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ANIVIA BUILD GUIDE: Mastering Anivia by Tiumus

by Tiumus (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Mana Regeneration(+0.585 mana regen / 5 sec. per level (10.53 at champion level 18))
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
1
Greater Quintessence of Ability Power( +4.95 ability power)
2
Greater Quintessence of Movement Speed( +3% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
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21 Utility
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

Masteries

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21 Utility

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

Change log

Changed the masteries around for the new ones. Also updated the item section.

Updating matchup section. Goldfather did this well so adapting his style. Updated again

Updated Runes

Introduction

Anivia is a bursty caster with sustained crowd control and a lot of unique utilities. She is revered as one of the stronger casters in the game, however she requires a large amount of synergy on her team. Anivia is best partnered with teams that don't chase and fight in groups. She has a large amount of aoe damage, but her main damage will be single target burst. She provides stuns/slows/a wall/pushing/protection to teams. Anivia is often considered to be too reliable upon blue buff. I will explain how I play her at a high competitive level.

This guide is used to show how to play Anivia as a solo que Ap Carry. There are different ways to play her and different build routes to take.

I will also offer some insight on how to build Anivia for teamplay.

Masteries

I will swap between offensive and utility masteries based on how I think the game will go; however, I find the utility tree to be much more beneficial to her overall. She really benefits from the ms and utilty that she gains from the mana reg/hp reg/experience. I actually find the offensive tree to be quite lackluster overall for casters too. I don't feel like typing out the math, but point for point, The mid/late tier utility masteries outscale the offensive masteries quite a bit. The only real loss is the fact the eventually you don't gain anything from experience(being level capped). Anyway, I will still use the offensive masteries if I feel like I'm just going to stomp lane.

Runes

Explanation of runes/masteries/summoners
We'll start with my explanation of runes. I use Anivia's rune page to help set up her early game and her mid game. Anivia is a champion that requires a large amount of mana in order to be successful, therefore most of her early game items will be to set up a large mana pool. I use really aggressive caster runes to counter-balance my end-game emphasized build. The base amount of ap, and the ap per lvl blue will ensure that you can still get those items(tears + cata) that you need for late game while still having an incredible early game. More often than not, a strong early game leads to a strong late game.

As of right now, I still am using these runes; however, I'm considering move speed quints with the changes to the masteries. I also use mixed pen reds, but there is no option in this guide editor.







Summoner Spells

Summoner selection: I choose flash and ignite because Anivia is a champion that is more about positioning than anything else. A good Anivia will not need to use ghost to pursue her enemies but instead will act like a moving powerhouse. You can use flash for those champions who try to escape, and with wall and her slows, it is enough to catch almost anyone. I choose ignite for the aggressive early and mid game that I will talk about a little more in the laning explanation. Ignite makes Anivia's lvl 6 combo deadly to any champion, and adds to her threat. It is important to realize the amount of damage that you have and use her egg coupled with the summoners that you have to get an early lead.

I also take tp on occasion, once again if depending on matchup.

Skills

Flashfrost: Skillshot that can stun, big thing is that it can be an aoe stun, and that it can produce damage twice. Once as the particle passes through the enemy and again after you pop it.

Crystalize: The all mighty wall, maybe one of the highest skillcap abilities in the game. Gives you the power to initiate, protect, isolate, chase, escape, and overall has be very creative.

Frostbite: Nuke, do not use if there is no debuff on your target!

Glacial Storm: Anivia's ultimate, a channel per second that requires mana in order to sustain. Does negligible damage to a single target, but adds up over time in a team fight. Biggest application are the debuff it provides + the slow it provides. Great way to set up a combo.

Passive: Rebirth: basically revives Anivia every couple of minutes makes her a hard focus in team fights.

Item Builds





Starting Items:



Early Game Goals: or Sometimes both

Ruh-Roh I'm behind:

Alternatives: Pretty damn good now that Athenes exists, you can grab this with cata and be fine.

Building from here: ,

Which boots to buy: Most of the time
vs kiting teams
vs veigar and leblanc

Onward!: , ,


So what an item build looks like:


Or




So basically, you can choose to get tear or cata. I prefer cata, but on some occassions where I feel like either
a) It's going to be a long ass game
b) I'm going to get denied blue
I will get tear.


I don't get roa all of th time, but you definately can. The reason I choose to skip roa is because I like the utility that banshees veil gives me for dueling other casters, I also don't think that Anivia really needs the ap that much, you can get plenty of ap from other sources, bveil is real good on her.


