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ANIVIA BUILD GUIDE: Winivia: How to Carry 4 Teammates on 2 Wings by KKumar

by KKumar (last updated over a year ago)

99,195 Views 16 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Rebirth
QFlash Frost
WCrystallize
EFrostbite
RGlacial Storm
View Skill Order Details

Runes

Unknown Section mastery

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Rebirth
QFlash Frost
WCrystallize
EFrostbite
RGlacial Storm

Champion Matchups

Introduction

NOTE: THE ANSWER IS NOT 2 ON EACH WING. THAT'S THE TRICK.

Anivia is an easy to pick up, hard to master champion. As a mage, she possesses great upfront burst, while also harboring tons of utility and CC, but lacking the ever-important mobility. She has the ability to control everything in lane, jungle, and teamfights. She's also probably one of the only champions that can thwart full-on pushes by herself. Despite being somewhat dependant on her team and Blue Buff, she is still an invaluable teammate even if set behind by a fair amount thanks to the innate utility of her kit.

Pros
  • Good laning with immense pushing power
  • Insane utility, meaning she's powerful even if feeding/behind
  • Can peel and kite very well
  • Has an easy time farming post-6
  • AoE hard and soft CC
  • High damage without damage items
  • Great burst and sustained damage
  • Among the highest overall ratios in the game
  • Arguably the best skill in the game: Crystallize
  • Does not fall off
  • Easy to pick up
  • Egg

Cons
  • Slowest movement speed in the entire game
  • Lowest health pool in the entire game
  • Hard to farm pre-6
  • No escape mechanism
  • Requires a lot of micro to deal full damage
  • Fairly skill-shot dependent
  • Cannot chase enemies
  • Weak roaming power
  • Blue Buff dependant
  • Somewhat team-dependant
  • Pretty much impossible to truly master
  • Can't eat scrambled eggs while playing her

Masteries

21/0/9. Anivia feels much more powerful with this setup. The only things to stress in the utility tree are the Flash/Teleport mastery and the Runic Affinity mastery. 21 in offense is pretty standard, take all the masteries related to AP. I do not take Havoc because 1.5% extra damage is 1.5 damage added to every 100 damage, which is negligible.

One could opt for 9/0/21, for, obviously, more utility. With lower cooldowns on both your summoners and your skills, you can set things up much more often and throw out stuns as you see fit. The drawback of this, though, is that your damage output early on and mid-game will see some significant decrease.

Runes

[http://i.imgur.com/Lud3T.jpg]


Marks:
  • 9x Marks of Insight. The best marks out there and the only means of obtaining flat spell penetration outside of items. These are especially helpful early game, but they come into play throughout the game. There is almost no alternative.

Seals:
  • 9x Seals of Resilience. These are my personal favorite, but I'll also say that this runepage is also my Rumble/Kennen runepage. These help in taking the prominent auto-attack harass by reducing its damage. You'll want to take these if you solo top lane against an AD bruiser.
  • 9x Seals of Clarity. This is standard on most caster pages for good reason. Since you have a solo lane, flat mana regeneration is easily outweighed within the first few minutes, and it helps out a lot later in the game when, if you have little jungle control, you may not have access to Blue Buff.

Glyphs:
  • 9x Glyphs of Force. Pretty standard as well, and they work well because, again, you level quickly in a solo lane and can easily take advantage of the extra AP mid- and late-game--these allow you to deal heavy damage without AP items.
  • 9x Glyphs of Focus. Also fairly common on casters. CDR/lvl is not recommended. You can use these if you want to spam your spells more, as the CDR really helps early on.
  • 9x Glyphs of Shielding. A nice investment. These will definitely help you take some hits in mid lane. If you play offensively or just find the extra bit of tankiness more helpful than AP, take these by all means. ALWAYS TAKE THESE VS LEBLANC AND KASSADIN.

Quintessences:
  • 3x Quintessences of Potency. My favorite. 15 AP right off the bat is sexy. With Glyphs of Force, you're a potent force to be reckoned with (see what I did there?) even with just Boots. I just flat (lolpun) out love these Quints.
  • 3x Quintessences of Swiftness. Obviously Anivia is very slow. You can help remedy this with these Quints. With the movespeed buff in Utility, you get quite a hefty boost in your flight speed. You lose out on a bit of early game power, but you make up for it with more roaming ability and you make it a little easier to escape incoming ganks and dodge skillshots in lane.
  • Mix the above two. Maybe have 1 Quint of Potency and 2 Swiftness. Or switch it around. I think these two are the best Quints for Anivia. Mixing them up couldn't hurt.

Summoner Spells



Explanation:

Flash is blatantly obvious. Even after the range and CD nerf, it's still incredibly powerful. It allows for a sudden combo against an unsuspecting opponent, failsafe for when you push too hard and get ganked, allows you to position better in teamfights, helps you land clutch stuns when getting tower dived, lets you go over walls for chasing/escaping/surprise icicle to the face...the possibilities are endless--just be creative!

Teleport is a little controversial. Allow me, then, to explain. It's 100% possible that pre-6 or pre-11, you're forced out of lane and it takes years to fly back due to Anivia slowly flying back to lane (League Logic). How do you recover? Buy your items, Teleport back, and become an immovable object. But that's not where you stop with this skill, oh boy, no. Teleport is not just getting back to lane. It allows you to be anywhere on the map at any time. You can teleport to a ward at dragon to help your team, or a ward in a bush in another lane for a surprise gank, or to a tower being heavily pushed across the map, or split push yourself and Teleport to safety...This skill is so versatile, and it makes up for Anivia's incredibly slow movespeed, and thus, weak roaming power. I absolutely love this skill's versatility. I rarely choose any other spell set over this pair.

Good Substitutes (For Teleport):
A standard on a caster for securing kills after the upfront burst. It works quite well with Anivia because she can bait enemies to commit to killing her when she's low with her egg while she unloads her combo, Ignites them, watches them die, and majestically rises again. It also helps if you're against someone like Swain or Vladimir. I recommend this specifically for solo queue because you want to get the early kills secured to carry. Remember to grab the mastery for it. Definitely a solid summoner spell overall.
Ah, yes, the famous Flash/Ghost summoner combo. It is a great haste for allowing Anivia to keep up with her team or chase down an opponent. It barely helps in escaping, though. I feel Teleport or Ignite is stronger, but it's preference here. And no, you cannot replace Ghost with Flash. I forbid it.
Actually works really well. With Exhaust, you can play the anti-carry role to some extent. In lane, you can use Exhaust to mitigate the damage dealt by your enemy's spells, giving you the upper hand in the trade. It also allows you to keep an enemy in your ultimate for a stupid amount of time, dealing pretty heavy damage. It's worth considering if you expect a tough lane or there are several bruisers that can get in your face. You can also take it if your team just lacks Exhaust. Great choice.
If you find yourself getting caught a lot, then it's a fine choice. You have to get in dangerously close to place your ultimate and use your E anyhow, and if you get stunned it's the end of you--Cleanse remedies that. However, QSS is also a great item to get, as it helps you in lane with MR and eliminates all debuffs and CC.
Despite constant nerfs, it remains a fairly strong spell, as you can both egg bait AND heal bait (try not to heal bait when your egg is up), which is really annoying for the enemy team.
Like Dyrus says, always viable. Especially with GA and Zilean amirite?


Spells that make me want to choke a puppy when I see them on any caster:
This ain't no ARAM guide, bro.
This ain't no Dominion guide, bro.
This ain't no premade-5-push-mid-insta-win guide, bro.
This ain't no jungle guide, bro.
This ain't no summoner spell, bro.
This ain't no Support Anivia guide, bro.

Skills

Passive: Rebirth
Upon dying, Anivia will revert into an egg. If the egg can survive for six seconds, she is gloriously reborn.

