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Anivia Build Guide by Jukantos

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League of Legends Build Guide Author Jukantos

Hatching Doom - The indestructible Anivia (Mid, Tanky)

Jukantos Last updated on April 19, 2012
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Team 1

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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Hi everyone. This is my second attempt to create a Mobafire Guide, to one of my all-time-favourites... Anivia. Mighty Cryophoenix, she has taken quite a beating from all the changes, but can still be an extremely dominant force, especially against AD-Heavy-Teams.

Can shut down AD-lasting Teams extremely, especially melee focused teams.
Gamebreaking Crystallize, if you can dictate your opponents the battlefield.
Versatile and adaptable in either direction (tanky, burst, DPS)
Strong Field Control.
One of the strongest Farmers in the game.
Can easily fend off jungle ganks.


Weak early Laning, especially against bursty opponents.
"Useless" without blue buff.
Vulnerable to silences and stuns in the lane phase
Have to weaken your build against magic-heavy teams
Requires timing and training on the important skillshots

Overall, playing Anivia is extremely rewarding, if done right, and if you got somewhat backup by your team. If your jungler helps you surpass your weak earlygame and maybe doesnt even need the bluebuff, you become a force nearly unstopable. Your Wall can single-handedly make OR BREAK Teamfights, so make good use of it.

Also, as a personal addition, feel free to leave notes on anything you'd like to see me adding to the guide.

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Build / Setup (Adapting to the enemy Team)

Anivia is a very addaptive mid and your game can go horribly wrong if you make wrong choices before it begins. In Blind Pick, you will have to go with what you're best at and just hope you don't get countered, but in a Draft Pick Mode you should always try to adapt to your opponents.

3 opponents mainly deal magical damage? Buy the MR earlier and consider switching out Rod of Ages for Banshees Vail. They're bringing 3 or more Stuns and Silences? Switch your Sorcerer Shoes for Mercury's Treads

Take a look at the 3 Builds i set up at the top. The first one is the most offensive (In Case you really start stomping), the second adapts you well to ad-heavy Teams, while the third one is against magic-focused Teams. Feel free to mix the Items according to your needs ;)

My favourite Build is the second one, as it shuts down a lot of the opponents DPS and turns me nearly-indestructible. It does however sacrifice a chunk of my burst damage compared to the first build, so i wouldnt recommend it, if the opponent has too much burst one a squishy to NOT burst that carry down :)

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Skill Sequence

I've seen a lot of Anivia players maxing Frostbite immediatly. This DOES give Anivia some GREAT Trading power, especially against shorter-ranged Champions like Annie, Brand or Mordekaiser.

However, this weakens your Ability to fend off aggressively pushing opponents, and before Level 6 you will still need to land your Flash Frost first, in order to get the doubled damage out of your Frostbite.

Thus, i tend to skill Flash Frost until Level 9, Frostbite to 13, with one point in Crystallize at lvl 4. Why the early Crystallize-Point? Well it has the Ability of basically shutting down any enemy jungle gank, as well as forcing a flash out of a panicing opponent. Just try placing a wall behind someone you've just stunned with Flash Frost and enjoy seeing Summoners Spells getting blown ;)

However, if you see yourself faced with a Gapcloser like Fizz or Kassadin, (why didn't you ban these?) consider going Frostbite first. You'll hardly be able to prevent them closing in, and when they do, you want to land as much of a punishment as you can :)

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Summoner Spells

Well, Summoner Spells are "kinda" easy to choose for Anivia, BUT there is an extendable pool of interesting Choices to make.

Ignite Your bread and butter Summoner for mid. This handy little extra-Damage may very well be able to catch an opponent off-guard and win you the lane early with an easy kill. Also very important to shut down sustainers like Dr. Mundo or Vladimir.

Flash Well, even despite its Nerf, Flash is still THE Summoner Spell. That nice relocation of yourself may very well save your butt a few times, if your wall doesnt scare someone off. Also good for Chasing.

Ghost Less interesting then flash. While it DOES provide a longer speedboost and can still be a good escaping tool or chasing tool, it simply doesnt bring you over walls.

Clarity Well, ive seen some Anivias with this. to be honest, this Spell doesnt cut it. Those 2 Seconds more of your ultimate are not worth the trade for another Summoner Spell. If you want to be REALLY aggressive in early lane, this might help you out, but its simply not as strong as other spells.

Teleport An interesting Choice for Anivia. It does allow you to do a quick recall for your Chalice of Harmony early, and its good for lategame splitpushing, but ultimately, its too annoying to see someone escape with barely any HP and thinking "argh, i couldve gotten that guy with Ignite.

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To be continued

I'll finish this guide in half an hour, still lots to come ;) cya soon