Other items: If you've ever seen Froggen play, you should understand why this part is kinda troll...You can really build w/e and still have a unique impact on the game with dat wall.

- long hair, don't care
- idk why not
- team r dumb I push 4u
- lulz cc


Basically any other ap item is fine too. Just read the items and use common sense

Overview of Playstyle

Basically in this part, I'll be going over the strengths and weaknesses any Anivia player should learn.


I'll start by outlining the remainder of the guide:

Early game:

Strengths: Egg, burst, range, zoning
Weaknesses: Escapes, mobility, cooldowns

Mid Game:

Strengths: burst, zoning, egg, pushing
Weaknesses: mobility, mana

Late Game:


Strengths: pushing, burst, crowd control, protection
Weaknesses: mobility, mana

Team fights:

When to, how to, should you?:

Combo's:

Opening a fight:
during the fight:
Prioritizing Jobs:

In Depth: Early Game (1-5)

Strengths:

Anivia's Egg and what this means: Anivia's passive is one of the best passives in game(second to irelia's imo). Her egg allows her to trade hits with ease in a 1v1 lane, and put herself in those dangerous last effort positions(ie; diving a tower to get that last hit, flash out of course :D) The real strength in having an egg though is that either your opponent will or will not respect it. If they do respect it: they often wont play aggressively on you, which will allow for you to zone and get the last hits that you need to be effective late game. If the don't respect it: they will often overpursue, setting up great ganks for your jungler and allowing you to always have that second wind.

Burst: Anivia's q and e are great early game abilities. Pro tip for landing your q in lane: Watch your own creeps, when it looks as though the enemy is going for a last hit, predict the time that they will spend during their animation and use it than. Just 1 or 2 of these combo's can easily push a champion out of the lane.

Range: Anivia's auto attack range is huge!!! people will often ignore this because your base damage is so low, take advantage of that and get your hits in when you can. If you aggro minions they often have to chase to hit you and will reaggro to your creeps before they can even do damage to you, allowing you to harrass very well with auto spam.

zoning:
Zoning mid: as a mid Anivia, you want to stand right behind your melee creeps(always look at the map for ganks/junglers as you have limited escapes) Standing here will let you range to the enemy caster creeps and will close the gap for your q. if you get good with your skill shots you can dominate an enemy solo.

Zoning top: As a top anivia you want to establish bush control asap. Anivia is a great laner, but any enemy with a bit of movement speed can provide huge problems for you top if you do not control the bushes.

Weaknesses:

Escapes: DO NOT USE FLASH, anivia has almost no way to escape a gank early game if you burn your flash and experienced players will gank you all day. Even though you have your egg, 2 enemies will destroy you early game. You want to save flash for either a calculated aggressive play or that last ditch escape, so use wisely.

Mobility: Why the heck do birds fly so slowly? Couldn't tell you, maybe her wings are made of ice? Either way, its very important to realize that you cannot chase/run early game. You very much so want to focus on being a stationary powerhouse!

Cooldowns: Ah, the Achilles heel of casters, the cooldown. Anivia's early game cooldowns are FOREVER, if you waste your q's there is a good chance you will not have success, so make every use very calculated. I recommend using q to last hit caster creeps(if you're having trouble) or denying last hits using the method explained early with timing enemy last hits.





In Depth: Laning

Anivia is a champion with long range, slow auto attack animation, long cooldowns, not a lot of mobility, really only 1 harrassment spell, and a weak base damage. All of this tends to make it very hard to lane with Anivia pre lvl 6.

Last hitting: There are a few techniques you can use to focus on your last hitting. I watch the particles that my minions send out as the enemy minions are taking damage, I usually try to start my auto attack when the creep has about 70hp and I begin the animation directly after a particle has been launched. Another successful technique is using 1 or 2 auto attacks to get the caster line of creeps low, than using q and allowing it to pass through the wave, pop q immediately afterwards.
Harassing: Anivia's long range is useful for harrassment, people often ignore the fact that she can auto attack because her damage is so low, however its actually quite useful. If the enemy champion has any armor masteries or runes you auto attacks don't even do enough damage to aggro the enemy creep waves, which can be beneficial for harrassing. I tend to auto attack every time they go for a last hit, if they are a champion with a fast animation I launch q premptively, if they are a champion with a slow animation I attempt to launch q right as they go for the last hit. Either way, you can follow up with an e and more auto attacks to help punish the enemy champion. Pre-6 it is very possible for anivia to get kills and this will seperate an average anivia from a good one.
Zoning: Described in my early game description.

