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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Rebirth (PASSIVE)
Anivia Passive Ability
WARNING!
GUIDE WILL BE ARCHIVED AS OF APRIL 15TH 2012!
IF YOU WANT TO ACCESS THIS GUIDE AT A LATER DATE, PM ME FOR A LINK
![]() + Quite possibly the best passive ability in the game. ![]() + A double damage harrasing poke, with a stun! ![]() + A multi-use Utility ability. ![]() + An Area of effect ultimate that applies slows to movement speed and attack speed. ![]() + A great set of combo abilities centered around your nuke ability. ![]() + Amazing ability to control the momentum of the enemy team by using crowd control combinations. + An exceptional fight starter with the combination of ![]() ![]() + Can easily be switched to fit both Ability Power Nuke and Support depending on the needs of the team. |
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![]() - Although you have ![]() - Very hard to farm minions early game with auto attacks. - Using abilities early game without mana regeneration items or a large mana pool will leave you helpless. - Even with mana related items, you may still find yourself out of mana without receiving the blue buff. - An extremely slow champion even with boots. - TAKES A LOT OF TIME TO MASTER FULLY - Easily countered and eliminated with crowd control. - ![]() |
Start off Anivia's runes right by making them "potent."


Pick from this list if you are finding that your game needs a boost in any of these categories. Go ahead and give them a try! I'm not going to tell you that one rune is always better than another, because runes and masteries are something that you need to select to fit the way you play your champion. This list is however, the only runes that I would say are worth considering.(All of these are "primary" runes)
I'm sure a few of you have noticed that I did not include Cool-down reduction runes; the reason being that since you have such massive control over the speed of an enemy, you shouldn't need to worry about your ability's cool-downs that much.
Obviously you can see a huge shift in thought with this mastery selection. You want to keep that magic pen and flat ability power from the offensive tree, but focus the larger amount of your points on utility. Congratulations, you just became the most viable utility champion around, by selecting those masteries you will be able to hold your own even when your focus is on assists.
Flash: The tiny little jump that saves and condemns the most lives in LoL, A very important spell when you happen to be using one of the slowest champions. This is going to come in handy very often for landing finishing moves, re-positioning after

Ignite: A reasonable "coup de gras" for any opponent in a one versus one fight. This should be used offensively and to finish an opponent, with a maximum damage of 70 - 410 true damage it is practically another ability.
Clairvoyance: When playing a support champion this does so much, so often, that you can't help but have it. Stop face-checking those bushes and save some lives!
Teleport: Since you stand the chance of playing the utility role, you might be asked to help hold a turret with that area of effect slow of yours. This is an important spell for getting to the front lines as soon as possible.





Clarity does not replace the blue buff, it is only a momentary mana boost. Take the blue buff as often as possible or you will be useless to your team!
* * *
Again, summoner spells are something that will probably effect how you play the game, not necessarily how the champion works.

Time to learn all those nifty little tricks that come along with the Cryophoenix
Rebirth is (in my experienced opinion) the best passive ability in LoL. It can cause enemies to over-commit to an incredibly foolish attack that leads to them, or their entire team, being wiped from the fields of justice.
Early game due to the negative defensive bonuses, it is wise to stay near a tower forcing your opponents to tower-dive you to kill your egg; however, after the defensive bonuses shift in your favor, feel free to be a leader in the movement of your team. Your ability to Poke with your other abilities, or draw attention with this ability, makes you a great initiator.
If your egg has been used and is on cool-down, don't be ashamed of playing a bit safe. there is nothing wrong with ending a game with zero deaths.
Flash frost is a great ability for a few reasons:
-Area of effect crowd control: It has both a slow and stun that can effect the entire enemy team under the right circumstances.
-Double damage combination with the right amount of timing. Allowing the ice ball to barely pass your opponent before re-activating it will damage with the pass-over and explosion of the ability.
-Applies "chill," the necessary pre-cursor to your nuke ability.
This is probably going to be the most challenging ability for most beginning Anivia users to master; however, Crystallize can be an extremely useful utility to the prepared summoner. Crystallize creates a large perpendicular ice-wall that can block the path of any summoner who does not have the ability to flash or jump.
Here is a picture that can explain the angles that Crystallize can and cannot be used.

The blue represents the angles that you are able to use Crystallize and the red represents angles that you cannot use it. Basically, anything perpendicular to a line running straight out from Anivia is a possible wall placement.
Something else that needs to be mentioned is: Crystallize reveals Fog of War around where it is placed. If you are playing in lane and fear the gank of an enemy, don't feel bad about using it to reveal what is hiding in a near-by bush. At level five, this ability grants an extremely large field of vision.

