Anivia Build Guide

Fear The Snowstorm!

Updated 2 years ago
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

[center][imgext=][/center] Hello everyone and welcome to this basics and advanced tactics guide to Anivia. I will update this guide every day, taking care of newest changes to the meta and changes in the items and/or champions. Links to newest patchnotes are here aswell. Latest Patchnotes: [imgext=] Why would you play [imgsmall=champ/anivia.png] since this meta is so strong with champions like Ryze, Twisted Fate or assasin mids like Ahri, Zed, Fizz or Kassadin? The reason is kind of a simple one - Anivia has a very very high base damage on her abilities and they scale extremly well with AP while dealing a great amount of AOE magic damage. Her lategame is one of the strongest AP carry lategames in LOL since she can build tanky and still deal a whole lot of damage with her combo. Read more to her Pros and Cons in the following section. [center][imgext=][/center] I am an EUW lolplayer and my ingame name is now RageousTrace (changed it from TyrannDesNordens). I started playing lol in season 1, I´ve been at 800 elo once and I know that feel in the trash bin of the league. I saw players playing AP Olaf, I saw them playing support Xerath. What I´ve learned is that there is no such thing as the ONE and ONLY META. Some champions might be not as strong as others but if you know your champion perfectly well you can win games with EVERY (yes i mean EVERY single one, even Heimerdinger before the rework came over, Zilean or Poppy) champion in League Of Legends. So don´t even start commenting like OMG Anivia out of META omg rofl so useless. In Season 2 I was the only one playing jungle [imgsmall=champ/xinzhao.png] in my circle of friends and still owned with it (even though it was the support jungle META, Alistar, Amumu, Nunu, Maokai, stuff like that). Today I am in Diamond V, had an insane win streak in the last few games bringing me from Platinum IV to Diamond V now in one week. [img=] You can check out my profile on lolking aswell using the following link: [center][b]If you're interested in a German stream featuring permanent commentary and tips while answering any question you may take a look at my stream:[/b][/center]

[center][img=] [img=items/ruby-crystal.png] [b]Health - Health per level[/b] [img=items/ruby-crystal.png] Well, 350 health is close to 0. Beeing one of the lowest health champions in this game (lowest HP at start has Lux with 345 and you´ve got 350, that´s only 5 HP more) you should really watch out in the early game to not get melted by champions like Kha´Zix. The health per level is also not much, compared to other champions in the game. This shows that Anivia is not made to tank stuff, what leads to a very important positioning in the different game phases. [img=items/sapphire-crystal.png] [b]Mana - Mana per level[/b] [img=items/sapphire-crystal.png] Anivias base mana and mana per level are avarage for a ranged spell caster but due to her high ability costs (even though she got buffed since Riot recently reduced her spell costs) you will still have mana problems eary if you don´t take care of your MP. Make sure to not randomly combo into nowhere trying to hit people that are out of range or can dodge easily - with Anivia it´s important to only cast spells onto enemies when you´re sure you´ll hit them since a miss equals a big mana loss for nothing and you´re not a spam caster like Ryze or Karthus. [img=items/negatron-cloak.png][img=items/chain-vest.png] [b]Armor and Magic Resistance[/b] [img=items/chain-vest.png][img=items/negatron-cloak.png] Anivias armor at level 1 is very low, even if you consider that she has very high ranges and is an AP mage caster. Playing against champions like Zed or Pantheon is always playing against a counter simply due to this fact. In most cases you have to be aware of the enemy jungler ganking you early since most of the common junglers deal at least a little physical damage and this will hit you hard. The armor per level is pretty standart and doesn´t allow you to play less careful later on at all. Like all other champions Anivia has a base magic resistance of 30 and doesn´t get any Mres throughout the game without building it in items. Rushing either health (Catalyst) or Magic Resistance (Chalice) is a good choice in most cases though and allows you to play a little less careful overall. [img=skills/ashe/p.png] [b]Range[/b] [img=skills/ashe/p.png] Anivias auto attack range is higher than the standart ranged caster range. With 600 range points she can auto attack harass enemies like Zed (melee) or even other ranged champions with less range (Ryze) while they´re unable to trade with you. AA poke tip: Wait until one of YOUR minions is close to death, your enemy will step forward to kill it and you can AA him while he´s last hitting the minion (therefor he can´t trade with an AA). This can be also used to land safe Qs followed by your E. [img=skills/tristana/q.png] [b]Auto attack projectile speed[/b] [img=skills/tristana/q.png] Anivias AA projectile speed has recently been buffed what kind of makes me cry. Before it was rather hard for new Anivia players to last hit but you can learn this. With the buff to the speed Riot removed a poking possibility that was really great to use on Anivia - your AAs were flying so slowly that you were able to attack your enemy without getting minion aggro because you were able to walk away from the minions while the projectile was in the air. After the patch her AA projectile speed is kind of avarage for ranged mage casters. [img=items/boots-of-speed.png] [b]Movespeed[/b] [img=items/boots-of-speed.png] Get some new shoes Anivia! As allready mentioned in different chapters above Anivias base movement speed is kind of nothing. Having only 325 MS at level 1 is very shitty simply because it makes it harder to dodge skillshots and you´re extremely immobile due to your lack of mobility spells buffing yourself (no MS boost, no port, no blink, nothing). Due to this being REALLY careful with your positioning and your potential in fights is essential while playing Anivia.[/center]

