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Anivia Build Guide by sidromest

Middle Anivia Guide [OLD - S12]

Middle Anivia Guide [OLD - S12]

Updated on October 30, 2025
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8,768 Views 0 Comments League of Legends Build Guide Author sidromest Anivia Build Guide By sidromest Updated on October 30, 2025
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Runes: Standard Vs Melee

1 2 3 4
Domination
Electrocute
Cheap Shot
Deep Ward
Relentless Hunter

Precision
Presence of Mind
Cut Down
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3 4 5 6
Whenever I Can
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Champion Build Guide

Anivia Guide [OLD - S12]

By sidromest
Roams Wards and Ganks
THIS WILL COVER WHERE TO WARD AFTER 6 MIN, BEFORE 6 MIN SEE WAVE BREAKDOWN



WHERE TO WARD FOR HOW YOU WANT TO PLAY:
99% of the games Anivia has complete control over the wave and decides how the lane should be played. (roam all the time?, freeze under tower and foce opponent to roam?, play to get ganked?, play to all-in?) you decide how you want to play the lane.
Your wards should support your game-plan

Want to get ganked:
pink in side lane bush in the side your jungle paths to, trinket the other sideS

Warding has a science, i'm not confident i have the secret sauce, this is how i ward.

Win Through Roams / Baits ( )

Roam / Bait All-in

Gank Top Lane
Gank Bot Lane

Invade Enemy Jungler

If stronger jungler AND both pathing same side

Invade their blue side:
Invade their red side:

Set Up Ganks ( )

Against immobile champs

Jungler Pathing Top
Jungler Pathing Bot

Protect Yourself From Ganks

flash down / crazy gank set up

Blue Team

Blue side:
Red side:

Against Control Ward:



Red Team

Red side:
Blue side:

Against Control Ward:

[/tr]

Cancel / Scout Recalls

be annoying

Blue Team

Place Trinket
Stop Recall

Red Team

Place Trinket
Stop Recall

Control Enemy Roams

Against Roaming Champs

Some lanes will be all about roaming and generating pressure around the map or to bait that they're roaming and get an advatage on you.
In these lanes, not having vision if a roam is happening or not creates pressure and forces your laners to play passively, and you can't really punish it either unless you have vision.
  • You can't crash the wave and hit the tower because they could be nearby and baiting you to use spells on the wave, or to hit the tower.
  • You can't counter gank because they could be baiting you into following them into the jungle so they can kill you.
You will never get full vision and be totally protected against roams, but even narrowing their ganking paths helps a lot.

Option 1: Ward both sides

Blue Team

Blue side: Control Ward
Red side: Trinket outside lane bush

Against Control Ward:

Red Team

Red side: Trinket outside lane bush
Blue side: Control Ward

Against Control Ward:

Strengths:

  • Vision on roams for both lanes.

  • Decent coverage for objectives (dragon/grubs).

  • The Brown Paths aren't seen by your vision and they're generally an unappealing path for the enemy to take:
    • They will be committing a lot of time to go through that longer path.
    • Usually top / bot is warded either on the tri-bush or in the river entrance - and the roamer will have to walk through both locations.
    • Instead of ariving hugging the enemy wall, they will be hugging the ally's wall.

Weaknesses:

  • The shallow vision makes you weak to ganks if you move up the lane too much.

  • The Pink Path can be used to bypass vision, but usually no one bothers with that.

  • Be careful with the Purple Path, your own laner can use it to self-gank while you think he's roaming on a Brown Path.

  • From the opponent's perspective, the Brown Path can still be taken depending firstly on how hard Top/Bot is pushing the wave and then:
    • How much CC does top / bot have to set up the gank.
    • if there's a Control Ward on the tri-bush.
    • if the roamer has a special way of dealing with walls like Talon, Lissandra and Zoe.

Option 2: Double ward one side

Blue Team

Blue side:
Red side:

Against Control Ward:

Red Team

Red side:
Blue side:

Against Control Ward:

Strengths:

  • Complete vision on one side.

  • Decently protected from jungler.

Weaknesses:

  • If both lanes are good ganking targets it can be a bit of a guessing game.






ward the side of your pushing lanner - >





If they pink red side: double ward red side (they prob want to roam that way, they prob disapear that way-> if they disapear the other way, you ping)



[/tr]

Cancel / Scout Recalls

be annoying

Blue Team

Place Trinket
Stop Recall

Red Team

Place Trinket
Stop Recall

Control Enemy Roams

Against Roaming Champs

Some lanes will be all about roaming and generating pressure around the map or to bait that they're roaming and get an advatage on you.
In these lanes, not having vision if a roam is happening or not creates pressure and forces your laners to play passively, and you can't really punish it either unless you have vision.
  • You can't crash the wave and hit the tower because they could be nearby and baiting you to use spells on the wave, or to hit the tower.
  • You can't counter gank because they could be baiting you into following them into the jungle so they can kill you.
You will never get full vision and be totally protected against roams, but even narrowing their ganking paths helps a lot.

Option 1: Ward both sides

Blue Team

Blue side: Control Ward
Red side: Trinket outside lane bush

Against Control Ward:

Red Team

Red side: Trinket outside lane bush
Blue side: Control Ward

Against Control Ward:

Strengths:

  • Vision on roams for both lanes.

  • Decent coverage for objectives (dragon/grubs).

  • The Brown Paths aren't seen by your vision and they're generally an unappealing path for the enemy to take:
    • They will be committing a lot of time to go through that longer path.
    • Usually top / bot is warded either on the tri-bush or in the river entrance - and the roamer will have to walk through both locations.
    • Instead of ariving hugging the enemy wall, they will be hugging the ally's wall.

Weaknesses:

  • The shallow vision makes you weak to ganks if you move up the lane too much.

  • The Pink Path can be used to bypass vision, but usually no one bothers with that.

  • Be careful with the Purple Path, your own laner can use it to self-gank while you think he's roaming on a Brown Path.

  • From the opponent's perspective, the Brown Path can still be taken depending firstly on how hard Top/Bot is pushing the wave and then:
    • How much CC does top / bot have to set up the gank.
    • if there's a Control Ward on the tri-bush.
    • if the roamer has a special way of dealing with walls like Talon, Lissandra and Zoe.

Option 2: Double ward one side

Blue Team

Blue side:
Red side:

Against Control Ward:

Red Team

Red side:
Blue side:

Against Control Ward:

Strengths:

  • Complete vision on one side.

  • Decently protected from jungler.

Weaknesses:

  • If both lanes are good ganking targets it can be a bit of a guessing game.






ward the side of your pushing lanner - >





If they pink red side: double ward red side (they prob want to roam that way, they prob disapear that way-> if they disapear the other way, you ping)



colors
Movement Speed Border
Adaptive Force Border
Sorcery Border
Sorcery BG
Attack Speed Border
Precision Border
Precision BG
Rune Shard Connection
Health
Blue Cyan-ish border
Anivia Q/W/E/R
Cyan BG
Domination Border
Domination BG
Enemy Q/W/E/R
runes v4

Domination

Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with Q + E + auto.
Post 6 Q + Ult + E works well but sometimes you'll want to save Q and proc it with Ult + W + E.
Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with auto + E + auto or even auto + auto + auto.
Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i only use it in lanes where i lose real bad, and can use a bit of sustain so i don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
TODO
really good when roaming, it tells me exactly where i need to Oracle Lens to remove vision and make my roams work next time / pressure when i leave sight. latter in the game i'll eventually need Farsight Alteration to go sidelane and be protected, and Sixth Sense works as a makeshift Oracle Lens that still allows me to make traps on bushes without risking it beeing warded or using a pink. And most of all, a really fun rune to use
Deep Ward can give me a constant have a ward up as long as it doesn't get swept. It helps a lot, specially in a lane where i can get ganked from both sides.
Anivia is intentionally made one of the slowest champs in the game (only dismounted kled and rell are slower).
It would be really broken and unfair if anivia could run at a random ADC mid game and wall them off from 1000 units away. Ohh, Relentless Hunter gives flat movespeed out of combat... It's broken :)

Sorcery

Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.

