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Hello, my name (or rather alias) is Shining Aquas. If you're reading this, I'm assuming you want to know what I think about playing Anivia, and maybe you want to see a build guide and strategies and all that. If that's not the case, what are you doing here? Seriously. [center][img=champ/anivia.png][/center] [center][highlight]So you want to play Anivia? Cool, here's some basic info:[/highlight][/center] As you may have guessed, Anivia is a ranged mage, one of many in League of Legends. Role wise, she is designed to deal lots of damage through very AP-fueled abilities. These abilities range from single target bursting to large AOE damage, and the major tradeoffs are mana dependance and fragility. [number]So what makes Anivia special?[/number] Well, I find that Anivia is much more focused on utility and battle application skills through team play and proper placement rather than a vast majority of other mages that are solely focused on "putting out all the damage". All but one of Anivia's skills contains a great amount of utility. She's equipped with: [.]A skillshot bomb with a stun that has the potential to hit multiple times if detonated with precision. [.]A skill that generates a wall of ice, creating normally impassable terrain and allowing you to "remap" areas temporarily. [.]A point and click damage skill that only works effectively when combined with other abilities. [.]A frequently available AOE DPS ult that creates extremely favorable team conditions and areas. [.]A passive that gives you a second chance at life when you die. Within this guide are recommendations for masteries, runes, skill order, and general strategies and tactics both on a general scale and against particular champions. By the time you leave, I hope you will have a much better understanding of what this bird is capable of.

[center]New masteries have been released in preparation for season 3, but surprisingly the point spread isn't any different for Anivia. There's still two very solid choices for the bird: [/center] [highlight]First, a powerhouse AP carry setup.[/highlight] [imgext=http://i.imgur.com/Iw4Qm.jpg] This page is all about destroying everything in your path with superior damage output and early AP. 9 in utility provides additional mana, fueling your Seraph's Embrace, and neutral buff extension to get the most out of blue buff. I imagine something similar to this to be recommended in most of the early Anivia builds in the coming weeks, and understandably because it's pretty good. However, I choose to play with a different setup. [highlight]Here is the alternate utility-friendly setup.[/highlight] [imgext=http://i.imgur.com/lZvBE.png] My preferred Mastery setup: While it forgoes some of the bonus AP that the first tree grants, it recovers with faster leveling, TONS of movement speed, cooldown reduction, and frequently refilling summoners. Since the Offensive tree still leaves you with 8% Magic Penetration and AP per level, I think the damage capabilities are still fair. [highlight]I would like to point out that I don't think either path is wrong and ultimately it will be a matter of preference. I play a more defensive Anivia, so I'm better attuned to the Utility Tree for her.[/highlight] If you find a tree that works better, I'd love to hear about it in the comments. Anyone who sends me a Youtube link of actual trees in an attempt to be funny will be hunted down mercilessly on the Fields of Justice.

[highlight]Marks[/highlight]: I'm fairly convinced that MPen is the way to go. I would not dabble in anything else. [highlight]Seals[/highlight]: I choose Mana Regen scaling runes. Anivia has some of the hardest mana problems in the game, seconded only to Swain in my opinion. Anivia's toolset (especially her ultimate) eats mana faster than a Metroid eats people. Most of the mana problems will derive from your ultimate, and a lot of getting good with Anivia will be learning when it's good to leave the tap water running and when to turn it off. [highlight]Glyphs[/highlight]: I've always been partial to Cooldown Reduction Glyphs, but I think AP scaling glyphs are probably a stronger choice. Both have great benefits though, so pick whatever works. Alternatively, you could try Flat AP glyphs, which have been recently buffed to being quite good now, for a much stronger early game. [highlight]Quintessences[/highlight]: I've been using flat HP since season 1, and as season 2 is reaching a close, it's become clear that flat AP quints are best for most mages in the early game. The early game power of an extra 15 AP makes your ability to trade effectively so much better. Plus, the AP scales better late game then a mere 72 health. Nothing wrong with HP Quints, or even AP scaling quints if you want.