Explanation:

This passive is amazing. This is what makes killing Anivia incredibly risky, as if the enemy lacks sufficient damage output, you can combo them back for crazy damage (this usually happens against burst casters who use their ultimates in their combos). If you're getting dived at your tower, stun the guy taking aggro before you go down or wall them in, and you just got a kill for nothing. You can purposely get hit by a killing blow at your tower to regain your health and dominate you lane with your full health bar (be very careful of the cooldown, though--you just lost one of your failsafes). You can bait an enemy very easily in lane for your jungler/team to come in and finish them off. You can draw a lot of focus fire when in egg, allowing your team to hopefully kill the aggressor(s). You can divert focus fire because the enemy just gave up on trying to kill you, allowing you to rise again and continue your reign of terror. You can play serious mind-games with the enemy, purposely baiting them into killing you, but they won't go all-out for it, allowing for some zoning potential just from the thought of it. You can Flash away from a teamfight before getting popped into egg, allowing a safe rebirth so you can come back into the fight full throttle.

There are just too many possibilities with this single passive. In a nutshell, this passive is great for staying in lane, baiting, forcing/diverting focus fire, and securing kills (with Ignite). There are so many possibilities with this passive--just be creative!



Q: Flash Frost
A massive chunk of ice flies toward target location, dealing 60 / 90 / 120 / 150 / 180 (+50% of ability power) damage, slowing movement by 20%, and chilling any enemy it passes through. At the end of its range or if Anivia activates the spell again, the missile detonates, doing 60 / 90 / 120 / 150 / 180 (+50% of ability power) magic damage in a small area and stunning units for .75 seconds.

Cooldown 13 / 12 / 11 / 10 / 9seconds
Cost 80 / 100 / 120 / 140 / 160mana
Range 1100


Explanation:

Your main form of CC and the main reason why you are so feared, especially at level 1. It's a skillshot that travels in a line and through all targets, but does not decrease in damage on subsequent targets. That, in my opinion, is what makes it so incredibly deadly. You can shoot it through Fog of War, you can shoot it through minions to farm or harass, you can shoot it through walls, and you can stun in an AoE while slowing everyone it passes through. The manual and automatic detonations deal the same damage as passing through. This mechanic allows you to deal double damage: all you must do is let the Q get a tick off by passing through an enemy and detonate it right behind them. This will deal double damage (essentially giving this skill a 1:1 AP ratio), and chill and stun the enemy. You can actually get triple damage, but that requires the enemy to get hit by it early and continue walking in the line your Q is travelling in, and then detonating it after the second tick to get a third.
You cannot detonate this in egg form even if it is already in-flight. This is an important note because you may want to stun someone under tower right before you hit egg form, but you'll be unsuccessful (unless they Flash in the direction you launched your Q), as you cannot control any of your spells/summoners while in egg form. It's also worth noting that the detonation by pressing Q again procs a Tear stack.



W: Crystallize
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 25seconds
Cost 70 / 90 / 110 / 130 / 150mana
Range 1000


Explanation:

This skill...is a whole other champion in itself. In essence, use this to isolate/divide teams, disrupt, cut off chokepoints, trap enemies, catch someone out of position, create a gap between you and someone jumping all over you, lead and enemy into your Q, force Flashes, and just create chaos for the enemy while maintaining order for your team.



E: Frostbite
Anivia blasts her target with a freezing wind, dealing 55 / 85 / 115 / 145 / 175 (+50% of ability power) magic damage. If the target has been chilled, they take double damage.

Cooldown 5seconds
Cost 50 / 60 / 70 / 80 / 90mana
Range 650


Explanation:

Your main source of damage. It is an incredible single-target nuke on a pretty low cooldown (with max CDR it goes down to 3 seconds). On its own, this skill is pretty pathetic. Low range--especially bad for a squishy caster like Anivia--moderate damage, above average mana cost, and slow projectile speed. The only reason you want to hit something that has not been chilled is for a scenario like you last-hit a creep with an auto-attack but at the same time another creep is low. Frostbite it, if you have the mana, to score the last-hit. Fairly simple. Another scenario might be you have less than 100 mana and need just 1 last bit of not-your-pathetic-auto-attack-damage to finish off an enemy, so you Frostbite them. Other than that, never use this skill on an enemy who does not have the chill debuff.

How do you get that chill debuff on them, though? Flash Frost and Glacial Storm both provide the chill debuff for 2 seconds and x + 1 seconds (x being the amount of time they remain in the Glacial Storm AoE), respectively. What does this do? This makes Frostbite deal DOUBLE DAMAGE. This is what makes Anivia's single-target burst so immense. This doubles the base damage and effectively allows this ability to scale 1:1 with AP. Going back to the missile speed being slow: if you land a max range Q and the chill debuff falls off mid-flight of your E, you'll do regular damage instead of double. In fact, it is very difficult to follow up a mid-to-max range Q with E if your opponent has Mercury Treads. It's not a huge problem, but it does decrease your harassing (and thus, trading) potential in lane. But slow missile speed isn't all bad. Since the projectile speed is slow, you can get the debuff on them with your R before Frostbite actually touches them, thus dealing double damage. It's a reverse of the former case with your Q: instead of the chill falling off mid-flight, you've now applied it mid-flight. This is best done at max range of E (650) because Glacial Storm's AoE spreads far enough to reach a little over 650. That is literally the only time you want to open up with this skill, and it's unreliable until you grow more comfortable with it. Oh, speaking of which, NEVER open your combos with this skill. It puts you very close to the enemy, so be careful when approaching if you haven't stunned them, or if they can retaliate through the slow/stun (Gangplank, Kassadin/LeBlanc blink/silence, Alistar, Olaf, Cleanse).



R: Glacial Storm
Toggle: Anivia calls forth a driving rain of ice and hail, dealing 80 / 120 / 160 (+25% of ability power) magic damage per second, slowing their movement and attack speed by 20% for 1 seconds, and chilling them.

Cooldown 10
seconds

Cost 75 / 75 / 75 mana

Range 625


Explanation:

Your farming tool. Your zoning tool. Your field control tool. Your "I'm gonna rape that AD carry" tool. Your toolbox to the utility belt. This is THE skill. The true value in this ultimate comes with what utility it provides. AoE slow that applies the chill debuff, and also decreases Attack Speed of all targets within by 20%. I'd like to emphasize the AoE part of this. The AoE range is decently large, so use that to your advantage in fight that take place near or at chokepoints, because you can offensively slow them down for chasing or defensively zone out the enemy from even thinking about going over that path (without wasting/if you don't have the mana for your wall).

Further emphasizing the AoE aspect of this, the damage is, realistically, pretty amazing on its own. Why? Well, let's say you're level 11 and all you have is a Tear + Chalice + Boots 1 and the runes and masteries I use (AP/lvl Glyphs, Flat AP Quints; amounting to 38 AP). Glacial Storm deals 129 damage before MR. In an AoE. Per second. If you have 2 people on top of it (which is common in a jungle teamfight), you're dealing 258 damage per second before MR. At the same time, they're slowed and their attack speed is hampered. It actually deals a lot of damage, but not on one target (unless you stun them inside it, then the damage really shows). Again, it is an AoE DoT, and a lot of people underestimate the damage this skill deals. Use that to your advantage if a bruiser/assassin thinks he can duel you. More on this skill later. Also note that this skill, like Flash Frost, will proc a charge on Tear of the Goddess by de-activating the spell once you cast it.


Skill Order



Level 1 skill: I'll say this much: Never. Take. Frostbite. Flash Frost is very, very good for level 1 fights. The AoE stun and slow is invaluable, especially in the Blue Buff brush, where you can potentially stun 2+ people. It works as a great stopper if the enemy invades your jungle, but the other option, Crystallize, isn't a bad call either. Even at level 1, it blocks the whole path where the enemy usually comes to invade blue (the one nearest middle lane).

From there, this skill order should be pretty straightforward. Max E as fast as you can. You can get W at level 4 if you want, but I find little use for it unless the enemy jungler is someone who has extremely strong ganks. I like the burst you get at level 4 with 2 ranks in both Q and E. Take a point in R at level 6, obviously.