Resolve

Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.

Precision

Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
Cheap Shot usually deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.
it's only useful in the lanning phase and i use it in lanes i lose real bad, so i can sustain a bit and don't lose as hard.
There are other defensive and probably better rune options in Resolve, but because i need Manaflow Band or Presence of Mind, that would force me to go Sorcery + Resolve or Resolve + Precision.
New Rune Page

Domination

Electrocute
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Cheap Shot
Taste Of Blood
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Deep Ward
Sixth Sense
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Relentless Hunter
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.

Sorcery

Phase Rush
Summon Aery
Arcane Comet
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Manaflow Band
Nimbus Cloak
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
celerity
transcendence
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Scorch
Waterwalking
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.

Resolve

Grasp of the Undying
Aftershock
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Demolish
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Second Wind
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Overgrowth
Unflinching
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.

Precision

Presence of Mind
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Cut Down
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.
Matchups

Akali

Burst for Latter

+

Punish During Lane

+

General Notes:

In teamfights Akali is really wierd to focus, a lot of times the best choice is to ignore her and help the rest of the team kill the others - even when she's targeting you!!

Pre 6:
Level 1 & 2 try to hard push the wave to make it harder for akali to CS.
After she gets level 3 don't try to fight anymore unless she's low because she will burn through your mana.
She can dodge your Q with E, and even if you hit her, she can W to stop your auto + E follow up.
Level 3+ it still ok to spam E if you have the mana, just make sure u save mana to Ult the wave on 6 and reset.
be careful of her Q range and her E, she can kill you if you slack off on keeping her at range

Post 6:
If she Ults and you can't get to the tower fast enough, you die.

Safe farm with W on tower, and try to pink + trinket both sides of the jungle to scout for akali roams. It's ok to Teleport and respond to her roams.
( maybe stealth Teleport on a tower before she gets there instead of trying to Teleport during the all-in)
It's also ok to roam yourself but make sure to ping the SS for akali roam right after.

You can also mix it up, and instead of crashing the wave with W + Ult, just W, last hit normally and poke akali with Ult + E or Q + E whenever she goes for CS - This lowers her health and makes her weaker in fights for objectives or roams.
The counter to doing this is having her roam, but if she's expecting me to hard crash the wave, she can't roam until she clears the wave first.

Build 1 - mana hungry, but first 3 items all give durability + dmg:
Start Tear of the Goddess » Sapphire Crystal » Liandry's Torment » Seraph's Embrace » Bloodletter's Curse

Build 2 - greedy dmg, eventually build dedicated MR item:
Tear of the Goddess or Doran's Ring » Malignance » Liandry's Torment » Bloodletter's Curse / Abyssal Mask / Kaenic Rookern

Annie

General Notes:
Annie snowballs like crazy and she will be a pain in the *** for the rest of the game if she get's out of control.

Be GIGA careful with getting ganked (that will lose you the game).
Warding safely: W your own minions » hard push » ward, not by going through the side bushes, but by going further behind through the jungle entrances.

Pre 6:
Start with hard pushing the wave with autos and Q, after the melee minions die feel free to hard trade, make her waste some mana.
Level 2+ poke whenever she goes to last hit.
You can probably always recall on a cannon wave if you want cuz annie isn't the fastest pusher.

Post 6:
You all-in, she Ults, both lose half hp.
That beeing said, now her Ult is on cooldown: you can go for the kill on the next all-in or recall and all-in after.
Annie with no Ult also means no roams or objectives.
To make the all-in even safer you can wait for Annie to be with 0 passive stacks or for her to use a spell, even if it's Q on a minion, it means she can't double Q you.

Build:
Start Doran's Ring, rush Malignance and Null-Magic Mantle. Eventually build Mercury's Treads and/or Verdant Barrier.
2nd item should also be something with some health.
Boots are low priority because after level 6 you can't ever all in Annie without getting ulted.

Azir

General Notes:
  • Q 14 sec
  • W 12 / 10.5 / 9 / 7.5 / 6 sec (recharge cooldown, can hold 2 charges)
  • E 22 sec
  • R 120 sec (4 waves)
Arcane Comet> Electrocute cuz we barely proc Electrocute in lane, even when we Q + E, usually it's not worth to go for the extra auto that procs eletrocute.


Pre 6:
Azir struggles with mana costs, just Q the wave and keep pushing, trade after he places a soldier on the wave, force him to Q you early game or to place a 2nd soldier.

Abuse that Q has a 14 sec cooldown.

Post 6:
Wave clear + roam or try to all in;
to all in go Ult + (W if needed) + E - but be careful with his E + Q + Ult.
If he burns E to flee, now you can Q + Ult + E.

His E has 22 sec cooldown while your W only has 17.
If you trade W for E at the start of a wave and don't let either crash the wave quickly, you can get a 2nd all in with his E down.

You can also mix it up: pretend to leave lane and gank yourself after he uses some cooldowns on the wave - they either leave the wave damaged they miss a ton of cs, if they don't, they have to fight you.

New idea: practice W to cancel his E - it's kinda scripted when he's gonna E in or E away cuz it depends on the soldier's position.

Build:
Start Doran's Ring > Malignance

Cassiopeia

General Notes:
Make sure to buy pinks to know where / if Ekko is roaming

Pre 6:
level 1 push with Q, and try to stand on the side of the wave to throw some sneaky autos whenever she tries to last hit

can play around her mana

Post 6:
be careful fighting with the lane pushed in, she can flash your Q and chase you down!

R + W + E doesn't work so well against her cuz you need to hit Q to E safely, and the ammount of mana you spend to then miss Q is really bad, and you cant even get close cuz of her ult.

Go for plays that start with Q + W (+R + E) and you can probably do it in two all ins.



Build:
Doran's Ring » Lost Chapter » Malignance (roaming / better fights)

Ekko

General Notes:
Make sure to buy pinks to know where / if Ekko is roaming

Pre 6:
level 1 hard push with Q, damage him whenever he goes for cs.
level 2 hold Q for his E and perma poke with auto + E.

Idea To Test: use Q anyways and make him go OOM sooner by forcing his E's

after level 2 probably not worth to push out the lane. Ekko wins long trades into anivia if he gets the passive proc + a long lane, and even if we get even in damage, low hp on anivia makes her a target to get ganked, while Ekko not so much.
Let him push, punish his autos, force him to E the wave.

Post 6:
Sleeper lane where you clear waves,you can:
ROAM: before the minions fully reach the middle of the lane, stand in front of the minions and try to clear waves before ekko - it's important to be somewhat inside from the direction ekko is in so that if ekko jumps on you with E he's inside your ult.
BAIT: on cannon waves, if ekko thinks he's alone, he might get greedy and E the cannon minion to kill it faster - as soon as you see the first part of E, you can appear and either force him into fleeing into your jungle (hopefully with your jungler nearby - make sure to ping), or, if it's a side lane, u can even kill him.

