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Anivia Build Guide by lllIllIIIlII
[SEASON 7] Bringing The Storm | Comprehensive Anivia GuideBy lllIllIIIlII | Updated on April 29, 2017
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Threats & Synergies
Ahri is much more mobile than Anivia, making this a fairly difficult lane. Make sure not to get hit by her skills and hit your Q's. Overall, don't play too aggressively against Ahri or she can roll you over. Keep close to your turret during laning phase and ask for ganks.
As a general rule of thumb, you'll win against most melee champions. If you're playing top lane Anivia against Aatrox, you can play pretty aggressively, especially early. Be wary of his gapclose ability and keep the lane frozen, denying him exp and gold.
You can ult on top of her Twilight Shroud and force her to take a lot of damage. Her being melee also makes early game much easier. She can dash past your wall, so watch out for her lv6. If she gets on top of you, you need to Flash or double Q.
You outrange Annie and she doesn't have any mobility to get away from your abilities. This makes the lane pretty easy; just watch out for Flash-Tibbers.
If you can juke his Q and Passive, it shouldn't be a difficult matchup at all.
He can stay way out of your range and poke, making it hard to get anywhere close. You can try to take advantage of his early game. See how he plays; if he's disrespecting your ability and playing like trash, you can fight. Otherwise, stay close to your turret and play safe.
Skill matchup. Whoever can hit their skillshots wins.
If you dodge her Q's, you'll be able to outtrade her for the better portion of the game. You can try to get an early snowball from this lane. Clear waves with ult and roam if you couldn't get a lead.
Can cancel your ult with relative ease. You must dodge his Q and stay out of range to win this lane. Consider getting a Liandry's after your Rod of Ages.
Be careful of his burst. If you hit a stun on him, he will usually be squishy enough to kill immediately after. However keep in mind that he can use Valkyrie to dodge your stun, get out of your ult, and get past your wall.
Her ultimate will screw you. Before lv6, you can play more forward. After she gets ult, you want to play back at your turret.
Make sure he doesn't get fed from roaming and you'll be good. You can stay out of his range and double Q him if he tries to dash onto you.
Squishy, but pokey. You easily win trades, just make sure not to get hit by too much poke.
It's hard to land a Q on a half-decent Fizz--save it for when he doesn't have anything to dodge it with. You can usually auto-harass and kill him at lv2 or 3.
You won't do any damage to him unless you get some early Magic Penetration. Farm under turret and make sure not to get hit by the Q harass.
He can cleanse your Q stun, but can't do much to get close to you. Avoid the barrels and you can afford to harass him as much as you want. Stay at max range so he can't kill you, especially later in the game.
Easy, just don't get in melee range and keep wards in the river.
Mini-form can be difficult to deal with, but you can easily fight Mega Gnar with little to no repercussions. Stay relatively close to your turret.
Stay as far away as possible, don't let her get close to you. If you can afford to stay out of her range(using ult slow, Crystallize, Flash Frost), she will not be a big problem.
You can easily harass him with Q Q E, just stay back when you don't have anything up to keep yourself alive.
Don't get hit by his stun and you're good. Play a little back until lv6, which is when you can just ult his turrets from a distance to kill them.
Dodge his Q, stun him if he tries to go into melee range. If he tries to all-in, keep him under a slow. Don't waste your Q as without the threat of a stun, Jayce can just jump on top of you
Just ward for ganks. There's really nothing Illaoi can do against you alone.
Don't play too aggressively with Q, or he can jump on top of you and stun you with his Counter Strike(then proceed to bash you into the ground with a lamp).
She has a dash on her Q which can be quite annoying to play around, but if she doesn't have it up you can easily outtrade her.
Dodge her Q's and you'll be fine; just stand back behind your minion wave so she can't hit you.
He can't really dodge anything. Don't get poked down and you will easily win the lane.
He can cancel your ult, shield your damage, and ult through your wall. Play back and grab some early defense items.
If she gets on top of you, interrupt her ult with your W or Q. Don't walk up without your stun and try to stay away from the minion wave.
Stay under turret and ask for jungle ganks. Make sure she doesn't get fed off of roams.
Before lv6, this lane should be a laugh. Trade with Double Q E, and make sure you stay behind minions to avoid his Q. After lv6, play a bit more cautiously but you will still outrange him.
