog's Armor
I need to put a disclaimer on this item. this is 100% a guilty pleasure item, and is HIGHLY situational. I only use it when im ahead, winning fights, and only as my 6th last item. I sell my Corrupting Potion for this because I really like how it let's me pick fight's and stay in them a lot longer than I normally could late game. It's a highly controversial item on Anivia, I've been accused of trolling for buying it, but if you're winning fights and want something that let's you fight, then go straight to the next fight without backing as much, this is the one for you. ONLY, ONLY as your last item. Be careful with this one.
Laning Phase
Starting a New Round
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A start of a round should always go pretty much the same no matter who you play. Find a position where you can safely keep an eye out for a possible invade, and don't get distracted by IRL stuff like your phone or videos or what not. The moment your in game, you should be committed to that game. This should really go without saying, but considering how many times first blood is lost to someone running out into the jungle at the start of a game and then going to the bathroom, i guess it does need to be said.
Your level 1-6 should be focused on you and your lane. Farming up, poking down if you feel safe to do so, and trying to just avoid too much in the way of fighting. Obviously you can't avoid everything. Just focus on trying to avoid as much poke as you can, and use your Health Potion and any other healing item's you have wisely.
When you have the ability to, you can push your lane and try for a tower plate. This is even easier if your lane opponent is gone, either from backing or roaming. When pushing up in lane, play around your Rebirth and Flash. Having one, or preferably both of, these will greatly increase your overall security. It's perfectly acceptable to burn both of them just to make sure you get out alive, as your life is always more valuable then any amount of gold or summoner's spells. Keep your river brush's warded and a close eye on where the enemy team is on your map. at the first inkling of someone coming back to your lane, RUN. do NOT play hero, do NOT stick around trying to rush another plate. While Anivia has an amazing amount of siege potential, the keyword here is "siege" potential. Tower plates are nice, but you're ability to take tower's directly is slow, as you have nothing in your kit that can help you chip it down faster. No attack speed buffs like Jayce or Udyr, no auto attack enhances like Nasus or Twisted Fate. A siege is a slow, methodical taking of an objective. remember that. You can't risk a plate when you know someones coming. just run.
Should i follow my lane opponent if they roam?
This depends on the type of lane opponent you have. Someone who doesn't have a ton of 1v1 pressure on you, such as Aurelion Sol or Lissandra, you can definitely roam with them and help the lane they're attempting to gank. However, no matter how much a team may flame you, it's practically suicide to chase someone like Talon or Zed into the jungle, especially if you have limited vision of them. Ping the lane appropriately, spam ping them if you need to, but it's a very risky decision to follow someone who can easily turn on you and take you out, especially away from any safety of tower or teammates. Think about your matchup and how confident you are in your ability to 1v1 your lane opponent with no safety net from tower, and decide if it's worth the risk.
Winning Lane
Get a good kill on your opponent? keeping them pushed in hard and losing little to no ground? Then capitalize. While Anivia isnt known for her early game or snowballing per say, keeping your opponent on their backfoot is never a bad thing no matter who you're playing. First, focus on how you're winning lane. There are two main ways, winning a lane in kill pressure and winning in push.
If you're winning by killing your opponent soundly, then keep the kill pressure on them. Harass and scare them into playing back, and don't let them start to get comfortable. Punish them for trying to CS, either with a quick Q+E combo or by making them have to risk your blizzard to get the gold they need. Remember to keep an eye on your mana, as winning a lane through this way will cause you to burn mana quickly, and trying to poke them down only to run out of mana mid trade will immediately give them a chance to capitalize.
The key to capitalizing on kill lanes is winning the kills SOUNDLY. if you get a kill by the skin of your teeth, or by them making a mistake, don't fool yourself into thinking that mean's your suddenly one-uping them. Take a free kill if they give it to you, and punish mistakes, but do no try to apply kill lane pressure to someone who want's to fight in a kill lane. Assassin's like Zed, Talon, and Fizz are hard enough to 1v1 when everything is going for you, don't EVER underestimate them and think you have the upper hand in a 1v1. Take the early game win's when you can against champs like these, but never forget that isn't the type of champ you are.
