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He has a slightly better laning phase pre-level 6, but once you get your ult, there's very little he can do unless he's just fed out of his mind compared to you. His CC does very little to you, his burst is much weaker than yours, he has no escapes, and you usually have to underestimate his turrets in order to take substantial damage.
Ashe
Ashe also has little she can do to escape you, and you can easily kill her in a single burst late game. Your CDs are low enough that you might even out DPS her. She can, however, crush your egg alone. If her team gets a good initiation, she can deal massive amounts of damage, but that's typically not an issue.
This advantage is generally true of all marksmen, but Ashe is the most extreme case.
LeBlanc
Without her silence, the only thing about her that seriously threatens you is her extreme mobility. With the ability to frequently, instantaneously reposition herself, it can be difficult to hit her most of the time, and she can punish you for missing. Without that silence, though, she can't do much to you (unless the player is very skilled with her).
Jax
Jax is extremely OP right now (at least on TT). No matter what he builds, he's tanky, mobile, has hard CC, and brings carry damage to his team. You can't kill him in a single burst, he can easily get on you, and once he does, he WILL destroy you.
Lee Sin
Lee Sin's very similar to Jax in terms of how unbalanced he is, but at least Lee Sin has to land skill shots. Keep your positioning in mind, don't get too aggressive, and make sure you know where he is at all times, because once he gets on you, it's rare that he won't get a kill, or at the very least, deal crushing amounts of damage to you.
Brand
Brand, along with most other mages, is essentially a complete skill match-up. It's just as easy for you to crush him as it is for him to crush you. That being said, Brand's CC is weaker than yours, so you have a slight edge in trades. The big thing to keep in mind, however, is they're squishy, and then they die. You have your egg. Use this to your advantage.
Cho'Gath
Cho isn't unbeatable, but he has CC that will wreck you if you aren't careful, and he's INSANELY TANKY. You WILL need to build to counter him, specifically BFT and Torment.
Darius
While Darius is a powerful champion, he's very overestimated by the community. He has very little range, no chases/escapes, no defense from his kit: his entire kit is built to damage people. Guess what, you hurt more, AND you're ranged. Laning Darius is incredibly easy as Anivia. Even if you mess up and he Apprehends you, there's a high chance that he'll waste his ult on you as a bird, which only puts you into your egg, causing him to lose the refresh on his ult. His full combo is very powerful, but he needs to completely commit to a fight in order to do so. Keep your distance, but harass liberally. Abuse your range and CC over him.
Diana
She used to be a lot worse, but she can still crush you with relative ease. If she builds too glass, you can take her pretty easily, but if she builds smart, there's not much you can do against her. She can easily catch you and stick to you like glue. Your best bet against her is usually to actually build more damage: once you can significantly outburst her, you make her going all-in a mistake.
Fizz
FIZZ HAS FINALLY BEEN NERFED! I'll update this to reflect the change as I play him more. Hopefully, Anivia gets even better!
Kassadin
No surprise here, Kass is intended to counter mages, and you're no exception. Once he hits 6, he has an on-command Flash, is still fairly strong, has an anti-magic shield, and can stop your ult. Since his rework, you can actually fight back now, but still, be careful.
Morgana
This is an interesting match up, because it's completely dependent upon Morg's ability to properly use her Black Shield. If she uses it properly, you will deal little damage to her until late game, as well as not being able to disable her in any way (this includes Chill). If she fails to use her Black Shield effectively, you will absolutely decimate her, but the fact that she has such a powerful tool at her disposal is very frightening.
Teemo
He can do absolutely nothing to you after level 2. His level 1 is a lot stronger than yours, but after that, he's fodder for you. His CC does nothing to you, you can kill him in one burst for most of the game, you can still hurt him during his invisibility if you see him go into it, and the only thing he can do to stop you is to hope that he gets Move Quick in time to not be bursted down immediately.
Veigar
The only problem I have with this little Vivi wannabe is that even after you destroy him in lane (and you will, almost without exception), no matter how far behind he gets, his ult allows him to wipe the floor with you, and it's annoying as can be. Just be careful not to take his ult whenever you can avoid it, and kill him in one burst.