[center][imgext=][/center] [center][title]Calculations[/title][/center] As i´ve allready said my first prefered itembuild on Anivia is a tanky mana/damage mix. It provides heavily defensive stats while you can dash out tons of damage with your R-E combo with only; around 400 AP and 40% magic penetration. I used Mokulu´s League Simulator ( to show you the stats with a full itembuild. BIRDWAY 1 [imgext=] - Offensive - As you can see you´ve got 433 Ability Power with AP Glyphs only. AP Quints would make this value even higher. With your 43 + 40% pen (this seems to be wrong since the Void Staff provides 35% and the mastery skillpoint another 8% but whatever) you will hit like Chuck Norris with your R-E combo and your damage per second with your AOE ult will explode. - Defensive - Your health gets a nice little boost from your Rod of Ages but it´s still not much so be carefull with rushing directly into your enemies faces since you dont have ANY escape tool except your wall that can be passed with nearly every blink or jump. On the other hand you got f*cking 200 armor what means you ain´t a oneshot target for their bruisers or AD carries anymore what´s a very nice boost since your mobility is extremly low in comparison to other champions. But even with an Abyssal Cepter your Mres is less than 100 so your team will definitely need a Solari even though you´ve got the shield from Seraph´s active. - Utility - If we take a look at the Utility section we see a negative characteristic of Anivia, even with MS Quints her Movespeed with Sorcerers Shoes is less than 380. Thats nothing in lategame so your goal has to be slowing down the enemy team to your level so your team can deal damage to them and prevent them from running away or chasing you or your team down. The second way I realy enjoy playing is more damage focused and works better if you feel like you´re the one who gotta deal the main damage in your team. BIRDWAY 2 [imgext=] - Offensive - Well 650 Ability power combined with your 1/1 stacks - beast. - Defensive - Your health gets a nice little boost from your ROA but it´s still not much so be carefull with rushing directly into your enemies faces since you dont have ANY escape tool except your W that can be passed with nearly every blink or jump. With this build you have nearly the same amount of armor but way more damage aswell so you gotta be carefull while your Hourglass isn´t up. Use it wisely. Still you will need the Mres from an Abyssal Cepter if the enemy got a hard hitting AP carry. - Utility - If we take a look at the Utility section we see a negative characteristic of Anivia, even with MS Quints her Movespeed with Sorcerers Shoes is less than 380. Thats nothing in lategame so your goal has to be slowing down the enemy team to your level so your team can deal damage to them and prevent them from running away or chasing you or your team down. Boots of Swiftness can be a good idea if you realy need the extra movespeed.

[center][imgext=][/center] [highlight]Pros[/highlight] - High base damage with skills - Very well scaling into lategame since her AP ratios are high - Extremly fast waveclear post-6 - Insane lanecontrol - Can change teamfights with a well placed wall [highlight]Cons[/highlight] - no mobility at all - close to 0 base movespeed, no jumps or blinks, no movespeedbuff - Mana dependent = early game useless after 3-4 combos and blue buff dependent post 6 - Very hard time farming pre6 since she got no farming tools except her ult and her autohits don´t deal alot of damage and fly freaking slow - Stun´s flying very very slowly and is a skillshot - train shooting into your enemies path of running

[center][b]YAY! Anivia got buffed! Let´s hope people give her another try![/b][/center] The changes: [.]Basic attack projectile speed increased to 1400 (from 1100). [b]My opinion[/b] - This is a buff for people that have to learn how to last hit with her, last hitting gets easier when the projectile speed is higher because it´s less hard to calculate when the attack will hit the minion. For skilled Anivia players it´s kind of a nerf due to the fact that poking without getting minion aggro is harder now. Before this change you were able to hit an enemy without getting minion aggro, this is probably over now. [.]Flash Frosts mana cost reduced to 80/90/100/110/120 (from 80/100/120/140/160). [b]My opinion[/b] - Simply a mana cost reduction and a buff to her late game mana efficiency. [.]Crystalize´ mana cost reduced to 70 at all ranks (from 70/90/110/130/150). [b]My opinion[/b] - Also a simple mana cost reducion and a great buff to her mid/late game experience due to the fact that you can easier use the wall without getting instantly oom. While people tended to not use it due to the high mana costs it now should be more affordable to use it. [.]Glacial Storm now displays a warning particle over Anivia that only the Anivia player can see when she is close to the maximum range of her ultimate. [b]My opinion[/b] - This is a nice \"add-on\" for people playing her for the first few times. It should be easier to learn her ranges now.

[center]Anivia Champion Spotlight[/center] [youtube][/youtube] This is a great video of the things you can possibly do with Anivias spellkit. Froggen is able to nearly 2 shot Corki. When he gets ganked by Thresh and Aatrox he perfectly combines Flash and W to escape and kites them down with his slow abilities (R/Q). A perfectly timed Q-E combo executes Aatrox while Thresh wants to help his jungler and gets baited into Anivias R. [youtube][/youtube]