At level 8, there's another fairly significant decision to be made. If teamfights are happening more in the jungle than in lane, then rank up W over Q. Why? Because the more area your wall covers, the easier it is to trap people in chokepoints and block off complete escape routes, such as the Blue Buff ramp towards Baron/Dragon, the tri-bushes in both top and bottom, and many more. This can be cruicial at times for netting kills especially at Dragon fights. On the flipside, if the fights are happening in lanes, max Q next. This is so you can get the stun off more often and it will deal more damage. Not only that, but a larger wall will rarely help you net a kill in lane unless someone can abuse your wall (Lee Sin, Gragas, Shyvana to name a few)

From there, max what you haven't maxed before, and take R at level 11 and 16 obviously.

Combos: What, Where, and When

The term "combo" simply refers to the sequence in which you execute skills. Much like a fighting game, certain combos can be done from certain ranges; they can be used for other setups or just to deal maximum damage or put you in a better position. A little note, I would highly recommend using/adapting to Smartcast with Anivia. It will allow you to execute these combos faster and usually make less room for error as you get used to it.

Basic/Foundation Combos


->


Probably the easiest combo to land properly. Remember, though, to even start this combo, you must get dangerously close to the enemy, so be careful of your target's potential damage or burst. Once you do get in though, you should be able to pull this off no problem, save for a Flash, Olaf, or Master Yi. Not much to say except that this is the bread & butter for newbies. Simple and effective.

->


The combo you'll be using pre-6. It's really your only option at that phase, so learn to land it. The difference between this combo and R -> E is that you can start this combo from ~1000 range and close the gap with little fear of retaliation. This also has the most damage potential because Q and E can both deal double damage at a 1:1 ratio if you land Q for the double hit. Master this combo and understand when you can and can't go in for the E even if you do land Q.

<-> *


A simple combo that provides a solid amount of damage and heavy amounts of CC. It really makes the enemy want to Flash away for sure. The dangerous followups and even leadups to this combo are pretty devastating. Assess which one is more appropriate for whatever situation. -> provides the most damage because you will have a tick or two of your ultimate's damage and slow, making Q a lot easier to land, and the stun will keep the enemy in your ultimate for a few more ticks. If you have Rebirth, opening with R when you're low is great to bait an enemy into a gank from your jungler.

<->


Obviously this combo is not damage-heavy. What it does differently from <-> , though, is that it puts your enemy in a very terrible position if you've walled them near another wall or a group of minions--it will take a very long time for them to get around, which will get you more ticks of your ultimate, and more time for your teammate(s) to get in position. This provides the most effective CC and stalls/baits harder than other combos. Try to use this to force commitment, lock your enemy in when they tower dive you, and much more. Learn for yourself when to use this over <-> ; it'll come with experience.


Trickier/Situational Combos


->


The reverse of your basic combo. This is a lot trickier than the original, which is why it's not merged with it as <-> . Since the projectile speed on E is slow, it is possible to get the debuff on your target with your R before Frostbite actually touches them, thus dealing double damage. This allows you to have an effectively lower cooldown on your E because you launched your E probably .5 - 1 seconds earlier than if you did -> , so you can have the damage of E be on a 2-second cooldown instead. This is best done at max range of E (650) because Glacial Storm's AoE spreads far enough to reach a little over 650. In terms of damage output over several seconds, this is the best 2-hit combo you can pull off. It puts you in a great position (2 sec CD on a massive nuke), and puts the enemy in a terrible one. This combo has the same downfall as -> , however: this puts you dangerously close to the enemy, so be weary of what the enemy can dish out in return.

->


This combo is aimed to lead your opponent into a stun and followup from there. If you know your enemy is running from you, wall near or behind them, and aim your Q to whichever way they walk to land a guaranteed stun. This can be done at a max of 1000 range, which is immense and allows you to stay back in case you smell a bait or just let your teammates clean up. You can followup with E from there to burst them down. This is really effective because if your wall gets behind them, chances are that you will land both hits of Q on them, dealing a great amount of damage--all assuming they don't Flash. This will be harder to pull off at earlier levels when your wall is fairly small, but it's still completely possible. Use this if your enemy retreats from a fight/duel to finish them off or to catch/disrupt someone rushing towards you (*cough*SINGED*cough*). Having said that, this combo is a great chaser and anti-chaser. You'll find many uses for it.

-> ->


I don't know why, but Newnivias can always pull off the -> combo easily and without hesitation. Yet, when they open with Q, they follow up with -> instead of the former combo. Anyway, the reason why you want the combo in this order is because Q can be cast from 1100 range to start off. Now, E has a cast time. Realize this, because if you were to press R right after, the enemy is most likely out of range of R, so you essentially wasted mana and put R on cooldown for no reason. Not only that, but by the time you get in range of E, the chill debuff from Q may have worn off already, so you want to refresh the debuff on your target by using R first. R has 0 cast time, so you easily throw it down before E and the debuff will not wear off by the time your E makes contact. Now that we're through with that, this is the best 3-hit combo you can get. It deals a huge chunk of damage, gratuitous amounts of CC, puts you in a good position before and after the combo, while putting your enemy in a terrible one. The reason why this is tricky is because you have to put yourself in that perfect position by landing your Q from a safe range and not get caught while closing in. That goes for most other combos, but here, I feel, it is more important.

Openers/Approaches

"Approaches" are skills that might help you open up your combo or get you in safely, or just more quickly. I'll list all of Anivia's skills, but only consider them openers for combos that don't have the listed skill as a first hit to the combo. e.g. E is not an 'opener' for the combo -> because the combo itself is -> , so if we put it together, it would be: -> -> , which makes no sense or is just a stupid "combo".

is a fantastic opener without a doubt. 1100 range, making it very safe; stuns in an AoE, allowing you to approach safely; applies the chill debuff, which is awesome for obvious reasons; and it goes through walls--including your own!

cuts off escapes, disrupts, and makes enemy pathing very predictable. A great opener so long as you can land it in the right spot. Almost as much range as Q, and this can lead into Q as well, so use this skill to your advantage when aiming to open up combos.

is just terrible as an opener. Pathetic damage and no CC on its own, so it can't set up for anything.

is a pretty nice opener. Applies the chill debuff in an AoE, deals decent damage, and has a fair range. As I've said before, this puts you pretty close to the enemy. Open with this if catch someone when you're hiding in the brush or they get too close anyway.

Followups/Finishers

is a decent followup if it's off cooldown by the end of the combo, which is unlikely. However, the stun will open up more followups, too, so it's fair. Again, though, it'll rarely be off cooldown unless you did not use it as an opener or in the combo altogether.

is pretty bad unless your teammates are around to make use of it, or you want to followup again with E to stall its cooldown. However, the chill debuff will probably be worn off by then, so there's no real point. Again, close with this when your teammates are around, but otherwise, save it for later (and don't pull a MacLaren).

is definitely the best followup. All of these combos aim to chill the enemy, so there is no time where you should be not throwing this out to finish off a combo. Sure, it's no CC, but it's a true finisher because it deals a superb amount of damage. Always end combos with this if it's off cooldown.

is a decent one, but it has a significant cooldown, so chances are it won't be up when you're done your combo. This is especially true when R is involved in the combo somewhere along the line. If it is, you can followup with this and E for an easy extra combo tagged onto the end of whatever you did prior to it.

*The '<->' means you can sequence it either way: -> or -> .

Item Builds

Starting items:

There are 3 routes.

  • makes you more threatening because it offers some AP and Mana Regeneration, while also makes you a little less squishy to burst with 80 Health. It lets you harass more without draining mana super hard, and you hit harder right off the bat. You are, however, more susceptible to being poked down gradually, so take this against an easy lane. Don't be afraid to bait the enemy into finishing you off just so you can go back into egg, as this refutes all their efforts (and more importantly, their mana) in trying to kill you. A great OFFENSIVE starting item.
  • or . This start is quite DEFENSIVE overall.
  • allows you to sustain a bit more and be more mobile. This is what you'd start with most of the time. It'll allow you to get last-hits in without being punished hard, go in for stuns and set them up better in a shorter time span, and escape ganks with ease. Overall, this route is quite BALANCED.