Build:
Doran's Ring » Lost Chapter » Sorcerer's Shoes + Malignance (roaming / better fights)

LeBlanc

Somewhat Fight Back Early Game

+

Out Agro LeBlanc

+

( +

)

Take No Damage if Q stuns

+

General Notes:

Pre 6:
Try to Q on her W, she might try to W sideways though, be ultra ready.

Heavy trading early game is prob good for you cuz egg + teleport possibly
Post 6:

Build 1 - mana hungry, but first 3 items all give durability + dmg:
Start Tear of the Goddess » Sapphire Crystal » Malignance » Verdant Barrier » Bloodletter's Curse

Build 2 - greedy dmg, eventually build dedicated MR item:
Tear of the Goddess or Doran's Ring » Malignance » Liandry's Torment » Bloodletter's Curse / Abyssal Mask / Kaenic Rookern

Mel

General Notes:
Really hard lane.
You get poked down, and if you try to all-in you might punished with Solar Snare or Rebuttal.
She's also decently strong in long trades too, she already dimishes your damage by reflecting one of your spells back to you but she also deals a lot of damage through her Passive (autos + execute) and a possible double Q

To minimize damage it's really important to dance somewhat around the minions erratically, mix up when you auto the minions (sometimes at the last possible sec, sometimes the earliest you can get) and look for her Q animation in the model, not to the projectles.

Pre 6:

Wave 1 & 2 try to hard push the wave to make her spend some mana on the minions or throw them with wierd hps under tower and get a minion lead.
On wave 1 & 2 don't let her zone you off the wave early just because you used Q on the wave. If she moves up, it's worth to trade autos + Electrocute + minion dmg, and if you successfully crash wave 2 you can even recall after.

By default, try to dance somewhat around her minions and mentally pressure her when she goes to last hit
If she uses Q, abuse that it has a decently long cooldown early (10/9/8/7/6) and try to zone her off the wave for real with auto + E + auto.
You can also do mind games with Q and either explode Q early to bait Rebuttal or frame perfect explode Q to stun her without giving her a chance to Rebuttal.

Always be on the look out for good opportunities to recall, get health back, and buy Refillable Potion, Boots, Sapphire Crystal/ Lost Chapter

Post 6:
The safest thing is to push and roam, specially on cannon waves.
But we can also try to kill her:

Option 1: pretend to roam, and bush camp her (go Oracle Lens).

Option 2: make sure she's away from the tower (The W trick on inner tower to delay wave might work) and try to start the engage at 800 units +/-, bonus points if i get to bait her Solar Flare

How to all in Mel:

ALL - IN 1:
Ult + W into Q that explodes mid air and baits Rebuttal + E, then try to chase her to follow up with another Ult + E for the kill

ALL - IN 2:
Ult + W into Q but this time Q explodes frame perfect and doesn't give her a chance to Rebuttal

ALL - IN 3:
Ult + W + auto attacks to bait Rebuttal, into Q + E

Build:
Start Tear of the Goddess to focus on roams or Doran's Ring to focus on fighting her, rush Refillable Potion + Boots early if possible.
To have better skirmishes / kill pressure on Mel finish Malignance first.
For better roaming go Tear of the Goddess + Sorcerer's Shoes + Sapphire Crystal + Oracle Lens.

Morgana

General Notes:
Sleeper lane - farm farm farm farm and look for opportunities to roam.
We outscale, as long as morg doesn't have an hypercarry like Yi to spellshield.

Pre 6:
On the first 2 levels start with hard pushing the wave with autos and Q, try to crash and make her lose some minions.
Look for opportunities to E and stack Manaflow Band + Tear of the Goddess.
Don't let her W on top of you + minions, make it has hard as possible for her to stack Manaflow Band and Arcane Comet.

Post 6:
Getting stunned by her ult means death, save W and Phase Rush to have a chance at running away.
Ult wave » roam, she takes a bit longer to clear the wave.


Build:
Start Tear of the Goddess » Lost Chapter » Sorcerer's Shoes for roams/ Malignance for objectives.
Can also greed for durability with Tear of the Goddess » Lost Chapter » Liandry's Torment » Seraph's Embrace

Quinn

General Notes:
Ignite makes sure she loses lane and can't push + roam, only roam + miss waves/ tower dmg
You gootta ward the river with double sided ward after first recall/ after 6

Pre 6:
You can either:
  • poke with E and save Q for after she Es - you win the trade as long as you don't get Qed
  • Q when she comes closer to last hit a minion - just make sure you don't get close enough for her to E on you and "cancel" your stun, you can follow up with E but the extra auto for eletrocute isn't worth if she still has E.

    Idea: E first > agro minions and pull wave closer together, it makes it easier to trade with Q + have minions blocking her Q

    Post 6:
    Easy target to keep at 600+ range and Ult then E, if she Es when you E, then chase her, wait a bit and Q + E .

    If she comes in with Ult, you can try to W her (kinda hard), or Ult first, then Q or W

    Usually not that strong in 1v1 specially when she rushes Symbiotic Soles and doesn't have ignite advantage over you.

    Build:
    Doran's Ring » Lost Chapter » Malignance

Ryze

General Notes:
  • Q 5
  • W 11
  • E 3.5
  • R 180 (6 waves)

    His R can be cancelled with Q or W anytime during channel

Pre 6:
level 1 they either start W or E.
heavy trade level 1, make him waste his mana on damaging you, it's good to get pushing advantage by autoing the wave, but if possible use spells to damage him whenever he goes for last hits.

you can egg pre 3 and be fine, after 3 he has some kill pressure on egg

ryze will try to crash waves when low mana and recall to get Tear of the Goddess, ward the middle of the lane and try to stop his recalls.


Post 6:
W + R around 600-700 units when they try to CS. Some of them will try to fight you and use the MS on Phase Rush to not get stunned. Scout to see how they try dodge Q

Build:
Start Doran's Ring, rush Malignance

Smolder

General Notes:
Should be an easy lane where u get lot's of kills, but only after level 6, pre-6 is actually pretty even and you have to be careful not to get killed yourself

Pre 6:
Level 1 & 2 try to hard push the wave to make it harder to stack.
If he zones you out level 1 you can prob auto him aswell, your minioms + eletrocute with autos will prob win the trade, just pay atention to last hit minions while trading.
On those level 1 trades, he's not "gaining" stacks, cuz if he Qs you, he doesn't Q a minion + if i get the wave to crash he loses a lot of potential stacks.
After he gets Flap, Flap, Flap only continue trading if he's low on hp, u can still move up on certain CS to pressure, but not worth trading hp.

Idea: you can try to zone him out of minions with auto + E + auto + Electrocute, if he tries to Q you and auto the minion he still loses the trade.
If he decides to make it a long trade with Flap, Flap, Flap onto you, you can chase him down and close range Q + E after E's cooldown recharges a bit

Post 6:
Might need to bait out Achooo!, get near 600 range but not quite, Ult Smolder and be ready to W to cancel his flight, after that u can Q.

no need to chase him and potentially get punished with Achooo!, just play around the minions and he will either get 0 stacks or come to you.

