Anivia Build Guide by JumpScareNova
Anivia, The Immortal CryoPhoenix (For Beginners!)By JumpScareNova | Updated on August 15, 2018
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Threats & Synergies
Malzahar has good early push without having to expend too many resources. In addition, his ultimate allows him to pick off any one of your teammates while you're at your tower, and allows the enemy jungler to take you down easily, even through Anivia's passive.
Talon has one of the highest damage outputs of any assassin at the moment, so he poses a threat to killing you solo or taking your passive really early. In addition, he has better push early in the game and has the ability to traverse the entire map extremely quickly, allowing him to crush your teammates without you having much power to stop him. He can also use Anivia's W as a form of dash, allowing him to escape Anivia in a way no other champion can.
Can be a really hard match-up as Ahri is extremely mobile as soon as she hits Level 6. She doesn't have spectacular waveclear early on so she usually can't shove you in easily. Her Q is the only form of clear and using it too much will cost her a lot of mana. Once she gets her ultimate, it will be trickier to handle her as her mobility can make her look very scary. Stay behind minions to avoid her charm and if she decides to use her ultimate to kill you, fight around your ultimate. If she dashes/walks into your ultimate, you immediately have the advantage to outdamage her. The more she respects your ultimate's power, the harder the fights will be against her.
Azir has a longer effective damage range than Anivia, so laning against him can be brutal. Keep an eye on his mana, as his abilities are costly and may lead to openings to favorably trade with him. As there are few people who are good with Azir, the laning phase would usually only be the really difficult part of the game, so focus on taking less damage and staying in lane without dying until you scale. Once teamfighting starts, most Azirs don't keep a trained eye on their character, so they can be easy to hit with your Q. Careful of Azir's ultimate as it is crowd control and will cancel Anivia's ultimate.
Cassiopeia's damage mainly comes as a result of landing her Q, a green circular skillshot, empowering her point and click E. Since Anivia is slower than most champions, pay extra attention to dodging her Q's to avoid getting shoved out of lane or killed by her. Anivia wins short trades if you land your Q, and avoid extended trades as Cassiopeia can output some ridiculous numbers. She also scales just as hard as Anivia, if not harder and can chase you down with ease. Handling her will be primarily dodging her Q's and her ultimate. Use your wall to make it harder for her to trade extensively with you as she has no dashes and will have to walk around it. She is a fairly hard champion to play so most people will make plenty of mistakes while playing her.
He is a slow, melee champion with no mobility, making him very easy for Anivia to control and kite. Avoid staying in his damage range as he can heal for a surprising amount and cheese you. Use your Q, W, and R to make it harder for him to reach you without flash and focus on poking him in laning phase with auto attacks and Q,E combos.
Has the strongest waveclear out of any champion in the game at the earliest point. At level one he can completely clear the first few waves much faster than Anivia can, allowing him to force you to play until tower while he can roam and impact the map.
Katarina's mobility can make it tricky for you to trade effectively with her. As Katarina is a melee champion, she will have to use her abilities to last hit or push the wave. As a result, bully her with auto attacks when she tries to get minions, and if she uses her abilities to return damage then she ends up missing gold. Play patiently and wait for her to use her dashes to Q,E combo her in lane.
Swain can bully Anivia really hard early in the game and scales faster than she does. Watch out for his E - Nevermove as it can easily hit a slow, immobile Anivia and cause you to take a lot of follow-up damage. With Phase Rush it also makes it harder for Anivia to control him with her slows and can result in a really difficult matchup.
Fizz is a really mobile assassin who has the ability to dodge Anivia's point and click Frostbite (E), in addition to being able to straight up hop out of any of her damage. Fizz has two main sources of mobility: a fast, short-distanced dash and a troll pole that allows him to mitigate any incoming damage to zero while being able to deal a lot of damage. I recommend building Magic Resistance in Banshee's Veil or Mercury's Treads, or build Zhonya's Hourglass to avoid his upfront burst. Like all high mobility match-ups, play patiently and wait for your opponent to waste their dash before trying to initiate a trade/poke. Once he's used his dashes you can feel freer to play more upfront (although don't let him continuously auto attack you)
While her ultimate is the most important ability to be able to use well, the most powerful and unique ability in Anivia's kite is her ability to create temporary terrain on the map with her W, Crystallize. This ability creates a wall that scales in length with ability ranks and can be used to block off escape routes in a fight and can be used to catch/trap opponents. In addition the casting of her W can act as a pseudo-crowd control ability as the summoning of the wall can briefly displace any units standing on where the spell was cast, which can prove to be really useful to cancel channels such as Vel'Koz's ultimate abilirt or the enemy's (or ally's) recall back to base. If you're really cool, then you can also use Anivia's wall to interrupt enemy dashes by timing its cast in the middle of their dash. The biggest sign of an experienced Anivia player is how they use their wall, as the simple ability has the power to create so much impact. One wall can deny so much if used well: moments like the jungler's slight overextension turning into a game-winning catch, the enemy team's slow grouping leads to your wall separating their team and giving your team the edge to dominate the fight, and more.