These are just some more tips to help improve your Anivia game, Anivia is a champion where the little things can make a large difference. Once she hits 6 she's pretty much unstoppable so having a strong 1-5 can seperate you from the pack.

In Depth: Mid Game(6-11)

Strengths: Anivia, in my opinion is the strongest mid game caster! her egg + her dmg + her cc can cause real problems for an enemy team. Having the slight level advantage over your opponents will make you a power house and if played correctly, this is where Anivia can really get your team ahead as a carry.


Burst: Anivia's q + e combo will be very deadly, especially as dragon fights are starting to occur, but at this point you have your ultimate. So, what I recommend for mid game spell casting is to open with your ulti(apply the debuff) burst with e, and use your stun based on situation(interrupting, chasing, protecting, bursting more). Using your ulti first will also make it easier to hit with your q because enemies will be slowed.

Zoning: Anivia's wall and ultimate are great ways to put buffers around your team in these early fights. No melee character wants to run through a glacial storm! and slowing tanks can often counter an initiation really well. Use crystalize to isolate enemies(even if its a tank) sometimes carries will burn their summoners to get over your wall, leaving them vulnerable. Crystalize can also be used to keep people away when dragoning, or checking the back wall.

Egg: Once again, rebirth will make you a great aggressive caster. Chasing enemies for that last hit will often be rewarding when you are egged as long as your teammates continue to fight. Remind inexperienced players that you have an egg and encourage them to keep fighting. Good way to get early kills in fights and than cleanup when egg revives you.

Pushing: This in my opinion is what really sets anivia apart. Use your ulti + q to clear waves in an instant. This will prevent the opposing solo from leaving the lane as well as guaranteeing those last hits. A good tip as a top or mid solo is to push your waves right before a dragon fight to make the other solos either A) lose experience or a tower or B) be late to a fight.


Weaknesses:

Mobility: God damn it riot, birds arn't this slow!!! Anivia will still be having problems with extended fights and chasing. Best bet is to keep some mana for a wall or stun or save that flash again.

Mana: This is about where you start complaining to your jungler for all blue buffs! Anivia is extremely relient upon mana, if you don't have mana you can't do damage :/. This is a weakness because it puts a lot of stress on your jungler, on blue control, and limits teammates from blue as well.

In Depth: Late Game(12-18)

Late Game: Anivia still remains to be one of the best casters up to this point, I'd put her in the top 3 for end game casters.


Strengths:

pushing: Anivia is still decimating creep waves by this point. It's very very feasible to have 300 cs games because of your ability to destroy waves. Use this to keep pressure and help push towers.

burst: Anivia's burst is still good end game. You will no longer be 1 shotting everyone, so make sure to use your damage abilities on the correct targets.

crowd control: This is Anivia's strongest part of end game. It has come to the point where team fights are mostly based off of initiation and focus. Use your wall to seperate teams, dominate jungle fights and trap enemies to or away from towers. Use your stun LAST, always making sure it hits who you want to be stunned.

protection: A new element to Anivia's strengths are her abilities to save a teammate. If you're team fighting correctly, you can wall to save your ad carries or supports, or stun to let your teammates escape. You can still use your ulti as a buffer late game to keep melee out of your face.

Weaknesses:

mobility: Anivia is so damn slow and you still only have that flash. All about decision making to make this not such a big deal. Best way to counter having problems with this is to stay with the team and make sure your pressuring the enemies.

Mana: Even with blue buff, Anivia will be using a lot of mana at this point in the game. If you did not build correctly you could be in a lot of trouble, and joining fights without the blue buff can make you very useless. Therefore Anivia is very easy to counter end game(why she isn't the #1 caster).

In Depth: Team Fights

I'm going to emphasize here that this is where good and bad Anivia's are made. Anivia is a champion with a ton of utility, as such, there are many ways to use her. Making good decisions will come from experience and skill.

When to, how to, should you?: Aka how to think like a bird

The BIGGEST part of team fighting with Anivia. When should you wall? When should you stun? How to do this effectively?

As always there are more factors in the game than I can possibly describe here(i'm lazy) but the major things I will focus on are when to use that wall, and when to use your stun.


Way too often I will see Anivia's opening with REQE, just kind of spamming abilities trying to do damage. What you really want to do, is use your ultimate to set up your other abilities.