Build:
Start Doran's Ring, rush Malignance

Syndra

General Notes:
  • Q 7 sec (40 stacks => 2 charges 7 sec recharge)
  • W 12 sec
  • E 15 sec
  • R 120 sec (4 waves)

Pre 6:
Mouse clicks close to character, erratic movements > gotta dodge her Qs and Es.
Use wave crashes to recall and get hp / buy early Boots / Refillable Potion

Q the melee minions on the wave, all in with electrocute dodgin her Qs

Post 6:
Might need to bait out Achooo!, get near 600 range but not quite, Ult Smolder and be ready to W to cancel his flight, after that u can Q.

no need to chase him and potentially get punished with Achooo!, just play around the minions and he will either get 0 stacks or come to you.

Build:
Start Doran's Ring, rush Malignance

Taliyah

General Notes:
  • Q 7/6/5/4/3 sec
  • W 14 sec
  • E 14 sec
  • R 180 sec (6 waves)

Pre 6:
She will try to perma shove since level 1 and get a cool recall on cannon wave.
Win condition pre-6: make her fail to get the push & drain her mana.

How:
level 1 start with Q on casters and kill casters / auto her to draw a bit of agro.
after don't be afraid to trade hp cuz u have egg
try to zone her from minions when Q comes back up

Post 6:
zone her off minions and all in when she gets close. it's ok to flash on top of taliyah to dodged her W if you were going to get hit and if it will force her to flash right after too.

Build:
Start Doran's Ring, rush Malignance

Viktor

Giga MS w Ignite

+

( +

)

Some MS w Electro and Ignite

+

Might still lose 1 vs 1

+

General Notes:

Pre 6:

Post 6:

Build:

Vladimir

General Notes:
giga strong late game, can snowball out of control - Anivia is decent at punishing him but a misstep can cost the lane and the game.

Pre 6:
start by getting the push with autos, but dont try to crash, instead save Q for whenever vlad tries to last hit.

don't be afraid to trade autos into him if he's going for a minion with Q, if instead vlad Qs you, he will have an hard time autoing the minion with the minion agro + u can keep autoing him.

After vlad gets W, when you Q, don't run to 600 range right away, wait to check if Q hits or not, so you don't get outplayed with W to your face + E + Q.
Also, if vlad has W up, you can explode Q at the tip instead of waiting for it to do the double dmg.


Level 1 & 2 try to hard push the wave to make it harder to stack.
If he zones you out level 1 you can prob auto him aswell, your minioms + eletrocute with autos will prob win the trade, just pay atention to last hit minions while trading.
On those level 1 trades, he's not "gaining" stacks, cuz if he Qs you, he doesn't Q a minion + if i get the wave to crash he loses a lot of potential stacks.
After he gets Flap, Flap, Flap only continue trading if he's low on hp, u can still move up on certain CS to pressure, but not worth trading hp.

Idea: you can try to zone him out of minions with auto + E + auto + Electrocute, if he tries to Q you and auto the minion he still loses the trade.
If he decides to make it a long trade with Flap, Flap, Flap onto you, you can chase him down and close range Q + E after E's cooldown recharges a bit

Post 6:
Don't max range Ult, only ult from mid-range (a bit over 600 range) or else he can run away and waste your mana - that's how he wins

Don't Q + R, if he Ws it's really bad for mana, either R or Q

If pushed up or low, always consider if he can flash outplay




Might need to bait out Achooo!, get near 600 range but not quite, Ult Smolder and be ready to W to cancel his flight, after that u can Q.

no need to chase him and potentially get punished with Achooo!, just play around the minions and he will either get 0 stacks or come to you.

Build:
Start Doran's Ring, rush Malignance

Xerath

Giga Pressure: All-in / Play for roams

+

Survive Lane, Play For Roams

+

General Notes:
To all-in a Xerath you have to W him + dodge his E.
Walk towards him, then when you see his animation, walk completly sideways left or right.

Pre 6:
The objective is to deplete his mana.
Start by hard pushing the wave with Q and making sure to position in a way that forces Xerath to choose to either Q you or the wave.
You can crash the first 3 waves and recall on the 4th (canon minion) to get saphire crystasl + Refillable Potion and reset your mana / health.

Because it doesn't matter much if you are far away or close to the wave, better be somewhat close to melee minions and try to zone xerath from auto attacking the minions.
Even post wave 1 & 2, keep Qing and crashing the wave to deplete his mana.
Post 6:
Be on the look out for back timings and always track canon waves.
Xerath has a really hard time crashing canon waves, you can use that to recall

Ways to all in:
  • pretend to roam to his red side, if he tries to follow you, you all-in, if he tries to crash the wave, you all in from his red side
  • W minions on T2 to make the wave pushed and zone him off minions- whenever he tries to last hit, run at him with W: use summoners like Flash / Cleanse to dodge his E, or Ghost/ Heal to get closer faster and make him choose throwing the stun max range and risking me dodging, or throwing l8er but making the stun duration shorter.

Giga worth to trade flashes: (xerath easly ganked)
if you have Inspiration trading flashes is even better: your flash will be back sooner + you still get movespeed boost + you still have other ways of all-inning him with spellbook and ghost and fake roams

Build:
Start Tear of the Goddess, rush Refillable Potion + Malignance. Eventually upgrade Tear of the Goddess cuz no mana rune, but can kinda save it for last item.
Hextech Rocketbelt is a gr8 item into xerath all game
rgegergergreg
Start Doran's Shield, rush Refillable Potion, Sorcerer's Shoes, Lost Chapter/ Catalyst of Aeons.
Tear of the Goddess not that important cuz you will recall a lot anyways

Yasuo

General Notes:
  • Q 4 - 1.33
  • W 25 sec
  • E 0.5 sec (after dash ends)
  • R 70 sec (2 waves)


Pre 6:

After 3 we need to bait Windwall at the begining of the wave, and try to trade after Q comes back. Need to Q as soon as he gets near the wave, don't let him stack his Qs first

Mix up when you Q. Sometimes Q while he dashes, sometimes hold Q, make him use Windwall right after the dash ->then he's forced to back off after auto + Q

While he dashes you can practice using M7 to bait his Windwall

Post 6:
W minions on T2, force Windwall with Q, and try to fight him after.

Build:

Zed

Hold Q for Ult, Late Game Hp

+

General Notes:
  • Q 6 sec
  • W 20 sec
  • E 5 sec
  • R 120 sec (4 waves)

Pre 6:


Build:

General Notes:
  • Q 6 sec
  • W 20 sec
  • E 5 sec
  • R 120 sec (4 waves)

Pre 6:


Build:

General Notes:
  • Q 6 sec
  • W 20 sec
  • E 5 sec
  • R 120 sec (4 waves)

Pre 6:


Build:

General Notes:
  • Q 6 sec
  • W 20 sec
  • E 5 sec
  • R 120 sec (4 waves)

Pre 6:


Build:

General Notes:
  • Q 6 sec
  • W 20 sec
  • E 5 sec
  • R 120 sec (4 waves)

Pre 6:


Build:

General Notes:
  • Q 6 sec
  • W 20 sec
  • E 5 sec
  • R 120 sec (4 waves)

Pre 6:


Build:

General Notes:
  • Q 6 sec
  • W 20 sec
  • E 5 sec
  • R 120 sec (4 waves)

Pre 6:


Build:

General Notes:
  • Q 6 sec
  • W 20 sec
  • E 5 sec
  • R 120 sec (4 waves)

Pre 6:


Build:

Rune Page Theory

Melee Matchups

An important part of the ranged vs melee matchup is to bully the melee levels 1-2 and either create a CS lead or damage them so much that you can keep pressuring even throughout levels 3-5. The rest of the lane fluctuates wildly depending on how good of a job you did levels 1-2 and if the opponent get's suficiently behind they can't ever all-in.

