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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Rebirth (PASSIVE)
Anivia Passive Ability
Introduction

Hello, my name is sZeRO, and this is my first guide on Mobafire! Well im just going to dive right into the guide, Anivia is an amazingly strong mage who can control the outcome of a game, but underused. She has a wall, two nukes, and a slow which does incredible damage. She can easily beat any champion she is pitted against and has very good sustain in a tough lane because of her passive. Now this isn't necessarily for people new to Anivia (that doesn't mean you cant learn from it). This is for people who understand her abilities and some combos with her and giving them more tips/good builds. Please like if this build helped you with anything at all, I appreciate likes and constructive comments, its easy to make an account and it helps me out a lot. And lastly, PLEASE PLEASE PLEASE give me suggestions for new chapters or to explain more in a chapter, I will read the comments. I can always improve the guide and myself and I know this from my 500+ games with Anivia and I've seen myself evolve plenty.
Build 1 is an expensive build
Build 2 is a Ranked 3s build
Build 3 is a Support build
Build 4 is a low cost build
Build 5 is a build for people new to

Note: Videos coming very soon so be ready for them when LoL Replay stops crashing my client >.<
If anything is highlighted its important.
5/28/12-THANK YOU TO EVERYONE WHO READ THIS GUIDE AND GOT IT TO 10,000 VIEWS <3



Runes




starts out with 30 MR level 1

If you use the 9/0/21 mastery tree, I recommend using these runes:
Runes





With the 21/0/9 mastery page I would recommend this new set of runes recommended by Arcana3 (tested and worked well)
Runes





If none of these rune builds entice you, use any of these runes I have listed, but none other, because they probably wont even help

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greater seal of knowledge
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RECOMMENDED
Ignite
-Gives you the edge to kill someone with low HP
-Good to attempt First-Blood
Teleport

-Can assist teammates with teleport ganks
-Gives you the edge on any other mid
Flash
-Use to pick up a kill (Flash+Q+R+W+E)
-All around a good summoner even after the nerf
VIABLE
Ghost
-Good for baiting and kiting
-Extra mobility to get to other lanes or your own
Surge
-Enemies will be mislead about your AP
-Good to attempt First-Blood
Clarity
-Helps team by giving mana
-Good to use with ult because it costs so much
Heal
-Helps team in fight
-Frowned upon in higher levels
NOT RECOMMENDED
Exhaust
Garrison
Revive
Smite
Cleanse
Promote
Clairvoyance


Upon dieing, Anivia will revert into an egg. If the egg can survive for six seconds, she is gloriously reborn.
Explanation:
This is Anivia's bread and butter. It will get you many kills with bating, will allowing you to 2v1 in a lane (under the rare circumstance), and rejects early tower dives and ganks. Not only it does that, but it makes her stack up to other mages as well. She can fight to the death with someone, get egged, and if the other person who is fighting her is low its and instant kill.
Tips:
Use this to bait enemies into tower diving you (obviously only when you think they will die if the dive you) Many people forget about this on




A massive chunk of ice flies toward target location, dealing 60/90/120/150/180(+50% AP) magic damage, slowing movement by 20%, and chilling any enemy it passes through. At the end of its range or if Anivia activates the spell again, the missile detonates, doing 60/90/120/150/180(50% AP) magic damage in a small area and stunning units for .75 seconds.
Explanation:
This spell is the main part of what I refer to as the "wombo combo". You use this effectively, and at level 2 you have a 200 damage combo of PAIN. It sets up your entire combo and you will mainly use this to set up ganks, combos, kills, and escapes. Used efficiently, it will win you your lane. It takes time and practice to master, but if you do its a killing machine. I like to run up and act like farming, close enough to my opponents so its 3/4 over them (that means 1/4 is behind them) then I throw





Tips:




Anivia summons an impenetrable wall of ice 400/500/600/700/800 units wide, blocking all movement. This wall lasts for 5 seconds before it melts.
Explanation:
Anivia's








Tips:





Anivia blasts her target with a freezing wind, dealing 55/854/115/145/175(50% of AP) magic damage. If the target is chilled, they take double damage.
Explanation:
Anivia's main damage spell.




Tips:



Toggle: Anivia calls forth a driving rain of ice and hail, dealing 80/120/160(25% of AP) magic damage per second, slowing movement and attack speed by 20% for 1 second seconds, and chilling them.
Explanation:
I find that if you have a problem with almost any mid opponent, your ult solves it. Its max range is great and it sets up all your combos. For example I was getting owned by a Ziggs, so at level 6 I threw my


Tips:
Mainly use


Anivia's


Heres a picture of a combo to use (act like im past level 6)

1)The first thing you do is throw your

2)You out your

3)You throw your

4)





Hard to beat AP:
Item Sequence






Chalice of Harmony
800

Mercury's Treads
1250

Athene's Unholy Grail
2250

Rod of Ages
2600

Rabadon's Deathcap
3600

Zhonya's Hourglass
3250
Hard to beat AD:
Item Sequence






Chalice of Harmony
800

Catalyst of Aeons
1300

Sorcerer's Shoes
1100

Athene's Unholy Grail
2250

Rod of Ages
2600

Zhonya's Hourglass
3250

Rabadon's Deathcap
3600

Void Staff
3000
You're getting fed:
Item Sequence






Chalice of Harmony
800

Athene's Unholy Grail
2250

Sorcerer's Shoes
1100

Catalyst of Aeons
1300

Rod of Ages
2600

Rabadon's Deathcap
3600

Zhonya's Hourglass
3250

Void Staff
3000

If these builds don't fit your game then here is the necessities:
Athene's Holy Grail is a new item that gives


These are the items you should always incorporate into your build.
Core:












These are items that are a good idea to get in most games
Recommended:




These are good items to fit in most, a little MR, health, mana, and armor a lot with Magic Penetration are good to have.
These items are viable for your build if any of the items above aren't effective in countering the other team.
Viable:












Any items other than this you should think very hard about before buying because they probably wont do much or anything for you.

