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Anivia Build Guide by Maartmann

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League of Legends Build Guide Author Maartmann

Anvia - Ice Cannon

Maartmann Last updated on November 11, 2011
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Middle Lane
Ranked #1 in
Middle Lane
Win 53%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

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My second guide is on my favorite champion ANIVIA!!!
Well, the bird is the word.

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Well I have seen some good guides out there for Anivia but I wanted to show you my way of playing her, while giving you a alternative build.

First, I give you a tip on what to train when you play Anivia. Skill shots, map awareness, being last in team fights and train your auto attacks. If you can utilize these in the beginning then you will be good. But with this build, auto attacks will just be an accessory late game.

Green = Calculations (You can skip these if you want to all the results will be in the guide but if you want to count to control the results, then feel free to do it)
Yellow = Good to know
Red = Great to know

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Pros / Cons


Crazy damage dealer
A wall that can save lives and change team fights
Great CC
Egg for survivability and baiting


Often targeted

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Your skills, and how to use them

Q - Flash Frost

Anivia brings her wings together and summons a sphere of ice that flies towards her opponents, chilling and damaging anyone in its path. When the lance explodes it does moderate damage in a radius, stunning anyone in the area.
A massive chunk of ice flies toward target location, dealing 60/90/120/150/180 (+0.5) magic damage and chilling targets, slowing their Movement Speed by 20%.

At the end of its range or if Anivia activates the spell again, the missile detonates, doing 60/90/120/150/180 (+0.5) magic damage in a small area and stunning units for 1 second.

Cooldown 12 / 11 / 10 / 9 / 8 seconds
Cost 80/100/120/140/160 Mana
Range 1100

This is your most important spell early game. Late game this should be the spell you use to protect yourself and others in teamfight in all other cases just a damage spell. A tip don't use this to farm early game. You want to stay as far back as possible so you don't want to push the enemies creeps to hard. Because you want to have a minimal risk of being gank. And if you "die" you must be able to run behind the turret so they can't kill you.

W - Crystallize

Anivia condenses the moisture in the air into an impassable wall of ice to block all movement. The wall only lasts a short duration before it melts.
Anivia summons an impassable wall of ice 400/500/600/700/800 units wide, blocking all movement. The wall lasts for 5 seconds before it melts.

Cooldown: 20 seconds
Cost 70/90/110/130/150 Mana
Range 1000

For explaination and tips go to the Crystallize chapter.
I just think that this is such a complex spell that can be used for so much that it deserves a whole chapter.

E - Frostbite

With a flap of her wings, Anivia blasts a freezing gust of wind at her target, dealing a medium amount of damage. If the target has been slowed by an ice effect, the damage they take is doubled.
Anivia blasts her target with a freezing wind, dealing 55/85/115/145/175 (+0.5) magic damage. If the target is chilled, they take double damage.

Cooldown: 5 seconds
Cost 50/60/70/80/90 Mana
Range 650

Your damage skill. Use it when they are chilled but don't forget to use it when they ain't chilled and all your other abilities are on cooldown. It does pretty good damage anyway. But don't use it alone early game. If you miss your Flash Frost back out and don't throw it. It will just cost to much mana for such small damage output.

R - Glacial Storm

Anivia summons a driving rain of ice and hail to damage her enemies and slow their advance.
Toggle: Anivia calls forth a driving rain of ice and hail, dealing 80/120/160 (+0.25) magic damage per second and chilling targets, slowing their Attack and Movement Speed by 20/20/20%.

Drains 40/50/60 Mana per second.

Cooldown 6 seconds
Cost 75/75/75 Mana
Range 625

This is you most useful skill in team fights. Don't use it to fast and not to late. If you place it to fast the team fight might move out of the circle rendering it useless or if you use it to late it might not contribute as much as it should in a team fight.
Tip: If you feel insecure where to place it then I will give you a tip. Don't place it on the position of a auto attacker but between the auto attacker and its target. Same when you try to save a comrade don't place it on his position but in front of him to maximize the effect. If you have a some of the following champions in you team wait to use you ult until they do Nunu, Amumu, Orianna, Pantheon, Fiddlesticks, Galio and Gangplank. If a champion like Warwick or Malzahar initiates with their ult it will be a good idea to place you ult on top of them because they will likely be targeted.