EARLY-MID GAME OPTIONS:
Fed HARD: [imgsmall=items/sorcerers-shoes][imgsmall=items/tear-of-the-goddess][imgsmall=items/needlessly-large-rod]
If you have around 5 kills and fair farm before laning phase is over, you can just snowball your damage out of control. More AP means easier farming and more kills. If you get more kills, get a Deathcap. If you start screwing up and get too cocky, get an Hourglass. This route's a little risky, as if you don't get Blue, you'll have a hard time pushing and roaming.

Winning lane/Farming Well: [imgsmall=items/sorcerers-shoes][imgsmall=items/tear-of-the-goddess][imgsmall=items/chalice-of-harmony]
If you have 2-3 kills or you're just very ahead in farm, you can continue to just farm with the Tear + Chalice combo: it allows you to push your lane without Blue Buff. Even if you run out of mana when pushing, you can roam to another lane and your mana will be back before you know it. This is the safest route to take.

Boring Game: [imgsmall=items/sorcerers-shoes][imgsmall=items/philosophers-stone][imgsmall=items/heart-of-gold][imgsmall=items/kages-lucky-pick]
Absolutely nothing is happening in the jungle, other lanes, and your lanes. The game is just a farm-fest in general. Take advantage of this and start to get ahead early on with gold items. As stated before, Anivia has immense utility and damage without any items at all, so investing in these babies will make your mid-to-late game beastly.

Behind/Feeding: [imgsmall=items/sorcerers-shoes][imgsmall=items/chalice-of-harmony][imgsmall=items/philosophers-stone]/[imgsmall=items/negatron-cloak]
You need the early magic resist and mana regen from Chalice to help prevent giving more kills to the enemy and continue to farm up. A Philo also helps with this, as it gives you lane sustain, and passive gold income to help farm. Also consider investing in a Negatron--ESPECIALLY if you're against LeBlanc/Kassadin/Ahri--as they will continue to snowball if you don't have one.


BUILD BASED ON NEEDS:
[imgsmall=items/rabadons-deathcap] is a standard item on casters. Huge boost in damage and nothing else. Get this if you are snowballing or plan on building tanky later in the game.

[imgsmall=items/void-staff] is a fantastic item. Gives a solid boost in AP and provides a huge amount of % Magic Pen. This is invaluable late-game. Ideal for a glass cannon damage build.

[imgsmall=items/zhonyas-hourglass] is an amazing item. It provides a good amount of armor and a nice jump in AP. The active is the main attraction, though: it opens up the opportunity for really big plays. It allows you to stall even longer with your egg, give you some breathing time to get your cooldowns back up, divert focus fire, or fake-out a bruiser rushing at you.

[imgsmall=items/athenes-unholy-grail] is the late-game Chalice upgrade. It gives a little of everything you could possibly need on Anivia: AP, MR, CDR, and Mana Regen. The passive is amazing, too, as it will allow you to keep your mana up in teamfights even without Blue Buff. You generally build this late-game, when you really need to upgrade Chalice.

[imgsmall=items/guardian-angel] is a very common item. The passive helps you stall for super long times. It bumps up your tankiness and makes the enemy want to focus you less. You want this when you're relatively fed and squishy or if you're tanky to be even more of an annoyance. It is important that you stay alive to provide as much damage and utility as possible.

[imgsmall=items/frozen-heart] is extremely underrated. CDR, Mana, and another attack speed debuff that's also in an AoE are all amazing stats. Not to mention the 99 armor. The AS debuff is really strong along with the armor to help you stay alive and shut down enemy AD carries. Get this if the enemy has AS-reliant damage dealers, such as Vayne, Kog'Maw, or Jax.

[imgsmall=items/shurelyas-reverie] is what you build from the Philo you may have bought. It is great to round out your utility by giving you (and your team) great chasing power. The CDR, Health, and dual regeneration are all great stats, too. Buy this if your team is failing to keep the fight in one spot or your support doesn't have one (remember: don't be afraid to sell your Philo, and NEVER buy this if you have 2 built on your team already)

[imgsmall=items/abyssal-scepter] is a well-rounded item. It reduces enemy MR in an AoE, while granting you a good amount of MR and AP in return. It's perfect against a double AP comp (or alongside one). This item will usually allow you to duel upfront with another mage. Build this out of an early Negatron or when the enemy squishies get their Negatrons.

[imgsmall=items/archangels-staff] is the late-game item for Tear. Remember that the combine cost is fairly high and you won't get much out of it if you don't have 700+ bonus mana built up. It's mainly a damage item, so get it earlier on if you're going glass cannon, or just save the Tear and upgrade it when you really need to. There's no rush to building this item.

[imgsmall=items/warmogs-armor] gives you 6k+ health, since you get twice your original health pool thanks to egg. This just makes you a massive annoyance and really tanky. The health regen and general staying power from this item makes it so you can continue to throw out spells, which is always helpful. Try to buy this before late-game, as you do need to farm up the bonus health to make the item really worth its cost.

[imgsmall=items/will-of-the-ancients] also makes you really annoying. Getting an early Hextech Revolver gives you more staying power. Since Anivia can kite really well, you can duel others a lot better. You will heal a lot from your ultimate during a teamfight, and the enemy probably won't realize it due to the underwhelming nature of your ultimate. The upgrade to WotA is optional, but keeping a Revolver in your inventory is amazing for mid-game.

[imgsmall=items/force-of-nature] goes hand-in-hand with Warmogs. Do not get this if you don't have a substantial amount of health (at least 2.5k), as the passive will generally be wasted. You run this with Warmogs if the enemy has a very AP heavy team, or if you feel like being a bird of steel.

[imgsmall=items/randuins-omen] builds from the HoG you might have picked up. All the stats are great against an AD heavy team. The AS/MS debuff is really helpful if you're getting kited by the enemy AD carry. However, the biggest reason to buy this is for enemy bruisers that get up in your face: this item will hamper their damage and mobility, making it easier for you or your AD carry to kite and kill them.

[imgsmall=items/banshees-veil] is an amazing defensive item on its own. Do not buy this if you have already built Warmogs--get a FoN instead. The passive on this helps a lot mid-to-late-game. All the stats are very beneficial, but they're entirely defensive (except the mana if you have Archangel's). You can get this early if you've fed the enemy AP and they've snowballed really hard.


EXAMPLE END-GAME BUILDS:

Damage: sorcerers-shoesrabadons-deathcapvoid-staffzhonyas-hourglassarchangels-staffathenes-unholy-grail/will-of-the-ancients

Utility: sorcerers-shoeswill-of-the-ancientszhonyas-hourglassathenes-unholy-grailguardian-angelabyssal-scepter/shurelyas-reverie/frozen-heart

Tanky: sorcerers-shoesrabadons-deathcapwill-of-the-ancientszhonyas-hourglass/guardian-angel/warmogs-armor/frozen-heart/force-of-nature/banshees-veil/randuins-omen

NEVER FORGET: AND ,

The Wall

This section is kind of iffy for me. Mainly because I want pictures in here, but that would make the guide as long as a football field. But honestly, the best way to use Anivia's wall is not by having someone telling you how to use it, but being innovative and creative about using it. That is using the wall to its full potential, in a nutshell. Let me know in the comments if you guys want this section or just a condensed version in the Skills section.



This section will cover several tips, tricks, exploits, and general uses of the wall.

General uses include: cutting off several chokepoints, intersections, ramps, and entrances; creating safe zones, scouting positions and useful brushes the check.

Exploits include: pathing manipulation, leading into Q, reading enemy movement, forcing bad plays.

Tricks include: "Get off my tail" wall, "You must turret dive" wall, "Extra-Super-Long" wall.

Tips include: walling when baiting, walling when leading, walling when cutting off chokepoints, walling your allies, walling in a teamfight, walling in skirmishes, walling in lane, walling buff entrances, walling Baron, walling Dragon.

Winivia's Flock (Teammates)

Note that these are not in any specific order, simply by the tier.

The Great



  • Usually taking up the jungler or support role (sometimes top), Nunu complements Anivia nicely and any AS-reliant AD carry. Between your stun + slow + nuke and his immense slow, your opponent will become very wary and you may even zone them out eventually. Both your AoE ultimates are crazy slows and almost always create a scatter effect in fights because all your enemies want to get out of it as quick as possible. You can also help Nunu land his ultimate on important targets: try stunning and putting your ultimate down near an important squishy champion, or the sole person in his ultimate. Also use your wall to your advantage to help out. Overall, if someone calls Nunu, I call Anivia.


