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Spells:
Teleport
Ignite
Ability Order
Rebirth (PASSIVE)
Anivia Passive Ability
Intro
The main reason I chose the flat AP runes is for early game. Anivia has some of the best early game damage and just with two spells can kill most mid players who are usually favored mid characters.
The Masteries for Anivia are mainly focused on movement, mana, and cooldowns. Anivia is slow and movement always helps with chasing and running away. Mana for ult and spell, for they suck mana fast. And cooldowns for her spells. (mainly Frostbite)
The Masteries for Anivia are mainly focused on movement, mana, and cooldowns. Anivia is slow and movement always helps with chasing and running away. Mana for ult and spell, for they suck mana fast. And cooldowns for her spells. (mainly Frostbite)
The items chosen are for mana, and sustain in lane and team fights. Anivia has great burst, but late game that burst falls off, because she is squishy. These items along with good placement of spells and character will allow her to take some damage, deal damage, and continue to deal damage with the added mana regeneration and cooldowns.
These items aren't set in stone and can be changed. If damage is more your style then no archangels, and instead get rod of ages. And instead of abyssal scepter get void staff. The death cap stays and the zhonya's stays on as well. The boots can also be changed if spell pen is need and one has mastered the wall and positioning.
These items aren't set in stone and can be changed. If damage is more your style then no archangels, and instead get rod of ages. And instead of abyssal scepter get void staff. The death cap stays and the zhonya's stays on as well. The boots can also be changed if spell pen is need and one has mastered the wall and positioning.
Anivia's main skill is frostbite. It is her main damaging ability. It does double damage to characters with a frost effect on them. even if it is Ashe with frost shot or Nunu with iceball. Her other main ability is flash frost. Timing is key with this ability. It is Anivia's main CC move and can stun and damage her enemies. If landed perfectly it can do damage when passing over the target and damage again when popped. I try to max this ability second after frostbite. (and ult of course) Anivia's ult is great for in lane and in team fights. It has great early game damage. Skill in lane- Ult-frostbite- flash frost stun in ult- frostbite again. Wall can be used after stun, and can keep the target in the ult longer or even mess with an opponents flash.
Anivia's wall is the hardest thing about her and can really hurt your team or the enemy's team. Everyone has been on the wrong side of an Anivia wall. Be it friendly fire of enemy wall. The wall can do a lot of things and can change the outcome of a game.
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It can disrupt enemies if placed on top of them.
Section the team off from supporting their teammates.
Give vision.
Cut off escapes.
And even pin down characters if place correctly near another wall.
Anivia's wall takes a lot of practice and will often leave your team to either love or hate you.
It takes practice. A LOT!
Early game should be very aggressive, but mindful of the enemy jungler. The egg is a powerful ability with a reasonably short cooldown.
When level two is reached start poking and getting the flash frost into frostbite combo down and melt their health. They can try to hurt you, but if you know when you are going to die get under your turret. They will either try attacking you under it and take turret damage or let you revive with full health and fresh cooldowns. WIN WIN
When level two is reached start poking and getting the flash frost into frostbite combo down and melt their health. They can try to hurt you, but if you know when you are going to die get under your turret. They will either try attacking you under it and take turret damage or let you revive with full health and fresh cooldowns. WIN WIN
Teleport and Ignite are my preferred spells.
Teleport allows for fast access across map. And helps when farming in mid lane and having to go back due to mana issues early game.
Ignite is for finishing off enemies and helping to get rid of the characters that love health regeneration.
Flash is good as well, i just don't need it. If you get ganked move to tower and hope you have egg. The wall also helps to get away and makes flash seem unnecessary.
Any other spell and there might be some problems. Clarity is ok to put on untill one learns how to manage her mana.
Teleport allows for fast access across map. And helps when farming in mid lane and having to go back due to mana issues early game.
Ignite is for finishing off enemies and helping to get rid of the characters that love health regeneration.
Flash is good as well, i just don't need it. If you get ganked move to tower and hope you have egg. The wall also helps to get away and makes flash seem unnecessary.
Any other spell and there might be some problems. Clarity is ok to put on untill one learns how to manage her mana.
Since Anivia's AP ratios are a little low her late game falls off a little compared to other AP champs.
One way to fix this is by having great positioning of ult. Since the ult can be place and while it is going Anivia can move around to set up her other spells.
In team fights the ult goes in and does damage per second while the team fight goes on. If the enemy team moves away from the ult it still did its job by separating the enemy team.
Flash frost is also great for group stuns or single target stun. (like stopping a Kat ult.)
While all this is going on frostbite any squishy and wall if needed to protect or separate the enemy team.
One way to fix this is by having great positioning of ult. Since the ult can be place and while it is going Anivia can move around to set up her other spells.
In team fights the ult goes in and does damage per second while the team fight goes on. If the enemy team moves away from the ult it still did its job by separating the enemy team.
Flash frost is also great for group stuns or single target stun. (like stopping a Kat ult.)
While all this is going on frostbite any squishy and wall if needed to protect or separate the enemy team.
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