One example of this would be placing you ulti down to slow a group, as half of them get through half of your ulti, wall the center. Dividing the enemy team, use e whenever you cam do dish out damage, but save your q for the clutch moments. Now this doesn't mean never use q, however this does mean to use q wisely. Examples of what to save q for: Peelin a ww ulti, stunning a carry, peeling for a carry(stunning someone chasing your carries), in a group in your ulti, right after a wall. A lot of this is hard to explain and unfortunately I don't have any specific video examples right now. I will attempt to add them to the guide :).

Combo's:

Opening a fight: Best combo is r - > w -> q!
during the fight: r -> e sporadically, q -> for those clutch moments


Prioritizing Jobs: I talked about this a little bit before, what will separate good birds from bad ones will be using that stun and wall correctly.
Good questions to often consider going into fights:

Who on my team is squishy? and is it worth peeling?

Who on their team needs to be stunned?

Who on their team will be most countered by a wall?

Is there anyone on their team with no escapes?

Who can I gib?

Is it more important for me to do damage or crowd control?

Is the bird actually the word?


based on your answers, you need to make educated decisions to make the most out of your Anivia.



Some new thoughts:

Still sort of difficult to explain without video(new comp so coming soon!), but I wanted to add some more comments about her wall.

Walling for initiate:
Pretty self explanatory from the title, but I thought I'd list some good times to wall.
1) Separating a tank
Only do this when your team is not highly dependent upon cooldowns. Some side affects of doing this is that the enemy tank may still live, and you may bait your teammates into using spells that they shouldn't on the tank. ie; annie tibbers.






Walling for protection:

Aside from the obvious escape usage, Anivia wall can be used to stop any champion with a jump spell from jumping on you. You'll have to practice, but this is OP.

Picking your teamfight locations:

Anivia is great in jungle chokes and at a tower, use this to your advantage to dominate a fight.

Walling as a stun(you can still do this):

Anivia wall stun is no where near where it used to be; however, you can still use her wall to stun players that arn't actively clicking on you. An example would be ranged carry players who don't spam click and let the game just keep auto'ing for them. Wall will upset the pathing, and because of the programming behind the game, effectively work as a stun.

Abusing the wall and pathing:

You wouldn't believe how often you can completely take a player out of the game using this. Even if walling off a certain section of the map doesn't directly block someone it can still cause their character to walk around confused. Kind of a bug, but worth knowing, and once again. Just practice it.


Anyway videos coming soon!

More on walls

Controlling baron area

[http://img810.imageshack.us/img810/5228/leagueoflegends20110724u.png]
[http://img706.imageshack.us/img706/7970/leagueoflegends20110724.png]


You can see from these two pictures some of the main pinch points for the blue team entering the baron region. These walls would be mirrored in effect if vs the purple team. The point of these walls are primarily for baron baits, baron escapes, or baron control fights. Anivia wall can become better than an ashe arrow initiation in areas of the map like this, especially late game.

The pincer.

[http://img11.imageshack.us/img11/7970/leagueoflegends20110724.png]
[http://img19.imageshack.us/img19/7970/leagueoflegends20110724.png]
[http://img847.imageshack.us/img847/7970/leagueoflegends20110724.png]
[http://img810.imageshack.us/img810/7970/leagueoflegends20110724.png]

Not necessarily the most obvious and immediately beneficial use of the wall; however, wall does give sight and you can use this spell to pin opponents against an existing object, thus bugging their pathing. This can be combo'd with your q for deadly poke/initiation.

The protector

[http://img38.imageshack.us/img38/7495/leagueoflegends20110724v.png]

Late game Anivia's wall becomes extremely large(imba) and can be used to both catch someone on a side overextended or keep enemies away

Thoughts on Anivia's place Aka Matchup Section

Anivia es super stronk, but playing her requires finesse and strong awareness inside and outside of combat. Every lane is winnable, just some are really difficult.

The Hard Matchups



Kassadin is regarded as the real counterpick to Anivia. His q early game makes it really annoying to try to combo him + his passive is going to hurt your damage anyway. He's also really good at following up ganks against you with slow and silence so beware of the janglers when laning vs him. Once Kassadin gets past 6, he's also really annoying vs you. His ultimate makes him hard for you to do damage against and unless he sucks he will most likely be targeting you every fight.