[imgsmall=champ/ahri.png] [highlight]Ahri [/highlight]- [imgsmall=skills/ahri/r.png] - very hard to interupt but possible, use your [imgsmall=skills/anivia/w.png] WHILE she is allready dashing forward to make her fall back behind it. [imgsmall=champ/akali.png] [highlight]Akali [/highlight]- [imgsmall=skills/akali/r.png] - exactly as with Ahri. [imgsmall=champ/amumu.png] [highlight]Amumu [/highlight]- [imgsmall=skills/amumu/q.png] - not that hard since he´s flying slowly. [imgsmall=champ/diana.png] [highlight]Diana [/highlight]- [imgsmall=skills/diana/r.png] - nearly impossible since she´s flying so fast. [imgsmall=champ/fiddlesticks.png] [highlight]Fiddlesticks [/highlight]- [imgsmall=skills/fiddlesticks/r.png] - yes you can interupt his ult by placing the wall right onto his head while he´s channeling it. [imgsmall=champ/gragas.png] [highlight]Gragas [/highlight]- [imgsmall=skills/gragas/e.png] - not that hard. [imgsmall=champ/jarvaniv.png] [highlight]Jarvan IV [/highlight]- [imgsmall=skills/jarvaniv/e.png]-[imgsmall=skills/jarvaniv/q.png] - not that hard since he needs some time to throw that [img=skills/jarvaniv/e.png]. [imgsmall=champ/jayce.png] [highlight]Jayce [/highlight]- [imgsmall=skills/jayce/q.png] - very hard but possible aswell. Place it right on your head. [imgsmall=champ/khazix.png] [highlight]Kha´Zix [/highlight]- [imgsmall=skills/khazix/e.png] - exactly as with Jayce. [imgsmall=champ/leesin.png] [highlight]Lee Sin [/highlight]- [imgsmall=skills/leesin/q.png] - exactly as with Jayce. [imgsmall=champ/nautilus.png] [highlight]Nautilus [/highlight]- [imgsmall=skills/nautilus/q.png] - just place it between him and the one he´s targeting. [imgsmall=champ/pantheon.png] [highlight]Pantheon [/highlight]- [imgsmall=skills/pantheon/r.png] - exactly as with Fiddlesticks. [imgsmall=champ/sejuani.png] [highlight]Sejuani [/highlight]- [imgsmall=skills/sejuani/q.png] - pretty easy. [imgsmall=champ/shen.png] [highlight]Shen [/highlight]- [imgsmall=skills/shen/e.png] - pretty easy. [imgsmall=champ/urgot.png] [highlight]Urgot [/highlight]- [imgsmall=skills/urgot/r.png] - exactly as with Fiddlesticks. [imgsmall=champ/vi.png] [highlight]Vi [/highlight]- [imgsmall=skills/vi/q.png] - wall interupts her channeling. [imgsmall=champ/zac.png] [highlight]Zac [/highlight]- [imgsmall=skills/zac/e.png] - exactly as with Vi. [imgsmall=champ/ziggs.png] [highlight]Ziggs [/highlight]- [imgsmall=skills/ziggs/w.png] - funny since you can block his w and make him fly into the wrong direction.

[center][imgext=][/center] [center][highlight]Goals of the gamemode Dominion:[/highlight][/center] Capture Turrets to make the enemy base lose health points. Make sure to have as much turrets captured as possible and to defend them as good as you can. Turrets are captured by rightclicking them and waiting. Capturing gets interupted for some seconds by any source of damage. Game´s over if one of the opposing teams´ base falls to 0 health points and explodes. [center][highlight]General Advices for the gamemode Dominion:[/highlight][/center] Kills aren´t as important as turrets. If one of the enemies runs away into the jungle alone head to the turret he was defending. Taking the kill will grant points for your personal score, it won´t grant any advantage for the gamegoal. Taking the turret will give you even more personal score points and makes you and your team able to hit the enemy base harder. Dying isn´t a shame. Reviving timers in Dominion are very low and you can go shopping instantly. Someone having a 5/10 score isn´t automaticly a bad Dominion player, often those people die for the team to make their mates able take a turret for free. [center][highlight]Summoner Spells only available in Dominion:[/highlight][/center] [img=summoners/garrison.png] Allied capture point: quickly restores the neutralized portion and increases its attack speed for 8 seconds. Interrupts nearby enemy champion's neutralization. Enemy capture point: Reduces damage by 80% for 8 seconds. (Cannot be cast on neutral capture point.) Not that usefull esspecially if you are Anivia due to your spellkit. [center][highlight]Anivia in Dominion gamemode:[/highlight][/center] Anivia is a great champion to defend captured turrets with her ultimate due to the permanent AOE damage. The problem with Dominionivia is the mana dependence. If you start your build with Catalyst or Tear of the Goddes to fix those mana problems you won´t have enough gold to build some serious boots early to rush mid or top turret. The 2 possible ways to play Anivia on Dominion are playing her with manareg runes or playing her on botlane, pushing the hell out of it and taking the enemy turret extremly early. With Anivia you should be able to apply extrem pressure to this lane forcing a second enemy to defend it what gives your team a significant advantage at the top turret. [highlight][center]Itembuild for Dominionivia:[/center][/highlight] START: [img=items/boots-of-speed.png]/[img=items/tear-of-the-goddess.png] or [img=items/boots-of-speed.png]/[img=items/catalyst-the-protector.png] LATER ON: [img=items/seraphs-embrace.png] [img=items/rod-of-ages.png] [img=items/liandrys-torment.png] [img=items/sorcerers-shoes.png] [img=items/rabadons-deathcap.png]