Although the wall has the power to make some awesome plays, it can also easily be the reason for something going wrong. One mistimed wall can cause that game-winning catch to slip away from your team, or that perfect divide in the enemy team to turn into a split in your team.
With these two powerful control abilities making up half of Anivia's kit, Anivia has two simple damaging abilities. Her Q - Flashfrost, is an AoE skillshot that causes enemies hit by the ability to be slowed, and those hit by its detonation to be stunned. Her E - Frostbite is a point and click ability that deals double damaged to those recently stunned by her Q or damaged by her ultimate and has a fixed, short cooldown. With the use of her ultimate and wall, Anivia's ability to land her Q and empower her E gives her one of the most powerful area control playstyles in the game.
The first (and most popular) is the one shown here - the Sorcery Keystone called Arcane Comet. Out of all the different rune trees, Sorcery is the most beneficial to mage-like champions as it provides flat ability power and excellent runes to assist in mana sustain and scaling. Anivia is one champion that benefits greatly from the Sorcery tree, as her mana sustain is significantly improved with Manaflow Band and her ability to stall games makes Gathering Storm more powerful. If you choose to not take a Sorcery Keystone, I would highly recommend taking Sorcery as the secondary tree to take advantage of the benefits from Manaflow Band and Gathering Storm.
The second Keystone that Anivia can synergize with is the Inspiration Keystone called Unsealed Spellbook. Unsealed Spellbook is a harder to use keystone as it has more complications than simply adding more damage to your abilities. Unsealed Spellbook allows Anivia to have two main advantages: To always have at least one summoner spell available and to be able to change how you play. As Unsealed Spellbook allows the player to take additional summoner spells, you can take ignite to gain kill pressure on your opponent who had recently used their Flash Summoner Spell, or to take Ghost to assist in kiting the enemy team in a teamfight, or to take Exhaust to save yourself or a teammate from sudden burst, or cleanse to save yourself from a life-ending crowd control from locking you down. As Unsealed Spellbook is a more macro/playstyle dependent keystone, it can get really confusing or be really hard to utilize in actual gameplay. However, when used effectively, Unsealed Spellbook can provide Anivia with numerous advantages. For the non-keystone runes in the Inspiration Tree, I would recommend Perfect Timing, Biscuit Delivery, and Time-Warp Tonic as the primary tree setup and a sorcery secondary tree with Manaflow Band and Gathering Storm. The Inspiration rune choices are catered towards sustain and being able to stay in lane and farm as Anivia is weaker than most champions prior to Level 6, and stuggles with mana issues prior to completing Rod of Ages and Archangel's Staff. Feel free to switch up the runes based off preference or matchup, but I wouldn't recommend ever taking Hextech Flashtraption in any case.
-Lots of Crowd Control in her kit
-Second Life in a Bottle (Passive)
-Late Game Monster
-Excellent Controlling Capabilities
-Lots of AoE
-High Skill Ceiling - Anivia has plenty of room to show skill expression.
-Does not have any super-long cooldowns that most champions have - Ultimate CD is only 6 seconds.
-Anivia isn't the easiest champion to play, despite the simplicity in some of her abilities.
-She can be her own reason to lose lane - Anivia has a slow auto attack, so last hitting with it under tower is extremely difficult and leads to mana expenditure or lost gold.
-Anivia's only skillshot is slower than most skillshots. If it's going to hit, it's going to hit.
-Managing Mana early-game is a must and messing it up can lead to massive punishments
-Anivia is REALLY slow. Anivia has a lower than normal base movement speed, so getting caught really means you got caught. Especially since Anivia has no escapes in her kit.
-Doesn't have the most aggressive style of a mage in the game. Her cooldowns are long early game and runs out of mana really quickly.
-Low starting health - Yes there is her Passive, but it's not every death you have a chance to come back. Losing the passive can be very easy and cause a lot of things to prevent you to do well.
-Anivia's E (Her Nuke) is also a slow-moving projectile. If the enemy opponent escapes from your ultimate or puts enough distance from you before your E can land, there is a good chance it won't do double damage.
-Can't kite backwards or forwards as effectively as other champions. If you need to move your ultimate mid-fight, you have to wait 6 seconds for the cooldown to come back up and then 1.5 seconds for the ultimate to reach max size.