[highlight]There are only a couple of very good Summoners that Anivia wants. The overall best are as follows:[/highlight] [img=summoners/teleport.png][img=summoners/flash.png] [title]Explanation:[/title] Flash is fairly straight forward. On a champion like Anivia that has no strong escape tools and low movement speed, flash is a great aid for getting out of trouble. It can also be used well offensively, allowing optimal placement for either Flash Frost or Crystallize. In either case, Flash is extremely valuable, so try not to waste it. Teleport minimizes the time between recall and re-appearing in lane, which works well considering Anivia's poor mobility and great wave-clearing ability. Also, one of Anivia's strongest traits is her ability to defend a tower by herself, and teleport can guarantee that you'll make it to that tower in time to save it. Teleporting to a lane's tower or a ward in the bush while it's being ganked can turn the tides if you are tricky, or teleporting to a ward in a bush can create a gank out of nowhere. By the end of the game, I'm sure you'll be able to find far more uses for Teleport than you would Ignite. Here's some input on the other Summoner Spells. [number]I would never replace Flash[/number], but there are potential replacements for Teleport that are just as valid, and sometimes more so: [imgsmall=summoners/ignite.png] - Landing ignite at the end of Anivia's basic spell combo is pretty easy thanks to her stun, and the overall output of damage can easily lead to first blood. Very useful against dumb amounts of health regen on some champs (Singed, Mundo, etc.). [imgsmall=summoners/clairvoyance.png] - I love this summoner spell; I don't think there's a single champion or team that doesn't benefit from extra vision every minute (less so if you have the utility tree). Generally better on a support character though. [imgsmall=summoners/clarity.png] - The short and skinny is that you don't really need Clarity. However, I find Clarity useful in conjunction with certain mana-hungry junglers (Fiddlesticks, Amumu) or in any match where the enemy jungler is constantly invading and taking your blue buff, and you can't seem to stop them for whatever reason. [highlight]I would definitely recommend this to first time Anivia players, to help you get a bit more familiarized with your mana limitations.[/highlight]. Proper mana management is a skill you should aim to master, and once you have there won't be a need to use this summoner any longer. [imgsmall=summoners/ghost.png] - Even with Season 3's global movement speed buff and the aid of the new masteries, Anivia is among the slower champions in the game. Having a second escape is never a bad thing. [imgsmall=summoners/exhaust.png] - The only reason to take Exhaust is as a hard counter to a small number of melee champions, or to synergize ganks better with certain junglers (though Q and W should already be enough to maximize effectiveness in most cases). That's not altogether a horrible reason, but I would not take this most of the time. [imgsmall=summoners/heal.png] - It's like Clarity for health, and while Anivia has health problems (in that she has very little) I still feel like most of the other summoner spells outclass heal on her. Certainly not the worst you can choose though. [highlight]Please do not consider the other summoner spells for Anivia.[/highlight]

[title][img=skills/anivia/p.png] Passive: Rebirth[/title] [number]Upon dying, Anivia will revert into an egg. If the egg can survive for six seconds, she is gloriously reborn.[/number] [title]Explanation:[/title] As far as passives go, I consider this amongst the strongest. This is a very definitive skill for Anivia, as it pretty much solidifies her as an actual phoenix. Here's what the passive does exactly: If you would ever take lethal damage, you revert to an egg form with full life. For 6 seconds, you are completely helpless (status: "suppressed"), and will even receive a modifier to your armor and magic resistance based on your level (At level 1, it's -40 on both; At level 18, it's +20). During this time, you are susceptible to all forms of punishment, and are very likely to die. However, if at the end of 6 seconds you are still alive, you will escape your egg form and become a fully fledged Cryophoenix again, retaining how ever much health you had when you exited your egg. [number]Pro Tip: When you revert to an egg form, you will automatically cleanse all forms on negative status on you at the moment, similar to Guardian Angel or Zilean's ultimate.