Rune Shards

Attack Speed helps me be a little more agressive in lane with auto attacks without losing minions in the process
Adaptive Force increases the damage of my combo by 16 damage but it does start to add up, specially with random unempowered Es Frostbite flying around too.
Health Scaling starts out-valuing Health at lvl 6-7 and it's also around that time when i start to need HP the most, it's when i have to leave the safety of my tower to fight for objectives or roams.

Rune Path


Electrocute
Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with Electrocute on top.
Pre 6 you will mainly proc it with {Q + E + Auto}, after 6 {Q + R + E} works but sometimes you'll want to save Q and proc it with {R + W + E}. Electrocute can decide whether you win or lose most trades in lane, so, in a pinch, you can proc it with {Auto + E + Auto} or even {Auto + Auto + Auto}.

Cheap Shot
Usually it deals around 40%-80% of Electrocute's damage by the end of the game.
The cooldown is only 4 sec, and when you all-in someone in lane post 6 many times you will proc it twice without even trying. Also, because it has a "per target" cooldown, in teamfights you can proc it on multiple people at the same time (and keep repeating it every 4 sec)
It's one of those runes you can ignore and not think about, and it will do a lot of "invisible" damage.

Deep Ward
It feels good to have increased ward duration during the lanning phase and the other options kinda suck so it's a no-brainer for me.

Relentless
Hunter
Anivia is one of the slowest champs in the game by design (only dismounted kled and rell are slower).
It would be really broken and unfair if anivia could run at a random ADC mid game and wall them off from 1000 units away. Ohh, Relentless Hunter gives flat movespeed out of combat. It's broken :)

Presence
of Mind
The real use is the 15% mana restoration on takedown (kill or assist)
Anivia really struggles with mana all game, and unlike most mages who get lost chapter and it's all fine, with Anivia you are constantly fighting with both resources.
That's why Anivia usually builds two mana items and that's also why they run Presence of Mind almost every game.
That beeing said i use Presence of Mind a little differently - I accept the mana problems that come with playing Anivia, and instead use Presence of Mind as a way to avoid building double mana item.

Cut Down
Another great damage rune that deals around 40%-80% of Electrocute's damage too.
Why Cut Down and not Coup De Grace?

Ranged Matchups

Pre 6 Anivia relies on Q Flash Frost passing through units to hopefully get a {Q+E+Auto} abusing the stun to not get damaged in return. Post 6 Anivia usually wins extended fights with R Glacial Storm as long as it doesn't get ignored by hard CC or a dash and usually the all-in kills the target we get the chance to throw 2 empowered Es Frostbite.

Rune Shards

Attack Speed gives me control on the wave pre-6 while saving mana / cooldowns and forces the opponent to spend mana / cooldowns to contest me.
Attack Speed helps control the minions under tower specially when it comes to farming caster minions without spells.
Attack Speed makes my attack windup shorter reducing the time i'm vunerable while farming.
Movement Speed in shards or wherever i can get is part of my strategy of dealing with mages. Anivia is one of the slowest champs in the game, but with enough move speed i can force all-ins even into opponents who farm using long range spells.
It also helps in dodging key skillshots to keep my ult going.
Movement Speed gives me +7 movespeed with or without Sorcerer's Shoes
Health Scaling because mages are always more threatening the more levels they get.

Rune Path


Phase
Rush
Viktor and Orianna can poke anivia down with their range, and even if Anivia all-ins, they might win there too.
Phase Rush is to dodge Viktor's W Gravity Field and if he Rs Arcane Storm to cancel our ult, use the move speed to hopefully flee and avoid most of the damage, so we can try next time with his ult down.
Vs Orianna Phase Rush is to dodge her ball in general and hopefully R Command: Shockwave, if we dodge it we probably win the fight, if we don't, at least the move speed will help us flee after so we can try again latter with her ult down.
Phase Rush can also be taken into some champions like Trundle, Volibear, Olaf, Skarner, Udyr, Singed, etc. And if the enemy team's back line access is only champs that must run at you without any dashes, Phase Rush let's you greed the safest Mejai's Soulstealer
Xerath, Ziggs, Vel'Koz and Zed are also possible candidates

Nimbus
Cloak
Move speed to dodge skillshots, to get close and throw an undodgeable Q Flash Frost on top of the opponent, or just so the enemy can't get away without getting hit by my 2nd E Frostbite.

Celerity
Gives +3 move speed on it's own, +5 with Boots and +7 with Sorcerer's Shoes.
I think of it as a second Movement Speed shard

scorch
We miss a lot of damage without Electrocute and Cheap Shot, Scorch won't fully make up for it, but it helps a bit.
Item Theory

Starting Items


Doran's Ring
Gives mana, good immediate stats and low price. Burn and free magic pen push it over the edge.
Anivia's R Glacial Storm is already a very low cooldown AOE ult, that spams the burn everywhere, but what makes her one of the best at applying the burn is that her abilities are already desgined to make sure the target stays in the burn zone.
R Glacial Storm already slows the opponent, Q Flash Frost is a stun, and W Crystallize is often used to force opponents to stay a bit longer in the Ult.

Tear Of The
Goddess
I buy Tear of the Goddess mainly if I need a 2nd mana item, or if I want to rush Sorcerer's Shoes on my first back instead of Lost Chapter.
Even though I buy Tear of the Goddess, I usually don't complete Seraph's Embrace until last unless i need the shield. Sometimes I even sell it super late game.

First Recall


Lost chapter
Gives mana, good immediate stats and low price. Burn and free magic pen push it over the edge.
Anivia's R Glacial Storm is already a very low cooldown AOE ult, that spams the burn everywhere, but what makes her one of the best at applying the burn is that her abilities are already desgined to make sure the target stays in the burn zone.
R Glacial Storm already slows the opponent, Q Flash Frost is a stun, and W Crystallize is often used to force opponents to stay a bit longer in the Ult.

Sorcerer's
shoes
I buy Tear of the Goddess mainly if I need a 2nd mana item, or if I want to rush Sorcerer's Shoes on my first back instead of Lost Chapter.
Even though I buy Tear of the Goddess, I usually don't complete Seraph's Embrace until last unless i need the shield. Sometimes I even sell it super late game.

Mana Items


Malignance
Gives mana, good immediate stats and low price. Burn and free magic pen push it over the edge.
Anivia's R Glacial Storm is already a very low cooldown AOE ult, that spams the burn everywhere, but what makes her one of the best at applying the burn is that her abilities are already desgined to make sure the target stays in the burn zone.
R Glacial Storm already slows the opponent, Q Flash Frost is a stun, and W Crystallize is often used to force opponents to stay a bit longer in the Ult.

Tear Of The
Goddess
I buy Tear of the Goddess mainly if I need a 2nd mana item, or if I want to rush Sorcerer's Shoes on my first back instead of Lost Chapter.
Even though I buy Tear of the Goddess, I usually don't complete Seraph's Embrace until last unless i need the shield. Sometimes I even sell it super late game.

Rod Of Ages
I don't build Rod of Ages often, I value HP on Anivia but there are better options with better passives that don't come with a terrible mid game.
Usually I go Liandry's Torment or Bloodletter's Curse or even Cosmic Drive when i want HP.
Some anivia players still build it and good for them, i don't like it.

