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Anivia Build Guide by Ecyanaro

Middle Victorious Anivia

Middle Victorious Anivia

Updated on May 17, 2024
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2,100 Views 0 Comments League of Legends Build Guide Author Ecyanaro Anivia Build Guide By Ecyanaro Updated on May 17, 2024
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Runes: Scaling (Standard)

1 2 3
Sorcery
Arcane Comet
Manaflow Band
Transcendence
Gathering Storm

Precision
Presence of Mind
Coup de Grace
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Recommanded
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None


For a quick access to any section of this guide, please click on the desired link below.
Introduction
Strengths and Weaknesses
Champion Identity
Abilities
Summoner spells
Runes
Itemization
Gameplan
Lane Matchups
Gameplay Concepts
Conclusion



Welcome to my guide! I am Ecyanaro and I started my League journey in 2012. I had been casually playing on and off since then up until 2022 when I started playing regularly ranked games with the intent to improve as a player. Anivia was one of the first few champions I started to play (along with Nocturne) and I fell in love with her design and her kit. I have played her ever since and I define myself mostly as an Anivia OTP nowadays, playing her in midlane.

I initially wrote this guide as a self-exercise to give me a frame of reference whenever I play Anivia and improve my knowledge on both the champion and the game. I am happy with how this guide turned out and with the results I got from it, which is why I decided to publish it in case if it can help a few of you in your journey with Anivia, the Cryophoenix.

The first part of this guide revolves around the champion itself to get a good understanding of who Anivia is. We will then move on to the tools (runes, sum. spells, items) at your disposal to get the most out of the champion. We will continue right after with gameplay and matchup guidelines to provide a frame of reference when it comes to game phases and enemy champions. Finally, we will close with some gameplay concepts that are universal to League but necessary to comprehend and mesh everything together. Enjoy the reading!



Let's first define Anivia's strengths and weaknesses to better understand what she brings to the Rift:

Strengths:
â–º One of the highest auto-attack range
â–º Good burst damage
â–º Good sustained damage post-6
â–º Excellent at controlling teamfights
â–º Excellent waveclear post-6
â–º Free resurrection through her passive
â–º Scales well to mid and late game
â–º Access to crowd control abilities and team utility
â–º Crystallize gives a lot of room for counterplay and skill expression
â–º Not often played or banned, perfect to OTP!


Weaknesses:
â–º Fragile champion early with low health pool and resistances
â–º Weak sustained damaged pre-6
â–º Weak waveclear pre-6
â–º Mana hungry champion
â–º Low mobility, mispositionning may get you punished and killed
â–º Medium ability range, may be difficult to space properly
â–º Very sensitive to crowd control, it negates half of her kit
â–º Harder to play against champions that have a lot of mobility such as dashes or blinks
â–º Simple kit, can be easy to predict for your opponents at higher elo



Now that we have a good picture of Anivia's strengths and weaknesses, let's define her identity at each phase of the game:

EARLY GAME
During the early game, Anivia is a burst mage that wants to interact with her opponent through short trades only. Her weak sustained damage does not let her perform well in extended trades or fights, which should be avoided.

With her weak waveclear pre-6, she will have to concede lane priority in many matchups and stay in lane to farm since she is reliant on both gold and experience. This is reinforced by her mana hunger that prevents her from using too often her abilities to farm, leaving her with her auto-attacks as main farming tool.

With her kit, she has the tools to set-up good ganks on midlane for her jungler through her Flash Frost and Crystallize. Because of her low mobility and her fragility, Anivia is sensitive to enemy ganks or getting collapsed on and should avoid overextending or roaming alone through the river, unless having good tracking of all opponents.

Post-6, Anivia's waveclear gets very good with her access to her ultimate, Glacial Storm, which can be used to push her lane to get priority, setup a dive or punish an enemy roam. At this point in the game her ultimate is a mana sink and cannot be used too regularly.


MID GAME
During the mid game, Anivia has access to her core items. She has a strong burst combined with good sustained damage and pick potential. She does well in most duels and skirmishes and can oftentimes shutdown opponents or create a number advantage through her abilities usage. Be careful to not misposition and not get greedy though, she can hardly take multiple opponents on her own unless already fed.

Anivia no longer has mana issues after having her core items. She can shove waves using Glacial Storm and rotate to objectives or other lanes to create play opportunities. Be careful when rotating to lanes or objectives, Anivia has a low mobility and can hardly survive if she gets collapsed on by opponents when left on her own.

Anivia can start zoning opponents from objectives and focus on getting the Rift Herald, Dragon and eventually Baron Nashor with her team.


LATE GAME
During late game, Anivia wants to group with her teammates to be used at her full potential. She can catch side waves but shouldn't overextend or split push (unless fed) due to her low mobility and survivability when on her own.

Anivia excels at controlling choke points and should use this to her team's advantage when fighting river objectives. She can control how teamfights are fought and can split the enemy team in two or get a pick with a good Crystallize. Because of these strengths, Anivia and her team need to play proactively and get on objectives first.

It is paramount that Anivia follows and is synchronized with her team to create a number advantage as early as possible in the fight. At this point in the game, her natural itemization gives her a large health pool, which means that her Rebirth takes more effort from the enemy team to destroy. For this reason it is oftentimes better for her to soak enemy damage and return into an egg while her allies are around and applying pressure than returning into an egg at the end of a teamfight when none of her allies can prevent the opponents from killing her.

Anivia has an excellent waveclear, she excels at defending towers and at sieging enemy structures. Because of that, Baron Nashor is a reliable win condition for her that will guarantee to destroy several enemy structures. There is also a lot of pressure on her not dying in late game since she is a key element to prevent the enemy team from closing the game.



Great, we start to better understand who Anivia is, let's now take a look at her kit and see how it can be used:

Rebirth
This is Anivia's signature ability. As a phoenix, she transforms into an egg upon taking lethal damage and regains all her health. Anivia is targetable and unable to act for 6 seconds, after which she reborns with the Health points left on her egg.

While it is available, it allows you to play aggressively or get a second chance in case of a mess-up. Do not waste it by overextending, it is fairly easy for your opponents to destroy your egg if you are left on your own.

Ability in video (Credit to Riot Games)

Further information and tips


Flash Frost
Anivia brings her wings together and summons a sphere of ice that flies through opponents, chilling and damaging anyone in its path. When it explodes it does damage in a radius, stunning anyone in the area.

This is your only form of hard crowd control and is simultaneously a key element of Anivia's burst damage pre-6 and your only defensive spell. Use it wisely.

Ability in video (Credit to Riot Games)

Further information and tips


Crystallize
This is Anivia second signature ability. She condenses the moisture in the air into an impassable wall of ice to block all movement. The wall only lasts a short duration before it melts.