If you're winning lane through superior push and farming, then honestly just keep doing exactly that. Push them into their tower and try to starve them from all the CS you can. Even just auto'ing them when they dip in to CS will widdle them down and make them weary, but a well landed stun or a blizzard to cut them off is even more painful if you have the mana. Having said that, this strategy work's better after you've gotten a slightly bigger mana pool from Tear of the Goddess. Setting your opponents behind in farm and keeping them from the item's the need can help you and your team get an edge.
If you'd rather not burn a ton of mana on farming, you also have the option of roaming to other lane after you've push the mid lane in some. When it comes to roaming, you must check your map. see who on your team is pushed in and could use some help, or check to see if someone on the enemy team is vastly out of position. Check to see if your jungler needs help with any jungle objectives, or if he's on his way to gank somewhere, see if you can catch up in time to add another person to the fight. And always, always keep in mind that a roam has a ton of risk attached to it. Losing farm, losing lane priority, traveling through the jungle without vision... there's always an issue, and you need to decide if it's worth it.
Winning lane doesn't always have to be a big thing. If you want to just keep playing lane as you have been, farming up and poking down, there's nothing wrong with that. Sometimes the best thing to do is maintain the status quo. Snowballing as Anivia can be a lot harder then it would seem at first, so even if you win a lane, don't feel the need to push it if you don't know how best to do so. Your early game is pretty basic simply because it's easily your weakest part of the game, so most game's you're gonna end up just farming up and focusing on your own lane.
If you die in lane
Dying will happen. it's an inevitable part of League. what's most important at this point is to focus even harder on your safety in lane. You can always purchase a defensive item early on if you need to, just remember it'll slow your Rod of Ages spike some. a Seeker's Armguard can help keep you up against most assassin's in lane, and a Null-Magic Mantle or maybe even Negatron Cloak if you're really worried about an AP matchup.
Play back, and let your opponent control the lane. Use your stun, wall and blizzard to help you safely CS and disengage if they want to try to come at you. If you are seriously worried about how much CS you are losing, don't be afraid to use your abilities to CS some. It'll give you less opportunities to trade or fight in lane, but you need your Rod of Ages ASAP if you want to be an asset to your team. this is even more true when playing from behind.
You're already not a very "kill lane" style champ, so dying in lane once or twice basically just means giving up any idea of winning your lane hard and snowballing out from it. You can still catch up lane in both kills and CS if you want, but giving kills to your lane opponent means any hope you had of wanting to hard snowball off of your lane is gone.
while you can still poke down if you feel safe enough to, at all costs, do NOT hard feed your lane. if you need to just play under tower and farm what you can. it's better that your weak a little longer then you hard feed in a desperate attempt to catch up. You already have a weak early game, so having your powerspike delayed will just mean playing closer to the backline and focusing on being a CC champ for awhile longer.
Mid Game
The Queen of Versatility
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Many people don't realize just how flexible your kit can feel as Anivia if you know how to use it. Between the decently sized AOE stun that isnt stopped by minions or walls, and the ability to create terrain and a giant AOE slow and damage zone, all of your kit (with the exception of your Frostbite, rip) has a ton of potential ways you can utilize them. Mid game is where this versatility can REALLY shine, assuming you didn't fall hard behind in lane anyway. so now it's just a matter of deciding which role you wanna fill in your team.
Obviously, you can fill almost any or all of these roles in any game, but there will definitely be times one will be a better pick for you then the others. Keep in mind what they have and what they don't have on the enemy team (CC, movement, engage, backline divers, etc) and choose accordingly.