Garen
He's very fast, has a silence, and will deal considerable damage to you during his time chasing the silent you. Also, he's usually very tanky. As with just about every other situation in League, be wary of when you get damage for him, and when you need defense. Something also often overlooked about him is that he deals mainly physical damage, but he also has considerable magic damage, especially assuming he gets a Sunfire Cape.
Twisted Fate
Absolutely no contest. His best CC is a stun, he doesn't do much burst damage, and if he builds AS (which is the only way he could EVER conceivably kill you) on top of AP and magic pen, he'll be pure glass, and you'll have NO problems completely wiping the floor with him.
Galio
This disadvantage should make perfect sense. He doesn't outdamage you, his CC is pretty good, and he doesn't have anything unbalanced about him. What he does have, however, is that he will be able to tank you like a boss, even if he doesn't get health. When he builds tanky/to counter you, he gets damage. Don't expect to plow through him, but also don't be too afraid of him. He's difficult to kill, but he also can't just walk in and blow you up.
Aatrox
Aatrox players all build differently, but one thing is commonplace among them: massive AS and lifesteal. This is a very bad combo for you, as it means that you have great difficult bursting him down. He will absolutely destroy you once he gets on you, and he has some pretty good tools at his disposal to make his way there. This is also true for Xin and WW.
Yasuo
Complete skill matchup. The outcome is basically determined by his ability to properly use his Wind Wall. If he don't use it effectively, you'll simply erase him, but if blocks at least most of your spells, it severely cripples your damage output and CC. Your stun is your crucial to escape from him, and if you use it for damage, then he blocks it, he can dive on you, and proceed to stomp you. That being said, he's usually fairly easy to beat unless he works very well with his team and/or gets fat.
Dr. Mundo
The best way to deal with Mundo as Anivia is to avoid him. Even with BFT and Torment, you won't do very much to hinder him. He has massive amounts of tankiness, including insane health regen (which will, without question, outlast your mana), AND has passive, stackable tenacity. On the plus side, however, he can't do much to you unless he constantly lands cleavers (which are fairly predictable), so just focus on farming, and, generally, let Mundo go where he pleases.
Udyr
Udyr players don't seem to agree on how to play him. Many of them either go too glass or too tanky. Udyr's very much a fighter, and as such, should be able to deal and absorb damage. Udyr's easily able to catch you, but has a much harder time running away (can still do it pretty easily), so just like with Darius, if you have him in a tight spot, really press it.
Vladimir
Strong laning phase, specially early game, but has one of the worst mid-games in League, and doesn't scale nearly as well as you, so his end game is no problem. Really, his only option is to go untargetable, so plan around it.
Zed
This can go either way. You both have weak laning phases, but scale hard. He has a lot of mobility to dodge your Flash Frost, but he has to go all in if he wants to kill you. It also helps that the best item to counter him (Witchcap) is usually what you want anyway, so that helps a lot!
Annie
Annie's a dumb champ. And yeah, I'm bitter about it. But not because she's good, I have nothing against that, but because of the designs behind her and Anivia. Anivia is designed to have high-ranged, extremely slow, and weak basic attacks to counteract her insane burst damage with only a moderate range (for a mage). This is a good design strategy, similarly to how Viktor's rework normalized his range (his spells have about the same range, as do his basic attacks). Annie has an even higher basic attack range, and because, well... she's supposed to be easy. She was a recommended champ back when that was a tag, so she was designed to be easy. She's already incredibly strong, has almost no mana issues (especially compared to Anivia), and has powerful CC.
Syndra
She has a decent slow with a pretty big AoE, so be careful of that. Aside from that, she really has to use her (extremely powerful) ult to really squash you. Most of the time, you can just outburst her and be done with it.
Orianna
Orianna is similar to Syndra, in that she's very much tied to location-based spellcasting. She has to focus on using her ball, while Syndra has to manage numerous Dark Spheres. While she has more CC than Syndra, she's quite a bit weaker. Her speed up helps her avoid you a lot better than Syndra's Scatter the Weak, but you should outburst her mid- to late-game.
Ryze
Ryze is difficult to judge. His early and mid games are weak, but once he gets three or four items under his belt, he becomes a monster. He's one of the few cases where I'd recommend trying to get early kills.
Malzahar
His ult= free kill. Without it, you can easily blow him up, but be careful until you see him throw his ult on someone.