Crystallize is a very powerful ability that has multiple uses. It can be used defensively as an escape or disengage tool in conjunction with Flash Frost, or aggressively to trap an enemy in your Glacial Storm or deny their escape. This ability has a high skill ceiling and makes Anivia a rewarding champion to play.

Ability in video (Credit to Riot Games)

Additional information


Frostbite
With a flap of her wings, Anivia blasts a freezing gust of wind at her target, dealing damage. If the target is chilled, the damage they take is doubled.

This is your main trading tool and what gives Anivia her burst and the ability to delete champions in the early game if it is cast against chilled opponents.

Ability in video (Credit to Riot Games)

Additional information


Glacial Storm
Anivia summons a driving rain of ice and hail to damage her enemies and slow their movement.

This ultimate ability is what gives Anivia her strong waveclear, for which she is known for. This tool has multiple uses, like Crystallize, and can be used to shove waves, siege enemy structures or defends objectives for instance. Be creative with it, a well positioned Glacial Storm can change the outcome of a play.

Ability in video (Credit to Riot Games)

Additional information


Trading
Trading
Using your abilities and auto-attacks to trade efficiently is an important aspect of the game. Below is a few trading sequences that are used on Anivia.

Trading sequences



Combo
Combos
Anivia's abilities can be used in specific sequences and timing to create combos that are presented below. These combos are split into two parts, the pre-6 and post-6 combos.

Level 1 to 5 Combos

Post-6 Combos


Wall Tricks
Wall Tricks
Crystallize is an amazing ability that can be used in many creative ways. Below are a few examples of wall usages that will terrorize your opponents on the rift (or your allies if you fail).

Wave management

Recall interruption

Abilities interactions

Wall trap


Troubleshooting: Abilities

Which ability should I max first between Flash Frost and Frostbite?




Let's now delve into the tools at your disposal. Summoner spells are powerful abilities that can be used in tandem with your other 4 champion abilities. They provide a lot of utility and should be carefully chosen according to your champion, your role, your playstyle and your lane opponent. Only summoner spells commonly used in midlane are discussed below.

Flash
Flash is a summoner spell of unmatched utility that can be used to escape, dodge key skillshots, engage or secure a kill. Almost every champion takes it since extra-mobility is always good to have, even more so on immobile champions like Anivia. Most walls (terrain) of the Summoner's Rift can be flashed through, which opens up many escape path when being chased.

In most games, Flash is obviously a must-have. This is especially true when you are facing opponents such as Veigar, Jarvan IV or Irelia who can trap you in a small delimited area through their abilities.


Teleport
Teleport is a very strong summoner spell that gives you more options throughout the game. During the early game it let you return to base and back instantly almost without missing any farm or experience, or counter-gank a sidelane. Later on, it can be used to gank a lane, defend your structures against a splitpusher, or let you apply pressure on a side of the map while being ready for a teamfight on the other side.

Teleport is a solid choice for champions that lack mobility such as Anivia and it also synergizes well with your passive Rebirth. Use it wisely though, its cooldown is long, you cannot cancel it yourself and being a channelled ability it can be canceled by your opponents. Note that the destination channel is visible to your opponents.

It is almost mandatory to take Teleport if the enemy team has a splitpusher since you may need to very quickly reposition to prevent the enemy splitpusher from piercing through your structures, thanks to your depush capabilities.

Note that Teleport will be cancelled when used on a tower which gets destroyed during the channel and its cooldown does not get refunded. Also note that it can be used on Zac's cells ( Cell Division) to make one of them invulnerable during the channel, which may save their life.


Ignite
Ignite is a good choice if you are planning to be aggressive in the early game, this will add to your kill pressure in lane and can let you secure early kills. It does not scale particularly well in the late game so you need to capitalize on it early.

Its biggest advantage in late game is its grevious wounds effect that counters champions who mitigate a lot of damage through healing, like Vladimir, Dr. Mundo or Swain. This gives you the grevious wounds effect without needing to buy a Morellonomicon.

Another advantage of Ignite is to secure a kill when your target is low on health and escaping, which is generally more likely to happen during the early to mid game than during late game. Its activation range is not so high so you need to anticipate and use it before your opponent is starting to escape.

When paired with Conqueror, Ignite makes it possible for you to quickly stack your Conqueror and even get it fully stacked, which is otherwise very difficult to achieve with Anivia.


Ghost
Ghost is a great spell for Battle Mages like Anivia since it allows you to get back to a lane quicker, quickly reposition during fights, escape enemy ganks, kite enemy champions or let you get a pick or secure a kill when chasing an opponent. It is very valuable against Artillery mages, such as Xerath since it let you gapclose to kill them, especially if you jungler is coming to gank.

Its cooldown is much shorter than Flash which will provide you more value throughout the game.

Keep in mind though that a movement speed soft cap is in place in the game. Between 415 to 490 movement speed value, any bonus is only 80% effective whereas any bonus when you are over 490 movement speed value is only 50% effective. If you are planning to get movement speed through your itemization, you may not get the most value out of Ghost during the late game.


Exhaust
Exhaust is a situational summoner spell that can be useful against all-in assassins or burst mages to greatly mitigate their damage, it scales well into late game. Unfortunately, the activation range is short which forces you to anticipate the enemy all-in to get most value out of this summoner spell.

Exhaust has the advantage to protect all your team from the targeted champion, which is very valuable during teamfights and even more so if the enemy team has only one fed champion (for instance their top laner).

The slow from Exhaust is useful pre-6, but does not mean much for Anivia once you get Glacial Storm.


Barrier
Barrier is a situational summoner spell that is used similarly to Exhaust to mitigate damages from assassins, burst mages or artillery mages. It does not scale as well in the late game but provides good protection against champions that will typically burst you while being out of range of Exhaust.

Many players tend to forget the presence of this summoner spell and may make a risky play to kill you if they see you low on health. Barrier can let you capitalize on that and be used as a baiting tool to give you opportunities for plays that you otherwise wouldn't get.


Cleanse
Cleanse is a situational summoner spell that can be very useful in situations where getting stunned or disabled will get you killed and cost your team the fight. Against enemy composition that relies on chaining crowd control, this can be a lifesaver.

Keep in mind though that Cleanse does not remove suppression and airborne effects and as such will not be helpful against Malzahar, Yasuo or Mordekaiser for instance.


Troubleshooting: Summoner Spells

When should I take Ghost over Flash?

How should I choose between Exhaust and Barrier?