[/number] Here are some scenarios in which getting "shelled" isn't usually the end of the world: [.]You are sitting cozily within reach of your turret. [.]A party breaks out and both teams are invited (Read: Team Fight). If the party is still going after your 6 second timeout, you get to break out the disco ball. [.]You are all alone, with no enemy company. This will probably only happen if you get "killed" by a random long range ult (Ezreal, Ashe, Ziggs, Karthus), or if Kog' Maw explodes on you when no one is around. Here are some scenarios in which you may as well just start browsing the item store: [.]Your opponent "Legos your Eggo" underneath an enemy turret. Honestly, why did that even happen? You shouldn't usually be tower diving that hard on anybody since you don't need to get that close to kill people. [.]You are alone in the company of multiple enemy champions. With just one opponent sometimes you will be fine, but multiple champions = definitely scrambled. [.]Even with a team fight breaking out around you, enemy champions may still decide to focus fire the helpless egg over the fully fed Tryndamere. I know those times kinda suck, but if your team can come out of the fight especially positive due to the enemy's over-focus on you, it's usually all good. [title][img=skills/anivia/q.png] Q: Flash Frost[/title] [number]A massive chunk of ice flies toward target location, dealing 60 / 90 / 120 / 150 / 180 (+50% of ability power) damage, slowing movement by 20%, and chilling any enemy it passes through. At the end of its range or if Anivia activates the spell again, the missile detonates, doing 60 / 90 / 120 / 150 / 180 (+50% of ability power) magic damage in a small area and stunning units for .75 seconds. Cooldown 13 / 12 / 11 / 10 / 9seconds Cost 80 / 100 / 120 / 140 / 160mana Range 1100[/number] [title]Explanation:[/title] This is your basic bread and butter skill shot. The cooldown is long, the projectile speed is about even to a glacier, and the skill is sitting on a fairly mundane 50% AP conversion. The big benefits here are the slow and stun, the fact that you can detonate it preemptively, and that it will leave your opponent "chilled" for 3 seconds (more on that in a bit). [center]BUT WAIT, THERE'S MORE![/center] I know I'm downplaying Flash Frost because the damage ain't that appealing (at 50% AP scaling, it's not amazing), however the skill is amazing for the following reason: it is possible for Flash Frost to hit the same target twice! There's two different damage portions attached to Flash Frost: the first requires passing through a target and the second requires being caught in the detonation, and it's possible to hit a target with both. Here's how it works: The second damage portion (the one with the stun) has a small AOE range attached to it. So, in order to get both instances of damage, you want to aim the FF at the opponent, let it pass through them (make sure they took damage from the collision), then proceed to detonate it RIGHT BEHIND THEM. If done correctly, they will take the initial collision damage and also be tagged by the AOE range of the explosion. In total, this adds up to double the base damage and 100% AP scaling, which is absolutely ridiculous. TL;DR - Try to detonate Flash Frosts right behind the target you shot it at. [title][img=skills/anivia/w.png] W: Crystallize[/title] [number]Anivia summons an impenetrable wall of ice 400 / 500 / 600 / 700 / 800 units wide, blocking all movement. The wall lasts for 5 seconds before it melts. Cooldown 25seconds Cost 70 / 90 / 110 / 130 / 150mana Range 1000[/number] [title]Explanation:[/title] The best part about this skill is I actually feel it deserves it's own guide. There is so much pure utility locked away in this skill, I can't help but be absolutely amazed by it. For brevity's sake, I'll try to sum up the basic uses of Crystallize: [.]Minor escape tool. A well placed wall will often make escapes possible despite Anivia's terrible mobility. [.]Cut off routes and escape paths. Because a champion cannot normally pass through impassable terrain without some special maneuvering tool/skill, you can use walls to completely close off a narrow escape path. In most cases, this is only really applicable to the jungle, but it's very easy to get someone stuck badly between your wall and natural terrain. [.]Safely checking bushes, or extending vision. Here's why I take a single point in Crystallize at level 4: the wall grants vision around itself. You can reveal enemies in a bush by putting a wall in it, or you can put a wall on the other side of terrain to extend your vision a bit. Because the wall only lasts for 5 seconds, it doesn't truly compare to an actual ward, but that doesn't stop it from being very useful. [.]DIVIDE ENEMY TEAMS! Probably the wall's strongest attribute is its ability to really DEFINE a team fight advantage. While it may not do damage or inflict any statuses, the wall has the ability to turn a 4v3 into a 2v3 by splitting the team on two sides of the wall. Understanding how to best place the wall in