[center][imgext=][/center] Your early game goal is simply farming and hitting Q. Anivias very low autohit damage makes it hard to farm with her without training it. That´s why you gotta try to kill your lane enemy at least one time pre6. Even though Q is a freaking slow flying projectile you should be able to hit it sometimes and use your E onto the enemies head to get at least half of their HP down with a single combo. But even if you can´t manage to kill them you can become an annoying lanebully post6 with your R-E-combo and poke the enemies all day. Remeber that it´s possible to cast E first and fastly slow your enemy with R and apply chill to him since E is flying very slowly. Post lvl 9 your goal is poking the enemies and killing them with 2-3 combos. Don´t forget to help your jungler and controling your jungle entrances. Wards are extremly important in early game to see the enemies invading your jungle or even ganking lanes. Where to ward: [center][img=] - [img=] [b]Standart Wards[/b] provide the best vision in most cases for both sides. Do NOT ward the little bush behind the red buff, it´s important to have vision of that triangle and the wraith entrance. [img=] [b]Shortrange Wards[/b] are a good choice if you feel like you can´t afford losing minions. Probably best possibility in first 5-7 minutes. [img=] [b]Safe Wards[/b] help you alot when your jungler is behind and gets invaded often. [img=] [b]Very deep Wards[/b] are a very good choice against champions like Rammus since you have to see them very early if you push the lane to the tower. [img=] [b]Blue Wards[/b] are good to steal the blue buff with a very well placed Q or R-E combo.[/center] Don´t risk getting caught while warding and do NOT lose too many minions while warding, take a look at the minimap and watchout for the enemy jungler, if he´s ganking botlane for example wait till the fight there is like allready over and then ward to the botside to use your wards efficiently. If the enemy jungler shows up top and you instantly ward river or something you will lose like 30 - 60 seconds of the wards time while their jungler hangs around top. Also push the lane before warding to not lose much XP/gold. [center][b]How to push the lane efficientely:[/b][/center] If you want to push the lane because you´re very self confident and think you won´t have problems with the enemy jungler appearing on your lane (or you might want to countergank him with your jungler) you can push without losing too much time and mana in the following way: [b]Pushing Tip #1 - Kill the ranged minions![/b] The ranged minion are the once dealing the most damage (in waves without Canon minions) so killing these is your first goal if you want to push the lane. Melee minions deal way less damage but soak up more damage due to their higher tankyness. [b]Pushing Tip #2 - Spread your aggro![/b] It is not useful to kill the minions one after another by simply auto attacking them to death since Anivia is a very slow AA pushing champion. Both your AD and AS are very low so it will take a lot of time to kill the minions and if your enemy notices that you want to push he might start pushing as well - faster than you probably. The key to push is to AA different minions to make sure they all drop to a low health point where you can finish them with your spells. [center][b]How to NOT push efficientely:[/b][/center] If you want to play defensive early on and play safe so you won´t get ganked at all you should last hit decently. This is probably hard at the beginning of your Anivia career but it gets easier following my tips. [b]Last hitting Tip #1 - Kill the minions with LAST hits![/b] Killing a minion at 46 HP with 48 AD is NOT a last hit. Last hitting means killing the minion for the final strike by waiting AS LONG AS POSSIBLE with executing it. If your three mage minions focus one enemy minion it is probably hard to finish it in the last possible moment but this won´t be the case too often. Try to kill the minion with your hit when it´s around 10-20 HP - since your lane enemy will probably not follow this rule he will push and you are safe - exactly what you wanted. [b]Last hitting Tip #2 - It´s okay to lose one![/b] Getting one last hit is not worth getting harassed super hard. If your enemy is really dangerous early on (like Kha´Zix) it´s okay to simply stand behind losing the gold for the minion that dies while beeing safe from your enemies attacks. If possible you should try to at least stand in XP range to not fall behind in levels but in fact your enemy will get his level up before you do anyways of he´s pushing. Don´t lose the lane due to some dumb last hitting tries. [b]Last hitting Tip #3 - Farm under your turret! But how?[/b] Farming underneath your own turret is kinda hard for Anivia because her AD is so low early on. The best way to get as many minions as you can is to prepare them before they get into tower range. Freezing the lane (getting the whole minion aggro before they get into tower range to make sure your turret doesn´t get damaged while you can farm without the turret destroying the minions) is an extremely bad idea with the Icebird - you don´t have the HP and the HP regeneration to do so. If you can´t manage to kill a minion with one AA after the turret hit you can use an instant E after the AA (remeber that your E spells base damage isn´t much higher than your AA damage so you will probably need both to get a minion). [b]Last hitting Tip #4 - The turret damage![/b] Minion can tank the turret before they die in the following ways: [.]Melee minions can tank [b]two turret hits[/b] plus one of your auto attacks -> you will get the last hit in most cases if your minions do not attack the minion aswell. [.]Ranged minions can tank [b]one turret hit[/b] plus two of your auto attacks -> if your minion don´t \"help\" you you´ll have to prepare it before it gets into turret range by attacking it once or you can last hit with an AA-E combo after the turret attacked it. [center][b]I get sitted by the enemy jungler! How to deal with babysitting junglers:[/b][/center] Enemy junglers that babysit your lane have some main goals: [.]Get their mid laner fed or get fed themselves - If the enemy jungler has some safe CC he´s probably confident that he can kill you and that you´re an easy target so he will try to make his mid laner or himself snowball killing you over and over again. [.]Ruin your game - The jungler probably wants to make sure that you can´t win the lane at any cost. He is feared of your mid/late game damage if you can get fed or free farm so he does everything to hold you down. [.]Help his mid laner - Some mid lane champions have a very weak early game and the enemy jungler is probably helping his teammate to get over the first game phase in which he has problems against you. [.]Ruin your mood - If the enemy jungler is able to make you sad and pissed with his babysit he allready achieved one goal - he made you play worse by pissing you off. The key to handle babysit is to make sure the jungler does NOT achieve one of these goals and to make him waste time in the mid lane so he can´t help other lanes. If a jungler is permanentely sitting on one lane the other lanes don´t get any help from him (makes sense doesn´t it?) and your jungler can probably be more efficient in ganking other lanes so do NOT show the enemy jungler that you can see him if he´s camping on a ward. You might also bait him to make him engage in a dumb moment in which you can react fast enough to get away safely. And of cause warding is extremely important against baby sitting junglers (If you know that he´s already sitting in the lane bush place the short range ward over the wall and don´t facecheck the bush).