  • Galio is THE Gargoyle you want on your team. He can go top, jungle, or even support. Once the enemy team is busy bashing at the indestructible idol in his ultimate, you're already knocking out their carry cold and chain-CCing everyone else with Flash Frost and your ultimate. But here's the kicker: you can literally divide their team in half thanks to Galio's ultimate. By positioning yourself correctly, throw down a nice wall and proceed to annihilate the solitary. Aside from his ultimate, Galio also provides a nice mini-ghost with his E, which helps you chase. His shield also proves to be a nice buff to your resistances. All and all, a solid pairing with Anivia, and almost any team.


  • He provides a heavy amount of AoE CC and damage, as well as an immense single-target nuke that pierces all resistances. The difference between him and Galio, besides the latter's initiation, is that his CC is mostly disruption and is on as low a cooldown as both of yours. This means the enemy is easily susceptible to constant AoE stuns, slows, and silences. Your stun guarantees that Cho'Gath lands his Rupture, and vice-versa. His silence can allow you to approach an enemy AP carry with zero fear of retaliation. Cho'Gath also maintains constant field control--he keeps the fight in one place and cannot chase, just like you. You are both so incredibly strong together; you keep the playing field in one area. You both may interchange lanes, or he might even jungle--either way, you'll still love having each other on the team.


  • This guy is also much like you in terms of power curve: decent early game, great mid-game and great late-game as well. What's different about him? He has no CC. He is pure damage. This may prove a little problematic, but when mid-game comes around, the both of you put together form an amazing duo. His sheer AoE damage output and your great AoE slows and stuns allow him to unload everything onto an unsuspecting group of enemies. Your wall also isn't a problem for him if you're chasing and you miss or the enemy flashes over, because he can simply use his Valkyrie to bypass it and continue his reign upon the enemy. Because of all this nice AoE, you two are best fit in a comp that capitalizes on this. This combo's effectiveness is not so much as for what Corki can do for you aside from damage, but what you can do for Corki, which is AoE CC. Remember, though, that you also have "tons of damageâ„¢" at your disposal, so don't think that he can be the only damage-dealer on your team.


  • The master of isolation. He can tank all damage, throw a squishy behind him, tank all damage, make a poison trail, take all damage, severely slow the enemy team in and AoE, take all damage, and take all damage as well. When Singed runs in, the entire enemy team runs away. This is exactly what you want to happen in a teamfight. A squishy gets flung back to you and your team? Wall them in (don't worry about Singed). Enemy team scatters? Locate, isolate, and annihilate. Your wall can also be used to help him Fling if the enemy is kiting him. Same can be said for your stun. He'll always be in top lane--though he can jungle--so there will be plenty of opportunities for him or you to gank each other's lanes. In essence, a great partnership.


  • Choosing Gragas as a teammate will inevitably lead you to forming the dual AP solo comp, in which one AP takes mid solo, and the other takes top solo. You both can handle either lanes fairly well. Gragas' massive AoE poke/nuke/AS debuff is absolutely incredible. You both have the ability to destroy an enemy carry's attack speed. Not only that, but you both have such amazing isolation and disruption abilities; pair those together for one devastating outcome in a teamfight. You can provide a nice wall to trap someone, then Gragas can land an easy ult to push the enemy back further to your team. Better yet, though, if Gragas lands a nice ultimate and pushes someone who isn't the bruiser/tank/anti-mage to you, then wall them in for permanent division. You can also chain your stun with Gragas to get a good ult or Body Slam right in and follow up a lot easier. Overall, probably the best pick if you're aiming for the dual AP team comp.


  • My favorite troll. 90% of the time, he'll be jungling. 10% of the time, he'll be top lane. Regardless, the real, obvious attraction to picking both Anivia and Trundle is the double wall. You really want to have Trundle if your team has no solid initiation. Trundle's wall is more spammable and less punishable if he misses it because it usually does not completely deny all access to a chokepoint. The attraction of this passive initiation is that it forces the enemy to be aggressive or do something stupid if they want to start the fight. It's a good idea to have poke champs to make the most out of this kind of playstyle. Trundle has a lot more to offer, though. His Q steals AD from any target he hits, so he can cripple the enemy AD carry or bruiser and you can do so further with your ultimate. Trundle's ultimate melts tanks and makes him tankier; take advantage of this by bashing on a tank if it's too dangerous to tread near the enemy squishies. To sum up, though, Trundle + Anivia + poke champion(s) make an incredible passive-aggressive-poke team composition that is hard to handle.


  • Oh, boy. There is a tank that can (jungle, top, mid, bot) CC down an entire team at least three different times in 5 seconds, and his name is Nautilus. Mr. Bioshock clearly specializes in keeping a teamfight in one area--he never lets any carry even move out of a spot. His Q is an amazing tool in isolating an enemy. Your Q and wall will help greatly in chain-CCing that if the enemy actually lives through his reign of terror for some reason. Also, like Cho'Gath, Nautilus can tank or go tanky AP, but either way he soaks up quite a bit of damage and causes huge disruption in a fight thanks to his plethora of CC options. There's not much else to say except that in my (limited) experience with playing alongside Nautilus, you can guarantee that fights will take place in one spot.



The Good


  • The Big Bad Wolf is a very good partner for our big bad bird. He usually takes the jungler or solo top role. In the jungle, he will usually be sustaining himself until he hits level 6 because his ganks before then are sub-par. However, your hellish amounts of CC can make them work very well to help Warwick close the gap to get the Lizard slow on the target. Once he gets his ultimate, though, chain-CC becomes the name of the game. His ultimate easily allows you to chain your stun and/or wall them in to keep them near Warwick and allow you to get your E off. Not much else of his kit helps you specifically, I'm afraid. Realize that when you pick this pair, your early game will not be very strong, but your single-target isolation becomes incredibly powerful mid-to-late-game.


  • Pretty much the jungling version of Galio with more CC and AoE damage, but less support. Having said that, Amumu is quite weak in the jungle and is pretty reliant on Blue Buff to clear with a good time to start ganking with Red. His ganks are an entirely different story; you both have a skillshot stun and constant slows. In a teamfight, as I said, he's much like Galio. You can put down a good wall and divide entire teams in half. The only difference is that it's a snare, so you can still be attacked, and it lasts .5 seconds less. Amumu usually won't draw focus fire, but he will continue to CC and damage an important target. Help him focus that target down. This little mummy is your friend.


  • This guy is incredible on his own. A 3 second fear (stun), AoE (basically) silence, a "get away from me or else you die" single-target healing spell, and a "come back, the birds are made of candy I promise" ultimate. He's another mage with solid damage and ridiculous amounts of CC. His fear and your stun make for some pretty dead carries. Your wall and his drain make for some pretty dead junglers. Your ultimate and his ultimate make for some pretty dead teams. That's basically it, in a nutshell. Having two CC- and damage-heavy mages on the same team is deadly, because the enemy will HAVE to build against you and not your AD carry. His ult also creates a scatter effect, so you can use this to divide, but you should also try to keep people in his ultimate so his birds can pick at their faces. You can either chain-CC one target, or keep two important targets CC'd in his ultimate. Also note that Mr. Caw cannot chase for his life, just like you, so do your absolute best to keep the teamfight in one area. Fiddlesticks can actually be a "great" teammate, but you both need to coordinate well and you especially need to be able to analyze a teamfight situation carefully with respect to Fiddlesticks in order to maximize his ultimate's damage and your utility. All and all, though, if he's jungling, it's not a bad idea to pick Anivia as well.