The Traditional AP Carry
Sometimes, you just can't beat the classics. this will be the role you fill if your team is well rounded and either all even or if someone on your team (who isn't you) is SUPER fed. You'll stick to the middle of your team of the backline, and just follow up on your engagers push. Try to drop your blizzard around your engager to punish anyone trying to punish them, and keep an eye out for any good stun opportunities. Use your wall to cut off the enemy teams backline before they can join the fight, or to keep them in the fight if they make a break for it. If you have any experience playing immobile or slow AP mages, then this should be familiar to you, as it means hanging back and just looking for good chances to pick a fight. Stun as many people as you can, E the weakest member, and just hover around behind your blizzard and frontline to pepper the enemy with E's and auto's.
When should i take this role?
+ When you're the only AP champ on your team.
+When you're neither massively fed or massively behind from laning phase.
+if your team if well rounded and/or already has someone who can engage or catch the enemy team well.
+If none of the other roles you could take in your team are needed/if they're too dangerous to take.
when shouldn't i play this role?
- When you're significantly behind
-When your team desperately needs someone to engage or peel
It should be noted that even in game's when this role isn't your primary goal, you will always to some degree be a APC, so don't think when i say "don't fill this role" i mean do something crazy like starting building different or anything. It simply means it shouldn't be your FOCUS, if you can be more useful somewhere else.
The Ranged Engage
Sometimes, your team is gonna be squishy and have no real good engagers. it happens. people pick weird champs, or don't fill when a tank is needed, etc. Obviously Engaging yourself (be an immobile mage) seem's absurd, but through clever use of your CC it's actually completely practical.
Now, it should be obvious that i don't mean "run in and draw their attention". Even when playing the frontline's, you're still a no-mobility mage, and you're only fall back's in an emergency are gonna be your Flash and your Rebirth. Rather, hang out in the frontline, but don't push up into them. Look for opportunities to catch someone as they come in, or if they push up just a littttlllleee to far for CS or poke. Your Flash Frost can stop someone in their tracks when they try to start a fight if you're careful with your timing, and your Crystallize wall can stop or slow any potential help from coming to save them. Your wall can also be used to start a fight instead of your stun, dropping it behind someone when they leave their team too far behind, and giving your team a better chance to catch them out. Use Glacial Storm carefully, as your be punished even harder for misusing it the closer to the enemy team you are.
When should i take this role?
+ When your team is in desperate need of someone to start a fight for them, having little to no safe engage of their own.
+ When the enemy team has one or no enemies who can punish you for being in the frontline
+ When you're fed and can press your advantage
+ When your team has an engager or frontline, but you're caught up enough in farm or kills to help.
when shouldn't i play this role?
- When you're behind in farm, or already died quite a few times
- When the enemy team has either a fed frontline, a fed movement champ, or a fed CC champ who can punish you for being in the frontline
- When the enemy has a LOT of frontline, movement, or CC champs.
- When your team already has a lot of engage potential and need you more to help follow it up. It's not worth risking yourself on the frontline if your frontline is already stacked.
The Catcher and Engage stopper.
This role will be best when your team is on the backfoot and the enemy team is starting more of the fights then you are, or if your backline is in desperate need of peel. It'll sometimes feel like a chore having to babysit others on your team, but it needs to be done, especially if they're a hypercarry.
Whats the difference between normal catching and engage stopping? well, catcher is a peeler. If your backline is a prime target for someone on their team, you need to be there to stop them from dying. Keep an eye on the jungle around you and always be wary when someone on their team who want's pickoff's ( Kha'Zix, Talon, etc) is missing. Stick to the middle or backline of your team and be ready to throw a stun in their face when they decide to dive. A good Flash Frost+ Glacial Storm+ Frostbite Combo will hurt these squishier champs a lot on it's, and of course you have your backline who you're protecting to help finish them off as well. After their diver's and assassin's are dead or have to run off to their fountain to lick their wounds, your team will be a lot safer to push up or even to take a fight while they're gone.