team fights will really help separate the good Anivia's from the great (and hopefully, one side of the enemy team from the other). As a last word, it should be noted that the angle of the wall will always be perpendicular to Anivia's position when casting, so positioning is extremely important for maximum wall effectiveness. Here's some footage illustrating the length differences between different ranks of Crystallize. I'm not a fan of the dude's voice, but it's a great visual aid for using the spell to it's best potential. [youtube]http://www.youtube.com/watch?v=-CEKlVPq6tE[/youtube] [title][img=skills/anivia/e.png] E: Frostbite[/title] [number]Anivia blasts her target with a freezing wind, dealing 55 / 85 / 115 / 145 / 175 (+50% of ability power) magic damage. If the target has been chilled, they take double damage. Cooldown 5seconds Cost 50 / 60 / 70 / 80 / 90mana Range 650[/number] [title]Explanation:[/title] Remember that thing I mentioned about Flash Frost leaving an enemy "chilled" for 3 seconds? Frostbite is why that status matters. Frostbite is your basic point and click skill that simply fires a frozen icicle at whichever target you selected, so long as it is within range. It's base damage values are fairly unimpressive and only scale 50% of AP, making it fairly weak against a regular opponent. Hitting an opponent chilled by one of Anivia's abilities on the other hand is a very serious threat, having very strong base damage and scaling off 100% AP. I'll make this as clear as possible: NEVER USE THIS AGAINST AN OPPONENT WITHOUT CHILLING THEM FIRST. There is no reason not to chill a target before using Frostbite, you would simply be wasting too much potential damage, not to mention mana. The only reason to use Frostbite against something not chilled is against a minion you need help to last hit (understandable, rarely), or if you are 100% positive that you can kill someone with it (should never come up). Also, I understand that Frostbite sounds a little limited since you can only really get anything worthwhile off a chilled opponent, and FF isn't always the most reliable way to chill someone (super easy to dodge), but don't worry because we also have access to... [title][img=skills/anivia/r.png] R: Glacial Storm[/title] [number]Toggle: Anivia calls forth a driving rain of ice and hail, dealing 80 / 120 / 160 (+25% of ability power) magic damage per second, slowing their movement and attack speed by 20% for 1 seconds, and chilling them. Cooldown 6 seconds Cost 75 / 75 / 75 mana Range 625 [/number] [title]Explanation:[/title] ...This absolutely amazing skill. Upon activation, you drop an icy field that damages anything inside for a fairly reasonable amount of damage every second. Each tick will deal a small amount of damage and will inflict 20% movement and attack speed debuff plus chilled status for 1 second. Since the time in-between ticks of damage is 1 second, any target that stays in the ring is constantly 20% slower on attack and movement, and constantly chilled. At any time 1 second after casting the spell, you may cast it again to turn the storm off. There are a few things that help make this an amazing skill: [.]Excellent Coverage. The range with which you can drop the eye of the storm is pretty far for this kind of skill, and the actual radius of the skill is friggin huge. [.]Damage is a bit more subtle. What I mean is that anyone that takes 1 tick of damage won't be very wounded, but if you keep poking them around with 1 tick per cast, the damage has a tendency to really add up. Also, someone sitting in the storm during a teamfight probably would be too preoccupied with their opponent to focus on you sitting there looking pretty. Watch that damage stack up. [.]It's probably the strongest farming skill in the game. I can't think of anything that clears a minion wave quite like Glacial Storm, or at least as readily available. Best part is it clears every minion wave, regardless of size, in almost exactly the same time. [.]It's a more reliable way to inflict chilled status. Each tick of damage turns into a full second of chilled, which is 1 second where you can destroy someone with Frostbite. Neat. [.]It has a 6 second cooldown. This ultimate is almost always at your disposal, and CDR will make it even better. There's really not much else to say regarding the ultimate, other than it is one of Anivia's most important skills, so try to get the most out of it. [title]Preferable Skill Order[/title] There's a grid for it up above, but here's a more indepth look: [.]Get Flash Frost at level 1, and max it by level 13. This is your main skill shot but not your main source of early damage, instead it's going to be your early source of stun and chill. Leveling it up increases the damage, greatly increases mana cost, and decreases