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Early Game

First, go mid. You won't be able to play on another lane. If the other team have 1 charger/dasher and 1 stuner in that lane, your out, dead, finito. Mid it is! This will be you play style early game.... CHILL!
You're so weak early game, for example Ashe shots her crit arrow at level 1 BAAM 1/3 of you life is gone.

On the first 3 levels just chill and last hit creeps. When you're level 3 you will start harass. Just stroll around and try to throw Flash Frost that is unexpected (this is something you will get better over time) and after this run.... fly towards the target because your Frostbite have lousy range. So, if you hit with your Flash Frost, you will be able to follow that up with your Frostbite. This will either give you early game kills or just exp block him/her. If you was able to hit them down to half health and the are not dumb enough to be close enough for you to hit your Flash Frost then be super aggressive stand behind the enemies creeps and just exp block him. But don't do this if they have a jungler. Keep this up until your level 6. (When I hit level 6-7 I usually use clarity because I'm out of mana)

Now it's your time to shine. Now you wont need your Flash Frost to hit anymore just place you ulti on top of them follow with an E (now they will probably try to run from your ult if not just throw a Flash Frost in their face). Then when they try to run out of your ulti, BAAM a wall in their face. Then wait for them to choose a direction to run at then throw a Flash Frost in their face and follow up with a Frostbite. And through out this time you should have been able to auto attack a few times which means that you probably done about 1230 pure damage = KILL (Glacial Storm 80dmg x 5 sec + Frostbite 230x2 + Flash Frost 60x2 + Frostbite 230x2 + AA 64x3 - 25%)
This sounds easy but it ain't and it will take a lot of practice but when you can do this you will kill almost anyone mid (except people with flash and Kassadin and Malzahar but thats another story).

After this I usually go back. The minimal amount of gold you should go back with is 950. If you have that amount then you can finish your Tear and buy boots. If you got first blood or a kill you usually go back with 1385 this will mean that you will be able to buy a Tear, Boots and Amplifying Tome if you got this thats GREAT! Now you want a ward to be placed in one of the lanes. This will be easy if you have a mate in your team that nows that he should by a ward on his first recall. Now you will be able to TP gank! After that go back to your lane and start farming and harassing your opposition.

If you meet Kassadin or Malzahar in mid lane... CHILL a lot! Thats the best advice I can give you, then use your experience and do what you can.
Small tip: When Kassadin tries to harass you with Null Sphere aka his stupid ball, if he hits you then charge him. If you haven't thrown any spells that's the only spell he will have early game, meaning he won't be able to retaliate for the next 9 seconds!
And don't try to do the Q, E combo he will just silence you before you reach him to throw your E, yes he's an *******.

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Mid/Late game

Participate in team fights and farm like crazy. That's the only thing you should do. I can't teach you more, the rest will come with a lot of played games with different opposition. Don't try to last hit in team fights if you don't have to because you have a great farming ability and don't really need the kills.
Get blue once in a while and don't forget to buy Elixir of Brilliance once in a while it's a great booster and you won't have a problem affording it.

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This skill is just AMAZING. Save me countless of times. If you have someone like, lets say Xin Chao. You just put a wall between you and run. If he tries to follow you then slow him with ult. If he still tries to follow you then use your Flash Frost and stun him. Anivia is excellent escaper if you play her right.

Tip: If you are running from a fast auto attack lets say Master Yi. The best thing to do is to run into the jungle and wall the entrance. But most of the time he will be coming from the jungle and maybe more with him. This will make you unable to use the jungle to you advantage so if this is the case the run to the closest bush and throw every spell (except you wall) behind you. If they are many TP. If its only Mater Yi then wall that bush in a way that Master Yi have to travel as far as possible to get into the bush. And while he tries to get to you use your ulti to slow him down and cast a Frostbite. When he enters the bush use Flash Frost at point-blank range, followed by another Frostbite. This will kill him or maybe scare him of or you will die, but hey, **** happens.

