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Runes: Standard
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Heal
Items
Ability Order Abilities
Rebirth (PASSIVE)
Anivia Passive Ability
Threats & Synergies
Zed
If you manage to get paired against a Zed who knows their stuff, it'll be absolute hell for you, as Zed can poke you down easily with his Shuriken -throwing Shadow figure, which are almost impossible for Anivia to dodge, as she has no good mobility early game. His R can be really annoying for an Anivia trying to kill from a distance and his all-ins can practically delete Anivia.
Vayne
Vayne can get people stuck on your wall, which can be useful if they know what they're doing, and you know what you're doing.
Vayne
Vayne can get people stuck on your wall, which can be useful if they know what they're doing, and you know what you're doing.
Champion Build Guide

Guide Status:
The guide is fully complete! However, I'm still planning on adding more to it in the near future.

PROS:
-Good wave clear
Anivia happens to have an ult that's perfect for getting rid of minions with relative ease, mana issues aside. Adding onto her ult, she has another AoE - her Q, making Anivia a champion with very healthy wave clear.
-Team-fight orientated
With 2 AoE abilities and one damage point-and-click ability, plus a utility ability to add onto that. If Anivia manages to stay alive long enough in a team fight, she can not only CC and slow opponents from advancing forward but can also wall the opposing team to separate their team. Did I mention that she has the potential to deal massive damage to practically everyone on the opposing team?
-Unique kit
A unique kit is what makes Anivia fun to play, especially when you won't be able to learn how to use her abilities right away. This might be a deal-breaker for some people, but this could provide even more incentive for others.
CONS:
-Little mobility and one of the lowest starting speeds in-game
Anivia is VERY slow with a starting speed of 325 - which is the speed most ADCs start with. Unlike most ADCs however, Anivia doesn't have a reliable ability to get her out of sticky situations.
-Extremely mana hungry
Regardless of what stage of the game you're at, Anivia consumes a lot of mana. At the start of the game, a single Q is almost 1/5 of Anivia's base mana and in late game, a team fight will most likely drain at least half of your mana as Anivia. To add to that, wave clearing takes up a decent amount.
-Extremely vulnerable to CC + very squishy
If a backline assassin manages to find their way to you, you're practically dead. If you get CCed, your ult gets interrupted. If you become the main focus of your opponents, you're a dead cryophoenix.


















Arcane Comet:
This is your standard rune on Anivia that is almost always the best or amongst the best choice to take in any given matchup. It does decent damage and poke early game and is practically a free Arcane Comet land a majority of the time, as Anivia's kit slows her opponents in the affected area of her ability.
Summon Aery:
To explain, Summon Aery, in my opinion, would really only ever be used on Anivia if poking with AAs is your main goal. It doesn't become as viable as using it support once you move to mid. In mid, you don't rely on poke nearly as much as you do in bot lane so Summon Aery loses a majority of its usefulness. However, it doesn't mean that it doesn't work entirely and is still a tolerable pick up mid.
Phase Rush:
Phase Rush is similar on Anivia as Summon Aery is to her: a keystone mainly useful in early game. Phase Rush lets Anivia go in for a Q + E + AA harass on the opposing mid laner while giving her MS once proced to dodge and avoid their retaliations. Phase Rush is a little more useful than Summon Aery late game, letting Anivia reposition herself around her ult in team fights with more ease.Comparison of different options:
Section 1:



Conclusion:
In general, Manaflow Band is your best bet, unless you're laning against a mage or are against a mainly AP comp. Take Nimbus Cloak only when you either know how to utilize it well or if your playstyle at times revolves/relies on it.
Section 2:



Conclusion:
If you plan on building items with enough CDR to use Transcendence to its full potential, then it's the best for you. Celerity is good for bonus MS, though you'd get the most use out of it with a support being able to provide extra MS. When none of those apply to you, Absolute Focus is the rune you'd want to take of this section.
Section 3:



Conclusion:
Scorch is your go-to rune if you want poke early game. If you know you won't fall that far behind early game against your laner, Waterwalking enables you to roam as Anivia. When you are in neither scenario, Gathering Storm is your best choice.


Electrocute:
Electrocute scales better than Arcane Comet in terms of damage, but also has a far longer cooldown later in-game. That difference in cooldown isn't felt very much early game however, making Electrocute a keystone comparable to Arcane Comet. Electrocute works well with Anivia, as a Q + E + AA combo procs it.
Dark Harvest:
I've recently started to use Dark Harvest on Anivia practically all the time and I can now safely say that it is a great pick for Anivia, even better than any other choice if you can get dark harvest stacks. To make sure I have as much Dark Harvest as I can, I often pick up Waterwalking to roam to other lanes if I can't poke my laner down enough to dark harvest range.Comparison of different options:
Section 1:

Section 2:

Section 3:


Conclusion:
This one is more personal preference. I've used both and they work perfectly fine with Anivia, it just depends on what you'd want at that moment.