Swain
You'll both be buying time until your huge level 6 power spikes, and then you'll both be very concerned about your mana. He can last in lane much longer than you if left alone, so be sure to harass him; force him to leave. Generally, I find Swain to be an easy opponent unless he gets spellvamp, which makes him extremely difficult to burst down during his ult.
Irelia
She almost always gets lightning quick, and can dive on you very easily. She can't eat you like Xin Zhao, but she's still very difficult to escape from.
Xin Zhao
Unless he's a complete fool, he'll build like a fighter, so he'll both have and be able to absorb damage. He can get on and stick to you very easily, so be sure to keep your distance and only go in on him when your team does.
Fiddlesticks
He can get out of control rather quickly, and on top of it, has a much better early game than you. His Drain'll keep him in lane virtually forever, and his extremely powerful CC makes it easy for him to harass you. The best bet against him is to deny him farm. A long game against Fid is a good thing. His mid game will destroy you, but at full build, you'll finally be able to turn the tables on him.
Trundle
People forgot how to build Trundle, but in the scenario when someone does it correctly, he's impossible to fight one-on-one.
Akali
Not a problem unless she gets fat as hell. Whenever she uses her Shroud, just throw your ult on it, forcing her to reveal herself.
Jarvan IV
Usually too tanky to just erase. His ult can really mess you up if you don't have Flash up. Is pretty strong and mobile. Not a huge problem, but definitely don't give him any openings.
Warwick
Unkillable, strong, fast, has suppression...
Kha'Zix
Not that big of a problem (AS LONG AS YOU AREN'T ISOLATED). Is very mobile and pretty strong, but lacks the tools to best you unless he just completely outplays you.
Vi
She doesn't scale amazingly with damage items (until she gets two or three of them), and can't really lock you down very well, even with her ult, so most of the time, she'll be you simply by just being too tanky to really stop.
Tryndamere
Preface: If Tryn gets fed, you're dead. Period. Tryndamower is arguably the most powerful champion in the game (save maybe Yasuo), so DON'T LET HIM GET THERE. He's even more item dependent than you, so focus on deny him farming. As for fighting, play defensively until he uses his ult, only harassing him. Keep this mindset during teamfights unless one of your teammates catches him out, then nuke him with everything and force him into using his ult defensively. Without it, he can't dive your entire team and eat you.
Wukong
He'll likely build like an assassin if he gets ahead. If he does, he'll be a problem. He has excellent initiation capabilities, so be on the lookout. Also, his Decoy can make it difficult to land a successful Frostbite. Don't be afraid to face him like a textbook mage: blow your spells, then run away, wait for CDs, repeat.
Jayce
His early game is MUCH better than your's. Don't even TRY to fight him early, he WILL win. The good news is that he scales poorly aside from his powerful projectile + Accel Gate combo, and to make matters even better, most players build like complete buffoons; they think they're a marksman just because they have range, what idiots!
Master Yi
This fight is literally the following: Who got the jump on who? If you stun him before he Alpha Strikes you, he's dead. If he's all of a sudden on you before you even noticed him, you're chicken nuggets. You can't slow him (save that stun if you're on the run!) during his ult, but you can stop his Meditate, and your wall doesn't care how fast people are. Your stun is the single biggest factor for getting him.
Riven
She's very strong, and Wind Slash is OP. She prides herself on her movement abilities both for damage and for chasing/escaping. Here's the thing, the bird doesn't care. Stun, slow, and block her off wherever she attempts to go, then blow her up. She'll be squishy, but she'll win if she gets to fight on her terms.
Katarina
Wanna hear a joke? Kat's a good laner. Seriously, she's completely worthless alone. She relies on poking you down before going in for the kill. Your poke is much stronger. Do you see the problem here? Be wary of her ult if she's in a high-CC team, because then she actually hurts lot.
Lux
Annoying as hell, more than Teemo will ever be. Her spells have stupid areas of effect (they're HUGE!), range, and her binding lasts for about half a century. Tenacity ruins her day, and she doesn't benefit from defensive items, so you'll outscale her very hard. Just bide your time and stomp her in the late game.
Volibear
One of the most underrated champs in the game, Voli is the perfect tank/fighter hybrid. He has powerful CC, great initiating ability, good damage, and his passive makes him very difficult to kill alone. He's usually played in the jungle, and his ganks are great. Given the fact that you're extremely prone to ganks, keep an eye on him at all times.