[center][imgext=][/center] Like most of the people playing [imgsmall=champ/anivia.png] I think that mid- and lategame are the time spaces in which Anivia becomes extremly strong. Sure, her early damage is strong aswell but permanent R-E combos combined with a Q-E nuke plus Ignite are just terrifying! In the moment you´ve finished your core tier 2 items (Catalyst/ROA, Tear of the Goddes) you should have enough mana to permanently push the lane and poke your enemy with your combos. A blue buff will terminate the last mana problems and reduce your poking cooldowns aswell. [center][highlight]Main midgame goals:[/highlight][/center] [.]Keep the farming up - constantly hardpush the lane with your R-Q combo! [.]Try to get mapcontrol by warding the enemies buffs or at least their jungle entrances. [.]Bully your enemy out of lane or even kill him to - take his turret down, - take objectives like dragon, - roam to help your team (bot and top). [.]Provoke teamfights if you´re ahead. [.]Catch split enemies and execute them. [center][highlight]Most important[/highlight][/center] If your team is [highlight]ahead start forcing objectives[/highlight] or fights, group up, push turrets, invade buffs. If your team is [highlight]behind try to get back by farming[/highlight] and playing passivly. Performing [highlight]risky plays are NOT the key to come back into the game![/highlight]

[center][img=] [b]Why kill it at all? The Dragon as a Monster (and gold source).[/b][/center] The Dragon is a Monster located on the bottom river close to the red buff of the blue team and the blue buff of the purple team that grants global gold for the team that kills it (deals the final blow). Depending on the time that has already been gone the killers team will receive 125-260 gold and 150-560 XP, this varies if the team killing it is behind in champion levels making it a much contested gold and XP source. The respawn time of this Monsters is 6 minutes. Due to the fact that it has a base health of 3500 + (+240/min) and an attack damage of 145 (0.658 attacks/sec) it´s really hard to kill and probably impossible to get down pre level 6 for a jungler. The Dragon should mostly be done by at least two members of a team also because of the danger getting killed by the enemy team approaching it after you´ve been harassed by its attacks. [center][img=] [i]The Dragons location[/i][/center] [center][b]Let´s do dragon! But wait! Can we do it?[/b][/center] In fact the dragon is a powerful and also important monster in the Summoner´s Rift making it a much contested target throughout the whole game. Generally attacking the dragon shouldn´t be started if you know that the enemy jungler is also close to it without you already having an advantage. Due to the fact that one of you will tank it and get constant damage from its attacks a 3 v 3 fight would in fact be a 3 v 4 fight because one of you will get constantly attacked from the dragon as well forcing him to either run away, keep on attacking the dragon to finally kill it or switch focus to the enemy (allowing the dragon to still attack him over the whole fight). In the following situations you should easily be able to kill it: [.]The enemy jungler is far away from the dragon (was visible by either ganking top or mid and running back into the upper jungle or by walking over a ward) [.]Your team has a very strong lead allowing you to contest it without problems (even if one of your team members has to tank it throughout the fight) [.]You have a strong pickup composition or a very strong initiation support (e.g. Blitzcrank/Leona/Thresh) allowing you to catch and nuke down one of the enemies if they try to contest the dragon [.]You have a jungler that is able to deal a lot of damage to dragon in a very short time allowing you to kill the dragon before the enemies can even start contesting it [center][b]Your job as Anivia[/b][/center] As Anivia you won´t be able to deal that much damage to the dragon yourself if you don´t have your core items already (Seraph´s and RoA) because you will get out of mana very fast if you use your ultimate throughout the whole dragon time. Instead your job is it to wall out the enemies if they start contesting and to stun one of them to get him down before he can reach the pit ([i]high priority target: jungler[/i]). If you prevent the jungler from getting into the dragon range you can ensure your team a safe dragon since your jungler can smite it. Therefor it is useful to close jungle entrances with your wall and slow the approaching enemies down with your ultimate placing it between them and the dragon pit.

