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~Introduction~

this guide.[/color]
I am not a high ELO player, however, I have a comprehensive understanding of champions that I have
played a few times. Let me be honest, I have not been using 





Pros
[+] Free ![]() ![]() [+] Strong team presence [+] Great wave clearing/pushing with ![]() [+] A lot of AOE CC [+] Amazing game staller with ![]() [+] Long auto-attack range [+] ![]() [+] High potential burst with ![]() [+] Scales great. [+] Harrass with annoying taunt [+] She flies with frozen wings |
SPACE
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SPACE
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Cons
[-] Mana dependent [-] ![]() [-] Squishy [-] Hard early game [-] Low health pool [-] Low movement speed [-] No decent escape [-] ![]() [-] Farm dependent [-] Can be difficult to farm with pre-six [-] Difficult to play and difficult to be good with. |
Runes




These are the runes I prefer to use on
Anivia. There is, of course, more combinations to take, and I
will discuss a few others to think about. These particular ones are what I usually take with 






These are pretty cool, too, if you like starting with a lot of ability power, I just don't recommend it.
It used to be my preference, however, since
Warmog's Armor exists, I do not need it so much.

Not the worst thing for
Anivia, I have never used it, however.

This is not bad for the mid position. It's not necessary by any means, though, because you should be able to win your lane as long as out you play them. This is an okay decision for your runes still.
Movement speed quints are always viable runes in the mid lane and should never be overlooked.
Recap
There are a lot of runes you COULD use, but you really SHOULDN'T use. Don't get me wrong, you
can still make it work, it just helps knowing what runes benefit your champion and compliment your style of play. The runes I picked compliment the style I use, so don't think this is the best possible choice for runes. Test 'em out.Offensive


















That's it for offensive masteries.
Utility












Take your first point of
Flash Frost at level 1. Max it second.
Flash Frost is a good ability to get first. Out of the three abilities you could start with,
Flash Frost makes the most sense. It is a slow/minor stun and sets up your
Frostbite. Take your next point in
Flash Frost at level 8, since you can't level
Frostbite or
Glacial Storm, for the extra damage/stun duration. Max it by level 14.







Take your first point of
Crystallize at level 4. Max it last.
Crystallize is pretty awesome. It's a solid wall. It helps with ganks, team fights, peeling, and all kinds of other things. You don't need to put many points into it for it to be an effective tool. Put a second point into
Crystallize at level 10 for some extra width. Max it by level 18.



Take your first point in
Frostbite at level 2. Max it first.
Frostbite is your main damage source--your bread and butter ability. Its base damage is rather low, if you look at it, but the real damage comes from the target being chilled. How are they chilled? Well, using any of your abilities (except
Crystallize) will give the status "chill". If they're chilled, this ability does double damage. Get this as quickly as possible (when you can't level
Glacial Storm).




Take your first point of
Glacial Storm at level 6. Get it at 6, 11 and 16. Pre-six
Anivia is no where as scary as 6/post-6
Anivia.
Glacial Storm is a low-cooldown ultimate, that uses 75 initial mana and uses mana to stay active per second. It's a large area of effect that slows enemies inside the circle.
Anivia can clear waves incredibly fast with this or to just farm. It is an active, and can be interrupted by stuns, silences, knock-backs, knock-ups, dying, and moving too far away from the inital cast point. It is channeled very briefly, so it does not spawn instantaneously.






Starting
This is what I usually get on all my mids/tops starting the game off. The mana potion will differ between champions, of course. Where's the boots!? Well, they're really not that important to get first anymore, seeing as how every champion is faster and boots provide less movement speed than before. Flask gives a total of 300 health points and 120 mana every time you go back to the beacon, for only 225 gold. That's extremely cost efficient as time goes on. The
Mana Potion is because I'm playing
Anivia, and 120 mana is not enough when playing
Anivia. Wards are wards, they save lives and your own life; Sight Wards should be purchased throughout the game. You may also pick up another
Mana Potion or pick up a
Health Potion.