Kayle
She can bully you in lane, and definitely outsustains you. She doesn't scale as well as you, and usually goes down in a single bust at the end without her ult. Force her to use it either on herself before you actually go in for the kill, or on another teammate, leaving herself exposed.
Ezreal
For whatever reason, people seem to think that Ez is a viable 3s pick (anyone can be picked, but need a team tailored to them). He'll be annoying with all of his poke and dodges, but he ultimately doesn't scale into the late game, no matter how strong he gets, unless his team has crazy peeling.
Amumu
He alone is no problem, regardless of how he builds. It's his ability to completely dominate team fights that you need to watch out for. If he's building too glass, just kill him. If he's building properly (tanky AP), focus on him later in the fight.
Lissandra
Lissandra has what I refer to as "burst this fool" syndrome. She doesn't care about the order in which she uses her spells, or even the utility they possess. She just wants to hit you and do it hard. Wait for her to initiate whenever possible, then just unload on her with your full combo. If you see her toss her Glacial Path away from you, do your best to stun her before she can activate the second half.
Malphite
You won't be able to do much to him alone, so try to just tap him with a quick ult > E combo to put a few dents in him and prevent his passive from regenerating.
Nasus
Both of you care way more about farming than either of you do about each other. Do your best to deny him farm without sacrificing yourself or overextending. Use your range to your advantage and fight on your terms. He can keep you around whether you want to or not with his insane Wither's MS slow. Just try to kill him from afar.
Nidalee
She has a very strong early game due to multiple factors. First of all, her spears hurt a lot even from the beginning, so focus on dodging them. She has a very strong assassin kit, and can deal a **** load of damage to highly injured targets. Her healing is very frustrating during the laning phase. She has access to two abilities per level. She can gain sight of you in multiple ways. The good news, though, is that she usually won't get much defense, so you can blow her up if she gets careless.
Pantheon
Beware his spear harass if he's laning. His Q is infamous for having extremely high damage early game, with a low CD, to boot. Keep an eye on his mana, as he relies on it almost as much as you do, although, since he's AD, he still has strong basic attacks. Break his passive shield with your basic attacks from a distance. If he's jungling, his very high base MS combined with his Aegis stun can lead to some nasty ganks, so be careful of him, especially once he gets his ult. He doesn't have any CC aside from his stun on W, but he's still pretty difficult to outrun before you get upgraded boots.
Rengar
If he's a fighter, he'll be a lot harder to kill, but he'll also lose a huge portion of his assassin damage. Don't be scared of him, but also don't be stupid. Avoid bushes, especially in the enemy and neutral sections, leave immediately and run towards your allies if you see the "!" above your head, as he's about to pounce on you with his ult, during which, he is invisible. Focus all of your attention on him when he jumps in in hopes of taking him down quickly.
Vel'Koz
All of his abilities're easy to dodge, but he IS strong. The only thing that you truly have to watch out for is his ult. That ult's the only reason that he isn't a threat level two. Your positioning is crucial once he hits lvl 6. You don't wanna be between the halfway point of his laser or futher away. You wanna nuke him as soon as he roots himself for the ult, since it takes a few ticks of it to really start chunking you. Also, you scale much better than him.
Xerath
He has a lot of range, so just be aware of the fact that to him, "the battlefield" is a much larger area than it is for you. That being said, he's very slow and generally doesn't get any defensive items aside from maybe Rylai's (and of course witchcap, but only the active affects you).
Ziggs
He has very strong poke damage, but struggles to go all in. Focus him in team fights, and he won't be much of a problem. Be careful of his long-range ult, as he can kill you after to think that a fight's over.
Most mages are in this category. Many of them are skill match-ups, but you have your egg, and they don't. Brand specifically has insane harass, but he's also very slow, and he doesn't have an egg like you.
Yasuo
Completely depends on his ability to effectively utilize Wind Wall.
Fizz
FIZZ HAS FINALLY BEEN NERFED! I'll update this to reflect the change as I play him more. Hopefully, Anivia gets even better!
Diana
She's a unique case in that the best way to counter her is to outdamage her, don't worry as much about defenses.
Heimerdinger
Almost impossible to lose once you hit lvl 6 and get RoA.