Glacial Augment:
This obviously seems pointless on Anivia, as she already has a lot of slows, but it's not a bad pick for her. To me, the slows of Glacial Augment and Anivia's slows have different uses. Anivia's can be used to prevent opponents from running away and to peel. On the other hand, Glacial Augment is used to engage, especially if you build 
Unsealed Spellbook:
While this keystone does take some learning on how to use, it can prove extremely useful. You can pick up a 


Comparison of different options:
Section 1:




Conclusion:
If you know how to use Hextech Flashtrap, it's a solid pick. Otherwise, Magical Footwear is the preferred option when you're not building Zhonya's.
Section 2:

Section 3:


Conqueror:
This is such an obscure choice for Anivia that I've gotten it pinged countless times. Personally, I believe it can be busted, as long as you know what you're doing. Unlike 

Comparison of different options:
Section 1:


Conclusion:
You'd usually want to take PoM, unless you have a strong preference or are already taking Conqueror.
Section 2:

Section 3:


Conclusion:
If you're going against a team of mainly tanks, Cut Down is the better choice. If not, Coup de Grace.
![]() FLASH: You're going to need this on Anivia, as she as no mobility in terms of both speed and ability-wise. This is a spell that, in my opinion, is non-negotiable on her. |
![]() IGNITE: This is mainly for securing kills as Anivia early game. It's also essential when going against champions that can heal themselves like ![]() |
![]() TELEPORT: Sprinkled throughout the guide, I talk a little bit about this egg trick Anivia can do. You can teleport your egg by channelling a bit before your passive takes place and you'll be teleported to safety, preferably choose to teleport by a turret. Anivia's ![]() |
![]() HEAL: Actually not the worst choice for Anivia. It obviously doesn't provide as much use to you as the others, but has a healing benefit for you and an ally, which is useful in skirmishes. It also has a speed bonus, meaning you can chase after opponents at low health as well as run away from them. |
EXTRAS:
When playing Anivia Mid, you have a decent amount of leeway in terms of the spells you can take. As such, I'll address other spells that could work but I didn't exactly get to them. The reason behind that is mainly because while they are useful, they aren't as preferable as some others.
![]() EXHAUST: Helps you in 1v1s and skirmishes, but that's about as far as it goes for this spell. |
![]() GHOST: It's useful for repositioning yourself in a team fight. |
![]() CLEANSE: Anivia is very susceptible to CC. With CC like ![]() ![]() |
![]() BARRIER: It blocks you from more damage compared to Heal, but doesn't affect another ally and doesn't provide a speed boost, making Heal the better option. |
Intro:
I haven't bothered putting an individual section for items in my guide for a while now for two main reasons. One being that I've already explained practically everything about the item I needed to cover in the Build descriptions and the other being that I wanted to wait till Preseason 11 so as to not render my work useless.
With all that said, I can finally explain a bit more on my choices in items.
Liandry's Anguish:

After the removal of Rod of Ages in Preseason 11, Liandry's is now one of the most important items for Anivia (especially after its changes).
STATS:
-
20 Ability Haste
80 Ability Power
600 Mana
UNIQUE Passive: Ability damage causes enemies to burn for 60 (+6% of ability power) (+4% target's maximum health) magic damage over 4 seconds and grants the user 5% magic penetration per second for 4 seconds against burning targets, stacks up to 5 times for a maximum of 15%.
Mythic Passive: Empowers your other Legendary items with 5 ability haste.
The mains thing you wanna pluck out from all this alphabet soup is the AP, ability haste, mana, and unique passive.
In a nutshell, the passive causes opponents attacked by the holder to be set on fire and burn for 4 seconds. Over said 4 seconds, you can stack Magic PEN on those opponents 5 times for a total of 15% Magic PEN.
Archangel's Staff (+Seraph's Embrace)


This shouldn't come as too much of a surprise since Anivia uses a ton of mana and it just so happens that Archangel's gives her plenty of it.
STATS (Archangel's):
-
60 Ability Power
500 Mana
UNIQUE Passive: Grants bonus ability power equal to 3% maximum mana.
UNIQUE Passive: Grants a charge every 8 seconds, up to 4 charges. Affecting an enemy or ally with an ability consumes a charge and grants 3 bonus mana, increased to 6 if it's a champion, up to maximum of 450 bonus mana.
Transforms into Seraph's Embrace at 450 mana.
Lots of AP and lots of mana, plus even more AP from its unique passive. Assuming you only have 500 mana in your stats from the item, that's 15 extra AP. Of course, as Anivia, Archangel's isn't going to be your only source of mana so that figure will be far more.
The item also charges every 8 seconds. If you attack an enemy, you use up a charge and are given mana. 450 of that extra mana and you get Seraph's Embrace.
STATS (Seraph's):
-
60 Ability Power
860 Mana
UNIQUE Passive: Gain ability power equal to 5% maximum mana.
UNIQUE Passive: Increase your maximum mana by 5% (+2.5% per 100 ability power).
So now with Seraph's Embrace, not only do you have more mana and AP given than before, the passives are even more than before. Extra AP equal to 5% of your maximum mana and extra mana by 5% of your maximum mana (plus another 2.5% for every 100 AP you have).
In short, extra AP from the amount of mana you have, extra mana from the amount of AP you have. All comes full circle.
W.I.P: Work In Progress! (More items to be added...)
EARLY GAME/LANING:
Invading: Before minions even get to your lane, there are a few things you can do, not all of them being productive, of course. However, invading is a good idea as Anivia. Since she usually learns her CC ability first, it makes her a decent invader. As soon as minions get to your lane, you should be there asap. As Anivia, any minion xp that you miss out on will cost you a lot in early game. Save yourself the trouble and make sure to be there as soon as you can.
CSing: I obviously had to make a section on this. It can't be just me who finds it hard to cs on Anivia without wasting all your mana. At the same time though, you don't want to fall behind even more or lose your lead. As painful as it is, learn to AA at the exact right moment and use your