More items!
Ive had it brought to my attention that i should add


Item Sequence






Archangel's Staff
2900

Rod of Ages
2600

Rabadon's Deathcap
3600

Zhonya's Hourglass
3250

Void Staff
3000
Alright so if you are going to use

















Are you carrying?
Are you getting focused?
If you answerYES to both of these, get a

Are you not carrying?
Do you need more damage?
If you answer is YES to both of these buy a

If you're carrying and NOT getting focused then buy a

In the end, you're going to want to have both of these items, unless one of them is unnecessary, in which case you can replace them with one of the recommended or situational items.

This was made for examples if Anivia and whatever champion she was versus, who would win because of their abilities (so if the 2 people against eachother had the same skill level with that champ)
EASY TO BEAT MID
-AD Carries have to stay still to auto attack, setting you up for a combo
-AD Carries (some exceptions) cant burst you, thus making you stronger

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-Easy to beat if


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-I've noticed that



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-alright, just off the bad i haven't fought

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-Hawks eat Nyan cats

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-With the new buffs,


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*Depending on skill level
EQUAL MATCHES MID

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Veiger


HARD TO BEAT MID



I don't usually see Talon mid but he can beat her on paper (aka just looking at skills and stats)

I made a picture of good areas to ward (sorry if it looks crude im not good at making these)

Blue: means to ward throughout the entire game if it isn't warded already.
Green: means ward early game only
Yellow: means ward mid game only
Red: means ward late game only
Why you ask, do YOU have to ward? The simple answer is it helps you, the team, and you have a lot of gold, so you can spare some to give you vision. Now the blue wards are all game because warding those areas are crucial if you want map awareness. Having the dragon warded is essential, but the ward in the side bushes are for the whole game because it gives you sight on the enemy jungler if he gets off the ramp at his red buff to gank middle, or to give you sight when he goes into your jungle. Now, I only have the bushes EXACTLY IN THE MIDDLE LANE, THE ONES THAT YOU CAN WALK INTO FROM THE MIDDLE LANE early game because using those bushes NEXT TO THOSE I JUST EXPLAINED give you better sight, and you can see the jungler ENTER THOSE BUSHES I JUST EXPLAINED ON. Now i only say ward baron mid-late game is because it doesn't spawn until 15:00, so its a waste of gold for you to ward it (also top should ward that along with you). Also, the offensive jungle wards for mid-late game are to see the enemy team get ready for baron, or getting a blue buff so you can catch them out of position and get a few kills.

(used LoLReplay to record, then recorded the LoLReplay file with Fraps, then used Windows Movie Maker to edit all the clips together)
LEVELS 1-5
Level 1 you want to be passive unless your enemy charges you (Depending on the champion)
Level 2 is poke time, you want to


Level 3 is basically still the same, but now you must be very careful of ganks and remember to conserve

Level 4 alright now you have your


Level 5 now is the time you really need to save mana, mids getting more intense and each of you are trying to get your ultimates just conserve so you can use yours
LEVELS 6-11
Level 6 alright time to shine, if your opponents has a stun or silence (something to disrupt your ult) start off by





Level 7 should be about when blue buff is up, you can solo blue at level 6 with full mana, but you don't have full mana tell someone to help you
Level 8 not much is going on usually, maybe a dragon fight but thats it, remember to harass, farm, and ward up and get more levels
Level 9 once again not much going on but now you must be prepared for dragon fights because they're coming
Level 10 blue buff might be off of you, you should at least have a catalyst the protector by this point so mana isn't a big issue, but be prepared for blue
Level 11



LEVELS 12-18
Level 12 team-fights are everywhere, what you're gonna want to do is stick with a teammate that is beefy and has some good damage to defend you when you get egged
Level 13 this is when I think Anivia is at her highest peak because both


Level 14 Baron could possibly be going down soon, you'll need complete control of blue so get it every time it spawns ASAP
Level 15 game is more intense, possibly inhibitor tower to kill or defend, now you're crucial, focus the most fed person on the enemy team and use your

Level 16 basically the same as 15 team-fight then make them to your advantage
Level 17 pull out all the stops at this point, because an ace can win or lose the game, just get blue, conserve, and rain hell with your

Level 18 right now game is going to end soon, so farm, get your items, don't get caught, and try to cover you and your carries in fights











In late game, you will try to do the same thing in fights, but this time you want to defend yourself and fellow carries with your


















If you want to use some of my ideas in your own build please give me credit in yours and link mine in it.
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Like I sad in the intro I would love to see suggestions of what to add to this guide, whether it be a new section, more explanation on a chapter, or anything else. I am going to release this and start working on the reason why Anivia is countered or counters someone mid, so remember to come back and check the guide for new info. Good Luck, -ZeRO If you want to add me on LoL summoner name is: sZeROskill Thanks to JhoiJhoi! Her epic guide can be found here! |
2/28/12-
Launched guide
2/29/12-
Began revising guide with spell check
Adding coding
3/1/12-
Added pros/cons chapter
Added warding chapter
Added skill coding so it showed the skill next to its name
Upgraded most of guide with coding
3/2/12-
Added Arcana3's recommended rune build
3/5/12-
Started adding more to Mid vs. Anivia
Launched guide
2/29/12-
Began revising guide with spell check
Adding coding
3/1/12-
Added pros/cons chapter
Added warding chapter
Added skill coding so it showed the skill next to its name
Upgraded most of guide with coding
3/2/12-
Added Arcana3's recommended rune build
3/5/12-
Started adding more to Mid vs. Anivia
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