Early Offensive Items



Stormsurge
6% movespeed will translate into 23 flat move speed.

Liandry's Torment
DPS TANKS, ANTI HEAL PARTY, USUALLY DON'T GO RABADONS AND GO VOID AFTER

Horizon Focus
Lot's of AP and ability haste on a cheap item.
Great option into tankier front lines when i'm too fed to build Liandry's Torment or they're too weak.
Also good into bruisers that eventually build magic resist - like Riven, Fiora.
Probably Worth building into Fiddlesticks, Talon, Assassin Kayn, Skarner, and maybe even Shaco, Qiyana and Zoe. It's already a good item and if it procs at the right time it can completly invalidate their champions

Mejai's Soulstealer
A little bit of a gamble item, but you can choose when to gamble.
It's best if it's bought as 2nd or 3rd item.
Good signs to gamble:

Shurelya's
Battlesong
Giga power spike, gr8 if they don't have hard engage

Late Game Offensive Items


Rabadon's
Deathcap
MAGIC PEN, MOVE SPEED, BASE DMG

Void Staff
DPS TANKS, ANTI HEAL PARTY, USUALLY DON'T GO RABADONS AND GO VOID AFTER

Bloodletter's
Curse
Giga power spike, gr8 if they don't have hard engage

Criptbloom
Giga power spike, gr8 if they don't have hard engage

Shadowflame
GOOD DPS, GOOD CC, GIGA UTILITY

Defensive Items


Liandry's Torment
MAGIC PEN, MOVE SPEED, BASE DMG

Bloodletter's
Curse
DPS TANKS, ANTI HEAL PARTY, USUALLY DON'T GO RABADONS AND GO VOID AFTER

Morellonomicon
DPS TANKS, ANTI HEAL PARTY, USUALLY DON'T GO RABADONS AND GO VOID AFTER

Seraph's
Embrace
Giga power spike, gr8 if they don't have hard engage

Cosmic Drive
Giga power spike, gr8 if they don't have hard engage

Zhonya's
Hourglass
GOOD DPS, GOOD CC, GIGA UTILITY

Banshee's
Veil
GOOD DPS, GOOD CC, GIGA UTILITY
Defensive Runes
Taste of Blood i see it as healing 16-23 hp (levels 1-6) per wave as long as i hit the opponent at least once per wave.

Absorb Life i see it as healing around 6-12 hp (levels 1-6) per wave

Unflinching i see it as reducing the damage i take after i get CCed (includes slows) by 7%. Does not reduce the damage of the spell that CCed me in the first place.
if at level 6 i took a xerath Q after beeing slowed by his W, this would be the damage reduction: 147 raw dmg - 110 after normal MR - 102 with unflinching. reducing 7.6 dmg.

Bone Plating i see it as reducing the damage of big trades by 90-117 hp (levels 1-6) every other wave, as long as i'm intentional with my fights.
I also see it as 143-180 extra hp (levels 11-18) during teamfights

Second Wind heals 3 + 4% missing hp over 10 sec.
I recomend taking at least 1 scaling health with this rune because it will increase the missing % hp in the early game, and as i level up i'll get the hp i would get with health anyways.

If i use 50% hp as a baseline,
I would be healing 14-23 hp with Tear of the Goddess start or 16-25 hp if i have Doran's Ring or Doran's Shield instead, with the healing done over 10 sec. (these calculations were made with 1 scaling health shard)
[anchor=Why Cut Down and not Coup De Grace?]
.
Why Cut Down and not Coup De Grace?


I don't recommend Coup de Grace on Anivia.
It's a lot harder to get value out of it because:
  • Cut Down applies to more than 40% of hp:
    For example, if I combo a target with Q + R + W + E, the target would go down from 100% to around 85% hp with the initial Q + R, W would proc Electrocute and it should bring the target down from 85% to 70% hp, finally, when the E hits, the target should be left with around 30% hp.
    Here, Cut Down applies to to the whole combo, so it would apply to 70% of the target hp and not just the first 40%
  • Coup de Grace has the opposite problem, Coup de Grace is strictly 40%, and often much less:
    in the same example, if i were to continue to damage the enemy until they died, Coup de Grace would only apply to the remaining 30% hp.
  • Enemies tend to try to flee when they get low; if they succeed, that's some value gone there too.
  • Sometimes i'm the one who will die / will have to flee before bringing my target to 0 hp; that's some value lost there too;
  • When fighting with teammates, Anivia usually deals most of her damage at the beginning of a fight when they're all healthy and you have all your cooldowns. If the target survives the burst, usually it's the rest of the team that finishes off the kill

Want to go back to looking at rune pages?
Mana, Presence Of Mind and Manaflow Band

VS

Because most of the time i play Anivia with only 1 mana item, i'm really reliant on these runes to play the game.
context:
A combo with {Q + W + E + R} with a 3 sec duration, R costs 350 mana
A combo with {Q + W + E + R + 2nd E} with a 5 sec R costs 490 mana

  • Presence of Mind gives 220-280 mana (level 11-18) after the first death in a teamfight, with some extra 16-35 mana (level 11-18) for damaging enemies at the begining of a fight and every 8 sec after.
  • Manaflow Band Needs to be stacked in lane but gives 250 mana right away by increasing my max mana, and also regenerates mana every second based on my % missing mana.
    The mana regeneration - to make easier to understand - it's 6% missing mana every 30 sec (every wave) with 6% mana beeing 90-110 mana (levels 11-18).
    To make it easier to compare with Prensence Of Mind it can also be seen as 1.6% every 8 sec, 1.6% mana beeing 24-30 mana (levels 11-18).
    Just keep in mind that regenerating 6% every 30 sec or 1.6% mana every 8 sec is how much you get if you have absolutely 0 mana, in practice it regenerates way less.

    That beeing said, we will get nowhere by only looking at numbers.

    Mid-Late game the mana problems usually only come up when team-fighting after i've already spent some mana clearing waves - This is a rough calculation, but it paints a better picture of how these runes work:

    Let's assume i've been farming 4 waves (a bit on the higher end) and then group up with my team and start a fight. I'll also be Level 11 with starter item + malignance + boots.

    With Prensence Of Mind:
    After farming 4 waves i have 320 mana if my starter item is Doran's Ring.
    With a stacked Tear of the Goddess instead, i have 800 mana.
    (200 mana with no starting item).

    With Manaflow Band:
    Doran's Ring, after farming 4 waves, i have roughly between 750 mana and 660 mana depending on if the cannon minion were in waves 1 and 3 or 2 and 4.
    We assume the worst case and that i'm left with 660 mana.
    if i have a fully stacked Tear of the Goddess instead, then i would have 1112 mana left in the worst case scenario.

    Let's say it takes around 15 sec to group with the team and actually start spending mana to fight:
    After the regeneration i would now have:
    Prensence Of Mind:
    400 mana with Doran's Ring
    850 mana with Tear of the Goddess
    Manaflow Band:
    760 mana with Doran's Ring
    ____ mana with Tear of the Goddess

    Unsurprisingly, with Tear of the Goddess we won't have any mana problems in either scenario, we can skip it and only look at what happends with Doran's Ring:


    Manaflow Band at the start of a fight is giving 360 more mana than Prensence Of Mind(250 because of the flat mana increase and the regeneration is giving another 110 mana).