Poking: When poking, don't lose focus of your lane's minions. Only step up to poke when none of the minions in the minion farm is low health. To poke, use a Q + E combo and step back. Always make sure to keep an eye on your mana so that you have enough for at least a Q. Be mindful of the fact Anivia is vulnerable with her Q and R on cooldown - if your opponents take this opportunity, don't initiate the poke fest until their spells go on cooldown before yours. If they never walk up to poke, it's a free farm lane.
Roaming: Anivia is a very weak roaming champ for a few reasons. The primary ones are that she's very slow and falls behind early game. Anivia can't follow opposing roams that easily and she can only roam when her lane is pushed up to the opposing team's turret, which is almost never the case. When roaming, Anivia is really only good at the ganking-of-the-lane portion. If your laner roams a bunch early game, it'll obviously suck to the rest of your team, but just make sure to spam ping whenever your laner goes missing to get your teammates to back off; try to make your opponent's roam as pointless as possible.
Warding: When it comes to warding during laning phase, you'll mainly want to ward in the pin-like bushes sitting at river and drag pit if one is coming up:

By placing your wards in those bushes, you'll not only see a gank sooner than if it's placed in the usual bushes by mid, but you can see if the opponent jungler is invading your jungle, if they're at dragon, and if your lane is roaming.
MID GAME:
Farming: Once laning phase ends, which is around when the first turret falls, mid-game starts. At this point, most low elo players declare aram time and have a party up mid. You, as Anivia, should continue to solo farm for a bit longer so that you can finally catch up to your opponents laner after early game and get


Team fights: Around mid-game is probably when you'll encounter your first full team fight. As Anivia, it's so important that you're actually at the fights occurring. She can easily turn a fight around and provide tons of CC. Once you finish farming to catch up, don't stray too far from the rest of your team. If you find yourself in a sticky situation, you don't have many means of escape, and if a fight breaks out, you need to be there as soon as possible.
Objectives: By the time mid-game rolls around, you'll want to get rid of your opponent's mid turret if possible. Push up the wave constantly and focus the objective if you're safe from danger. If you're farming in bot instead, get the first bot turret if it isn't already gone.
Warding: Your goal now in terms of warding is to keep vision on river at all times. Buy the occasional control ward for clearing opponent wards around dragon or baron.
LATE GAME:
Objectives: Anivia can't exactly split push or push by herself well so pushing with a few other allies works well for Anivia. In the case of pushing by herself,

Farming: If you find there aren't many team fights occurring even into late game, farming to stay ahead or get a lead is always a good choice, especially as a mage. Try to solo farm as much as you can or clear a few camps. If your jungle is not a premade, ping that you're taking a buff - just a quick tip.
Defending: You'll find yourself at times defending an objective such as a turret, dragon or baron. Anivia is good for defending a turret for one main reason: her ult. She can place her ult in front of the turret to deter opponents from standing there. If they ever do get risky and step on it, Anivia can toss a Q to CC them. Chances are, all minions are dead from the ult and now they're taking turret shots. When denying your opponents access to baron or dragon, Anivia has her wall to zone them off while your team finishes.
USING YOUR Q:
Landing your Qs: In low elos, most of the time I'm able to chuck a Flash Frost right at them, but I'm going to assume everyone reading is higher than Iron II and give an actual section on how to land your Flash Frost

You have 2 ways of making it easier for you to land your Flash Frost




Glacial Storm




Glacial Storm




Flash Frost




Detonating your Qs: I was surprised, to say the least when I found that most people I introduced to Anivia didn't know they could detonate their Q to control where the area of effect lands. Once you use your Q, rather than going on cooldown right away, the ability border flashes around to show that it's in use. To detonate it at any given point on the direction it travels in, reactivate the ability once it hovers over where you want to stun.
Double Damage:
I think this is already common knowledge, but to reiterate for those who don't know, to maximize your damage output, use Frostbite




Using Your Wall:
I'd say the hardest thing to master on Anivia is her use of walls, but once mastered, it is a very useful part of her kit. With Anivia's wall, you can manipulate your opponent's movement, wall off enemies from killing your allies, deny objectives, prevent ganks and so much more. If your opponent is low health and is backing, wall them so their recall is stopped. Wall to land your Flash Frost




Running Away From Opponents:
Where





So that's the end of my guide! I think I'll add more along the road, but for now, I'll publish it. I'll maybe edit the conclusion bit if I have anything else to say after publishing and I'll start working on



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