The best way to play this matchup is to harrass him early with auto attacks and try to land q -> e combos after his silence is on cooldown. If you can force him to use his q to harrass you instead of last hit and prevent him from auto-ing creeps he will go oom and you can then begin to put pressure on your lane. Let your jungler know that Kassadin sucks for you and ask for some help/extra awareness mid.

Important Notes:
Bait his early q harrass.
Use your auto attacks to harrass him.
Abuse his high mana cost on q.
You are stronger him in a straight 1v1, abuse that fact and try to win trades with q-e combos after silence.

Verdict:
Winnable Lane but difficult.
Just out-farm him after 6 and keep both sides of river warded to prevent him from roaming freely.

Items to consider in build:
build instead of

build instead of




Fizz is really annoying champion for anivia, just because pre-6 if they're good they can just e your damage. I like to play him similar as kassadin, Harrass a lot with auto attacks and try to combo when he's being silly. This is a heavy skill matchup. Another problem with fizz is he's really mobile and ur a slow bird, after 6 he has a really easy time killing you with jungle ganks + sharks, so care.

The best way to play this matchup is to harrass him early with auto attacks and try to land q -> e combos before he makes an aggressive play. After level 3 you need to switch ur style because he'll have his kit if he knows what he's doing and can win trade with you. You now need to try to bait his e and just farm safely. If you manage to get a gank or bait his e, you can kill him, but otherwise your goal is to just push him and out farm him.


Important Notes:
Fight before level 3.
Play passive and let him make mistakes after wards.
Care for jungle ganks and ask for counter ganks early
Push him post 6.

Verdict:
Winnable Lane but difficult.
Just out-farm him after 6 and keep both sides of river warded to prevent him from roaming freely.

Items to consider in build:

Skip and grab 2 x



Talon is a physical casters/melee assassin who has a silence and a gap closer. Both of these things make it really difficult to play vs talon. Talon's ultimate provides for huge amounts of burst + good escapability and gives him the ability to duel you after 6.

In laning phase you can fight talon pretty well for a few levels, but once he gets to level 5, his damage is going to become too much for your egg combo to handle. The one thing about this matchup though is that you can completely avoid all fights with him if you position correctly, since your range is > his. Also, if he uses e to jump on you, he's going to become very vulnerable to ganks before he has 6, so use that to ur advantage if you think you can pull off a gank.

Important notes:
You outrange him, just play passive and push him after 6, wait for your teammates and work with them to kill talon.
You can trade with him, AFTER his e is down, or BEFORE he gets e. he wont have enough damage until level 6 to kill you.

Verdict:
Tough matchup, he can snowball hard against you. If he doesn't snowball though. You win.

Items to consider:
You can start cloth 5 if you'd like, but boots will be better for avoiding ganks and he probably wont trade with you that much. Either way, this item is cheap and will significantly help versus him.
Works well vs him, as it is going to make you very tanky and banshees wont be as useful versus him.

Common Matchups



Cassi is a really really really stronk sp mid. But as a bird, you eat snakes. Focus on trading with her at every turn, you need to outplay her and juke super hard, but you should dominate her pre 6. The only thing she can do is push against you if you're playing it correctly. Post-6 you stomp her with your egg up. If your egg is down its an even match.

Your best bet here is to try to trade autos with her. You want her to use a lot of q's early by forcing her to think she has to. Her damage is really mana dependent early and doesn't actually trade very well since you have egg. If you can land your stuns you can win. Once you hit 6 you just need to be more aware for ganks and poke at her. If you can bait her ulti with poke and turns(so it wont stun you) you win this ezpz.

Important Notes:
Bait her early q harrass.
Use your auto attacks to harrass her and time your stuns, she's usually pretty easy to hit just because of her kit.
Abuse your egg in this matchup and let junglers know to be ready because you are playing aggressive.
You are stronger her in a straight 1v1, abuse that fact and try to win trades with q-e combos while juking.

Verdict:
Winnable Lane, beware of janglers.
Try and battle her, be aware of jungle and keep pushing back post 6

Items to consider in build:
No influence on items, go with the pace of your gold instead



Morganna is really weak versus Anivia imo. Her kit lends for her to only try to push vs any laner. Because Anivia has an egg and can handle the early push(until 5, but then ur almost 6 so np) fairly well, you can outplay her.

One thing to note about this matchup is that morganna is even more relient on hitting her skillshot then you are early levels. Your skillshot also goes through creeps and hers doesn't, so this gives you an advantage when positioning comes into play. I try to battle vs morgannas, especially after 6. All of her spells are so gimmicky and can be outplayed, just as always watch out for janglers lurking in the river.