    400 mana & Presence Of Mind: We can combo someone at the start of a fight, and regen back 16 mana. If my team helps and the target dies we get another 220 mana to play with but it's still too tight and the mana would be missed.

    760 mana & Manaflow Band: We have some freedom with how we want to use our mana, we can probably fight for over 8 sec and get close to +24 mana back from the manaflow regeneration, but the fight better be a quick one because i can't combo more than twice and forget any post-fight objectives :s

    If we farm 3 waves instead of 4:

    With Prensence Of Mind and Doran's Ring i would have roughlt 650 - 600 mana depending on if i fought 1 or 2 cannon minions. Let's assume i foght 2 cannon minions and have 600 mana left, after the 15 sec to regroup i would be starting the fight with 660 mana.

    With Manaflow Band and Doran's Ring, we assume we fought 2 canon waves and i would be left with roughly 880 mana, and after the 15 sec to group up, 970 mana.


    Manaflow Band at the start of a fight it's giving 310 more mana than Prensence Of Mind(250 because of the flat mana increase and the regeneration is giving another 60 mana).


    TODO: CHECK VODS FOR TEAMFIGHTS WITH PRESENCE OF MIND // MANAFLOW and if i get oom, why why not etc, and finish writing this

    With Prensence Of Mind i don't have enough mana to fight from begining to the end, but as champions start dying i get the mana to continue the fight, and usually scales with how long the fight is. If it's a fight where we kill jungler + support it gives me a little mana back, if it's a long fight where i have to kill many champion, it continues to give me mana to do it. asddnjasdnkjsadkjlas


    With Manaflow i can comfortably flight??
Item Theory for L8er
Dorans - it's great for fighting, Nice stats for only 400g, and still regens around 35 mana per wave - in 6 waves you get 225 mana and makes it on par with Tear.
Tear - Worse pre 6, BUT generally better post-6 :
1- Allows to Ignore lost chapter and rush sorcs vs some ranged matchups
2- Allows 2nd rune page to be something other than presence of mind - ( also good in all ins, cuz it allows Eletrocute + Nimbus Cloak + Celerity)
3- Can Build Tear + Liandrys/Zhonyas, I would be avoiding building the weak ROA, I would have a stronger Mid game, and eventually, I could build Seraphs for another defensive Item (Good vs Akali)
4- Can Build Tear + Lost Chapter 2nd and constantly clear + roam
5- Vs Unwinnable Lanes pre - 6, but also that don't threaten me back too much that i'll miss the combat stats
(Galio/Akali)
Matchups Old
Rating code
5-Red: almost unplayable
4-Orange: hard
3-Yellow: medium
2-Green: our advantage
1-Light Blue: unplayable for them
Mid Lane
Rating:
What they do:
How we should play:

Ahri
Rating:4
What they do:
-Good all in at lvl 6
-Good jungler gank set up
-Deadly roams, and small fights
-She can wait for Anivia to waste her stun and jump on her with Ult in teamfights.
-Too many ways to run from ganks and it's really hard to get a shutdown on her if she gets fed
How we should play:
-Take Barrier, double magic resist and Doran's Ring
-before 6 make her waste mana on the wave, you can fight on the first scuttler if she is busy with the wave, but choose the timming to leave right because she can push back and join.
-After 6 keep the wave near the tower and patiently farm and scale, you can poke with "E" but need's to be in the middle of the wave because she will try to ult + "E"

Akali
Rating:5
What they do:
-Pre-6 she can threaten to make you OOM with Doran's Shield + Fleet Footwork + "E" to dodge Q.
-Level 6 she can combo you starting with ult or "E" and kill you with ignite no matter the items she has.
-In teamfights it's really hard to focus her and if you try and fail you just wasted your stun.
How we should play:
-Scuttle should be easy, tell that to jungler
-Take double magic resist runes and start Doran's Ring
-Slow push early while poking her down, if she get's low, freeze the wave.
-Pay atention to Q range to not get hit and stay behind minions to prevent getting hit by "E"
After 6:
-freeze at turret and poke her with Q when she tries to farm. Because you will poke with Q, it's fine to W the wave at turret 24/7
-never follow her on her roams when both have full HP, just punish by pushing the wave

Annie
Rating:3
What they do:
-She can set up ganks easily for her jungler after level 6 or if she has flash.
-Her burst from Flash + Ignite + Ult is super strong, if she gets a good recall she can oneshot Anivia after 6.
-She snowballs hard
How we should play:
-Bring double magic resist runes and start Doran's Ring
-Slowpush and whenever she comes to Cs, poke her
-After level 6 take into consideration the added range from ult.
-After 6 it's really important to freeze the wave near turret and keep track of the jungler when not freezing.
-Buying null magic mantle helps if there is leftover gold.
-Consider buying Banshee's 2nd or 3rd to not get stunned on Annie engages and to punish her + protect the team Annie.
what might work:
-Taking Arcane Comet or Phase Rush to get Nullifying Orb
-Taking Predator to push and roam (Annie takes long to push back)
-Taking Legend: Tenacity
-Building Mercury's Treads

Aurelion Sol
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Azir
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Cassiopeia
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Cho'Gath
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Corki
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Diana
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Ekko
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Fizz
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Galio
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Irelia
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Kassadin
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Katarina
Rating:4
What they do:
-Strong level 3, and level 6
-Strong Roaming and scuttle fight
-If she gets a single kill from a random fight shee gets very oppressive
-If you get near a dagger she can E + Passive and run away super fast dodging Q, even if it hits she might "W/Q"+ some Es + Ult + Ignite

How we should play:
-Bring double magic resist, start Corrupting Potion
-She will perma roam when she get's bored, be ready to spam ping
-When she all ins, don't try to dodge both daggers, conced and get hit by one
-Predict when she will ult and wall as soon as it goes off
-Abuse her at 1 and 2, make the wave push to you at her level 3
-level 3-6 pressure her if she is low, if she is not, concede and try to play near turret.
-level 6+ make the wave near turret and zone + poke her
if wave is not near turret:poke her with "E". If she jumps to you, Q her face, run, and save W for her ult.
if wave is near turret: Poke her with Ult+Wall+E, when there are no minions behind her and no daggers to collect, chase her and if she jumps with "E" and doesn't get reset, Q + "E" her location.

Kayle
Rating:1
What they do:
She uses "W" to get speedy and dodge Q
She uses "E" and "Q" to poke and farm
If she dodges a Q she all ins and goes for damage
How we should play:
-Start Corrupting Potion
-Be Ready to Corrupting Potion + Teleport combo to win lane
-Level 1 and 2 push, and make the wave bounce into a freeze
-Punish her with Q and E when she farms, don't be afraid to stay in front of minions and prevent her "E" from connecting, you have a ton of HP with pot and she will get OOM by spamming that, You both will teleport back but she will not have any gold to spend.
-After 6, freeze and Ult + "W" + "E" when she tries to last hit

LeBlanc
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Lissandra
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Lucian
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Lux
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Malzahar
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Neeko
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Nocturne
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Orianna
Rating:4
What they do:
-Out ranges anivia and spams poke with Q and W
After 6:[/]
-She can poke and Ult when she wants to all in + run down with phase rush
-You cannot all in her since she can stop your ult with hers
-Scales very well so playing safe is not a win condition on it's own
-In teamfights anivia likes to stay somewhat in front and ori will try to ult Anivia