Karthus
Simply doesn't have the tools to combat you.
Galio
Common sense counter, his character's theme is basically to build MR.
Zed
You both have weak early games and scale hard. He has to go all in to kill you, but he also has a lost of mobility, including multiple chances to dodge your Q.
Twisted Fate
See Heimy.
Azir
Azir has a weak early game, and Azir players rarely get defense. This means that he never gets the chance to scale into the late game, and you just toss him around like a ragdoll from the minute you get RoA.
Katarina
Kat is a terrible laner. Just focus on harassing as opposed to flat out killing.
Ahri
Ahri's definitely above average as far as mage match ups go. She has powerful harass, all in, and doesn't have serious mana problems. She can also dodge your Q with her ult or possibly with her Orb of Deception's speed up.
Akali
Akali relies entirely on her ult to beat you. Without it, she can't do anything to you. If she uses her Shroud, just throw your ult in in to force her to come out.
Cassiopeia
Early game, you don't stand a chance. Just entirely dedicate yourself to farming, because Anivia ruins her day later on. Cass prides herself on scaling incredibly hard, but you actually scale harder, so rub it in her face. :)
Lux
She's incredibly annoying, but nothing to serious. She's definitely stronger than you early on, but doesn't scale at all.
Talon
This is one of your hardest lane opponents. He's strong at all points of the game, and your egg doesn't mean a whole lot to him. Play very safe, especially early.
His grabs are hard to dodge, especially with your low MS, and a single grab will often spell your death. In terms of defense, his mana shield stops you from getting an otherwise standard kill.
Thresh
Similar situation as Blitz, but much easier to dodge, and less punishing when you get hooked. He's also one of the only tanks with a ranged basic attack.
Nami
She's too slow and weak to be much of a problem. She can harass almost as well as you, and she has powerful CC, but unless she really knows what she's doing, it's easy to dodge. You can do almost everything that she can do, and do it better. I'm assuming this to be true of most mage supports, but I haven't faced Sona, Soraka, or Karma as support Anivia yet, so I'll update that when I do.
Braum
He might be tanky, but he has to go all in to do anything substantial, as his only form of range is his Q. You can freely harass him with little chance for retaliation, so even if you can't kill him, free gold!
Morgana
Her Black Shield isn't nearly as big of an issue with four people in the lane, since she has to split use of it between her and her marksman. This makes it much less effective on multiple levels: first of all, it creates an opening to go in on whoever she doesn't shield, and secondly, it doesn't create an extremely durable barrier, since it doesn't do much to halt your marksman.
Before you even begin reading this build, it's important to realize that I'm not intending to make a tried and true, ultimate, competitive build. I'm a pretty casual LoL player, as far as League players go. Anivia is a champ that is very commonly played in ranked, but almost never in unranked. Although she can easily carry late game, Anivia isn't really considered to be OP'd by anyone's standards. If you're doing well with Anivia, you probably deserve it. I've played Anivia since season 2, when I started playing, and I used build her pretty differently than most players, mainly for the fact that I build heavily in the Utility tree, as opposed to the Offense tree (I also didn't use to have any magic pen :P). I appreciate constructive criticism, however, don't waste your time commenting if all you're going to do is complain about how I'm not following the meta, or something equally pointless.
A major thing to keep in mind with Anivia is that it's ok to not worry as much about your early game, and focus more on just getting fat (although don't ignore your team). She scales harder than most mages, and becomes a monster at full build.
Terms and Shorthand
Terms and Shorthand
OP: Overpowered
AD: Attack Damage
AP: Ability Power
MS: Movement Speed
MR: Magic Resist, magic defense
CDs: Cooldowns
CDR: Cooldown Reduction
AoE: Area of Effect
SS: Summoner Spell
HP: Hit points; health, life
MP: Magic points; mana
CC: Crowd control. League has a bizarre usage of this term. It doesn't mean dealing with a group of enemies, like in everything else. CC in League of Legends is equivalent to status effects (ex. poison, darkness, slow, etc.) in anything else.
DOT: Damage over time.
TT: Twisted Treeline
SR: Summoner's Rift
3s: 3vs3; Twisted Treeline
5s: 5vs5; Summoner's Rift
Old 3s: TT prior to the total remodel on 10-25-12.