Important Notes:
You are a stronger champion early, mid, and late game
Her dmg has long cd's, just juke it
You can shoot through creeps she can't
you can break blackshield before stunning her.
Attack creeps to keep up with her push attempts.

Verdict:
Winnable Lane, beware of janglers.
Try and battle her, use good positioning.

Items to consider in build:
build instead of




Gayest champion in game, requires little skill to play and aggravating as hell in solo que, because he will never beat you; however, he will try to beat your teammates.

Early game try and harrass this homo, you can kill him with 1 combo cuz he's a weakling. He has strong ability to gank you with a jangler so care for that, but if you can dodge his q's he has pretty weak damage. After 6 just walk up to his face and fling ice spears into his eyes, hopefully you just 1 shot him cuz he deserves it.

Notes:

You stomp this guy, let him know it and keep pressure on him at all times.
He's just going to try to push you because that's all he can do, harrass him when he is selecting cards
super duper squishy
constantly spam ping your teammates to let them know when he's mia.

Verdict:

Gay champ, you'll always beat him, but sometimes he beats your team.

Items to consider in build:

Always get if you're ahead, its easy for him to harrass your blue.



Classic matchup: fire vs ice. Brand has strong burst and good range + his spells dont' require a ton of positioning so its very easy for him to just play safe and farm. A good brand will battle you pre-6.

Your job is to just farm pre-6 and stay alive. His range is op + his skill shots are easier to hit then yours. He also has the advantage of having 3 dmg skills while you have 2. Just farm vs him and try not to get pushed too hard. You can both kill each other with jangle ganks, but care for his ulti when past 6. Your best bet is to just catch this guy alone in a space where he can't flash away. Since his ulti requires bouncies you can usually win but its iffy. Skill matchup

Notes:
Stronker then you early, but also squishier
he has potential to push and zone you
fight him at 6, you're stronger

Verdict:
Skill matchup, very winnable, also very losable.

Items to consider in build:
build instead of
if there is another skillshot relient champion as well.




Annie is a champion with high burst and initiate, she does very well against you pre-6 but after that can be killed pretty easily. You have to be careful because your egg will not save you from tibbers; however, with some help she's very easily countered and in team fights you should dominate her because of her range.

Laning phase pre-6 you should be ok. From levels 1 to 3 she will not harrass you because its not efficient for her mana pool and too early for her burst, so you should be trying to force some harrass here. She's the only caster with longer auto range than you so keep this in mind when harrassing. If she's playing greedy with her q farm, you should have no problem landing ur q-e combos'. Around level 5 you need to let your jungler know she may try to burst you. If you can poke her before this and use ur pots wisely you can our lane manage her just because of the range in ur kit.

Notes:

You beat her 1-4
Care for her burst at level 6, she will need to begin to set it up at 5.
Don't let her hit 6 first, she will abuse this is she's good
Ask jungler to lurk as most annie's will tunnel tibbers when its up

Verdict:

Tough lane at first, but definately you get the edge mid and late game. She's a strong initiator but other than that, you bring much more to a team. Use your range and play wisely, you win most of the time.

Items to consider in build:
build instead of



This champion is super skillshot relient, she's has great mobility which can be a bitch if you don't have another hard cc to help you out.

Laning vs her is pretty easy, she really isn't bursty enough to ever kill you without a gank, so I try to use this to my advantage(+ u have egg :3). If you can manage your positioning you should dominate lane vs her. Where you will have a problem is in team fights. She's super mobile and has great range, making it very hard for you to counter her if her positioning is good. Save your q for a follow up cc if she is high priority at that stage in the game since she's so mobile. Don't even bother trying to wall her ass unless you've seen her ulti go off, it will screw you more than help you. She plays sort of like tf where it can be a bitch to deal with her ganking your teammates during laning phase since her ganks are so stronk.

Notes:
You crush her 1v1
She really can't kill you without help
She's super mobile
Keep warding under control and manage her ability to roam

Verdict:
Skill matchup, try to pressure her super hard and you can win. She ends up being really squishy if you can ever hit her so just pay attention in fights.

Items to consider in build:
instead of her spell spam makes it useless
Consider



Gragas es super stronk, he has high mobility, great burst and low cd's. He also counters anivia really well because his range is huge and his initiation is strong.