How we should play:
-Bring Phase Rush, double magic resist and Doran's Ring
-Push the lane when you have wards, if you are pushing she won't poke you as much and might spend some mana on CS
-Walk up and dodge to bait Qs and make her doubt herself + waste mana and cooldowns
-After 6 try to get wave near turret and ask for ganks or crash push to roam
All in when:
-Flash diff (flash her ult) (+ her phase rush down?)
-Ult diff
If she starts the all ins and you are healthy:
-be ready to flash her ball and combo her before she can "E" and get shield + magic resist


Pantheon
Rating:
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Qiyana
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Rumble
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Ryze
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Seraphine
Rating:3
What they do:
-Her Ult wins teamfights by itself
-Outranges Anivia and tries to farm + scale
-After 6 Easly gankable + divable in lane
-She can survive all ins if she lands her ult
How we should play:
-Bring Predator or Phase Rush to all in, buy Doran's Ring
-Push the wave and contest her CS, make her spend mana to farm, after 6 freeze the wave and threat all in.
-Don't fight early levels, conserve HP or her Q will hurt.
-Rush mana and boots to get early kills.
What could work:
bring Ignite instead of Teleport for easier 100-0 with predator

Sylas
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Syndra
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Talon
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Tristana
Rating:2
What they do:
-Incredible all in at level 2, specially vs Anivia's HP.
-Impossible to all in because of Ult and W.
-Strong early scuttle fight
-In Teamfights she can play like an assassin with Galeforce and Ult to cancel our stun or Ult.
How we should play:
-Start Doran's let her push and try to freeze at turret. When she tries to farm, poke her. Bring teleport but don't tp if it's going to give Trist plates.
-Good Trists fake roaming and camp bushes, but can help their jungler invade too, care.

Twisted Fate
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Veigar
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Vel'koz
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Viego
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Viktor
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Vladimir
Rating:4
What they do:
-Can make us go OOM if we fight early
-Can all in at lvl 6 if uses "W" to dodge Q. Be prepared to wall him off
-Weak scuttle fight if wave is pushed
How we should play:
-Bring double magic resist and buy Doran's Ring.
-Push lane, contest when he tries to farm, and get him low. After he gets low you can finally let the wave push and zone him off CS
-It's also fine to play it slow and scale, save the pushes to when you want to teleport gank or impact the map
What could work:
-Phase rush + magic shield rune to more survivability
-Predator to push and roam

Xerath
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Yasuo
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Yone
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Zed
Rating:4
What they do:
-Strong poke if he lands WEQQ
-Level 6+ all in with ult + ignite if dodges Q, good Zeds will use flash to dodge Q.
-Likes to roam and help at scuttle fights
-If he gets a kill from a random fight he gets very oppressive

How we should play:
-Bring double armor and start Doran's Ring
-Slowly push the wave at 1 and 2 contesting his CS with "E" + autos or "Q" + "E" if confident. Heavy trade, and consider teleporting to get hp back.
-If he is low, help at scuttle, if he is decent, prioritize making sure he doesn't move to scuttle and keep pushing + poking.
-After the scuttle fight it's fine to play chill and wait for Zed to put W on cooldown before Q+W+E.
After 6:
-freeze near turret and Ult + W + E to poke him out.
-if not frozen poke with "E" until he puts W on cooldown, after that you can safely Ult + W + E
-I like to delay Zhonya's Hourglass to 3rd vs Zed since if you rush damage he can't ult on any team8 until you spend Q or else you burst him down as soon as he appears from Ult.
Could work:
-Start Corrupting Potion + teleport and having less Hp level 6+ but more resistance to poke

Ziggs
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Zilean
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Zoe
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Xerath
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Jungle - Notable Matchups
Pinks are your friends

Fiddlesticks
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Gragas
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Graves
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Hecarim
Rating:5
What they do:
High ganking jungler, likes to camp Anivia
Cant start off with "E" and Ult to dodge wall or dodge Q.
Can CC you to death.
How we should play:
Zhonya's Hourglass 2nd item
Predict when he will ult and W + Ult + Zhonya's Hourglass when he Ults. The ideal case is separating him from his team

Jarvan
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Olaf
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Rek'sai
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Shaco
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Twitch
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Udyr
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Vi
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Volibear
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Zac
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Top Lane - Role Swap, When to Consider
Get pinks to spot tower dives with jungler
Easily gankable when pushed, care.

Aatrox
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Cho'Gath
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Darius
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GangPlank
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Garen
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Gnar
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Heimer
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Illaoi
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Jayce
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Karma
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Kayle
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Kennen
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Kled
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Malphite
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Mordekaiser
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Ornn
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Pantheon
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Quinn
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Rengar
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Sett
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Shen
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Singed
If he W, you wall. If he proxies, you chill and scale. Bring Predator to get early kills with jungler when he proxies.

Sion
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Teemo
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Urgot
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Viego
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ADCarry - Hard Matchups

Cait/Trist
It's not easy to focus them if they get fed. Long auto range + abilities to create more distance and punish getting close. Prefer to focus frontline unless completly necessary to focus them.

Kaisa/Samira
If they get fed they might all in you and kill you. It's not suficient to play front to back because they might will jump to back unless pressured. They need to be forced to jump at the begining of the fight with a wall behind or team needs to pressure them. Never throw Q before their dodge is used, unless chain cced.

Senna
If she gets fed, she can 1 shot with some autos and Q + W with a very long range. If going to the backline it's important to focus her, if going front to back it's important to respect her and stay at max range from her, don't chase kills past backline if she is alive. Late Late game might need to Wall + Ult + Zhonya's because u can't survive the burst.
Roam Timings
Roaming on a cannon wave makes it harder for the opponent to follow my roam.
Roaming on the wave before the cannon makes it easier to Teleport to lane after the roam and lose nothing
Rune page revamped
Deep ward:
Helps me play aggressively in lane without fearing ganks so much.
Helps track roams from a roaming mid laner.

How to place pink + Deep ward:

Anti getting ganked:
Deep ward on their blue side bush near the river + pink on the mid lane bush of the opposite side

Want to perma roam playstyle:
Pink the mid lane bush on the side you want to roam most to, normal ward the middle of the lane to check if mid decides to shove next wave or roam, and to which side.

When doing the perma roam playstyle, you can also play with Oracle Lens and constantly clear vision on the lane you want to roam to, but it's extremely risky if the enemy laner / jungler pinches you from behind. Don't go Oracle if, after clearing a ward, the enemy champion can easly zone you out of lane (like katarina and diana, but not like morg, xerath, vel koz)


Anti Enemy Roams:

one sided roams / both sides

punish Enemy recall



Deep ward near enemy raptors gives great vision of that side of the jungle


denying vision on Pink the side with the least movement (usually top side unless grubs), deep ward the other

pink on your blue buff side and Deep ward on the enemy blue side


Sixth Sense:
Makes my roams post 6 much harder to react to and also gives some safety.
Can also be used to camp in a bush and punish whoever comes
Good vision denial for objectives

manaflow band:
+250 mana and regens 6% missing mana every 30 sec

resolve:
Overgrowth : before completing it gives +30hp, when completed, around level 7 - 8 (tested) it gives around +100 hp. Eventually, by the end of the game, it's giving around 200 hp (needs testing).
For each hp item you build, u get + 15 Hp.
Unflinching :
when CCed (INCLUDING SLOWS!!) reduces dmg taken by around 5%. Does not reduce the damage of the spell that caused the CC in the first place
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League of Legends Champions:

Teamfight Tactics Guide