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Magikchicken's Tanknivia: Doom of Squishies






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Spells:
Ghost
Flash
Ability Order
Rebirth (PASSIVE)
Anivia Passive Ability
Introduction
Anivia's an AP carry champion. Right? Of course. That's how everyone builds her. So, why would I insist on using a "TROLL BUILD LOL"?
The following are just MY reasons for building Tanknivia the way I do:
1. CC:
Anivia has ridiculously good CC for a champion who most people see as an AP carry. A half-second stun from her Q serves as a good interrupt for, say, Malzahar/Galio/Nunu/MF ults, etc. She has a frickin' AoE slow that serves as awesome deny and synergizes well with other champions' ults (see the above four examples.) Heck, her W (the wall) is all CC; it does NO DAMAGE whatsoever, with a fairly long cooldown. So, what better way to use it in a teamfight than to actually live longer than 20 seconds, and get 2 or 3 walls up instead of just 1? This is the part where skill comes in: many consider Anivia a faceroll, but mostly these are the people who then play her and ragequit because they can't handle her walls and slow-moving skillshot properly. When out in the open, it takes skill to wall properly so the enemy has to take the longest route around, preferably straight through your Glacial Storm where they'll be less able to dodge Flash Frost. In jungle teamfights, Tanknivia can be a menace to her OWN team if used poorly, but with a skilled player, she can trap two of the enemy team on one side of a wall with her carries, while her other foes degenerate into chaos trying to flash through or run around. Against squishy Anivia, the isolated opponents in question could simply rush her, egg her (or kill if the timer's down) and run; Tanknivia can keep them perma-slowed and force them to waste CC on her in order to get away.
2. Base damage:
Anivia has ridiculously good base damage on her Q and E, and really good AP scaling on both of the above too. She doesn't NEED to have 600AP to melt squishies, making the aim of Tanknivia, late-game at least, basically "Rush in, kill Ashe/MF/(Insert Squishy DPS Here) while completely ignoring the enemy's tanks and drawing all their CC, and watch as your team demolishes the rest of them while they pile your egg." She doesn't need to melt EVERYONE on the enemy team; just the ones who have very little hp and MR anyways. And if you've forced one of their carries to build additional survivability just to counter you? You've done your job, because they have that much less DPS.
3. As mentioned above, Egg:
True, the egg's not very good early game if there's more than one opponent. But the fact remains that in any kind of teamfight, it's basically an instant AoE taunt for the enemy's DPS. Squishy Anivia will die very fast as an egg, meaning it's only useful for when your team is RIGHT THERE to help you. The same goes for Tanknivia if she's ganked by 3+ of the enemy team, but any less and you WILL respawn and probably kill one or both of them. In a teamfight, if the enemy team is busy piling your 3000+HP egg, your true carries are free to rip ruthlessly into their life bars. And if they wise up to it and ignore you? You'll be up, with all your cooldowns done (except perhaps wall) and ready to help your squishies escape or chase with some AoE slow and stun.
4. Hybridization Potential:
There's one (1) item that accounts for the majority of the AP in my Tanknivia build: Archangel's Staff. It's THE item for Anivia, and the ONE reason Tanknivia, as I build her, even works. It's been pointed out a few times just how quickly Anivia runs out of mana. This item is the answer to your prayers, not just because of the free 1400 MaxMP it gives you by the time you've maxed it, but also because you can then build your AP to almost 150 with just the Staff + Tank items that give mana (i.e. Glacial Shroud, Banshee's Veil.)
This combo used to be even more awesome back before the Strength of Spirit mastery got nerfed from increasing HPregen by 3% of your maximum mana (when maxed) to only 1%, but that frees up some points to put into 9/0/21 mastery trees. Let's just say that that 9th point for magic penetration isn't useless when your tank has 150+ AP from one item.
I usually run Ghost and Flash, but switch to Teleport and Flash if our team lacks teleport and the opposing team has any backdoor capability. All that's needed in the Masteries department is shifting a single point. =)
If you want, you can go 0/4/26 and pick up Awareness and that last point in Meditation, but I find that the 9th point in Offensive really makes a difference even on a low-AP build like this.
1.

ALTERNATIVE BUILD: Heart of Gold. If you want to be a little more bulky at the cost of less sustainability, build a Ruby Crystal first and go for a Heart of Gold instead. I find, though, that if you run flash, your opponent probably won't be able to burst you down anyways, especially if you're running the HP/level seals I suggested.
2.

3.

4. Catalyst the Protector. This is the answer to your squishiness and mana woes. The awesomeness of its passive (keeping you from needing to b nearly as often midgame) aside, it's just good to have more HP and MP. Also, it builds into both Rod of Ages and Banshee's Veil.
5.

6. (Another) Catalyst the Protector*. Yes, another one. This one's for building your Banshee's Veil; if you decided to skip over the Rod of Ages earlier, you can use that Catalyst for building the Veil instead.
*ALTERNATIVE BUILD:

7/8.


*ALTERNATIVE BUILD: Substitute

9.

10.

11.

NOTE: If the enemy team is big on attack speed, you may want to try finishing this before Warmog's.
Popular items I don't build, and the reasons:
1. Sunfire Cape:
Sunfire's not useful on Anivia because she's generally so slow. She chases well with summoner skills, but without them, she'll have trouble keeping up with most champions to get close enough for the damage in between casts of Flash Frost and Glacial Storm.
And, for that matter, you don't want to melt your tank! D= The enemy carries will be trying hard enough to do that as it is!
2. Guardian Angel:
The GA is redundant because, face it, as a tank you'll mostly be dying to ganks rather than to single opponents, and if they can kill you twice from full HP before your team arrives, it's unlikely a third life starting at low health will do much good. Play like a tank rather than a carry and you'll have no need for GA.
3. Rabadon's Deathcap:
Yes, this item would give an extremely nice boost to your AP. But that's not the point of Tanknivia! By late-game/endgame, you should be laying down large quantities of AoE CC, and melting (or freezing?) the enemy's squishies if they dare come close to the teamfight. Rabadon's is for if you're trying to do all the damage yourself; that's what carries are for.
Blue buff is your friend; mana problems are the one thing that can render you useless, and with it, late in the game you will literally never need to bluepill except to spend your cash. Nothing makes your opponents say "OHSHI" like an ENDLESS Glacial Storm sitting between them and initiating on your tower-pushing team as the first turret of the game gets demolished.
Enjoy playing Tanknivia, and remember...
"Stay cool."
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