In laning phase you can't really stop gragas from farming once he gets ap, he'll also be able to roam better then you and farm jungle faster then you. From levels 1-5 you can duel him fairly well and in the 6-9 range you can still manage to fight him just fine. The real part of the game where he counters you is the teamfight. He plays sort of like ahri, where you just have to time everything really well and almost wait for him to make a mistake, otherwise he will have a larger impact then you.

Notes:
Super mobile
Great burst
Lane aggressive early because he's melee, but beware his sustain is op
his damage is skillshot relient, be focused on evasion and do damage when you can

Verdict:
Skill matchup

Items to consider in build:
because he is a tough matchup I usually grab at least 1 with my cata instead of



Malzahar is underplayed at times, but is an extremely strong and underrated champion.

Pre - 6 he's just going to push you if he knows what he's doing, he can't really fight you but he can just dodge your shit and try to harrass you with his damage over time spells. The way I usually play this depends on who I'm vs'ing. If they play aggressive, you fight. If they play passive, you farm.
When teamfights come around, I think anivia brings more gamebreaking spells to the table, but if they have a team with good orienting around being a front line, malz will wreck you because of the range of his silence. Try to poke him with r-e at 6. You can definately kill him and he's pretty squishy but the way his skills work, if he's good he'll always be safe.

Notes:
Counter-play their style
Auto attack to keep up with his early push
Care for jungle ganks after 6 and his burst can still kill you with egg.

Verdict:
Sort of a counter, but you can win.

Items to consider:
if he's tunneling you
you can skip entirely and go x2 + if you'd like.



Xerath is a bursty long range caster with a really powerful stun. His laning phase is of one of the best in the game and his level 6 ability to punish you for bad positioning is really strong. Before level 6 I like to play aggressively and trade with this guy. Despite his power, you should definitely win trades as long as you're hitting his skills, and his abilities work inversely to yours(you stun then dmg, he dmgs then stuns) which will give you the win in trades as long as you make the move counter to his e. After 6, you can push on him all day and basically dominate the pace of the game. As always watch out for jungle ganks, your egg wont save you 1v2, but will 1v1(pre6).

A huge advantage of Xerath is that if you have time to position he outrages basically every champion in the game. A key to playing vs him is to deny him vision. For teamfights you want him to have to keep moving because this will disable his ability to seige up and really do lots of damage. If you can get in his face, you can rape him. People do not itemize to duel casters on xerath, and because of his passive providing no benefit in protection from you, you should be able to 1 combo him e-r, q-e.

Notes:
You win trades, but care for jangle ganks
You can outpush him at every stage of the game(if this is how you feel you need to play it)
You can outduel him
Attempt early oracles for best results

Verdict:
You win this matchup, but it can be a bitch if his jungle helps him.

Items to consider:
works because after his combo, his damage is pretty meh. And if he's using all of his shit on you and still winning the game, you either got caught or its over anyway.





Gameplay footage




Another video via lolreplay

http://www.gamereplays.org/leagueoflegends/replays.php?game=66&show=details&id=235618


Probably really shitty quality and no audio.

Closing remarks

Remember to take every thing here with a grain of salt, I hope that this guide was helpful and at least it illustrated how I like to play the bird.

All-in-All

I hope this guide doesn't make you too good of a bird player, because they will nerf her :(

Enjoy and feel free to add me in game: Tiumus

Comments

October 3, 2013 - 09:59 PM #1

What do you guys think about this item progression? ROA, boots, Athene's, L. Torment, Armor item (Hourglass, FH, IG), Voidstaff? What about Frozen heart/Iceborn G. on Anivia? They allow her to hit 38-40% cdr with Athene's+masteries. Also what is your opinion on taking Lichbane to do more damage/push harder late game?

May 3, 2013 - 07:07 PM #2

This Guide rulez so hard haha i have every game around 15/2/10 xD (Before i had maybe 7/3)



MS Quintessences are perfect on Aniv (i just got 3 instead of 2) And the 21 in Utility are needed alot, so you can boost your MS from 370 up to around 400 just with runes and masteries. You can poke so easylie with r,e Comb that you won´t believe it :D

February 14, 2013 - 05:29 PM #3

masteries and their explanation doesnt fit together? :O

January 20, 2013 - 10:53 AM #4

0-9-21 only with his current rune set (MS quints) bc they synch together



Anivia is slow as hell but extremely powerful (high base dmg + scale). One of the biggest problems with her is that she can't follow up on her Q/R with her E sometimes since most opponents are faster (higher base MS) and gets out of the way quite quickly. Not all the time, but enough that it can make a difference at higher play levels. So its better to do some damage than to miss out.