Early Game
Make sure on your first back you pick up a Catalyst the Protector, it's very important that you do and leads to an early/mid game core item. The item provides additional sustain in lane along with more mana and health. After you pick up Catalyst the Protector, you should move on to getting your tier 1 boots and a
Blasting Wand. This gives you more mobility in lane, gives you more ability power, and builds into your first core item. You need to pick up a
Chalice of Harmony before laning phase ends. It leads into an important core and provides additional sustain in and out of lane. You should get your tier 2 boots by now as well. It is more magic penetration and movement speed. It is self-explanatory--except--for why it comes so late now.


Mid Game
Pick up a
Needlessly Large Rod and build it into a
Rabadon's Deathcap. You have the sustain for being in lane now, however, you need the damage now.
Rabadon's Deathcap should be just fine for this moment. You need to finish
Athene's Unholy Grail, so pick up a
Fiendish Codex.
Athene's Unholy Grail should fix the rest of your mana problems and a bit more ability power for the rest of the game. It gives a lot, even with its ability power nerfs, it is still a important buy on
Anivia.







Late-Mid/Late
I recommend you get this item. I think it is important on
Anivia for the potent damage potential that comes out of it. A whopping 35% magic penetration is huge, and playing as
Anivia, your damage is not instantanious.


Last Items to Think About
Now it's time to pick your last item. I recommend
Warmog's Armor as your first pick, if you want to lavish with a finishing defensive item.
Liandry's Torment is a strong item, it burns 5% of their current health points in magic damage, and does double damage to enemies who are slowed, which is nice for
Anivia.
Abyssal Mask's range was nerfed, but by no means is it a bad item because of it. It still provides the magic resist debuff, ability power, and magic resist. As
Anivia, you are rather ranged, however; you can still be fairly close with your
Glacial Storm.
Deathfire Grasp is once again pretty good. I mean, it's not the greatest item to get on
Anivia but you never know.
Quicksilver Sash is a
Banshee's Veil where you can choose what to remove, like
Cleanse. It's magic resist and has a great active. I see no reason to overlook the item.











Items That You Could of Built/Strange Items
LOL
In order to consider getting this item, you pretty much needed to get
Tear of the Goddess early on in the game, which I did not include in my early game. These are definitely not bad items on
Anivia, but you definitely should not build
Athene's Unholy Grail if you get a
Tear of the Goddess. It's still important to get a
Rod of Ages too, just get
Tear of the Goddess first,
Boots, and then a Catalyst the Protector. I just prefer
Athene's Unholy Grail.








You can get this, apparently, in conjuction with
Warmog's Armor. You just have to pick up your
Mejai's Soulstealer after your
Chalice of Harmony.



It changed, it kinda got buffed. The active is now a passive that inflicts grievous wounds on targets with health points below 40%, with magic damage.
Absolutely useless on
Anivia.

This will have no use for you, unless, you are jungling
Anivia, and even then I don't think it's that good for
Anivia in the jungle.


Yep. Why not? If your team is not very good with warding, by all means, these are great. It's important to know where your enemies are at all times. The issue with getting this is it will delay your core items longer, so get them at your own risk.
It's not the worst thing to get. It helps if your team does not have one, or even a
Randuin's Omen, but it will hurt your damage output by a bit.

Do not get these. I'm sure you know this, however, if you play normals, you see a lot of strange things. You should never get
Shurelya's Battlesong if you are an initiator.


Key
Easy: An Easy win. Be aggressive.Easy-Medium You have a slight advantage. You can be aggressive, just be careful not to overextend. Usually a farm lane.
Medium: A skill matchup. Wait for the enemy to make a mistake before being aggressive. Usually a farm lane.
Medium-Hard: Your enemy has a slight advantage. Play defensively, but don't be afraid to hold your own. Usually a farm lane.
Hard: A losing lane. Play passively and don't fight them until you have to.
This section was entirely contributed by Foo/Foo18@NA and edited by me.