Runes are an important part of a champion build. Although it does not necessarily make or break a game, a good rune choice will make a difference. Runes should be adapted to your champion, your role, your playstyle and your lane opponent. Only runes that are viable for Anivia are presented and discussed below.

xxDOMINATION

Keystone
Electrocute is an excellent rune for burst-oriented champions, which Anivia is mostly in the early game. It is a solid rune that is easy to trigger, privileges short trades and provides consistent and undodgeable damage. It is great to get solo kill pressure against your opponent but should only be taken if you can reliably trigger it during laning phase and get value from the pressure exerted on your opponent.


Predator is mostly used on Anivia when played Support for more roaming and gank potential. Although unusual, it can be situationally used in midlane if you plan to roam a lot to other lanes or if you are against immobile artillery mages and need a gapcloser in addition to or as an alternative to Ghost for coordinated ganks.


Slot 1
Cheap Shot is an aggressive rune that synergize well with Anivia's' abilities and empowers your trades with more damage when using Flash Frost or Glacial Storm. This rune gives a lot of consistent damage and early game pressure which pairs well with Anivia's burst identity early. Note that it can only trigger with your Flash Frost pre-6 and may not give you much value early in matchups where you need to hold on to this ability.


Taste of Blood is a defensive rune that gives you health sustain when you trade with your opponent. The health sustain can be valuable in rough matchups to get through the laning phase, although you need to trigger it consistently. It is best suited as an alternative to Cheap Shot in matchups where you cannot get your stun off your Flash Frost on your opponent consistently or on scaling matchups where you don't have any kill threat (exemple: against a tanky champion).


Slot 2
Ghost Poro gives adaptative power under specific conditions which makes it more difficult to stack than its alternatives. Against opponents consistently using Oracle Lens to destroy your wards, this rune provides little to no value since your ghost poros will not appear. On the other hand, it has great value against opponents that do not use the lens since it will effectively give you an extra minute of vision on your wards and automatically ping enemy champions passing by.

Note that the utility it provides does not stop once it is fully stacked, you will benefit from it the whole game!


Eyeball Collection gives you adaptive power for your first 10 takedowns. It is a straightforward rune that is easy to use and easy to stack. If you get an early lead and start being on a kill streak, this rune has the potential to stack the fastest among runes in this slot. Its only downside is that it does not provide any utility.


Slot 3
Relentless Hunter is a great rune for Anivia since it counterbalances one of her weaknesses which is her low base movement speed. It provides the same amount of bonus movement speed as most Tier 2 boots when fully stacked, although only while out of combat. This provides a lot of value and can be used in multiple ways, such as getting quicker back to lane, roaming to gank a side lane or quickly catching side waves which in turn can translate into getting more gold or gaining tempo.


Treasure Hunter is a viable alternative to Relentless Hunter and helps you to complete your items quicker. The total gold you get from the runes is 450, and because you need unique takedowns, this rune has a lot of value if you can get kills or assists on the 5 enemy players very early in the game where these 450 gold matter the most. As the game forwards, the gold gained from this rune does not provide the same value (since enemy minions are worth more gold over time). Obviously, this rune is dead after you complete it and it does not give you any more value or utility.


xxSORCERY

Keystone
Arcane Comet is an excellent keystone that synergizes well with Anivia's kit and scale well throughout the game. Her crowd control and slow will almost always guarantee to land the comet and the AoE and DoT damage of Glacial Storm will drastically reduce the rune's cooldown, making it a very solid choice for Anivia. Arcane Comet has a high cooldown early and doesn't provide as much burst as Electrocute can do for instance, it is best suited for the mid to late game. The rune's cooldown can be reduced in the early game by casting abilities more often, but you then may end up having mana issues.


Phase Rush is a versatile rune that can be used offensively as much as defensively at all stages of the game. It is great for short burst trades, letting you disengage after your burst and avoid getting damaged back. It can also let you escape a gank or an enemy engage when timed correctly. It is great for champions that lack mobility such as Anivia as it gives you more options. The slow resistance it provides makes it amazing against team compositions that relies a lot on slows to stay on top of you. Note that this rune has a high skill cap since it forces you to be mindful when using your abilities as to not waste your Phase Rush bonus movement speed when you don't need it and set it on cooldown.


Summon Aery is a reliable rune for constant harass and trading in the early game, providing value especially against melee matchups where you can abuse Anivia's range. Because of its low cooldown, you can trigger it often and easily, it is also not committal as you can disengage until it is off cooldown again. Summon Aery does not scale well at all, you should take it only if you can have a lot of value out of it in the early game - you are looking to harass or poke your opponent constantly rather than focusing on short burst trades. The aery needs to be constantly moving between you and your opponent.


Slot 1
Nullifying Orb is a situational rune that is great against AP burst oriented champions that can abuse you and all-in you. It is the equivalent of a mini Barrier against AP damage and has the same advantages and drawbacks: it doesn't scale well but it can give you opportunities for plays when you are low on health to some extent.


Manaflow Band is great and reliable rune. It gives a lot of value to Anivia who can fairly easily stack it with Frostbite and compensate her hunger for mana. It is a solid rune when playing both aggressively and defensively since it allows for more ability usage in the early lane which gives you in turn more options and more pressure against your opponent. Stack it as early as possible to get the most value out of it.


Slot 2
Transcendence is a scaling rune that provides ability haste, which is always beneficial, but most importantly a cooldown reduction on champion takedowns that has good value during teamfights as it can let you get back your Flash Frost and Crystallize slightly faster.


Celerity is a situational rune on Anivia since it doesn't benefit her much in normal circumstances due to her low base movement speed and the lack of mobility in her kit. That said, it synergizes well with the keystones Phase Rush or Predator, the summoner spell Ghost, mobility items such as Cosmic Drive or mobility runes such as Waterwalking if you are looking to improve your roaming or repositioning capabilities.


Slot 3
Scorch is an aggressive rune that periodically gives additional magic damage to your abilities. It is great if you plan to play the early game aggressively, especially the first few levels, and should be used in matchups where you can apply a lot of pressure early on. It pairs well with Summon Aery and Cheap Shot and benefits from starting with Frostbite as first ability. This rune scales poorly so you should only use it if you can trigger it during the early game as often as possible to create a lead on your opponent.


Waterwalking is a situational rune on Anivia and is more playstyle dependent. It lets you roam more efficiently and give you more AP to contest or defend early river objectives. Although more valuable to roaming champions such as assassins, it can be used on Anivia if you intend to often roam or gank (which may be hard in midlane due to her lack of priority pre-6). This is more often used on Anivia when she is played as a support in conjunction with Predator and Celerity.