Positioning is also incredibly important, so MS helps out with that. Also makes it easier to chase enemies (sometimes I even get boots of swiftness instead or sorcs since it has a second effect of reducing slow) and gank/countergank for your teammates.



TL;DR: helps land nukes, helps boost utility (positioning + ganking), only use w/ MS quints



*21-0-9 obviously still works if you're aiming for primarily burst damage, but considering that most Anivia's dont even build AP until at least mid game, it really only helps her late game. And if you wanna play all burst, then you should be playing Annie or smth anyway...

January 6, 2013 - 08:25 PM #5

why 9-0-21 ?

i run 21-0-9 and it works fine. Expalin us plz

anivia loses to kassadin ? nah ... just q-e after silence end and you are good ..after level 6 its another story

January 3, 2013 - 10:04 AM #6

Any specific reason why you take a full 21 in Utility rather than a typical 21-0-9 mage page? Do the benefits of the Utility tree really outweigh the Offensive tree? I've played several games as Anivia with 21-0-9 masteries (and no prior experience, free week OP) and it worked extremely well, so I don't see what's so good in the Utility tree outside of the +5% EXP and MS. Pickpocket is nice, but really seems rather superfluous. The high-tier Offense masteries feel too strong to ignore. Someone enlighten me?

December 11, 2012 - 06:38 PM #7

@Tyman2007

I don't recommend Anivia players to buy Rhylais early game...

Where did that come from?

She relies on a tear, but a tear is only worth to get if an Anivia is winning her lane.



Liandry's doesn't offer that health... 200 compared to 500 health is almost nothing, Anivia is 1 of the squishiest champions on LoL.



Liandry's: Getting easier nuked down but more damage.



Rhylais: Harder to get nuked down and more CC to be able to escape even better.

That means Rhylais is more for a teamplayer Anivia, right?

The extra slow means harder to nuke down not only you but even your teammates!



I agree, Liandry's deserves a place for Anivia! :)



I'm just wondering why almost nobody writes about Rhylais in their Anivia guides. They could they at least tell what they think of it, what extra it gives, and so on D:



Because many people I've played with have claimed trash such as "Rhylais doesn't stack with Anivias slows" etc.

Test or find proof, my recommendation!

December 11, 2012 - 10:35 AM #8

The only real problem w/ Rylai's is that there's no real room for it. Anivia is extremely mana hungry and relies a lot on early game mana items (Tear + Chalice) and w/ the new items (Liandry's Torment) there's really no room to put it.



The main problem is that w/ 500 extra health, it won't matter late game as you won't have any resistances to back it up and you're bound to get nuked down really hard regardless, which means its primary use would be for laning phase.



Liandry's Torment offers that health, but the slow + wall + stun should be more than enough as you will have cooldowns to deal w/ after that, so you don't need the extra slow from Rylai's. On top of that, you will deal a lot more damage w/ the % health effect from its passive, and with the extra spell pen.



The point of what I'm saying is that the point of the game when you get your core items is the point of the game where the stats from Rylai's becomes negligible. It's simply outclassed and better on other champs. It's not even really a situational item. It's not a bad item, but like I said, it's outclassed.

December 3, 2012 - 06:00 PM #9

Why Rhylais not recommended? I tested Rhylais on wolves and here is the result:



1. Without Rhylais: FF/Glacial Storm: Wolf movement 441.

2. With Rhylais: FF/Glacial Storm: Wolf movement 423.





3. Your E slows much more then your FF/Glacial Storm because it's single target spell.

Akali with 375 movement: Frostbite(E) on her: 244 movement.



All this proofs that Rhylais has everything that Anivia needs.

500 Health, she's squishy.

80 AP, why not for an AP carry since it's alot anyways.

Extra slow for FF/Glacial Storm, you can save yourself or your team mates much easier and better, and catch your enemy/enemies much easier.

And it could be nice with some extra slow after using FF/Glacial Storm because then Frostbite do even more slow!



I also tested some other things. Anivia doesn't make double damage with Frostbite if the target is slowed by Frozen Mallets passive, is that something new?



I'm not sure if it does make double damage by Nunus, Sejuanis or other champions Slow effects, do you know? :)

November 28, 2012 - 04:50 PM #10

wall first time at level 8? no magic ressist runes? really?

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