  • This guy is in the same boat as Mr. Caw: a CC- and damage-heavy mage just like you. He can chase, but he prefers to keep a teamfight in one area so he can get the most out of his ultimate. Another difference is that he can solo mid or top like you, so you can change if you'd like. Kenny can chainstun an entire team twice, adding onto your AoE stun and wall and AoE slow. Another boon is that he will build , giving you free spell vamp and AP. The main attraction of Kennen specifically, is his insane laning and AoE CC. He's like a Leona that deals damage that works on 5 people. Aside from all this awesome, you don't bring much to the table for Kennen. Your wall is overall detrimental for Kennen. That's not what you want. BUT, remember, the pros outweight the cons here, because your teamfight potential is simply amazing thanks to both of your immense AoE CC and huge, consistent damage output and upfront burst.


  • The former prince of tanky DPS, Jarvan has fallen under the radar quite a bit. He can solo top competently against some champions, or he can play a very good jungle game focused mainly on ganking. Once he survives the laning phase, however, he becomes a very potent threat when combined with our lovely ice bird. The main attraction of this princely figure is his ultimate, which creates a circle of impassable terrain around a target, which can also trap other surrouding allies and enemies. This is amazing for keeping the fight in one place, because you throw down your ultimate right below his, and you're hitting every enemy in his ultimate for a guaranteed 3 seconds (assuming he doesn't break it before then). Not only that, but your Q is so incredibly easy to land within it as well. Jarvan's ultimate just allows you to do anything you want against anyone who doesn't have a portable blink/Flash/Tumble. The only downsides are his weak laning (but he can jungle quite well), and the fact that none of his skills alone (Q armor reduc, W personal shield, E AS buff) are essentially useless to you. Despite this, he remains a good partner for Anivia.


  • IT'S A WAR MACHINE! Rumble usually sits up in top lane, heavily bullying the melee champs rampant there with his Flamespitter. He's a tanky mage that focuses on AoE damage over time. He does not carry any hard CC, but he has a plethora of slows, and once he gets his Rylai's, fights will not move an inch. Rumble's style is kind of opposite to you, unfortunately, as he really likes to chase down single targets with his E. He doesn't provide much for you except that he always builds , which is great in giving you free spell vamp and AP when near him, but that's about it. Why is he good, then? The Equalizer. It's like your wall, but it deals huge damage, can be used from miles away, can be placed in any direction, and makes chasing a whole lot easier. If the teamfight is in a narrow path, it'll stay there thanks to that line of explosive pineapples. That's pretty much all Rumble has to offer, but it is a pretty big deal. He can easily chase down low health opponents you've failed to burst down fully. I still love good Rumble players, though. He's a very solid partner, capable of shutting down those problematic bruisers while providing several other benefits for you.

Early Game

Early game is where you're weak. Despite you being an amazing level 1 fighter thanks to your ranged AoE stun and slow, your laning remains weak at this point. I won't go through laning opponents one by one, but I can break them down into categories.

Skillshot mages (e.g.,,)

Skillshot mages are any mage who use skillshots to harass, deal damage, or proc their CC. Against these mages, it's best to play it safe by staying behind minions, zigzagging your walking patterns when they get aggressive, and stay way out of range. You have 600 auto-attack range; use it to its fullest. Against skillshots that go through minions (Gragas, Brand), you should always be starting and using this mobility to dodge them. Should you get hit, pots are right there to sustain you. If they miss, they are quite vulnerable to retaliation (as are you), so don't be afraid to go on the offensive when you successfully evade. Speaking of offensive, you should be shifting into offensive gear at level 3. Not as offensive as Reginald, but offensive enough that you can put the hurt on the enemy and make them think twice about engaging you. With your E at rank 2, it will deal great damage when your enemy is chilled, so try and lead with a Q (or just walk up to them and Q their face) and bash them with an E for massive damage. Once you both hit 6, you should go back to playing more conservatively. Generally, the ultimates of these mages will often be enough to kill you in a combo, whereas your ultimate is underwhelming in comparison. For this reason, play as you were at levels 1 and 2. If you smell an attempt at engaging, remember you have your Q to disrupt them. If you feel confident, bash them with an E before retreating--but try not to commit, because after you do this, they have all 4 spells up and you have only 2 that deal very little damage. At level 9, you can go back to being the offensive powerhouse you are. With 5 ranks in Frostbite, and your early game core, you can afford to take a beating and dish a colossal one in return. Remember to continue staying behind your minions so as to not take unnecessary damage before an engage. Don't go all out when you're unsure about the enemy team's whereabouts. Generally, laning with skillshot mages should be a breeze, though your low mobility may be a letdown in confrontations.

Short-range mages (e.g.,,)

Short-range mages usually have targeting spells that have less than 700 range that are their main source of damage and CC. Knowing this, your best bet for early levels is to maximize your range and neglect going in close. This should be obvious, but, like with skillshot mages, you should farm with your auto-attack from as far as possible. Some of these mages (Vladimir) don't even have spells that reach 600 range, so you can farm with ease. In this way, you can start with any item and still have the same level of effectiveness. Again, at level 3, you can dish out some heavy harass with your -> combo. Since short-range mages know you will always use this combo against them, throw out one or two to make them think you can't land one for your life. Then, when the opportunity present itself, punish them hard for doubting you. From thereon, establish dominance. Level 6 is even better for you in most cases, as your ultimate has more range than some of their spells, allowing you to get in close and throw out a full combo, which is really devastating at this stage in the game. Keep in mind that since you rely on your skillshot, you must position yourself correctly. A skilled opponent knows this and can go in on you, read your skillshot, and unload the rest of their spells, knowing you can't really retaliate. Keep this in mind if you get caught. The next benchmark, level 9, will present some problems for you. Most champions will have their high damage skill maxed out just like you, so be wary of their sudden jump in offensive prowess. This is especially true for the three examples: Vladimir, Swain, and Ryze, among others. Due to this, you might want to pull back a bit, but keep up your dominance--it is important in shutting these types of mages down, because they can usually snowball out of control due to growing very durable while dealing good damage.

Long-range/poke-oriented mages (e.g.,,)

Long-range/poke-oriented mages have very long range skillshots with (targeted) short-range spells that usually are their main CC or a useful debuff in confrontations. These are definitely some of the hardest mages to deal with, as their constant poke vs your slow movement speed can spell death for you in lane. To help remedy this, are just as effective as they were with skillshot mages. You could even go more defensive with , which would allow you to rush a Catalyst to help you sustain earlier on. By level 3, you can dish out damage, but I advise against it, because they can usually dish out a lot as well (maybe not as upfront burst, but sometimes post-fight poking). Upon hitting 6, you're at a bigger disadvantage, sorry to say, because the enemy's ultimates are, again, helping their damage output and upfront burst combos. At level 9, the same remains true: their main damage skill (usually their poke) is rank 5 and will severely dent you, so evading is even more key at this point. Basically, you'll want to play conservatively against these champions throughout all stages of laning. Sure, you may not net kills on your own, but staying alive and farmed up makes you very effective mid-game regardless. If you can land your Q consistently, you can try and go in for an E to harass them, but this often won't end up in your favor in the long run. The best thing you can do against these mages are to play it safe and get jungler ganks not necessarily to grab a kill, but to force them back and establish some dominance, which is always important.

Pushing mages (e.g.,,)

These mages aim to push the lane with their crazy AoE burst to nuke down minions waves for easy farm, lane dominance, and then usually roam to other lanes. Let me start by saying you can start take any starting item route as long as you play as the items allow you (try not going aggressive with , etc). Before 6, both of you cannot push. They will try, but they may not get all the CS they want. Practice last-hitting under tower to help counter this natural pushing. If you can't last hit under tower, you're already losing your lane in dominance and farm. Once you hit level 6, you can push a lot yourself. Just lay down R, Q, and E down the cannon minion. This becomes especially easy when you have Blue Buff. Usually these mages will use their natural pushing power to roam and gank other lanes. Since you can push back now, their tower becomes open to being pummelled by snowflakes. You also get free CS with no fear of harassment. Not only that, but if you took Teleport, you can easily set up a counter-gank or gank a separate lane. Because they leave their lane, you pretty much by default have dominance, but you must always be aware of how your other lanes are doing. If another lane is losing because of a MIA you forgot to call, do them a favor and push your lane, and go help them out. Since you innately have dominance, go help losing lanes to make sure your laning phase will overall go smoothly and effectively, carrying the momentum through into mid-game. Of course, your mobility is literally zero, but do the best you can. Now, if the enemy is not roaming, but just pushing for CS, you can either play the lane passively and enjoy the free CS, knowing you do insanely well with items and farm, or play it aggressively, capitalizing on the fact that you won't get bashed by minions when going in on the enemy. Be weary of jungler ganks when going aggressive, as the enemy laner will usually retaliate, and a jungler following up will usually kill you. All and all, a pretty laid-back lane to play against, but if they roam, keep on your toes and observe your teammates and your map precariously.