Play very safe until 6. Get some Magic Resist and focus on farming. Your egg is near useless against her.
Play back and farm--you will outscale her late game.
If she misses a Q, you can all-in.
Push her into her turret with ult and ward for ganks.
Birds > Dogs
Dodge Q's, hit Q's. Stay behind minions.
Nunu & Willump
He's low-ranged, and you can cancel his ult using Flash Frost or Crystallize.
If you can stay away from her ball, you won't have amy trouble scaling into the game. If she's low on mana, you can easily fight her.
Stay out of his range and you win. Watch out for enemy ganks.
You can afford to harass her, just watch out for wall stuns.
Quinn can be a real pain in the ass, but if you can stun her, you will win the trade.
He has pretty good gap-closing and can get to be pretty tanky. Make good use of your early advantage.
If he doesn't get fed, you'll out-damage him. Just keep your Q up for when he jumps on top of you or slows you with bola.
He can gap-close surprisingly well. Stay close to turret and trade using R-E.
Just keep her mobility in mind when you're aiming Q. Using your R or W to land it really helps here. Play fairly passive but not submissive.
Dodge his slows. Until lv6, you can fight him freely from a distance. Once he gets his ult, really be careful when you fight and stay out of distance.
Stay behind minions. He has really low health so if you can get a stun off before him, you will probably win.
Doesn't pose a great threat in lane. Call your jungler up and tilt the Shen.
Annoying to have to deal with, but by lv6 you should be pretty comfortable.
You can play normally until lv6. Watch out for his ult, but unless he's building damage you don't have to be too concerned about anything past his slows.
Get a Morellonomicon after your Rod of Ages and avoid his snare.
Post-6, be very careful. She can burst you and your egg with ease. Ask for ganks and with your jungler, you can chain CC her to death.
Watch her cooldowns. You can easily all-in her when her Q and W are down. Make sure she doesn't get fed off of roams.
He deals a lot more damage than you'd expect. He can also parkour over your wall and blink on top of you. Stay safe and farm, make sure he doesn't get fed off of roams.
You out-range him, but try not to fight so much until lv6 when you have your slow.
You can harass him from a distance, but don't get to close or he'll spin on top of you and cripple you.
Once you get lv6, keep him in lane by constantly clearing the waves. I will usually aim for first turret against Twisted Fate.
Low range, but huge burst. Get some Magic Resist and try to keep the lane pressured.
You can fight him so long as you dodge his Q and W. You can interrupt his ultimate by stunning him with Q or displacing him with W.
Farm at your turret and wait until you outscale him.
His Sanguine Pool is pretty annoying, but you can still out-damage him if you bait it out.
Save your Q for when he jumps on top of you and don't play aggressively.
Definitely get early boots and get ready to juke.
Not as difficult as you may think. Once you get lv6, you can keep his passive shield permanently down. If you bait out his windwall, you can harass him with Q stun E or R-E. Be wary of his gap close.
If you Q him when he ults you and trade when his shadow is down, you're golden--literally. Grabbing a Zhonya's Hourglass is not a bad idea.
Grab early boots, focus on farming while dodging his abilities.
Hello everyone, I'm lllIllIIIlII and welcome to my Anivia guide!
I've always found it hard to climb out of low-elo. I decided I needed to get my champion pool in check, so I started to one-trick Anivia on a new account. To my pleasant surprise, I found myself quickly and easily climbing to Gold(eventualy getting there with a 67% winrate). She's a really fun champion to play and though I'm not the best player out there, I'd like to contribute to the small amount of Anivia guides out there to hopefully help some of you improve your play.
I find that playing Anivia's control really makes her a strong pick in lower-elo games. If you're just looking to get out of Bronze or Silver, I hope that my guide can help you climb out!
This is my first ever guide, so if you have any suggestions for me to improve it, please leave a comment. If you found the guide helpful, please leave a rating. Any and all feedback is very much appreciated!
Anivia has great waveclear, making her a great champion for pushing and defending against sieges. She has the ability to completely control certain areas of the map with her abilities, and coupled with ridiculous burst damage, can completely decide the fate of a fight. In the hands of an experienced player, Anivia can easily win games single-handedly. Her strength in grouped fights is rivaled by few, especially in the disorganized nature of low-elo Solo Queue. On top of all this, she's incredibly safe to one-trick with only a 2.2% pick rate and 0.1% ban rate.