[center][imgext=][/center] In lategame Anivia becomes one of the strongest sustained AP carries in League Of Legends. Her spellkit can be used in many different ways: [center][highlight]Main lategame goals[/highlight][/center] [.]Provoke teamfights/defend turrets (depends on early- and midgame, explained below). [.]Get as much objectives as you can. Lategame is the phase of the game, in which the teams permanently group and fight. Try to place your R in the middle of the fight hitting as much enemies as you can. If you build Liandrys you should be able to melt their team, even their tanks. Your W is a great tool to initiate a fight - if one of the enemies is a little split up (doesn´t have to be more than one to two steps) you can lock the door to the team and stun him or at least force him to waste Flash to escape. [center][highlight]Different [imgsmall=champ/anivia.png] tactics and moves[/highlight][/center] [.][highlight]Turtle tactic[/highlight] (usefull if your team is behind in kills/gold and the enemies are pushing togehter) - Keep your turrets alive by simply killing the minion waves before they can even touch the turret. Every time a new wave arrives place your R right into it and throw a Q over it to destroy it. If the enemy team dares diving you separate one of them with your W and melt him down. This video perfectly shows how CLG Froggen is able to defend his base for such a long time just by doing this over and over again: [center][youtube][/youtube][/center] [.][highlight]Hard push tactic[/highlight] (usefull if your team is ahead or the situation is equal) - Make your team group up by calling it and push the midlane together using your R-Q clear combo. Be carefull with towerdives - even though you have a good diving kit with your stun and AOE damage you shouldn´t overextend and get punished by getting aced and losing baron. [.][highlight]Baron bait tactic[/highlight] (usefull if your team is a little behind or the sitaution is equal) - Make your team getting at least one Oracle Lense and clear the whole baron area (enemy and your own jungle entrances, river, bushes). Trap somewhere in a bush and wait for the enemies to ward the area again, catch the one checking with your W-Q combo and kill him. Then take baron or group mid pushing turrets down. [.][highlight]Catching tactic[/highlight] (allways usefull) - A perfectly placed wall should split one or two enemies from their team and allow you to nuke them down creating a 5 v 4 or even 5 v 3 situation, push the midlane or sidelanes and siege turrets. Never forget to USE such an advantage. If you just kill one or two people and walk away to farm in the jungle or something you wasted it. [center][b]Can I duel other people?[/b][/center] In fact you should be close to full items now and if this is the case you have some extremely strong burst. If you built the damage way your itembuild should now look like this: [img=items/sorcerers-shoes.png][img=items/rod-of-ages.png][img=items/athenes-unholy-grail.png][img=items/rabadons-deathcap.png][img=items/zhonyas-hourglass.png][img=items/void-staff.png] With this build you should be able to duel most AD carries if you´re able to hit your Q. The combo should look like this: [img=skills/anivia/e.png][img=skills/anivia/r.png][img=skills/anivia/q.png][img=items/zhonyas-hourglass.png][img=skills/anivia/e.png][img=skills/anivia/r.png][img=skills/anivia/q.png] - Double nuke combo. Since your burst abilities have a somehow high cooldown using the Zhonyas between the combos is necessarry due to the fact that the enemy will regenerate too much health simply hitting you elseways. Tanks can be beaten easily since they shouldnt deal much damage at all and you have some nice Magic Penetration with your Void Staff: [img=skills/anivia/e.png][img=skills/anivia/r.png][img=skills/anivia/q.png][img=skills/anivia/e.png][img=skills/anivia/p.png][img=skills/anivia/e.png]... - Perma harass combo. The only hard problems you´ll have are the once dueling sustained fighters (e.g. Jax or Warwick) since you have burst but not regeneration source at all. Your only chance against these champions is to hold them away from you kiting them with your ultimate and constantly poking them with your E and Q. Still I would recommend to simply run if one of these is approaching you with a full build: [img=skills/anivia/r.png][img=skills/anivia/q.png][img=skills/anivia/e.png][img=skills/anivia/e.png][img=skills/anivia/p.png] - Kiting combo.

[center][img=] [b]Why kill it at all? The Baron as a Monster (and buff source).[/b][/center] The Baron Nashor is a Monster located on the top river close to the blue buff of the blue team and the red buff of the purple team that grants global gold, experience and a strong buff for the team that kills it (deals the final blow). The killers team will receive 300 gold and 900 XP, this varies if the team killing it is behind in champion levels making it a much contested gold and XP source. The respawn time of this Monsters is 7 minutes and it spawns at minute 15 for the first time. Its 8800 (+140/min) health and his attack damage of 460 (0.208 attacks/sec) make it impossible for anybody doing it alone (there are some exceptions but trying to kill it alone is a very bad idea). Also he has 4 active abilities (wihle the dragon can just auto attack): [.]Wrath of the Ancients - [i]Deals 70 magic damage and applies a debuff which increases magic damage taken by 25% per stack, stacking every half second up to ten times.[/i] [.]Voracious Corrosion - [i]Deals physical damage and applies a non-stacking debuff that reduces damage dealt to baron by 50%. This makes trying to solo baron difficult.[/i] [.]Sweeping Blow - [i]Knocks all champions away from the Baron by 600 range. This range is equivalent to the distance between the Baron and the entrance to his locale.[/i] [.]Fluid Knockup - [i]Similar to Cho'Gath's Rupture which knocks up and slows the target. A green puddle of bubbling fluid shows on the ground before the spell hits, making it relatively easy to spot and subsequently dodge it. [/i] (Source: The buff granted to the team if the baron is killed is a very strong boost to everyones combat stats and mostly allows the team that has it to win fights much easier and faster. The exact stats provided are: [.][i]Up to 40 ability power depending on the time - in the first 35 minutes of the game this is reduced by 5! [.]Up to 40 attack damage depending on the time - in the first 35 minutes of the game this is reduced by 5! [.]3% of your maximum health in health regeneration per 5 sec. [.]1% of your maximum mana in mana regeneration per 5 sec. [/i] (Source: [center][img=] [i]The Barons location[/i][/center] [center][b]Let´s do baron! But wait! Can we do it?[/b][/center] If you thought the dragon is tough you will cry when you see the Baron Nashor. Due to its abilities (which reduce both your teams damage and survivability) and his insane amounts of damage and health he is a strong opponent, even if you approach him with your whole team (what you should mostly do). The key to defeat the Baron Nashor is to have a sustain tank in your team or a simple tank and a lot of damage. The Baron Nashor has no regeneration source while fighting so you´ve got to hold him long enough to finally kill him without dying (remember: The Baron buff will not be granted to dead team mates). Also it is extremely dangerous to start attacking the Baron when all 5 members of the enemy team are alive and close to the Baron as well. In the following situations you should be able to more or less safely kill the Baron Nashor: [.]One important enemy (a carry or the jungler) is far away from the Baron (was visible by either farming or by walking over a ward) and you can kill the Baron fast enough before he can reach the pit [.]Your team has a very strong lead allowing you to contest it without problems since you can either do it really fast or simply win a teamfight and survive with enough health to finish it off afterwards [.]You have a strong pickup composition or a very strong initiation support (e.g. Blitzcrank/Leona/Thresh) allowing you to catch and nuke down at least two of the enemies if they try to contest the Baron turning a 5 v 5 fight into a 5 v 3 fight [.]You have a team that is able to deal a lot of damage to the Baron in a very short time allowing you to kill it before the enemies can even start contesting it All in all the Baron is also known as the \"Throw Zone\" since a match can be completely turned around by one fight around the Baron pit resulting in an Ace for one of the teams and a free Baron what often leads to Turret or even Inhibitor kills. Therefor be extremely aware of NOT approaching the Baron if your team is too weak to fight against BOTH the Baron and the enemy team. Always make sure that you have enough damage and survivability to safely kill it and win the fight and try to clear the Baron pit with either Pink Wards or a Sweeping Lense to make the enemies lose vision of it. Also the Baron should only be started if your team has a lot of vision around the Baron pit (screenshot below). Last but not least you should start running if you notice that you won´t be able to survive a fight when the enemies members come in for the contest. A lost Baron buff and one or two deaths are better than getting aced and losing an Inhibitor. It´s bad to lose the buff (especially if your team started attacking the baron because you overextended) but it´s even worse to lose an Inhibitor or even one of your Nexus turrets. Never forget that Anivia is a great champion to escape - with your kiting kit and your wall you can probably ensure two - three people to get out of the fight and defend the base. [center][img=] [i]Optimal Baron vision with 3 wards and a pink (representing the Baron and the clear pit) - Take a look at the mini map![/i][/center] [center][b]Your job as Anivia[/b][/center] As Anivia you have two options and the better one differs from fight to fight: You can either attack the Baron with constant R-E combos to get the maximum damage on it to kill it as fast as you can or you can protect your team by poking the enemies away with Q and R-E combos to bully them out of the Baron zone. Also your job is it to wall out the enemies if they start contesting and to stun one of them to get him down before he can reach the pit ([i]high priority target: jungler[/i]). If you prevent the jungler from getting into the Baron range you can ensure your team a safe Baron since your jungler can smite it. Therefor it is useful to close jungle entrances with your wall and slow the approaching enemies down with your ultimate placing it between them and the Baron pit.