Mid Game

When you hit level 11 and you have Blue, you can push your lane and get 6 creeps worth of farm easily while your opponent tries last-hitting at their tower. You control your lane. That lane is yours. You win your lane all the time. Morgana wishes she could farm as well as you without sacrificing 2 seconds on her snare. You've pushed your lane and gotten your creeps, though. So, what, do you just wait around? No. You can do 1 of 3 things when you push up: Pressure the opponent further under their tower (be aware of where the enemy jungler might be!). Roam around, maybe bully/scout the enemy jungle; this is never a bad idea especially when the enemy mid/top has no vision on you. Farm your jungle with the permission of your jungler. If your jungler is behind and creeps will bring him up, let him take them; if not, free CS for you. You almost always want to do this in solo queue, as your immense CS will allow you to carry games easily.

That being said, mid-game is where the first tower has been destroyed, and that lane now has the ability to roam around, which usually creates a domino-effect where everyone starts roaming (except top lane because they just give the middle finger and continue farming for another 20 minutes). You shine here. This is the phase where you show off everything you worked for early-game. In mid-game, pushing will be abundant. This is fine with you, because you can hold a lane 1v5 with your egg up with absolutely zero problems, scoring free CS and maybe baiting a kill in the process. Roaming and ganks will happens more often, which is cool, because your Q and W are incredible disengage tools, preventing even 3-man ganks from happening.

Dragon is a big objective for both teams right now, meaning fights are surely happening in the jungle. You can get dragon easily with R and E, but save Q and W for when the enemy team closes in. Leave your R under the dragon and cut off the tri-bush chokepoint or the ramp towards blue wraiths or the ramp toward purple's Blue Buff, and Q to stun when the enemy shows up and back off. You make a great scout as well with your wall giving sight--use this behind dragon to spot any attempts at steals or surprise flashes. Your wall is perfect for cutting of chokepoints and providing vision in brushes/areas around dragon, and your ultimate can act as a complete stopper in some cases, but it is generally a zoning tool. Jungle skirmishes usually work out for you if you're not jumped by 2+ people with no teammates to back you up. You may not need to travel as an entire group yet, but travelling in pairs is never a bad idea by any means--it may even net you some random kills you wouldn't be able to get on your own.

You definitely still want to farm as much as possible to complete your items, but helping your teammates out is a crucial part in this phase. If you didn't help your team early-game, you've absolutely got to help them out now. Push your lane, go roam, even if you don't get a kill/burn an ultimate/burn a summoner, just put pressure on other lanes or the jungle. There's no consequence to roaming around (unless you get caught, but you shouldn't because you're buying wards, RIGHT?). Get Blue Buff whenever it's up, and if you're doing well enough/feeling ballsy, invade/contest/pressure the enemy's Blue Buff. Depriving your lane opponent/jungler of their blue is usually pretty crippling, especially if they have a dependence on it (Swain, Karthus). In order to do this, though, you need wards. Knowing where the enemy is becomes more crucial, so grab a couple wards whenever you have the money. Elixirs aren't a bad idea either, especially if a dragon fight is imminent.

Also do not forget how strong any opponent is at this point. You should try to stay away from dueling anyone unless every other enemy is visible on the minimap, as if they aren't, chances are it's a bait and you're going to get ganked (really sucks when you baited THEM with egg to start with). Unless you've had a really good early game, farming well and netting a few kills in lane, 2v1'ing is out of the question as you're not very durable at this point and can't outright kill two people, though you can stall/bait them both if you're communicating with your team.

Speaking of baiting, your egg baits are extremely powerful here if done correctly. Baiting out any enemy into committing to you while your teammates are looping around the back to help you out can usually lead into a free dragon or tower for your team. Since your egg baits shine the most here, this is where you can distinguish yourself as a great Anivia player: properly baiting and playing aggressively when you know you can, but not being stupid and reckless. Having said that, do not be afraid to play aggressively when you have egg up and your team is nearby. You're already changing games with your passive alone--it's insane.

Late Game

At this point, both teams are looking to grab Baron to gain an advantage or bring the game to a close with it. Pushing towers grows more important and more risky at the same time, jungle buffs become extremely important in determining the outcome of fights, and mistakes will have a much greater impact here than ever before. Your team should almost always be travelling together (unless you split push and your Teleport is up), picking off any stray enemy or invading the enemy jungle. What shined in mid-game will shine even more here: a carefully planned egg bait can get you a tower, Baron, or even an ace. Your damage is still very high at this point, and your utility is through the roof. Your roaming and your ability to secure kills when catching someone is just amazing. You can farm and hold 5-man tower pushes single-handedly stronger than ever before.

If you lost early-game and mid-game, you can easily turn it around right here. Your utility alone can swing teamfights in your favor and net your team easy kills. Even if you've been behind in farm and deprived of Blue, Anivia's kit seems perfectly suited to simply adapt to becoming a support-mage like Zilean or Morgana--if you're behind, play just like a support. On the other hand, if you are ahead enough in farm to spare 300-400g, getting an Oracle Elixir, provided you don't already have one on your team, is a fantastic idea. You're usually in the back of fights and poke-fests anyway, and you have a second life via egg. Also, your various disengage tools will allow you to prevent anyone running at you from stopping you from killing wards.

It may seem very vague or abstract to picture, but fights happening at Baron area is a great boon for Anivia. Crystallize, since it is usually Rank 4 or 5 by now, can almost close off the river entirely. This, along with the fact that an ace spells 'gg' most of the time at this stage, makes her wall game-changing. Not to mention her Q is a magnificent stopper in the ramps leading towards Baron, her wall still cuts them off, and her ultimate is still the best zoning tool available. Use all this to your advantage. It's sometimes very risky to turn and fight when you're in the middle of doing Baron. With Anivia, your team should refrain from doing so as much as possible because your spells are made to create a safe zone for your team.

There's not much I can say for late-game; it's just mid-game amplified. Your strengths, weaknesses, goals, objectives, all have been amplified and it's up to you and your team to make the right calls and make the plays on the fly.

Team Fights

This right here is your homeland. Your nest. You have the ability, skills, tools, and power to rule over the flow, the place, and the outcome of teamfights.

As it seems to me, there are 3 general things you need to choose to do before a teamfight:
1) Poke. You have a long-range 1:1 ratio AoE nuke, so you can poke quite comfortably from the back lines. Only use your R and E to poke if the enemy overextends a bit.
2) Stay out of range of initiation. This is incredibly difficult and varies drastically every game and even every pre-fight situation. If Malphite doesn't have Flash, you can stay up a little further than if he did. If Galio has Flash, stay as far back as you possibly can while poking and/or zoning or disrupting.
3) Look for an opportunity to isolate. If you find anyone besides a main tank (Shen, Alistar, non-AP Malphite) getting a little too close with his team relatively out of position/far back, you should try to wall him into your team so you can pick them off or just take them out of the fight. Even if your wall doesn't completely cut off an escape route, it plays a mind trick that psyches the enemy out, making them think that they have to escape no matter what, blowing their Flash, ultimates, etc; all of which give you an advantage in the impending teamfight.

There are 4 basic scenarios with which a teamfight initiates:
1) Your tank/initiator initiates.
2) The enemy tank/initiator initiates.
3) The poke war comes to the point where either team must go in or give up an objective.
4) Your team isolates someone and the enemy team follows up in an attempt to save/support them.

Remember that if you or your team is caught in a bad spot, you have several disengage tools in your Q, W, and R for stopping, blocking, and zoning, respectively. Do not forget about this, as by doing this, you could have just saved your team from being aced!