Difficulty - Medium-Hard


Difficulty - Easy-Medium


Difficulty - Medium


Difficulty - Medium


Difficulty - Medium


Difficulty - Medium-Hard


Difficulty - Medium


Difficulty - Medium


Difficulty - Hard


Difficulty - Hard


Difficulty - Easy-Medium


Difficulty - Easy


Difficulty - Medium-Hard

Code:
Okay, so you're playing
Anivia now. You have just helped leash your jungler (hopefully) and have
arrived in your lane. Your laning opponent has probably already arrived, or will be arriving shortly. You cannot be aggressive at all at level 1, so just try to sit back and last hit with your auto attacks. Remember, 






By this point, you have your ultimate and a core item or two. Farming with
Glacial Storm is very
easy but be aware of your mana. You have great pushing power and at the same time, great defensive power. When placing your ultimate on a wave, you may last hit a minion with your 





area of effect slow and a solid wall. You have a stun too, of course, but it is just not as strong as the two in teamfights. You should be well farmed up by now and have most of your items, if not all of them. You should be grouping up with the team, pushing lanes, wave clearing, getting baron, and winning teamfights. Dragon is still there, but it is not as important as before. You need to be extra careful when using









I would like for you to take a brief moment and read about warding for a mid laner. Please, do not be a scrooge with your gold when it comes to warding. That extra 75 gold you have left over from buying an item? Spend it on a ward, don't save it. Warding is really important for more than just yourself, you ward for your team, the enemies position, the enemy jungler, where your enemy laner has gone, and the objectives. So, buy a ward or two whenever you can, please.
I'm sure you know there are two bushes that are connected to the mid lane, one on each side of the river. Yes, these bushes are important places to ward but not the only place you can ward. In the upper river you can ward in the small circular bush to see more (i.e. the enemy jungler coming into your jungle). On the Blue half of the upper river, there are a lot of bushes that are passable warding positions, however, if you are on the Purple, you need to be careful when warding them. On the lower half of the river, you can ward the bush that is directly against the impassable terrain connected to the mid lane to watch for potential counter jungling or ganks. You can also ward the narrow strip further down to watch for potential ganks and counter jungling. As a mid laner, if your top laner is not warding

Alright? Good.
In the current meta, you will not see
Anivia that much. She is still a viable pick, however, I have not
played much against the new AD-Caster match-ups yet. Against regular AP mids, she is still a normal pick and should not be overlooked for any reason. She can be squeezed into a lot of team compositions, especially with nerfs of annoying mid champions. She has a strong team presence but can easily be shut down if you are not attaining the farm you need. 


Thank you, Sincerely: Notorious.
1/14/13
1/11/13
1/9/13
1/8/13
1/7/13
1/5/13
1/4/13
- Bumped.
- Colors.
1/11/13
- Capitalization and grammar.
- Indenting.
- COLORS.
1/9/13
- Proof-read.
- Fixed more typos.
- Guide title changed.
- Color.
1/8/13
- Re-added Foo's contribution to the section.
- Added minor spacing.
- Fixed some typos.
- Added a warding section.
- Added a (rule) I forgot. :)
1/7/13
- Major revisions are in progress.
- Major revisions are complete.
1/5/13
- Changed Icon sizes.
- Added
Ahri to the Matchups section.
- Added
Akali to the Matchups section.
- Added
Anivia to the Matchups section.
- Added
Annie to the Matchups section.
- Added
Brand to the Matchups section.
- Added
Cassiopeia to the Matchups section.
- Added
Cho'Gath to the Matchups section.
- Added
Diana to the Matchups section.
- Added
Evelynn to the Matchups section.
- Added
Fizz to the Matchups section.
- Added
Galio to the Matchups section.
- Added
Karthus to the Matchups section.
- Added
Kassadin to the Matchups section.
1/4/13
- Changed the mastery tree to 21/0/9.
- Warmog's has been added to core/main build
Void Staff has been moved to core items.
- ~Masteries~ have been updated.
- The extra 60 gold that was leftover from my starting items is used.
- Added new chapter. (In construction).
- Re-formatted a few things.
- Re-read and fixed some things.
- Moved the Enchantments.
- Cleared some typos.
- Added something for
Mejai's Soulstealer.
- Added Movement Speed Quintessences.
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