[center][imgext=][/center] As Anivia you won´t be inside of teamfights - your goal is to stand outside of them and to attack from behind your frontline. If you dare running into the whole enemy team you will get instantly crushed since Anivia is one of the squichiest champions in lol. If your team picked up some well synergizing champions for Anivia you shouldn´t face hard problems standing behind your tanks. With your W you should try to separate one of their carries so your team can nuke it away. You are the one in your team who´s engaging (doesn´t mean to run in and die but to stun one or split their team). In comparison to full burst champions (like Annie or LeBlanc) you have a sustained teamfighting potential due to your relatively low E] cooldown and your permanent damage from R. If you manage to place your ultimate well you will be able to harras all of the enemies players down simply by throwing out Es and Qs when they are ready. Allways be aware of champions like Kha´Zix that will try to facejump you - try to punish them with a Q-E combo or to wall them away from you.

[center][imgext=][/center] In fact champion synergy doesn´t only mean combining your ultimates into a big combo. Teams with ultimate combos only (like Amumu/Malphite/Vladimir) can probably lock down the enemy team in a single big fight and crush it but if it comes to pushing lanes or solo fighting they will hardly lose. Those teams will probably lose games aswell if the enemy team is able to simply dodge their ult combo. Amumu and Malphite without their ultimates up are probably useless if another fight approaches what means outplaying those teams isn´t that hard at all if you bait their ultimates and crush them while they are on cooldown. Notwithstanding the above ult synergies aren´t useless at all. [center][title]Great synergy combos[/title][/center] [img=champ/anivia.png] - [img=champ/jarvaniv.png] [highlight]Anivia - Jarvan IV[/highlight] Jarvan is probably the best jungler you can have combined with Anivia due to his spellkit that fits perfectly well with Anivias spells: [.]His E-Q combo can hold people inside of anivias ultimate or simply kick them up to make it easy for anivia to land a Q-E combo. [.]His ult can hold up to 5 people inside of Anivias ult making it easy for her to harass all of them and dashing out the full potential of her AOE burst (combined with her passive). [.]His E-Q combo can protect Anivia very well from getting facerolled by champions like Rengar, Udyr or Akali. A Jarvan is probably able to keep Anivia alive long enough to wreck the enemies carries or frontline making it easier for her teammates to finish the teamfight even though she gets finally egged. [img=champ/anivia.png] - [img=champ/amumu.png] [highlight]Anivia - Amumu[/highlight] Pretty much the same as [imgsmall=champ/jarvaniv.png]: [.]Ult synergy pretty obvious but not as strong as with Jarvan. [.]Amumus Q-R-combo - a snared champion is a pretty easy target for Anivias stun, bursting carries away gets much easier with a snare-/stunlock. [.]Amumus W-R - tons of DoTs, Amumus tears combined with Anivs icestorm deal alot of damage (get Liandrys every time you have an Amumu in your team to stack of health damage). [.]Anivias W makes it easy for the mummy to stun a split target. [img=champ/anivia.png] - [img=champ/xinzhao.png] [highlight]Anivia - Xin Zhao[/highlight] Xin is an amazing sustain fighter that allows Anivia to use up to 3-4 full burst combos in the teamfight while Xin holds the enemies frontline off her. [.]Xins R-W makes him able to tank a whole lot of enemies all over the teamfight making Anivia able to crush them while they´re focusing Xin. [.]Xins R can kick enemies away if he stays close to Anivia to protect her. [.]Xins E-Q-combo slows and knocks up a target that´s now easy to stun with Anivias Q making her able to burst it down easily. [img=champ/anivia.png] - [img=champ/maokai.png] [highlight]Anivia - Maokai[/highlight] Amazing synergy, perfect early ganks. [.]A snared and knockbacked midlaner is probably dead due to Anivias Q and her amazing burst with a Q-E-combo. [.]Maokais R on Anivias head perfectly protects her - if enemies like Xin or Lee dare jumping towards her Mao punishes them with his full combo (Q-E-W). [img=champ/anivia.png] - [img=champ/ashe.png] [highlight]Anivia - Ashe[/highlight] Perfect slow/kite team even though Ashes slow does [highlight]NOT POP FROSBITES DOUBLE DAMAGE[/highlight]. [.]Anivias Q and Ashes R combo is the perfect engage combo to lock someone down long enough to finish him off easily. [.]Ashes W in combination with Anivias ult is the perfect kiting tool, allowing both of them to escape from a chase while harrasing the enemies while backing off. [img=champ/anivia.png] - [img=champ/kogmaw.png] [highlight]Anivia - Kog´Maw[/highlight] Both Kog and Anivia