BOOM GOES THE DYNAMITE! The cold icy dynamite that will kill when timed perfectly. This is Anivia's nuke ability; when used after a "chilling" ability it will do double damage. (No,




Here is an example of a combo you could try using. It is a bit tricky because your timming has to be perfect, by launching


Another easy combination is to stun your enemy with


With massive Area Of Effect damage combined with a slow and "chill" effect, this is going to effect the flow of the game in your favor. With this ability you can decide where fights happen and where your enemies will move. This Ability is great for pushing lanes, and for momentary slows and damage. You will find this is also the easiest way to set up a combo with your nuke ability

Here is a video of a full ability combo based on the slow/damage of this ability used right after

Lastly, a few random but helpful hints:
Don't focus so much on minion kills, your quarrel is with the enemy behind them. Last hit with basic attacks, but save those abilities for a game changing combination of death.
Don't waste

Be very careful about your positioning in fights. Over-extending will get you caught thanks to your slow movement speed and keep you out of range for help. Hiding in the back of a fight will only make your abilities useless for your team.
Each of these items has their own particular place in this build, so here is the run-down.








All these items are peticularly set around keeping this support bird in the fight as long, and as effective, as possible.



























Hextech sweeper: A great Dominion item for dealing with pesky invisibility outside of turret range, this works great with your large area of effect when using






Yellow: Top Lane - Solo or duo. 1v1, 1v2, 2v1 2v2 (changes when you have a jungler)
Blue: Bottom Lane - Duo. 2v2
Pink: Ward locations, vary depending on what lane you are in. (see color inside of ring) If you are playing offensive Anivia, let your jungler or support ward as often as possible. If you are playing support Anivia... It's your job! ward your lane and others when possible.
So, now that you know the number match up possibilities; let's break down what you can expect in each of those lanes.
The desicion to go with ability power carry Anivia or support/utility anivia should occur either: Before the game when you have arranged to support a specific champion; Or: One to two level into the game you realize what build would serve you better.
If you pick up a kill or two right off the bat, you might as well compound on that and take over the role as ability power carry.
If you are sharing a lane and your teammate is struggling, take the support role.
Middle lane: Your pride and joy.
This lane is probably going to work best for you. You can expect to get tons of minion kills, a few kills on the enemy mid laner, and maybe even a tower if you play your game right. Your goal is to stay safe by dodging enemy abilities and wait for your moment to strike. Watch for your opponent to get lazy, if they sit still send out


After level six try and position them in a place where it will cost them to re-adjust to get to where they want. Try and work your way above or below them and sweep behind them. That way they will be forced to walk back through





Top Lane: OK, this might work out juuuuust fine.
You are going to have to settle for solo top some times. Don't worry too much about this, there are some benefits to top lane versus mid. Side lanes are only exposed from one side which means you only have to worry about ganks coming from one area. If the other team has a jungler as well as you, you get to have another one versus one stand off, which is almost always in your favor. Your game plan is just about the same as mid lane so there is not much new to be learned when you end up in the lane. Just DON'T FORGET TO WARD.
Bottom lane: Not your place mister!
When you are planning one playing aggressive as Anivia, try and avoid sharing a lane with someone. You should try to soak up as much solo experience as possible. So avoid this lane at all costs.
Middle lane: No longer your role
If you have decided to fulfill your role as a Support or Utility role this lane is no longer something you should try and take. Let this lane go to the person who needs to get fed the most.
Top Lane: Maybe???
The top lane is only going to work well for you when you are on a team that lacks a jungler. You are only there to support another player, not take their creep kills or champion kills.
Bottom lane: This is your fit.
When playing a supportive role there will almost always be 2 bottom (unless someone is up to something). Your role is to control the movement of the other team with






Too long; Didn't Read: Shame on you. I took the time to create an in-depth guide for you with eye-catching coding, media, and formatting. If you disagree, please explain why. I don't wana see any dumb comments saying: "Too wordy," "needs more coding," or simply "This build is stupid." In fact, I want to actually see how many people read through the whole build before commenting. If you read this please type "Cryophoenix" at the end of your comment. For the sake of humor I will keep count of the number of commenting people who have actually read this in the first comment box. If you did take the time to read and still have some advice for me, I will GLADLY take it into consideration. Good builds are never done.
Thank you very much for considering my Guide. I'm glad I could help you master a new Champion.
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