+ Great Waveclear
+ Amazing Control with Crystallize
+ Crazy Burst with Frostbite
+ Constant AoE Slow and Damage with Glacial Storm
+ Relatively Safe Early Game with Rebirth
+ Scales Well
+ Very Safe Champion to One-Trick
- Hard to Master
- Slow and Immobile
- No escapes
- Requires Front Line Support
- Must be Very Careful with Crystallize
- Have to Rush Stacking Items
- Can be Very Mana-Hungry
- Slow Travelling Flash Frost
- Greater Seal of Health: Helps you to stay alive, especially in the late game. You can take flat armor for the early game if you're against AD.
- Greater Glyph of Scaling Ability Power: I like having that extra bit of AP in my glyphs, but CDR or Magic Resist Glyphs can also work quite well.
- Greater Quintessence of Ability Power: Again, I personally like the extra damage that AP quints offer. Lots of people take Movement Speed which also works well. You can experiment with both and see what you like better.
- Greater Mark of Magic Penetration: Gives you good damage in early trades.
Sorcery: No need to take Fury on Anivia.
Feast: Helps with sustain. You can take Expose Weakness if you want, but I haven't experimented much with it.
Natural Talent : I feel like the added damage from Natural Talent is more useful than the 2% Spell Vamp from Vampirism
Double Edged Sword : Gives you better flat damage. Battle Trance can be a decent alternative for long teamfights.
Savagery: Easier time farming.
Secret Stash : Better laning sustain.
Merciless : More damage, but you have to be more careful about your mana if you're taking this over Meditation
Meditation : Better mana sustain, but you might not need it so much in late game if you're careful with your mana use and have access to blue buff.
Dangerous Game : Good mastery for teamfighting. I would take Bandit if I'm playing Support.
Precision: Magic Pen is overall just better than CDR if you actually want to be dealing damage.
Thunderlord's Decree : Hands-down the best keystone mastery on Anivia considering how easy to proc with her abilities(a bit more on this later).
Teleports your champion toward your cursor's location.
Flash: Your must-take summoner spell. You need this to get out of bad situations, especially seeing as you have no mobility built into your kit. Rarely should you ever use your Flash offensively; it's mostly just there for escape. You can try Ghost, but you will have to adjust your playstyle accordingly.
After channeling for 4.5 seconds, teleports your champion to target allied minion, turret, or ward. Cancelling a Teleport in progress reduces the cooldown of Teleport to 200 seconds.
Teleport: You can use Teleport to get back to lane and farm minions, gank other lanes, or get out of fights. You can cast Teleport before you die, and if you go into passive, the spell will continue channeling until you get hit by hard CC. I take this spell most of the time in mid lane and always take it in top lane.
Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds and applying Grievous Wounds to them for the duration (Grievous Wounds reduces all healing received and regeneration rates by 40%).
Ignite: A good spell to take if you plan on playing aggressively. I may take this against some melee matchups such as Fizz in order to get an easy early lead.[/columns]
Upon dying, Anivia will revert into an egg and will get an armor and magic resistance modifier of -40 / -25 / -10 / +5 / +20. These values change at levels 5, 8, 12 and 15. If the egg can survive for six seconds, she is reborn with the same percentage of health that her egg had left. This can only happen once every four minutes regardless of cooldown reduction.
In the early game, you can take advantage of Anivia's passive by playing more aggressively. Many champions will not have the ability to kill your egg in the early levels. I've gotten countless first bloods by playing around this passive. In low elo, many people will also be caught by surprise when your passive activates. You can often bait your opponents into diving you when Rebirth is up, which can end in your opponent getting nothing at the cost of a death or at least some summoner spells.
Rebirth also synergizes well with Teleport, as you can cast Teleport before you go into your passive and the channel will not be interrupted(as long as you aren't CC'd). What does this mean? It means that when you're in trouble, you can cast your Teleport on a faraway turret and be teleported safely away before anybody can completely kill your egg. Don't bother doing this if you know they have CC abilities up as you'll only end up wasting a summoner spell.