Gathering Storm is a great scaling rune and Anivia can use it at its fullest due to her ability to stall games, although the AP difference between one threshold to the other may not be game-changing and it takes a long time to come online. This is best suited in scaling matchups or in matchups where Scorch does not give you any value early.

xxPRECISION

Keystone
Conqueror is the only keystone from the Precision tree that is viable for Anivia. Although hard to play with at first, it can give you a significant boost of damage in the early to mid game ( Gathering Storm alone provides as much AP past 30 minutes), provided that you are chaining your abilities and weaving auto-attacks in between. Anivia can hardly stack this keystone at its maximum with her abilities only, which is why it is often played together with Ignite to get another source of damage and Conqueror stack. Note that this keystone privileges longer trades to get the most value out of it, which is generally well suited for the skirmishes and teamfights of the mid to late game but not necessarily in the early game, it will really depends on your matchup.


Slot 1
Presence of Mind is a great rune considering how Anivia can be mana hungry at all stages of the game. It is solid throughout the entire game but even more so in the early game if the right conditions are met:
â–º The mana sustain lets you stay longer in lane and give you more flexibility on your spells usage (harass, shove, etc...), provided that you can consistently poke your opponent.
â–º The 15% maximum mana refunded upon takedown lets you crash the wave with your abilities before you reset, which is invaluable in favorable matchups to snowball harder.


Slot 2
Legend: Tenacity is a reliable rune that scales well throughout the game and benefits Anivia since she will often be the prime target of enemy crowd control. It is crucial against heavy crowd control compositions as it can be the difference between living or dying and can be paired with Mercury's Treads for a total of up to 44% tenacity, almost halving the crowd control duration.


Slot 3
Coup de Grace is a great rune that synergizes well with burst-oriented champions, which Anivia is mostly in the early game. It provides a lot of value early against favorable matchups where you can reliably get your opponent under 40% health, giving you much more kill threat. The increased damage brought by this rune is reliable throughout the game, which makes it a solid choice even in unfavorable matchups since you will get value from it in later stages of the game.


Last Stand is an underrated rune that synergizes well with Anivia's natural itemization and especially with the shield from Seraph's Embrace since it lets you get the maximum value out of the rune for longer. Early on, it gives a lot of value when you get low on health and will match Coup de Grace increase as soon as you drop down to 45% health. In mid to late game, it is solid during teamfighting and even more so against tankier team compositions or generally against champions that cannot easily burst you down. It is highly recommanded to go with Rod of Ages and Seraph's Embrace if you are using this rune.



xxRESOLVE

Keystone
Grasp of the Undying is a keystone that is more commonly used on Anivia when played as a tank in top lane. It is great against melee matchups and provides both sustain and scaling damage.


Slot 1
Demolish is an excellent situational rune that provides lane pressure and scales well with Anivia's natural itemization. It helps snowball off easy matchups by getting plates quickly after killing your opponent or lets you punish your lane opponent harder when they are roaming or taking a bad recall. Having this rune gives you a lot of lane pressure and may force your opponent to stay in lane, which is strong against assassins.


Font of Life is a situational rune that is best suited for Anivia when played in top lane or as support. It synergizes well with your kit and provides additional sustain to your teammates during teamfights provided that your itemization gives you enough health. It gives a lot of value in front to back teamfights.


Slot 2
Second Wind is a defensive rune that gives you health sustain whenever you get damaged and which scales on your missing health. This is an excellent rune in matchups where you get poked a lot such as against artillery mages, but doesn't give much value against burst champions. When paired with Doran's Shield, it gives you a lot of health sustain and lets you stay in lane considerably longer.


Bone Plating is an aggressive rune that periodically mitigates incoming damage over a short time window which lets you trade favorably. Because the window is only 1.5 seconds, it is best suited against burst damage and preferably in matchups where your opponent cannot easily trigger it before they deal their burst. It is therefore advised to play aggressively when this rune is off-cooldown and more defensively while it is on-cooldown for maximum value. Note that the damage is only mitigated from the target that triggered it and it does not scale well, which makes Bone Plating more suited for the early game (laning phase).


Slot 3
Overgrowth is a defensive rune that permanently increases your health and provides more value the more health you have, which synergizes pretty well with Anivia's natural itemization. It doesn't bring anything more than that and gives most of its value in mid game when the max health percentage bonus kicks in. It is best suited for Anivia when played as a tank, which is more common in top lane.


Unflinching is a situational rune that gives you both tenacity and slow reduction scaling on your missing health. To get the most value out of it you need to be low on health which makes it best suited for Anivia when played as a tank in top lane. It is great against team compositions with a lot of crowd control or slow, especially when Plated Steelcaps need to be bought over Mercury's Treads for instance.



xxINSPIRATION

Keystone
Glacial Augment is more commonly used on Anivia when she is played as a support. It is a utility rune that synergizes well with her abilities and reinforces her control mage and disruption identity.


First Strike is an offensive rune that increases your damage and generates gold when you initiate trades. It works well with burst damage champions, which Anivia is in the early game. It is only valuable against melee champions that don't have the range or gapclose to initiate trades themselves and deny you First Strike. It is great to build a gold lead and get your items quicker but cannot be reliably used in all matchups. To get the most value out of it you need to make short trades whenever it is up and not miss your combo, which is negated by champions with a lot of mobility.


Slot 1
Triple Tonic TBD.


Magical Footwear rewards aggression, it gives a free Slightly Magical Boot with increased movement speed at 12 minutes, shortened for each takedown. This rune is best suited in matchups where you can reliably get early kills or in scaling matchups where you will stay farming under tower. The extra mobility is very valuable and can let you pick opponents with your Crystallize more easily. Don't take it in skill shot oriented matchups that require early mobility such as against artillery mages since it prevents you to buy early Boots from the shop.


Slot 2
Future's Market is a utility rune that lets you borrow gold from the shop to buy items you otherwise couldn't. It gives you more flexibility in regards to your resets and lets you get your first completed item earlier. It gives a lot of value to champions that are heavily item reliants and that don't have tempo reset, which Anivia is. Use it wisely though, the lending fee can quickly add up and set you behind in gold if you abuse it.


Biscuit Delivery is a great rune in difficult matchups as it provides you additional sustain, both health and mana. This resource advantage can let you stay in lane longer and get a good reset, get tempo, trade aggressively or get lane priority for a river skirmish.


Slot 3
Cosmic Insight is very straightforward, it lets you use your summoner spells and your item's actives more often. It provides a lot of value if you are planning to buy Everfrost and Zhonya's Hourglass. Consider taking it also if you are running Teleport and are facing a splitpusher champion on the opposing team. It will considerably reduce your Teleport cooldown and have it available more often to protect your structure from the opponent split-pusher.


