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Recommended Items
Runes: Standard Vs Melee
1
2
3
4
Domination
Precision
+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
Flash
Ignite
Items
Champion Build Guide
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.
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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)

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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)
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 (
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Roam / Bait All-in |
Invade Enemy Jungler |
If stronger jungler AND both pathing same side |
Set Up Ganks (
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Against immobile champs |
Protect Yourself From Ganks |
flash down / crazy gank set up |
Blue Team |
Against Control Ward: |
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Red Team |
Against Control Ward: |
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Cancel / Scout Recalls |
be annoying |
Blue Team |
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Red Team |
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Control Enemy Roams |
Against Roaming Champs |
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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.
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Option 1: Ward both sides |
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Option 2: Double ward one side |
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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)

Cancel / Scout Recalls |
be annoying |
Blue Team |
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Red Team |
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Control Enemy Roams |
Against Roaming Champs |
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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.
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Option 1: Ward both sides |
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Option 2: Double ward one side |
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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
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 |
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Sorcery |
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Resolve |
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Precision |
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New Rune Page
Domination |
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Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with 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}. | ||||
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Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with 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}. | ||||
Sorcery |
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Resolve |
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Precision |
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Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with 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}. | ||
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Anvia already has multiple organic 3 hit combos and they do a surprising amount of damage with 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}. | ||
Matchups
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Akali |
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General Notes: In teamfights 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 ( maybe stealth 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 Build 2 - greedy dmg, eventually build dedicated MR item: |
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Annie |
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General Notes: 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 2nd item should also be something with some health. |
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Azir |
General Notes:
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 |
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Cassiopeia |
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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: |
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Ekko |
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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: |
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LeBlanc |
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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 Build 2 - greedy dmg, eventually build dedicated MR item: |
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Mel |
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General Notes: Really hard lane. You get poked down, and if you try to all-in you might punished with 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 Always be on the look out for good opportunities to recall, get health back, and buy 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 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 How to all in Mel: ALL - IN 1: Ult + W into Q that explodes mid air and baits ALL - IN 2: Ult + W into Q but this time Q explodes frame perfect and doesn't give her a chance to ALL - IN 3: Ult + W + auto attacks to bait Build: Start To have better skirmishes / kill pressure on For better roaming go |
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Morgana |
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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 Don't let her W on top of you + minions, make it has hard as possible for her to stack Post 6: Getting stunned by her ult means death, save W and Ult wave » roam, she takes a bit longer to clear the wave. Build: Start Can also greed for durability with |
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Quinn |
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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:
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Ryze |
General Notes:
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 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 |
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Smolder |
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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 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 Post 6: Might need to bait out no need to chase him and potentially get punished with Build: Start |
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Syndra |
General Notes:
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 Q the melee minions on the wave, all in with electrocute dodgin her Qs Post 6: Might need to bait out no need to chase him and potentially get punished with Build: Start |
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Taliyah |
General Notes:
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 |
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Viktor |
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General Notes: Pre 6: Post 6: Build: |
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Vladimir |
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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 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 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 no need to chase him and potentially get punished with Build: Start |
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Xerath |
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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 You can crash the first 3 waves and recall on the 4th (canon minion) to get saphire crystasl + 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:
Giga worth to trade flashes: (xerath easly ganked) if you have Build: Start rgegergergreg Start |
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Yasuo |
General Notes:
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: |
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Zed |
General Notes:
Pre 6: Build: | General Notes:
- Q 6 sec
- W 20 sec
- E 5 sec
- R 120 sec (4 waves)
Pre 6:
Build:
- Q 6 sec
- W 20 sec
- E 5 sec
- R 120 sec (4 waves)
Pre 6:
Build:
- Q 6 sec
- W 20 sec
- E 5 sec
- R 120 sec (4 waves)
Pre 6:
Build:
- Q 6 sec
- W 20 sec
- E 5 sec
- R 120 sec (4 waves)
Pre 6:
Build:
- Q 6 sec
- W 20 sec
- E 5 sec
- R 120 sec (4 waves)
Pre 6:
Build:
- 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 |
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Rune Path |
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Ranged Matchups |
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Pre 6 Anivia relies on Q |
Rune Shards |
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Rune Path |
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Item Theory
Starting Items |
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Gives mana, good immediate stats and low price. Burn and free magic pen push it over the edge. Anivia's R R | ||
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I buy Even though I buy | ||
First Recall |
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Gives mana, good immediate stats and low price. Burn and free magic pen push it over the edge. Anivia's R R | ||
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I buy Even though I buy | ||
Mana Items |
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Gives mana, good immediate stats and low price. Burn and free magic pen push it over the edge. Anivia's R R | ||
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I buy Even though I buy | ||
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I don't build Usually I go Some anivia players still build it and good for them, i don't like it. | ||
Early Offensive Items |
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6% movespeed will translate into 23 flat move speed. | ||
| DPS TANKS, ANTI HEAL PARTY, USUALLY DON'T GO RABADONS AND GO VOID AFTER | ||
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Lot's of AP and ability haste on a cheap item. Great option into tankier front lines when i'm too fed to build Also good into bruisers that eventually build magic resist - like Probably Worth building into
Assassin Kayn, | ||
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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: | ||
| Giga power spike, gr8 if they don't have hard engage | ||
Late Game Offensive Items |
| MAGIC PEN, MOVE SPEED, BASE DMG | ||
| DPS TANKS, ANTI HEAL PARTY, USUALLY DON'T GO RABADONS AND GO VOID AFTER | ||
| Giga power spike, gr8 if they don't have hard engage | ||
| Giga power spike, gr8 if they don't have hard engage | ||
| GOOD DPS, GOOD CC, GIGA UTILITY | ||
Defensive Items |
| MAGIC PEN, MOVE SPEED, BASE DMG | ||
| DPS TANKS, ANTI HEAL PARTY, USUALLY DON'T GO RABADONS AND GO VOID AFTER | ||
| DPS TANKS, ANTI HEAL PARTY, USUALLY DON'T GO RABADONS AND GO VOID AFTER | ||
| Giga power spike, gr8 if they don't have hard engage | ||
| Giga power spike, gr8 if they don't have hard engage | ||
| GOOD DPS, GOOD CC, GIGA UTILITY | ||
| GOOD DPS, GOOD CC, GIGA UTILITY | ||
Defensive Runes
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.
I also see it as 143-180 extra hp (levels 11-18) during teamfights
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
If i use 50% hp as a baseline,
I would be healing 14-23 hp with
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:
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
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)
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 unplayable4-Orange: hard
3-Yellow: medium
2-Green: our advantage
1-Light Blue: unplayable for them
Mid Lane
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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 -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" | ||
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Rating:5 What they do: -Pre-6 she can threaten to make you OOM with -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 -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 | ||
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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 -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 -Taking -Taking -Building | ||
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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 -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. | ||
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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 -Be Ready to -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 | ||
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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 -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 | ||
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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 -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 | ||
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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. | ||
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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 -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 | ||
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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 -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 Could work: -Start | ||
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Jungle - Notable Matchups
Pinks are your friends
Pinks are your friends
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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: Predict when he will ult and W + Ult + | ||
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Top Lane - Role Swap, When to Consider
Get pinks to spot tower dives with jungler
Easily gankable when pushed, care.
Get pinks to spot tower dives with jungler
Easily gankable when pushed, care.
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If he W, you wall. If he proxies, you chill and scale. Bring | ||
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ADCarry - Hard Matchups
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| 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. | ||
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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
Roaming on the wave before the cannon makes it easier to
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
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
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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