Anivia brings her wings together and summons a sphere of ice that flies in a target direction. The shard will deal 60 / 85 / 110 / 135 / 160 (+40% of ability power) magic damage while slowing movement by 20 / 30 / 40% (scales with rank of Glacial Storm) for 3 seconds to anyone in its path. The shard will detonate when reaching its max range or if the ability is activated again. When the shard explodes it will deal 60 / 85 / 110 / 135 / 160 (+40% of ability power) magic damage to all enemies nearby, stunning them for 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds. The magic damage done by both the shard and the detonation is the same and both will apply the "chilled" debuff on enemies hit for 3 seconds.
Cooldown: 12 / 11 / 10 / 9 / 8
Cost: 80 / 90 / 100 / 110 / 120
Your Q does damage as it hits the target and again when it stuns. Reactivating this ability as it goes through your target maximizes your damage against them. If you hit both parts of Flash Frost, it will count as two hits on Thunderlord's Decree . This makes Thunderlord's Decree relatively easy to proc.
Flash Frost is a slow skillshot that serves as peel and as a set-up for a double damage E. It's a good way to set up combos, but if you can't hit it properly, you will want to use your Crystallize or the slow from your Glacial Storm to aid you in hitting ths crucial ability.
Anivia summons an impenetrable wall of ice 400 / 500 / 600 / 700 / 800 units wide, blocking all movement. The wall lasts for 5 seconds before it melts.
Cooldown: 12 / 11 / 10 / 9 / 8
This is one of Anivia's most defining abilities. Crystallize is impassable by both ally and foe, which makes for a very game-changing ability(for better or for worse).
You can use Crystallize to block enemy escape routes/jungle routes or make them go in a specific direction. Placing a wall in front of a running enemy will make them walk to the side towards the shortest route(the side closest to where they currently are). You can use this precognition to aim your Flash Frost to the shorter side after casting your wall. If done correctly, you will either get the stun off and burst the opponent, or force them to burn Flash. This concept can be applied to several enemies, not necessarily just one.
Crystallize can be used in a similar way to force people into your ultimate. If enemies try to run around your ultimate, you can wall them off, forcing them to walk into the AoE damage and slow. You can then quickly use your Flash Frost and Frostbite to deal massive amounts of damage.
Placing the wall on top of a champion will slightly displace them, so this makes it possible to block enemy dashes and jumps(such as Ziggs's Satchel Charge, Thresh's Dark Passage). To pull off this mechanic, you need to predict your opponent's jump/dash as it's close to impossible to cancel it with just reaction time.
Your wall also grants vision, so you can place it over walls and into bushes to scout for enemy champions.
This ability is in my opinion the strongest tool in Anivia's kit and should be used wisely. One misplaced wall can kill your entire team and lose you the game just as easily as it can ace the enemy team and win it.
Anivia blasts her target with a freezing wind, dealing 50 / 75 / 100 / 125 / 150 (+50% of ability power) magic damage. Deals 200% damage to targets recently hit by Flash Frost or a fully formed Glacial Storm.
Cost: 50 / 60 / 70 / 80 / 90
Anivia's E, Frostbite, is a point-and-click skillshot that deals massive damage if the target has been affected by a Flash Frost stun or a fully charged Glacial Storm. This is really where all of Anivia's burst damage comes from. Without this bonus damage, your Frostbite damage is cut in half.
Use this ability in your combos for extra damage. If you want to kill a low-health enemy that you think may flash away, don't be afraid to cast your Frostbite without the double-damage.
Toggle: Anivia calls forth a driving rain of ice and hail, dealing 40 / 60 / 80 (+12.5% of ability power) magic damage per second to all enemies within while slowing their movement speed by 20 / 30 / 40% for 1 second and chilling them. The size of the area increases over 1.5 seconds. At maximum size, the storm deals 300% damage and slows enemies by an additional 50%.
Your Glacial Storm is a powerful ability on a short cooldown.
One common use of this ability to clear waves. Just Glacial Storm alone is able to clear any minion wave easily and effectively. However, be careful with using your ultimate in this way as it can drain your mana pool very quickly, especially before late game.
Glacial Storm deals damage in "ticks", one every half second. Each counts as a hit for Thunderlord's Decree , so simply by having your ult on an enemy champion for 1.5 seconds will proc it.
Do not underestimate the damage and control power Glacial Storm provides. If an opponent walks into your ult, you can easily wall them in, stun, and burst them down. If the enemy team is stuck in your Glacial Storm for several seconds, they will all take an immense amount of damage and/or be forced to burn summoners to escape.