Gank tip: Let's say that you want to gank bot. Then wait in the bush in the river. When you get the chance run out of the bush. When they see you they will run into the bush and escape. So dumb so dumb. Now just run upwards so you can place your wall in such a way that not just seal of their escaper route but so they have to run back to escape. (IMG will come to show exactly what I mean.) Remember to place the wall in the bush so you get sight in the bush.
(IMG will be posted soon)

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Be a bait

Anivia is the best bait ever. First, your squishy. Second, you are slow. And Third, people hate you. If you stand in a lane with low hp you will just beg to be killed. Let's use this.

Bait 1

When you have some team mates with you don't be afraid to use yourself as bait. Stay in a lane with low hp. Wait for someone to take the bait, spam you abilities. Now you "die" your team mates rushes forward and the attacker is dead. If there is multiple attacker your spells will be refresh when you raise again. I have used this a few times, sometimes it backfires but it's mostly good.

Bait 2

When a failed team fight is over or you meet a auto attacker like Yi in the forest RUN! This will make the chasers think that they have the upper hand. Ooh they are so wrong, if someone chases you they are screwed. Just run and throw everything you have behind you (save the wall. Not if you bump into them in a bush). This is the first faze of the baiting, when they catch up to you TURN!
Now you should be in the jungle so just let them hit you but place your ulti on top of them. Making their attack speed slower so they won't be able to kill you. Now throw your Q and E, soon they will understand that they probably will die so now they will try to escape. Just put a wall in there face and seal their doom. Done

Bush Bait

This only works if you die in a bush. I mostly use this when facing Teemo, Malzahar or Twitch.
Fight them as usual, try to keep your distance and when you are about to die run into a bush and die there (by their DOT if it's any of the champs mentioned above). This means that they will have to run to the bush before they can finish you. The thing is that when they are in the bush you will probably have 1-2 seconds until you raise again... with almost full hp.... and refreshed spells. To be able to hit with your Q at pointblank range wont be hard and placing your ulti on top them will slow them down so they won't kill you and will keep them chilled so you can utilize your E. Since your a nuker they will probably be dead after an E or two. Done

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Nothing weird here.

21 points in utility (when you play this build you won't need mana so don't pick Perseverance, Good Hands will be a lot better. Expanded Mind and Awareness is more tricky will get a quite big mana boost with Expanded Mind late game but you won't need it late game and you will only get 21 more AP and 320 mana from it (To see this in perspective, in late game you will have about 1250 AP and 6400 mana) so I think awareness is better. Here is an example why: You meet Ashe mid. You get your ulti 3 creeps before her, this will be the difference between life and death. Awareness = A little more superior early game when it matters)

9 points in offense

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Skill Sequence

Nothing weird here either.

You pick only one point in Q early so it won't cost so much when you spam it trying to hit whoever is mid. One point in the wall, this can be the difference between life and death when bot/top missed to call MIA or when the jungler comes to gank.
The rest is just they way you build Anivia, period.

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Summoner Spells

This is where my build differs a lot from other builds. If you want Flash, Ignite, Cleanse, Ghost or any other Summoner Spell then choose another guide.

Why Teleport and Clarity?

First, This will make you able to spam your spells as you like early game. When you are out of mana, Clarity. Next time Teleport back, then Clarity again etc. This will make you able to permanently stay in lane. If you are a little strategic you won't miss a single creep. This will help you early game farming a lot making it possible to finish this build that is quite expensive

Second, You are mainly support. Many think that Anivia should be played like a killer through out the whole game. I think she should be played as a support and a late game killer. For example you just finished a gank in a lane. Unfortunately one of them is to far for you to slow/stun but beside you, you have your mana hungry friend Rammus but he is out of mana so he can't chase. But you have Clarity... Baam another kill. If you use the argument to use ignite because you can get more kills. Same argument here.