New 3s: The current TT, with Vilemaw, new items, etc.
"Glass": Little to no defense.
IMO: In my opinion
ATM: At the moment
If there's anything I missed, please let me know.
Why Should You Listen to My Advice?
Why Should You Listen to My Advice?
I've got Clarity as a suggested Summoner Spell, what could I possibly have to contribute to you, right? If that's your mindset, I'm surprised that you're even still reading this, but good on you, because you're learning from someone who values his own experiences above a meta that others have made.
I've been playing Anivia since season 2, when I first began playing League of Legends. She's been my main from the beginning. I've seen numerous changes to the game with her. I've played her in multiple roles. I've personally experimented and played for many, many hours with her, trying new things. Mainly using my own ideas and what's worked for me, and sometimes looking at others. When I detail something in this guide, it's from many personal experiences, and not emulating what (insert professional-level player(s) name(s) here) have done. I've adapted, and generally, succeeded.
Strengths and Weaknesses
Strengths and Weaknesses
Anivia's extremely fun to play most of the time, despite some glaring weaknesses.
Strengths Extremely good burst damage
You scale harder than almost every other champ in the game
One of the best farming and pushing abilities in the game, Glacial Storm
Good range on basic attack and Q
Low CDs (except for Crystallize and early levels of Flash Frost)
Doesn't have to be carrying to benefit the team
Good CC and AoE
This is a "one size fits most" build
Very tanky for how strong she is at full build (especially compared to other mages)
Borderline OP on this map*
Wall ( Crystallize) can force 1vs3 situations if placed properly: It can block off the entire top lane at max rank (also grants sight)
*At full build. Some champs just beat her, period, however, against most champs, she's unbelievably good. Also, her walls in this map's jungle are ridiculous.
Weaknesses Extremely squishy early-mid game ZERO Tenacity ( Moonflair Spellblade is a very welcome addition!)
Extremely vulernable to ganks early game
Very hard to farm pre-level 6
Very mana hungry early game
Easily countered*
Slow if not built properly
Spellvamp is basically pointless on her
Almost no physical damage: basic attacks extremely slow and weak
Low MR for awhile
*By simply getting MR; doesn't mean people do it. Banshee's Veil is pretty much an instant counter.
Runes
Runes
Anivia's main stat is AP, as all of her skills scale with it. Also, Anivia is extremely vulnerable to ganks, especially at lower levels when you don't have completed boots, and higher leveled skills to slow/stun/block your attackers. Anivia is both one of, if not the, squishiest and slowest champ in the game. Armor is important in general, especially for Anivia, who has low armor, and can easily be crushed by AD-heavy champs if not careful. The extra armor'll help you survive longer. The AP, again, is self-explanatory.
Acceptable Marks Greater Mark of Magic Penetration: I used to use Greater Mark of Armor, since they give you about as much armor as these marks do magic pen, but that's building Anivia a bit too tanky for her role, so I switched my marks in favor of a higher damage output. I also used to use Boots of Swiftness as opposed to Sorcerer's Shoes. I've played Anivia in numerous ways in the past, so trust me when I say that magic pen is almost mandatory for her. Greater Mark of Hybrid Penetration. These marks give you greater harassing ability during the laning phase at not a huge loss in magic damage. I simply don't prefer them on this map because laning doesn't generally last as long.
Acceptable Seals Greater Seal of Scaling Armor: You have usually have time to get the scaling on these on this map, and they obviously provide better stats. Greater Seal of Armor. These are also solid choices, however, you level so quickly on this map, and you don't often face a physical damage dealing champ, so you usually have ample time to get the scaling before you notice the lack of early game armor.
Acceptable Quints Greater Quintessence of Movement Speed: These are a matter of preference. When using Sorcerer's Shoes, Anivia is simply too slow to secure most kills, or escape from lethal combat. Using these quints makes those much easier while still getting the magic pen from the boots. Personally, if you don't have at least 400 MS, you're too slow, period. Anivia gets just about exactly 400 MS if you get all three points of Fleet of Foot , a single Greater Quintessence of Movement Speed, and Sorcerer's Shoes - Alacrity. The starting MS, however, without boots (assuming you start with a Doran's Ring) is only 335. This is unacceptable to me. Greater Quintessence of Ability Power. If you're ok with being slow as hell, feel free to use any number of these. They're powerful, but MS is valuable at all stages of the game. 20 AP (15 + 30% from Wooglet's Witchcap and Archmage ) becomes almost completely irrelevant by the end.