I would recommend really getting used to positioning your ult to get the most control and deal the most damage. A good ult will make the rest of your abilities much easier to land, so getting comfortable with it is absolutely crucial to playing a good Anivia.
Most of the following items are merely suggestions. Take whatever items fit your situation and playstyle best.
Early Game | Upgrading Core | Mid/Late Game
Always take this start in a solo lane. Doran's Ring is your standard mage start and provides you with the mana sustain you need. Grab some Health Potions with the rest of your gold and pick up a Warding Totem so you can ward for enemy ganks. If you're playing support, take Frost Queen's Claim.
First Back/Early Core
Get Tear of the Goddess on your first back to start stacking it immediately. Later, this will be upgraded into Archangel's Staff. If you have some extra gold, pick up your boots of sped. On your next back or whenever you have the gold for it, start building towards your Rod of Ages.
Upgrade that Catalyst of Aeons into a Rod of Ages as soon as possible. Usually I will aim to have Rod of Ages at 13 minutes. Archangel's Staff is your next big upgrade, but it's not too important to rush it before other items. Usually I will delay this purchase until my Tear of the Goddess is almost completely stacked.
When you get the chance, upgrade your Boots of Speed into one of these. Sorcerer's Shoes are your default boots since they give your abilities some extra Magic Penetration which can help your DPS in fights. Your next option is Ionian Boots of Lucidity if you want to have your skills up more often and be more relevant in that way. mobility boots can be a good buy if you're looking to roam to other lanes often. Of course, if you find yourself needing some extra survivability you can always get mercury treads or Ninja Tabi
Just the standard items for when you're looking to deal more damage on a mage champion. Rabadon's Deathcap provides you with great flat AP, and Void Staff gives you good Magic Penetration as well as AP. Take Void Staff over Rabadon's Deathcap if the enemy team is stacking Magic Resist.
Liandry's Torment gives you good defense as well as AP and damage vs. tanks. This is overall a really solid item with great stats. Guardian Angel is another option if you need some tankiness and don't want to die. There's nothing more frustrating than having to kill an Anivia three times. You can get Zhonya's Hourglass against AD teams and you can make very good use of the AP and Cooldown Reduction. Using Zhonya's Hourglass will not stop your Glacial Storm, so you can use it defensively in the middle of a fight whilst still dealing damage. Abyssal Mask is good if you need Magic Resist, and it also grants you good damage and CDR. Zz'Rot Portal can work quite well if you're ahead since you can make good use of its active effect when you siege with your team.
Morellonomicon's CDR stats are pretty good, and it also gives you some added Mana sustain as well as AP. I usually get this item in my games. As mentioned above, Zhonya's Hourglass and Abyssal Mask also provide CDR.
Generally against a ranged mid-laner, you want to play safe in the early game on Anivia. Your goal is to get your Rod of Ages as soon as possible and scale up to become a mid/late game teamfight monster...bird? The only time I will play aggressively is when I'm against a matchup I'm very confident against, to get an early lead and reach my spike earlier.
Try to roam to other lanes as well and get advantages there. Roaming bot lane will often end in a kill
In lane, you want to trade using Q-Q-E or Q-Q-Auto(Either of these will also proc your Thunderlord's Decree . When you get your Glacial Storm, you can substitute it into your combo for Flash Frost, since it's easier to land.
Get your Tear of the Goddess on your first back, then get your Rod of Ages as soon you can after that. Around 25 minutes, your Rod of Ages should be fully stacked.
Around this time, start to push out your lane and go for objectives around the map, utilizing Anivia's high siege power.
Keep the enemy team pressured and constantly look to make picks with Crystallize throughout the game. Usually catching out two people with your wall seems to be enough to transfer into an objective.
Now your Archangel's Staff should be a Seraph's Embrace and you should have a few other items besides your core.
At this stage, force fights around the map and play for turrets and dragons. Stay in the backline and place your Glacial Storm on an impactful location, really focusing on controlling the fights.
Win fights --> Win game.
Thank you for reading through my Anivia guide! This is my first guide, so I would be very grateful for any feedback on the build and/or the guide! I am of course constantly trying to improve my own play, and open to all suggestions.
On the other hand, if you have any questions for me please feel free to also leave those in the comments!
If this guide helped you learn something, consider leaving a rating!
Special thanks to jhoijhoi for her Guide to Making a Guide!