Anivia Build Guide by Reason97
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Runes: Basic Setup
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Threats & Synergies
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'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.
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 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 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. Also, keep in mind that his stun is point and click, making it a LOT more reliable than your's is.
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 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 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.
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. A big edge in your favor, as long as you don't do something stupid.
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 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 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.
Diana can be deceptively strong. pre level 6, she cant do a lot, but like you she gets a LOT more options after she does hit level 6, and a whole lot stronger on her all in. And since her R lets her close in on her targets instantly, it can be a little hard to use your range advantage over her. A skill matchup for the most part, but with a slight edge in her favor, be weary.
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 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 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.
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.
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 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 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.
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 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 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 mid isnt terribly common, but it happens. His Silence bird thing is his main and really only form of poke, but the damage on it isn't super threatening until it get's a few level's into it. Most of his kit is best used playing around his Ult, so in theory you have the advantage in lane and poking him down. However, 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.
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.
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.
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.
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.
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 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.
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.
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).
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.
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 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.
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.
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 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.
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.
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.
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.
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.
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 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 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 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.
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 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.
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.
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 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 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.
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.
Nothing of note. Braum's a good protector, but since you wanna be away from danger usually anyway, it doesn't always mean much.
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'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.
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.
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.
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 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.
Her wall can be amazing, but her other CC ability, the shove, doesnt do you any favors the same way it does for her.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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'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.
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.
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.
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.
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.
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 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.
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.
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.
Champion Build Guide
A general guide to Anivia, The CryophoenixBy Reason97
I'm a Mastery 7 Anivia player, with (currently) a bit over 330,000 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. While this guide is more directed at people who are new to Anivia, i still hope experienced player's alike find it interesting. 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.
Also, for everyone, a brief summary of change's that might affect Anivia in game from patch to patch can be found at the end of the guide. This guide will be updated, at the very least, every patch. Feel free to come back and keep up to date on changes that affect Anivia, any changes in her matchup's, anything i can think of that may require changes to this guide.
+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
-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?
plus, i mean, come on. You're a bloody god of the frejlord and all thing's ice and snow. That's just cool.
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.
- 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.
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.
-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.
Anivia forms a wall of pure ice which increases in length with level, blocking off the area for 5 seconds before melting back down.
-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.
-While i don't usually take a point into my wall until level 5 (and sometimes later), new players should take it at 3. You should also take your wall at level 3 if you're worried about possible early ganks, or feel like you're in a lane match up you might be at risk of losing.
-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.
-I normally don't put a point into my wall ability until level 5, since the extra damage on my Q and E is nice both for trading and farming. However, there are 2 matchup's where i recommend getting it at level 3 instead.
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.
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.
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.
-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.
-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.
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.
-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.
-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.
Basic poke combo
All in combo
Q, R, W, E
R+Q, W, E
W, R or Q, E
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.
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.
-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
-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.
-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
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?
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.
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.
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