Third, Teleport ganks is awesome! I know they nerfed it so you can see when they teleport into a bush but if you use this strategically it will be possible. And another scenario. Ooh no the bottom lane are being ganked and they are chased behind the creeps. Wait you have teleport, so you teleport don't behind the enemies and kill them of.

Fourth, Have I mentioned that Anivia is a great tower pusher? She is... AWESOME, at tower pushing. Here is a little secret. I don't know why but the more AP I have, the more I do in auto attack damage against turrets. With full build I do about 260-300 damage on each attack, which is AWESOME! And clearing creepwaves is a breeze. Summary: Teleport + Anivia (The pusher of doom) = Awesome!

Fifth, "Hey you don't have an escape like Ghost or Flash if you get ganked you'll die!" No escape my ***! Go to bush, wall the entrance and teleport, gone! And sometimes you won't even need to teleport just run away throwing you millions of CC spells behind you. If you know how to wall and just keep your distance and don't overextend. You will be fine.

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Greater Mark of Magic Penetration Because there is no better marks.*

Greater Seal of Replenishment Because the cooldown reduction seals sucks, and you might need some extra mana in the begin but you won't need in late game. That's why they are flat mana reg and not per level.

Greater Glyph of Cooldown Reduction Because cooldown runes is the best choice for this build*

Greater Quintessence of Scaling Cooldown Reduction Enough said.*

*These runes shouldn't be change. If you do, then fine by me but you'll screw up the build.

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My build ain't complicated. You start with Sapphire Crystal and two Health Potion. The first time you go back you want the boots first. But should be able to buy both Boots of Speed and Tear of the Goddess, and maybe a Amplifying Tome. The second time you go back, your focus should be on Mejai's Soulstealer but you should be able to buy Sorcerer's Shoes also. Then you rush Rabadon's Deathcap and finish of with three Archangel's Staff.

Now maybe you wonder why three Archangel's Staffs? Because you get 45 AP and 400 mana and Archangel's Staffs passive stacks. Quote "Passive: 3% of your Max Mana is converted to Ability Power". When you finish your build your max mana should be 4400. This will mean that you will never have mana problems late game. You can spam all you want and you will never get out of mana. And you will get 9% of that max mana as ability power. That will equal to 177 AP per Archangel's Staff. That's 37 more AP than Rabadon's Deathcap. If you finish this build your total AP will be 1173. INSANE!
((Archangel's Staff 177 AP x3 + (Full stacked) Mejai's 180 AP + Elixir 40 AP + Archmage's (mastery) 11 AP + Rabadon's 140 AP + 30% of maximum AP (Rabadon's passive)).

Now the question is wouldn't it better to buy a Magic Penetration item instead of one of the Archangel's Staffs? My personal answer is, no!. Here is why. (Total AP - 1 Archangel's Staff + Void Staff/Abyssal's Scepter = 1002 AP) To see how Magic Pen is calculated go here and here to see how Magic Damage Reduction is calculated from Magic Resist.

Lets make and a few examples with Archangel's staff, Abyssal's Scepter and Void Staff.
1-3 Ashe with Banshee's (Winner in Damage: Void Staff 2524 Damage, 333 more damage than original build)

4-6 Ashe without Banshee's (Winner in Damage: Abyssal's Scepter 3435 Damage, 184 more damage than original build)

1) We have Ashe, with only a Banshee's Veil as a defensive item. She will have 2150 HP and 80 MR (without any defensive runes). If you use my build you will do 3056dmg (Q 1533dmg + E 1523dmg) her magic resist will be 39.45 (80 MR - 15% (Mastery) - 28.55 (Runes and Boots)). And her Magic Damage Reduction will be 0.283 (1-100/139.45). This will mean that you will do 2191 in pure magic damage (3056*0.717). Kill