Approach Velocity is a great rune that synergizes well with Anivia's kit. One of the biggest issue of Anivia is her low movement speed which may makes it hard to chase an opponent. This rune helps in this regard by giving you a burst of movement speed when you stun or slow an opponent, which pairs well with Glacial Storm. This gives great value against champions with more movement speed or mobility than you - provided that you are in a position to attack them. Note that you do not get the bonus movement speed when fleeing from your opponents, the buff only triggers if your movement impaired opponent is in front of you in a 180 degrees radius.


Troubleshooting: Runes

Electrocute vs Arcane Comet vs Summon Aery

Manaflow Band vs Presence of Mind

Which runes should I take against X champion?

I don't play draft but only blind, what is the safest rune build?

Should I always changed my runes or can I always keep the same?




Itemization is the most important part of a champion build and the item choice can definitely make or break a game to some extent. While itemizing, you want to increase your damage, survivability or utility (depending of your assumed role) and mitigate your opponents' strengths while abusing their weaknesses. Only items that are viable for Anivia are presented and discussed below.

Starting Items

Corrupting Potion
Corrupting Potion is a situational item that is often used defensively since it gives you both health and mana sustain with three stacks that can be refilled every time you back. If you are in a difficult matchup where you will need to use your abilities very frequently (ex: you will be outpushed), this item will let you last longer until your first back. It is best to have the summoner spell Teleport when buying Corrupting Potion.

It also provides additional damage on abilities and attacks, but being damage over time it refreshes itself at each new instance instead of stacking. Your opponent will most likely disengage while you have the Touch of Corruption effect active which will deny most of these additional damages.


Cull
Cull is mostly a farm item that will let you hit your core items earlier, given that you are farming at least decently. The bonus AD on the item makes up for the lack of minion last-hit damage and although it does not provide any health, it does provide health regen.

It also has a niche use against champions that can mitigate incoming magic damage such as Kassadin, Galio or Morgana since you will now deal mostly physical damage while abusing your long auto attack range.


Dark Seal
This is a snowball item that is recommended when you are confident that you can get early kills. The snowball potential comes at a cost compared to Doran's Ring, you start with slightly less health and give up on mana sustain and minion last hit damage (which can make farming much harder if you are not used to it).

Once bought, you will have enough for a Refillable Potion to complete your purchase, which will give you sustain in lane and make you spare gold off Health Potions. The ability to be bought with a Refillable Potion also makes Dark Seal a good start in difficult lanes where you will need to often reset.


Doran's Blade
Doran's Blade is TBD.

It also has a niche use against champions that can mitigate incoming magic damage such as Kassadin, Galio or Morgana since you will now deal mostly physical damage while abusing your long auto attack range.


Doran's Ring
This is the standard Start Item for Anivia and the one recommended when learning the champion. It gives you a bit of everything you need during the laning phase - health, damage and mana sustain. This covers a few of your early game weaknesses and gives you enough AP to burst down the opponent's health during trades. Once bought, you will have enough for 2 Health Potions to complete your purchase.


Tear of the Goddess
Starting with Tear of the Goddess is not a good idea, you lose on health, mana sustain and damage which will make your laning phase much harder. Because Seraph's Embrace is generally built as a second or third item, it is unnecessary to start charging the tear so early, buying Tear of the Goddess on the first or second back will be sufficient.

Boots

Ionian Boots of Lucidity
Ionian Boots of Lucidity are more aimed at Anivia when played as a support due to the utility they provide and their low cost which is valuable for low-budget games. They can be considered in midlane if you are behind and struggling to buy items or if you will spend the game as a glorified support and mostly peel for your allies and setup picks.


Mercury's Treads
Mercury's Treads are excellent against team compositions that has a lot of crowd control since the tenacity provided by the boots reduces the duration of most crowd control status. In some games, it can make the difference between getting time to avoid a full combo and dying. This is the only item viable for mages that provides tenacity, which makes it that more valuable (excluding elixir). Because Anivia is a battlemage, she will often be in between the frontlane and backlane due to her limited range and will be a prime target of crowd control.


Plated Steelcaps
Plated Steelcaps are excellent against team compositions with mostly AD champions that rely a lot on basic attacks. It provides great value against most marksmen and skirmishers. Keep in mind though that it doesn't mitigate on-hit (bonus) damage but mitigates transformed damage such as Vayne's true damage. These boots synergize well with Warden's Mail and its associated legendary items. Because the passive of Plated Steelcaps stacks multiplicatively with armor, it has diminishing returns the more armor you have, but it helps to mitigate the effect of the enemy’s armor penetration from basic attacks.


Sorcerer's Shoes
Sorcerer's Shoes are excellent to increase your damage output through the flat magic penetration. They are one of the only three non-mythic items that provide flat magic penetration which makes them even more valuable for damage-oriented build due to the scarcity of this stat. This is often the default choice to take when playing Anivia.

Legendary, Offensive Options

Caster's Companion
Caster's Companion
Caster's Companion TBD.


Cosmic Drive
Cosmic Drive is a great item that can be used both offensively or defensively due to the movement speed it provides, à la Phase Rush. The movement speed bonus can be used to dodge skillshots, gap close, stick on or kite opponents. It counterbalances one of Anivia's biggest weaknesses which is here lack of mobility. The offensive stats provided by this item are valuable, it is a great item to buy when ahead or when being against team compositions playing at close range.


Cryptbloom
Cryptbloom TBD.


Liandry's Torment
Liandry's Torment item is excellent against team compositions with several champions stacking health such as Dr. Mundo or Cho'Gath. It synergizes well with Demonic Embrace and provides a lot of value against such champions or during elongated teamfights, which has been reinforced by the latest durability path. Its second passive, Agony, will also greatly increase your damage output and make this item also viable against non-tanky champions. This item works amazingly well with your Glacial Storm and will provide a lot of value in front-to-back teamfights where your opponents need to go through your ultimate to get to the backline and don't have any diver. The disadvantage of this item is that it gives you no survivability, which forces you to itemize around health thereafter and makes you squishy during midgame.


Malignance
Malignance TBD.


Mejai's Soulstealer
Mejai's Soulstealer is a great snowball item that doesn't cost much, counts towards your mythic passive and has excellent value when stacked. It is best bought early where the AP it provides has the most impact and lets you snowball harder. Having this item will make you the highest priority target due to the stacks and the likely gold bounty you have, you should associate it with a defensive itemization to counterbalance the risk. It can also be worth considering when you are slightly behind due to the low cost, if you can secure a few assists or kills without dying this may help you get back into the game. It should be sold late game when you are fully built for a more reliable item if you cannot consistently keep this item to its max stacks.