are highranged mid/late carries. Both are able to dash out tons of damage from behind. If playing this combo a VERY tanky frontline is needed due to the extremly low mobility of both. [.]The burst of a Anivias R-E-combo plus two autohits with Kog´maws activated W is ridiculous. Every enemy (except hyper tanks) should be dead. [.]Epic high range poke due to Koggys ult and Anivias Q and R. [img=champ/anivia.png] - [img=champ/vayne.png] [highlight]Anivia - Vayne[/highlight] Vayne is probably one of the strongest lategame carries (together with Kog´maw, both are able to 3hit a stunned target in 1-2 seconds). Aniviass spellkit is perfect with nearly every hyper AD carry that scales into lategame. [img=champ/anivia.png] - [img=champ/alistar.png] [highlight]Anivia - Alistar[/highlight] Great combo when it comes to sustained teamfights. Ali can keep Anivia alive so easily simply by standing close to her in teamfights kicking dangerous enemies up and away and healing her all day. [.]Alis Q and W are extremly usefull to keep carries alive. [.]Alistar heals the whole team and is a super tank himself, exactly what you want as Anivia to be able to dash out many combos. [img=champ/anivia.png] - [img=champ/thresh.png] [highlight]Anivia - Thresh[/highlight] Thresh does like exactly what benefits well for Anivia: He jumps in and holds the enemy team together. [.]Threshs Q-E-R-combo pull the enemy team together, perfect for Anivia to land a Q-R-E combo on 3-4 enemies at least. [.]Threshs Q-E can be perfectly used to catch someone up and nuke him down with Anivias combo. [.]Threshs Q and E are also great to protect the Icebird from getting facerolled. [img=champ/anivia.png] - [img=champ/zyra.png] [highlight]Anivia - Zyra[/highlight] Amazing synergy. Best support to play with Anivia besides Allistar. [.]Zyras E makes it easy for Anivia to stunlock a target and nuke it down. [.]Great ultimate synergy (Anivias Glacial Storm on top of Zyras ult) [.]Zyras plants can slow enemies down to prevent them from facerolling Anivia or from running away. Great chasing/kiting potential. [img=champ/anivia.png] - [img=champ/garen.png] [highlight]Anivia - Garen[/highlight] Nobody will dare touching Anivia if a tanky Garen stands close to her. End of story. [img=champ/anivia.png] - [img=champ/nasus.png] [highlight]Anivia - Nasus[/highlight] [.]Nasus´ W = easy stun for Anivia - burst. [.]Nasus´ ultimate makes him tank everything making Anivia able to crush everybody while beeing in the background. [img=champ/anivia.png] - [img=champ/trundle.png] [highlight]Anivia - Trundle[/highlight] [.]Double block ability - great to deposition split enemies. [.]Amazing sustain in teamfights helps Trundle to take all the enemy aggro, a well played and well built Trundle should be able to tank everyone in the enemy team (if not ignited) without problems by simply autoattacking and regenerating with this ultimate. Anivia can stand behind and dash out tons of damage. [img=champ/anivia.png] - [img=champ/volibear.png] [highlight]Anivia - Volibear[/highlight] As one of the champions with the strongest sustain teamfight if built right Voli fits perfectly into Anivias playstyle. His passive allows him to stay in fights for years protecting his carries extremly well. All in all Anivia loves to play with tanky toplaners/supports/junglers that can protect her to become a hyper carry lategame. In combination with a hyper AD carry such a team won´t be stoppable at all. Try to NOT pick all-in champions only - you will lose the after-teamfight-fight when your teams combo is on cooldown. Try to get at least one sustain oriented champion (tank if possible) to make you and your team survive in a long timed teamfight (this is why Alistar is great with Anivia). Anivia is a burst mage with low cooldowns, remeber that in champion select: [imgsmall=skills/anivia/q.png] cooldown: 12 / 11 / 10 / 9 / 8 [imgsmall=skills/anivia/w.png] cooldown: 25 [imgsmall=skills/anivia/e.png] cooldown: 5 [imgsmall=skills/anivia/r.png] cooldown: 6 That means, Anivia benefits extremly well from long teamfights where burst/nuke champions have a lack of sustain due to their cooldowns.

[center][imgext=][/center] Play [imgsmall=champ/anivia.png] - own enemies pre6 - own midgame - own lategame - win game! In comparison to one-combo-nukes Anivia is an AP mage that can constantly combo enemies in teamfights while slowing down the whole enemy team with her ultimate to apply frost to all of them. With her spellkit she´s got a fun-to-play and usefull aswell kit of immobilizing spells combined with a wall - Anivia is a unique mage in LOL. [center][img=champ/anivia.png] [img=champ/anivia.png] [img=champ/anivia.png] [img=champ/anivia.png] [img=champ/anivia.png] [img=champ/anivia.png] [img=champ/anivia.png][/center]

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