Masteries
Masteries
Your main goal as far as stats are concerned is to hurt. You want AP, CDR, mana regen, etc. Basically, you wanna hurt, hurt often, and hurt for extended periods of time.
Explanations Sorcery: CDR is extremely important in 3s, especially for a mage. In 3s, you need to be able to do more than simply deal sh*t loads of damage then die. You should be able to kill enemies without dying. Without CDR as a mage, you use your spells, then literally do nothing while you wait for them to come off of CD. You wanna be able to use spells frequently. All of that being said, Anivia doesn't scale as well with CDR as say Maokai, since she has low CDs (at least at higher levels).
Expose Weakness : This suits my playstyle, but it's also useful for getting deeper into the tree. I suggest staying away from Double-Edged Sword as a mage or a tank. As a mage, you already hurt a lot, and the extra damage doesn't help you as much as the negative side of the mastery hurts you. As a tank, you don't hurt enough to justify taking more damage.
Mental Force : Nothing surprising or deep here, it's AP.
Arcane Mastery : Again, nothing exciting here. It's a nice boost to your early game (this is more AP than a flat AP quint).
Executioner : This is useful for ensuring that your second combo is the last one that you need (obviously, you won't be engaging the more durable targets alone).
Archmage : I trust that you can figure this one out.
Fleet of Foot : Easily my favorite mastery of the season. Everyone should've had access to MS since the beginning of League of Legends, and now they finally do.
Expanded Mind : Anivia's extremely mana hungry, so every bit of MP helps.
Strength of Spirit : I personally love having health regen, regardless of the champ. This is just enough to say that you have some, which is fine by me. Very justified for a single point.
Greed : More gold (even a small amount) is nice for someone so item dependent in order to deal damage.
The main portion of the build. Items are the single biggest game changers. If anything is confusing as to why I get the items I do, feel free to ask, however, I believe that the items're fairly self-explanatory.
Sorcerer's Shoes - Alacrity: No questions asked, these boots are a must. Trust me, I used to use Boots of Swiftness as I was learning in season 2, and the magic pen is mandatory. As for the enchantment, nothing else makes sense on TT... for anyone. I really like flat (noticeable) bonuses with no conditions, not to mention, nothing else really helps (especially compared to this).
Rod of Ages: Absolute core on Anivia. Anivia benefits from health more than most mages, due to her essentially double-dipping with her passive. She's also extremely mana hungry, and this gives you more mana, as well as a nice passive for staying in lane. There is absolutely no acceptable excuse for not rushing* this every single game.
*You may get Boots during the process if you don't enough gold for the Blasting Wand or the recipe itself, if you don't start with them.
Wooglet's Witchcap: Nothing surprising here. Tremendous AP, a decent amount of armor, very cool. Also, it gives you a nice statis active, which can be used to double troll/bait while your spells are on CD, making you even harder to kill. Sometimes it'll even work in your egg, making you invincible as Rebirth is taking place.
Liandry's Torment: This is an excellent choice for Anivia. More magic pen is never bad, nor is health. The passive on this item will always proc the double damage effect on Anivia, since Chill slows, and both spells that Chill are used anytime Anivia deals damage.
Luden's Tempest is the perfect way to finish off your build. It makes you even faster and stronger, and the build path is pretty good.
Abyssal Mask: A great choice if you need some more MR. It provides excellent AP, essentially 20 more magic pen (since Anivia's range is within the range of the aura), and some more defense against enemies with magic damage. You'll almost always get this (unless the enemy team has literally no magic damage).
Moonflair Spellblade is a fantastic item. It gives you great defense in every form except for health (which you already have a decent amount of for how strong you are). As much AP as Torment, 50 armor (even more than Witchcap), 50 MR (as much as Abyssal), AND tenacity. Even so, MFSB isn't nearly as useful for Anivia as it is for Maokai, so don't expect it to be your end-all solution for her. Generally, the only CC that really messes with Anivia isn't mitigated by tencacity, so keep that in mind if your main goal behind getting this was for that.