Morellonomicon
Morellonomicon is a situational item that provides a lot of value against opponents with heavy health sustain that can't be burst down like Dr. Mundo, Kayn, Aatrox, Swain or any bruiser with Death's Dance and life steal. Anivia can easily apply the debuff with her Glacial Storm and benefits from the offensive stats the item provides. Against champions with a lot of health sustain but that are fragile (ex: ADC), you get more value from getting more raw damages and burst them down in one rotation. It provides a lot of value too against team compositions with a lot of heals, be it from their supports ( Soraka, Yuumi) or other champions ( Nidalee).


Rabadon's Deathcap
Rabadon's Deathcap is a luxuous item, that greatly increases your Ability Power, although it provides more value the more AP you already have. It is a must-have for high damage output but is best built as the 5th or 6th item due to the passive giving more value the more AP you already have, the lack of stats or utility outside of raw AP and especially due to the very expensive components.


Riftmaker
Riftmaker TBD.


Rod of Ages
Rod of Ages is an excellent item that provides all the stats Anivia needs as a battlemage: strength and survivability. It also provides great sustain, both health and mana which is valuable during laning phase and mid-game. This item scales well and gives a free level once stacked, which Anivia does not specifically depend on but it is still a useful bonus. For this reason, there is no reason to delay Rod of Ages unless you need to build other items first due to your matchup. The advantage of Rod of Ages over the other mythic items lies in the survivability it provides, which lets you stay longer in teamfights and get the most value out of your kit - indirectly increasing your damage output by making you survive longer. The bonus movement speed is very powerful when used with intention but has a high skill ceiling to get the maximal value out of it. Be careful while using it, the extra survivability it provides can make one more prone to play over-aggressively and misposition.


Seraph's Embrace
Seraph's Embrace is your second core item and is just excellent. It provides everything Anivia wants: strength, mana and survivability (through health and shield) and pairs well with Rod of Ages. Having both of these items gives you a solid foundation and plenty of flexibility for your other 3 legendary items.


Shadowflame
Shadowflame is a great item that provides strong offensive capabilities. The flat magic penetration it provides will greatly boost your damage output against opponents who do not stack magic resistance. It provides much more value against squishy team compositions and even slightly more against champions relying on shields. It gives 10 flat penetration against opponents with 2500 current health or more, and 1 more flat penetration for each 150 health subtracted until you reach 1000 health or less and get the complete 20 magic penetration.


Stormsurge
Stormsurge TBD.


Void Staff
Void Staff is an excellent item to increase your damage output and is currently the only legendary item providing percentage magic penetration. Because this type of penetration applies before the flat penetration, building this item in mid game offers a lot of value, especially when associated with Sorcerer's Shoes. It is a mandatory item to buy to stay relevant against opponents who stack magic resistance.
The caveat is that it only provides raw damage, no survivability or utility.

Legendary, Defensive Options

Abyssal Mask
Abyssal Mask is an excellent defensive item that provides you with solid AP survivability and slight offensive capabilities through the ability haste and magic resistance debuff. This debuff gives an even greater value if you have other AP champions in your team. The range of the passive will force you to play closer to your opponents, although not so much closer than you used to do since it has almost the same range as Frostbite (600 vs 550). This makes it best suited against team compositions that come to contact but not against poke compositions. The passive still applies when Anivia is in egg form from Rebirth.


Anathema's Chains
Anathema's Chains is a situational item that provides excellent value if there is only one fed or dangerous opponent in the enemy team or if the enemy team composition is a 4 - 1 with only one AP or AD source which lets you use Anathema's Chains against the single champion and itemizing against the 4 others. In these circumstances, this item offers you a greater survivability, but be mindful that it doesn't mitigate true damages and is less efficient against champions like Vayne, Sett or Darius.


Banshee's Veil
Banshee's Veil is the only item providing both Magic Resist and Ability Power. The magic resist provided is quite sub-par but can help, it shouldn't be considered as a fully defensive option against AP. The stats provided outside of magic resist are good and benefit Anivia. In theory, the spell shield provided has a lot of value and can protect you against enemy engage or crowd control, but in practice, it is easily triggered by the abundance of poke sources and will rarely provide you that much value.


Dead Man's Plate
Dead Man's Plate is a very situational item that can replace your T2 boots once you are fully built since it provides more movement speed while its passive is fully stacked. You are then trading your boots other stats for defensive stats and an additional legendary slot for your mythic passive which can be valuable depending on the game situation.


Fimbulwinter
Fimbulwinter TBD.


Force of Nature
Force of Nature is an excellent defensive item that provides you with solid AP survivability. The more instances of magic damage you get, the more resistance you will get which makes this item have a greater value against team composition with several AP champions. Because you don't need to be in close range to trigger it and due to the bonus movement speed it provides, it is best suited against long-range mages to either close gaps or dodge skillshots.


Frozen Heart
Frozen Heart is an excellent defensive item that synergizes well with Anivia's natural itemization, providing you with solid AD survivability and slight offensive capability through the ability haste and mana (refer to Seraph's Embrace). It's passives give it an even greater value against auto-attacking champions relying on a high attack speed. These passives still apply when Anivia is in egg form from Rebirth.


Kaenic Rookern
Kaenic Rookern TBD.


Randuin's Omen
Randuin's Omen is a situational defensive item that provides AD survivability, although not nearly as much as Frozen Heart in most situations. It can be a great choice if the enemy team has multiple champions that rely on critical strikes, such as Jhin, Tryndamere or Yone. The item active does not provide much value to Anivia as it can only be used defensively due to its low range and is outperformed by Glacial Storm.


Spirit Visage
Spirit Visage TBD.


Unending Despair
Unending Despair TBD.


Zhonya's Hourglass
Zhonya's Hourglass is the only item providing both Armor and Ability Power. The armor provided is quite sub-par but can help, it shouldn't be considered as a fully defensive option against AD. The stats provided outside of armor are good and benefit Anivia. The main advantage of Zhonya's Hourglass is its Stasis effect which gives you outplay potential and gives you reliable protection against telegraphed burst damage. This item has a high skill ceiling.


Troubleshooting: Itemization

Wait, you forgot to mention Rylai's Crystal Scepter, it must be so good with Anivia !

Thats great, but you didnt tell me which items to build!

You keep speaking about Anivia's natural itemization, what do you mean?

Why are Rod of Ages and Seraph's Embrace the preferred Core Items?

I want to maximize my damages early, should I rush boots or AP items?

When to choose between Rod of Ages, Everfrost and Liandry's Anguish?

What to choose between Shadowflame, Demonic Embrace and Horizon Focus?

Which first, Rabadon's Deathcap OR Void Staff?

Randuin's vs Frozen Heart, what gives the most equivalent HP?

When should I buy Armor or Magic Resist over Health?

How do I itemize when ahead?

How do I itemize when behind?

I am full build but have so much gold, what can I do?