In each scenario, a fight will break out. Scenarios 1 & 4 are the optimal conditions with which you start a fight. Once it starts, you must judge based on the situation as to what role you must play:
a) Burst mage. Essentially, instagib squishies, cripple the enemy AD carry, CC the important targets, and throw out as many E's as possible. If you take to this mindset, your goal is to deal a lot of damage and, in order to do so, your team has to peel for you if you get jumped on. You usually play this role when you are farmed and know you can deal heavy damage.
b) Support mage. Similar to Zilean, your goal here is to E any target in the front lines, stay behind your team most of the time, and peel any enemy that's on your AD carry--you have quite a few tools to accomplish this, namely, Q and W. You always take this mindset if you are behind in farm and items compared to the enemy's AP/your AD carry.
c) Field controller. I'm kind of pulling this out of my ass, to be honest, but the goal here is to do whatever you must to keep the fight in one area by creating a zone of action, divide the enemy team with a wall if it's off cooldown, and make sure that people who are taken out of the fight never come back (*cough*KASSADIN*cough*). With this mindset, you want to create a zone or space in which the fight continues in and make sure no one runs away or those who do stay away. It's stupidly vague, I know, and again, I'm not sure how to explain it, but there ya go.
d) Rambo mode (otherwise known as Morg mode, Karthus mode). As noted, like suicide bomber Karthus or Morgana, your goal here is to soak damage and CC (which you can do a lot of thanks to your egg!), throw out as much damage as possible, and let your team clean up while you're getting focused. Generally, you don't want to do this in solo queue or a premade team where you have a hard initiate or tank. Don't overestimate the damage you can take, but don't underestimate it either. Also, you may get kited and peeled hard if you Flash in to grab the enemy carry, so be careful if you try that. You usually want to take up this mindset if you have GA, Zhonya's, and your egg up, as you can create a LOT of chaos and frustration for the enemy team, as they want to focus you because of your damage and fight control, but they can't because you take years to kill.

Final Comments

Thank you very much for reading, even if you only read all the highlighted bits.

If you found this guide informative, detailed, and still readable, then please Like it, as it will encourage more people to read it.

I highly encourage comments! I would love nothing more than to hear your guys' thoughts. I'll make sure to respond to all comments.

Speaking of comments, please don't flame me or any other user--this applies to all guides. If the comment(er) is uninformed/troll-ish, just let me deal with it, as I like to believe that I am able to do so in a mature fashion.

This took me months to write and develop this guide to a point where I was actually satisfied with it, so I hope it satisfied you as readers too. Have a good day!

NOTE: It's Jungler on left foot, Top Lane on right foot, Support on left wing, and AD on right wing.

Credits

SwiftxDysphoria for taking the runepage picture while I was gone, assisting me in taking photos, constantly reading and helping me improve this guide throughout the pre-release stage since the beginning, and encouraging me to start this guide. And also Teemo Shroom Teleport ganks stronk.

randomdude8671 for introducing me to League of Legends, helping out in the pre-release stage, and being an awesome duo queue partner.

Team SoloMid for this awesome site, their great guides, and their inspiration.

Tiumus for writing his Anivia guide, which helped me in understanding and playing Anivia.

Change Log

07/19/12 - MASSIVE UPDATE! Revamped the build and item section, made some changes to runes & masteries options, deleted Swain as a good partner, and just generally tried to make everything more concise and readable.
04/27/12 - Guide approved! Will celebrate by making some changes over the weekend!
03/31/12 - Cleaned things up, tried to make things more readable--changed the layout of the Teammates section.
03/27/12 - Guide Released

Comments

August 31, 2012 - 01:24 AM #1

@Dracpher - While I never liked RoA on Anivia, it is still a solid item. The only beef I have with it is that it's supposed to be a offensive and defensive item, but offers little defense. Catalyst is very strong on Anivia for laning, however, and paired with Chalice, it is very hard for the enemy to stop your farming and pushing. It also kind of delays your powerful mid-game quite a bit, because it does not become cost efficient until it reaches full stacks, and even then it offers very little late-game, where you could replace it for a fully offensive or defensive item, depending on what you've built at that point.



However, as I find myself building Tear less and less, I build Catalyst into RoA more and more. Again, it is a solid item, but it doesn't really fit the way I play Anivia, which is full-on damage mid-game.

August 26, 2012 - 11:48 AM #2

Nice guide ;) I got one question though :

So far, I've always been running boots 3 pots, then straight to ROA and chalice.



But your guide never even mentions Rod of Ages. It more or less gives Anivia all she needs; mana health and AP. So why not build it?

Aren't you too squishy early to late mid if you won't build it?



I would love to hear your opinions about RoA after boots ;)





July 20, 2012 - 03:02 AM #3

Changed pretty much the entire build. Would like some onions...er, opinions.

June 26, 2012 - 07:11 PM #4

@afrikanelite, I have been trying out Athene's (and, in general, a new build order), and I have to say it is a great late-game item. I instead like to keep Chalice as it is because its mana regen is all I need, but late-game, upgrading it to Athene's is great. It's not a priority item, though, but it's worth the buy if you need more MR and AP.



@purplecoelacanth, wow that's really weird (and cool)! I will start using that now when I get ganked in the middle of my lane haha. My advice is to use Ignite in solo queue 99% of the time, unless your team has Teemo or something for shroom ganks.

June 4, 2012 - 05:00 AM #5

Did a test recently with teleport:



If you trigger teleport (i.e. click on the tower/ward/minion you want to teleport to) right before you get egged, the egg gets teleported to safety (assuming your egg survives the ordeal long enough)



Pretty funny, but ignite still better imo ~.~

May 25, 2012 - 04:18 AM #6

O hey Kkummar, so i picked up aniva (again) yesterday just to try out the new item on her. idk what your take on it is with anivia but i honestly do like it with her, it's pretty ripped in that in some fights i may end the fight with at least half of my mana maybe even more, it kind of eliminates anivias mana problem l8 game, and with blue bluff it gives you about 35% cdr which is nice to have. I guess i want to know your thoughts on the item and whether u think it's a good enough item to be involved in the core build (i still build cata thought)

April 3, 2012 - 08:40 PM #7

@SwiftxDagger, no it does not. Frostbite deals double damage if the enemy is 'chilled', which is a separate debuff from the 'slow' debuff. Ashe and Nunu apply a slow, but not a chill. Also if you read the skill descriptions for Anivia's R and Q, they specifically state that they 'chill' the enemy. Saddens me, though, because Cass + Teemo + Singed = infinite Twin Fangs. Riot hates birds (I know this because Blue Buff was nerfed, direct nerfs to Anivia + Swain).

April 3, 2012 - 08:17 PM #8

Amazing guide! Not only for anivia but gives a lot of insight on how to play with and against many different champs. Also, does nunu and ashe's abilities proc double damage on frostbite?

March 28, 2012 - 02:23 AM #9

Pretty nice guide, will try it!

March 27, 2012 - 06:43 PM #10

@ima noob1111, thanks for reading it. I have not tried 0/21/9, but I have tried 9/21/0 against a few LeBlanc matchups where my team was overly squishy. I like it in that scenario, but rarely would that happen. Whether it's 9/21/0 or 0/21/9, the main deal is the 21 defense points, which honestly only help in the laning phase, whereas 9/0/21 or 21/x/x help throughout the whole game.

It's fine to rush Tear if your lane is really that easy. I personally prefer getting Catalyst first to ensure that I can sustain myself in lane should the enemy get stronger (Vladimir, for example, only gets stronger as the game goes on, so getting a Tear early could prove detrimental if you let him farm and roam).

About Sorc Shoes: as I mentioned in my description of Moonflair Spellblade, falls off late-game. You can trade it out for any other shoes you like--if you're not worried about CC, you can take Lucidity boots late-game. I suppose it's user preference: utility vs burst. But your argument for being able to E twice in a skill rotation can also be accomplished by Morello's, Glacial Shroud/Frozen Heart, and Shurelya's. With Blue buff and one of these items, you'll be at a minimum of 35% CDR. Seems to me like it's a late-game option for when you may lack Blue buff, but before that it's use preference.

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