For SR, you need a second item for MP after RoA. The best bet is usually Archangel's Staff, but Athene's Unholy Grail is also great. If you're still learning Anivia, I suggest this. It makes things a lot easier and quicker at the expense of damage.
Do not get Void Staff. There's almost never a reason to. If you're debating it, exhaust all other possible options first.
Summoner Spells
Summoner Spells
Welcome to the highest-rated guide on all of MOBAFire that uses Clarity. Flash/ Clarity
Why Clarity? Simple. In TT, you have extra mana regen, and it takes less exp to level up, so between Clarity, Catalyst the Protector's passive, your base mana regen, and the extra from being on TT, you don't need to get mana regen items. In short, why take Clarity in 3s? Take Claritybecause it's 3s. On TT, it's a spell worth 2700 gold.
As for SR, the choice depends on your position. If you're support, it's obvious. You either take Exhaust to help your marksman, or you take Heal if they don't take it themselves.
Mid laners typically love to take Ignite, but I'm not at all a fan of that spell, unless you also have other forms of DOT ( Darius, Teemo, etc.), in which case, it's pretty awesome. Anivia, however, has no DOT. Teleport is nice for split pushing, which Anivia is actually really awesome at thanks to Glacial Storm. The main reason that I take it, however, is because of Eggnivia Teleporting. If you're unfamiliar, I'll introduce you to one of the main reasons why you don't care about laning Zed.
Teleport ("TP") is a less straightforward spell than it seems like. TP has a long channel, so one of the biggest things to watch out for when using TP to escape is getting stunned, ensnared, or otherwise becoming immobilized. This includes silences and fears. If you get hit with Unstoppable Force or something like that, the channel stops. Note that slows won't stop you. The key to Eggnivia TP is knowing when to use it. Since you can't cast anything as an egg, the way it works is to start TP as a bird. TP doesn't stop when you turn into an egg. The only way it stops is if the channel gets interrupted. As long as this doesn't happen, you'll freely leave the fight. So why does this help against Zed? He has no CC aside from one slow. He can't do anything to you unless he can kill your egg from full HP in less than three seconds. Since this is extremely unlikely, it effectively counters him in lane. Also, for this reason, I recommend trying to save Teleport for when your egg is up. If your passive still has a long CD remaining, feel free to TP, but the main reason that you're taking the spell is to have a safer laning phase.
Combo
Combo
During the laning phase, only use your ult for clearing minion waves, and for tagging champions with chill, then hit them with an E. Your ult doesn't provide a lot of damage at early ranks, but it grants you a lot of utility: AS and MS slow, Chilling targets, farming, and zoning.
Anivia has little variety in terms of offense. You basically do the same thing with her in almost every situation, against almost every champ. Her all-in combo is as follows:
You can use your wall during this to make it easier to use your other spells, but that isn't involved in the actual damage, so I'll omit it.
Start with Glacial Storm around the victim, followed by Flash Frost, making sure to hit with both parts of the Q, then finally, land a Frostbite. This is a devastating combo, especially against squishies without tenacity.
As a mage, support Anivia has similar strengths and weaknesses to her usual self. For starters, she's much squishier than a tank support like Thresh, Braum, or Leona, but she brings long-range and high utility to bot lane. Here, I'll list a few of support Anivia's high and low points.
Pros
High range (600 on basic attacks, even higher for spells)
High damage potential, although, only average base damage Excellent utility (only surpassed by a few champs in the entire game: Maokai, Blitzcrank, Thresh, Leona, Alistar), which allows her to peel very well for her marksman
Works well with most marksmen, especially with Vayne for Condemn + Crystallize
Doesn't require support item upgrades (ex. Frostfang, Frost Queen's Claim), so she can get straight to Sightstone, and then to her bird core
Cons
Still extremely mana hungry
You'll be even slower to get Rod of Ages since you have to get Sightstone first
Relatively squishy, although her egg can cause a distraction for her marksman to escape, if need be. Also, she's much tankier than most of the other mage supports (*cough* Nami *cough*) No direct buffs or healing to her marksman or herself
Summary
Summary
I hope that if you've made it through this build with an open mind, you can at least see where I'm coming from. Thank you for reading, and I hope that this guide at least helps a few people pick Anivia up to make their own builds.
I frequently update my guides, so expect periodic changes.
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