Early Game:

Your starting items should be whatever you feel the most confident with, or alternatively what is recommended against your lane opponent (refer to the lane matchup section). The first minute and a half of the game should always go pretty much the same way. Find a position where you can safely keep an eye out for a possible invade and be careful of champions such as Blitzcrank, Thresh or Nautilus who can grab you from distance.

In all matchups your levels 1 to 6 should be focused on you and your lane. Farm up and trade with your opponent when you have favorable opportunities to do so. Avoid enemy skillshots and extended fights to preserve your health pool. Don't overextend unless you are safe to do so or have the means to quickly get back under your tower. Place wards to get vision of your surroundings and stay aware of what is happening on the map.

Refer to the lane matchup section for guidelines on how to approach your matchup. Don't keep it by the book, always test and analyze your opponent to check if they are mechanically good with their champion. Look for any pattern they tend to have (in regards to trades or ganks). If you notice any weaknesse or mistake in their gameplay, take advantage of it and play accordingly even though it is not in line with what is recommended in the lane matchup section.

If your opponent roam, most of the time you shouldn't follow since you are vulnerable and do not have good escape tools if your opponent (and his jungler) collapse on you, even more so if you are against a Talon, Zed or Sylas. Instead spam ping whichever lane they are roaming to and crash the wave. Hopefully, your allies will retreat in time and waste your opponent's time who will also have lost one or two minion waves worth of gold and experience. The exception to this is if you are already fed or if you are against a lane opponent that does not represent a 1v1 threat on you (such as Lissandra) and their jungler location is known and does not risk collapsing on you. When crashing the wave on their tower, always take into account the possibility that they are baiting you to do so to then successfully gank you. Stay aware of your surroundings and always be ready to fall back.

During the early game, you need to identify a way to build a lead on your opponent in matchups that allows you to do so. It is not always possible and sometimes you will have to play from behind and accept it. To build up a lead, you have a few options. You can for instance either build it up through kills or superior push and farming.

Leading through kills

If you are winning by killing your opponent, keep the kill pressure on them and force them to play back or die. Punish them when they are trying to farm. Even though your opponent will not give you any more gold after a few death, by killing them over and over you force them out of the lane and deny them both experience and farm.

This will make your opponent irrelevant during the mid game and late game and turn your game into a 5v4 if your opponent does not manage to catch up (which you should not allow). For this reason, try not to roam too much in the early game to not give your opponent any breathing room and any chance to catch up - unless you see a great opportunity. If your opponent is roaming to get kills somewhere else, by any means follow them as you will achieve two goals at once: suppressing your opponent and transferring your lead to whatever lane they are roaming to. Be careful to not be drawn into a trap though!

That said, the key to capitalizing on kill lanes is that you are killing your opponent with ease. If you get one or two kills from them making a mistake or while you got almost killed, don't fool yourself into thinking that you can automatically transform this into a kill lane. Take the free kill(s), punish any mistake and keep playing conservatively until you are significantly stronger than your opponent. You do not want in any circumstances to apply kill pressure against champions that thrives in a kill lane such as Zed or Fizz who have very strong 1v1 potential and will still remain a threat unless you are massively ahead.

Leading by farming

If you're winning lane through better wave management and farming, keep doing the exact same thing. Push your opponent into their tower and starve them from all the farm you can. Try disrupting your opponent during canon waves to deny them the last hit on the siege minion which is worth a lot of gold early on. Hit the tower to get a tower plate if you are safe doing so.

If your opponent is roaming, it is even better! Communicate it to your team well in advance so they don't die, push the wave to your opponent's tower and get a plate down. Do not attack the enemy minions while yours are under the enemy tower since you want your minions to quickly die to not allow your opponent to be back on time to get any farm or experience.

In both cases, be careful when you are pushing your opponent under its tower, it makes you more vulnerable to ganks. Keep both sides of the river warded and keep a close eye on where the enemy team is on your map (everyone, not only the jungler) and at the first sign of someone else roaming to your lane, fall back and stay in a decent range of your tower.

Having opponents roaming to your lane to disrupt you is a good thing, you are drawing pressure from other lanes and thus indirectly transferring your lead. If you see an opponent in a bush that is warded, let them wait there and don't let them know that you can see them. The longest you make them waste time on your lane, the best it is for your team - especially that an opponent camping a river bush is soaking experience from your enemy midlaner.

Playing from behind

If you start falling behind, your goal is to farm and not give your lane opponent any (more) kills. No matter how your opponent managed to get ahead of you, they probably have kill threat on you and farming in the middle of the lane is a no-go. You need to get the minion waves closer to your tower by letting your opponent push the wave. Call for help if your opponent is freezing the help close to their tower, it may be risky for you to try to break the freeze alone.

Since you will be pushed under tower, you need to know how to efficiently farm under it. Having the waves frozen close to your tower will force your opponent to expose themselves to ally ganks. If your jungler is ganking your lane, pause your farming and help you jungler to secure the kill. The worst to happen would be to stay farming too long and get your jungler killed by your enemy laner because you weren't there, which will set you even more behind.

Because you need to farm under the safety of your tower, you will have to concede lane priority. Communicate this to your teammates to let them know and avoid any misunderstanding. Hopefully they will adjust their gameplay accordingly. While you are farming under your tower, your lane opponent will likely roam to gank a lane to snowball and transfer their lead. Signal it through pings well in advance to give your allies a chance to not die. Don't follow the roam even if your allies are asking you to, that would be a suicide.

When playing on the back foot, hold on to your Flash Frost and only use it defensively or to assist an ally gank. If your lane opponent does not want to roam and is getting impatient in the lane while you are farming under your tower, they may try to dive you and you may end up killing them with a well-placed Flash Frost. Patience is key.

Mid/Late Game:

At this point in the game, you probably have your core items. From now on players are grouping much more to contest objectives and push lanes, but are also trying to farm their respective lanes when they can do it. There is going to be a lot of champions movements across the map.

Being a continuation of the early game, you should continue with the same gameplay logic as mentioned before. Starve your opponents from resources and force objectives if you are ahead. Try to catch up if you are behind. Be careful to not throw your lead by being too greedy though, fighting at a numbers disadvantage will generally make you lose a fight, unless you are massively ahead.

From now on it gets difficult to give detailed guidelines on how to play Anivia since it will always come down to the specifics of the game you are playing, which will always be at least slightly different from game to game.

As general guidelines, group with your team when you feel that a teamfight is about to begin, but don't group permanently to not let your creep score fall off and lose on both gold and experience. Because of how well your kit is to control space, play around river objectives and try to force them if your team is ahead.