Engage stopping will have you positioning more or less the same, but looking more at the enemy team you can actually see rather then worrying about who you can't. If they have someone who want's to hard engage for their team ( Maokai, Leona, etc), wait until the engager makes a move on your team, then drop your storm behind them, between them and anyone on their team hoping to follow up on it. Don't waste time trying to stun a hard engage champ, as most of them don't have enough damage for you to worry. Just try to not be the focus of their engage either, as being CC chained will make it a nightmare to try to keep a Glacial Storm up. So focus on their follow up instead, slowing it down and stunning it as it try's to catch up to their frontline, or even just walling it off entirely. Most people following a hard engage champ like this will assume the engager is the stun target, so throwing a stun at them but letting it pass over them will catch a lot of people by surprise.
There's obviously a lot of different type's of engager's though. Thresh, Blitzcrank, and Pyke hooks are a lot different them someone coming into your team, and the biggest thing for them is just avoiding the hook entirely. This sound's obvious and redundant, yes, but that really is all their is to it. Try to bait it out by giving them false predictions, moving in a straight line and then dipping out of the way in the opposite direction when they launch their hooks. After they miss, it's a good time to start looking for counter engages with your Flash Frost stun, especially if they way pushed up to try to land that hook in the first place.
Ult engages are another matter entirely. Malphite, Sejuani, engagers like these who are just looking to land one good ult to end the fight before it starts, there's only so much you can do against them. Just not tightly grouping is really what it comes down to, and maybe even walling them off so they can't follow up on the ultimate if you can. Letting them blow their ult, reseting and grouping after a short retreat, and then press them since they no longer have those hard engage ultimates to use.
When should i take this role?
+When your team has a carry champ other then you who needs protection (Adc for example)
+ When the enemy team has a fed Assassin or high movement dive champs
+ When the enemy team has multiple assassin's or dive champs
+ When your team's backline needs help, be it because they're behind or they're just always hard focused.
when shouldn't i play this role?
-If you're damage is badly needed somewhere else
-If you're team needs an engager badly.
-If YOU are the target for assassins and divers. Focus on keeping yourself self in these cases.
The CC Bot
A sort of last resort, for the game's where you fall WAY behind and aren't able to be much help in term's of damage yet. These game's where be the one's where you just focus on keeping target's down and in range for the rest of your team. Drop a wall to keep them from running, stun them to CC chain them with your teams CC, blizzard them to slow them down and make them easier to kill, all while hanging back yourself. it's gonna happen that you'll end up behind sometimes, no one plays every game perfectly, it just doesn't happen. So on these games, just focus on helping your team primarily through your stun and other CC rather then your damage, and try to avoid making a target of yourself. This is the route you should always take any time you fall behind, even though it's frustrating.
Late Game
Time to End This
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While you still maintain versatility in your kit, late game punishes your team hard for dying, so it's overall a much bigger focus on playing safe. One death on a team can lose the whole game at this point, so no matter how aggressive you were in the early and mid game, rein it in some here.
Focus on catching mistakes. an enemy pushed up too far, someone pathing badly, champs off in the jungle or a lane by themselves, etc. there's also MUCH more pressure on you to stick with your team then there was before now, as at this point most of the enemy champs are all item'ed up, so your chances of surviving off by yourself, even with all your CC, fall off. it's just better overall not to risk it.
You're gonna pop like a balloon in teamfight's, so try to default to using your abilites more defensively then offensively, and switch to pushing your advantage again once they're down in numbers. Focus on trying to keep enemy minion waves cleared as well, since you melt through them easy and have a lot more mana at this point to work around with.
This point in the game pretty much come's down to who has the better players and who's team makes a mistake first. DO NOT be your team's mistake, play safe, make smart choices. There's very little else to say other then all that, especially since all it's gonna take is one team fight to make or break the game now. Your blizzard and stun are gonna be great assets to your team if you use them properly, so be ready with both.
I wish i could be more helpful, and there's obviously a lot more i could go into, so ill keep trying to improve all of this as i get feedback and experience. Until then, Good luck, and remember that a game is NEVER over until that nexus falls.
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