2) We have Ashe, with only a Banshee's Veil as a defensive item. She will have 2150 HP and 80 MR (without any defensive runes). If you use my build but exchange 1 Archangel's staff with a Abyssal's Scepter, you will do 2714dmg (Q 1362dmg + E 1352dmg) her magic resist will be 16.45 (80 MR - 20 (item) - 15% (Mastery) - 28.55 (Runes and Boots)). And her Magic Damage Reduction will be 0.142 (1-100/116.45). This will mean that you will do 2329 in pure magic damage (2714*0.858). Kill

3) We have Ashe, with only a Banshee's Veil as a defensive item. She will have 2150 HP and 80 MR (without any defensive runes). If you use my build but exchange 1 Archangel's staff with a Void Staff, you will do 2714 dmg (Q 1362dmg + E 1352dmg) her magic resist will be 7.45 (80 MR - 55% (Mastery and Item) - 28.55 (Runes and Boots)). And her Magic Damage Reduction will be 0.07 (1-100/107.45). This will mean that you will do 2524 in pure magic damage (2714*0.93). Kill

4) We have Ashe, with no defensive item. She will have 1780 HP and 30 MR (without any defensive runes). If you use my build, you will do 3056 dmg (Q 1533dmg + E 1523dmg) her magic resist will be -6.05 (30 MR - 15% (Mastery and Item) - 28.55 (Runes and Boots)). And her Magic Damage Reduction will be -0.064 (1-100/93.95). This will mean that you will do 3251 in pure magic damage (3056*1.064). Kill

5) We have Ashe, with no defensive item. She will have 1780 HP and 30 MR (without any defensive runes). If you use my build but exchange 1 Archangel's staff with a Abyssal's Scepter, you will do 2714 dmg (Q 1362dmg + E 1352dmg) her magic resist will be -21.05 (30 MR - 20 - 15% (Mastery and Item) - 28.55 (Runes and Boots)). And her Magic Damage Reduction will be -0.266 (1-100/78.95). This will mean that you will do 3435 in pure magic damage (2714*1.266). Kill

6) We have Ashe, with no defensive item. She will have 1780 HP and 30 MR (without any defensive runes). If you use my build but exchange 1 Archangel's staff with a Void Staff, you will do 2714 dmg (Q 1362dmg + E 1352dmg) her magic resist will be -15.05 (30 MR - 55% (Mastery and Item) - 28.55 (Runes and Boots)). And her Magic Damage Reduction will be -0.177 (1-100/84.95). This will mean that you will do 3175 in pure magic damage (2714*1.177). Kill

Most carries won't bother to buy more than one MR item and that is most often a Banshee's Veil.

If you choose to use Abyssal's Scepter instead of a Archangel's Staff you will gain 130 damage against targets with Banshee's and 184 damage on targets without Banshee's and you will lose 400 mana. And you will only deal the damage if the targets is within Abyssal's range. Is it worth it? I don't like abyssal for Anivia so my answer is no

If you choose to use Void staff instead of a Archangel's Staff you will gain 333 damage against targets with Banshee's and 76 less damage on targets without Banshee's and you will lose 400 mana. Is it worth it? If the whole team is stacking MR, Yes. If the only one/s with MR is the bruiser and/or the tank, No.

Summary: Archangel's Staff is great. And Void staff to in some cases. If you have low stacks on Mejai's buy either Cooldown reduction Morellos Evil Tome, survivability ( Guardian Angle), Void Staff or another Archangel's Staff depending on what you feel like

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This build is what is commonly called a "Glass Cannon" build. I think Anivia is the only champion that can build like this because of two reasons 1) Her Egg and 2) Her wall. You will have to CHILL when you play Anivia like this because your survivability is equal to zero. BUT if you manage to complete this build. There will be nothing that can stop you. You will go around insta kill people. Everyone will have to focus you in every team fight and if they don't you will rape them from all directions. And the beauty is, if they target you... they will have to kill you twice :D

Hope you like this build feel free to comment down below! ^^