When having the occasion, place deep vision on the enemy side of the map to help your team takes the best decision and to punish enemies' mistakes (bad pathing, all grouped on one side of the map, overstaying alone, etc...).

Do not lose control over tempo after winning a fight (skirmish, teamfight). Take the nearest objectives (structure, river objective, enemy jungle camp) and reset to not overstay and get caught. You should always keep your lead in the form an item advantage over your opponents, unspent gold is worth nothing.

Late game punishes hard both teams for dying, so there is a much bigger focus on playing safe and minimizing mistakes. One death on any team can lose the whole game at this point, so no matter how aggressive or ahead you were in the early and mid game, play safe and methodically.

Focus on catching enemy mistakes (an enemy that overextends, that is alone farming your jungle, facecheck a bush, path badly, etc..) and punish them. This can then lead to your team taking an objective or pushing a lane and getting a few structures. Don't make these mistakes yourself as it can cost you the game. There is a lot of pressure on you NOT dying in late game due to Anivia's waveclear and utility. You are likely to be a key element of your team to efficiently defend against an enemy push or to siege enemy structures. Your impact in late game is too great to be wasted by dying unnecessarily.

For this reason, do not overextend alone, stay with your team and do not facecheck any bush (you should have Farsight Alteration by now). During teamfights you should use your abilities wisely. Anivia has a lot of agency in teamfights and can cancel many abilities, interrupt enemy champions or even exclude them from the fight. By not wasting your abilities at the first occasion, you can react to and counter your opponent's actions which will give your team a strong advantage.

If at any moment you are at a number advantage on your opponents and your team is healthy, call for a Baron Nashor if it is up. Its buff associated with your siege potential will help your team pierce through the enemy structures even if all your opponents are back alive (unless they are greatly ahead).

There is not much more to say since at this point in the game it comes down to which team makes the best decisions and the least mistakes. Play with your team, communicate as best as you can and think through your actions before committing to it. Good luck!



The guidelines provided below are for reference and not always 100% applicable against each corresponding champion. Use this as a baseline in complement with each champion's dedicated guidelines.

Also note that these matchup guidelines are simplified by only accounting for the opponent midlaner. They can be better tuned by taking into account both team's junglers who can have a strong influence on how the lane is played.

Playing against Assassins:

Guidelines to laning against Assassins

The following champions will be added to this list in the near-future: Naafiri, Talon, Ekko and Qiyana.

Akali
Lane difficulty: TBD

Laning against Akali


Fizz
Lane difficulty: TBD

Laning against Fizz


Katarina
Lane difficulty: Even

Laning against Katarina


Naafiri
Lane difficulty: TBD

Laning against Naafiri


Qiyana
Lane difficulty: TBD

Laning against Qiyana


Talon
Lane difficulty: TBD

Laning against Talon


Zed
Lane difficulty: Major

Laning against Zed



Playing against Artillery Mages:

Guidelines to laning against Artillery Mages

The following champions will be added to this list in the near-future: Jayce, Ziggs, Kog'Maw (AP) and Kai'Sa (AP).

Lux
Lane difficulty: TBD

Laning against Lux


Vel'Koz
Lane difficulty: TBD

Laning against Vel'Koz


Xerath
Lane difficulty: TBD

Laning against Xerath


Ziggs
Lane difficulty: TBD


Laning against Ziggs



Playing against Skirmishers:

Guidelines to laning against Skirmishers

The following champions will be added to this list in the near-future: Irelia and Diana.

Sylas
Lane difficulty: Major

Laning against Sylas


Yasuo
Lane difficulty: Major

Laning against Yasuo


Yone
Lane difficulty: Even

Laning against Yone



Playing against Burst mages:

Guidelines to laning against Burst mages

The following champions will be added to this list in the near-future: Orianna, Annie, Twisted Fate, Zoe and Neeko.

Ahri
Lane difficulty: Even

Laning against Ahri


Leblanc
Lane difficulty: TBD

Laning against Leblanc


Syndra
Lane difficulty: TBD

Laning against Syndra


Veigar
Lane difficulty: TBD

Laning against Veigar


Vex
Lane difficulty: TBD

Laning against Vex



Playing against Battle mages:

Guidelines to laning against Battle mages

The following champions will be added to this list in the near-future: Lissandra, Swain, Taliyah, Ryze, Cassiopeia and Azir.

Aurelion Sol
Lane difficulty: TBD

Laning against Aurelion Sol


Kassadin
Lane difficulty: Extreme

Laning against Kassadin


Malzahar
Lane difficulty: Minor

Laning against Malzahar


Viktor
Lane difficulty: TBD

Laning against Viktor


Vladimir
Lane difficulty: TBD

Laning against Vladimir





The following gameplay concepts can be learned and applied right away for immediate results. These skills will get refined as you play more games, mostly by being transferred to your muscle memory.

Farming

Cheater Recall

Vision Control

The following gameplay concepts can be learned and applied right away for partial results. These skills will mostly get refined and assimilated as you play more games, mostly through pattern recognition as you play and experience many different in-game situations and by being transferred to your muscle memory.

Trading

Wave Management

Map Awareness

Jungle tracking

Roaming

Ganking

Diving

Peeling

Zoning

Split pushing

The following gameplay concepts are not mechanical but more linked to decision making and can be learned and applied right away to some extent. These skills will almost entirely be built up as you consciously play more games, mostly through pattern recognition as you play and experience many different in-game situations.

Tethering

Leaning

Tempo

Risk Assessment

Game State Awareness




Thanks for reading! I hope this guide will help you as much as it helped me on my journey with Anivia.

Feel free to comment and share your thoughts! I will try to keep this guide updated as often as I can. If it has not been updated in a while, I most likely do not have immediate time to do so, be patient please.

Note that this guide will exclusively remain for Anivia played in mid lane. I truly think her other roles would benefit from having their own dedicated guides since there is so much to cover in both top and support roles that differ from the mid lane perspective.

If you are eager for more resources on Anivia or League of Legends, I can't recommend you enough to check theses out:
The official discord server for Anivia. Come and join us!

The Twitch channel of Poliko, a EUW Challenger who onetricks Anivia in midlane. He streams regularly and is a great player to learn from.
The YouTube channel of SanSiroBro, a EUNE ex-Challenger who also onetricks Anivia. He has a lot of informative videos worth watching on their channel.

The YouTube channel of Coach Curtis, a OCE midlane Challenger that has a ton of high-quality contents ranging from the fundamentals of the game to midlane champion guides.
The YouTube channel of Broken By Concept, a podcast hosted by the OCE players Coach Curtis and Nathan Mott. In this SoloQ improvement podcast, both hosts have passionate and deep discussions about many concepts of the game with the aim to help us improve in our SoloQ journey.
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