cooldown. Chilled duration and slow/stun duration are never affected. [.]Get Frostbite at level 2, and max it by level 9. This is your main source of damage in lane, and probably your main source of damage for most of the game against champs. I don't take a point at level 1 since the ability is fairly useless without a way to chill the opponent. Leveling it up massively increases damage and slightly increases mana cost. If you land a Flash Frost, you should almost always be able to tag them with Frostbite due to the combined stun and slow. Get that damage. [.]Get Crystallize at level 4, and max it last. Crystallize isn't going to do you a lot in the early game, and it won't be absolutely essential in various parts of the mid game. However, even a small wall has many uses. Generally, you will use it more for vision than actual trapping (though it can have those uses as well). Leveling it up greatly increases wall length and mana cost. [.]Get Glacial Storm whenever it becomes available, though that should be fairly obvious. I would say that Glacial Storm is more like a 4th ability than an actual ultimate, just on account of how often you can use it (Cooldown of 6 seconds after deactivating it). One thing that will absolutely kill you with Anivia is leaving this skill on when it doesn't need to be on, the mana drain is absolutely phenomenal. Leveling it up increases the damage per second and the mana per second, although the initial cast is always 75 mana. Depending on the needs of the team, you can prioritize points in Crystallize over Flash Frost as a second skill. The real trick to leveling Crystallize is to [highlight]level it to the length you need[/highlight], and try to prioritize your actual damage-based skills to continue being powerful in fights. [title]TL:DR Version - Skill Priority[/title] [highlight]Get Flash Frost at level 1, Frostbite at level 2-3, and Crystallize at level 4. The order from there is:[/highlight] [img=skills/anivia/r.png][img=skills/anivia/e.png][img=skills/anivia/q.png][img=skills/anivia/w.png] [highlight]OR[/highlight] [img=skills/anivia/r.png][img=skills/anivia/e.png][img=skills/anivia/w.png][img=skills/anivia/q.png] To wrap up this chapter, here's Phreak's original Champion spotlight video for Anivia, which helps showcase a lot of her skills in actual games: (This video is old, Anivia's damage output has been nerfed since then, but the main skill usage is about the same) [youtube]http://www.youtube.com/watch?v=8Syose1O568[/youtube]

[center]Anivia's a pretty cool champion, but even she needs items.[/center] When the game starts, look at the enemy team and determine your lane opponent, and the enemy team comp. In almost every game, I recommend starting with a Sapphire Crystal and 2 Kool-aids ([imgsmall=items/sapphire-crystal.png][imgsmall=items/health-potion2.png]), but depending on the lane opponent and/or enemy jungler you might be safer with Boots and 3 Kool-aids ([imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png]). Boots used to be a near necessity for the lane phase, but due to S3's movement speed buffs and Anivia's altered build paths I think you can easily get away with diving into your build earlier. There is also the alternative of Doran's Ring ([imgsmall=items/dorans-ring.png]?), but that item tends to be better for champs with aggressive early game or sheer pushing ability. It's definitely not a terrible choice for Anivia anymore with its new passive, but I still recommend sticking with working on your core and skipping the Doran's items since you really don't need them to win a lane with Anivia. By your first recall, you should have a much better idea of how both your laning phase and the general flow of the game is going to work. Depending on the circumstances of the lane (you died/opponent died/no one died/etc.), you want to buy one of the following: [img=items/boots-of-speed.png] - If you haven't gotten yet [img=items/catalyst-the-protector.png] - Normal conditions, can be built before boots if you want. [img=items/tear-of-the-goddess.png] - Secured a really early advantage. Might be able to go straight to Archangel's if you like living on the wild side. [img=items/chalice-of-harmony.png] - Tough lane, losing pretty hard. Each of these items carry their own sets of benefits, and each can work well for Anivia with some being more geared towards certain parts of the game. Catalyst favors a strong early game and mid game with RoA being stronger the earlier you finish it; Chalice provides a reasonable laning phase and Athene's helps late game if your team is falling behind; finally Tear provides Mana and Mana Regen to enough of a degree that you shouldn't be too starved, and the late game power is absurd espcially when evolved into Seraph's. For what it's worth, any of these paths will work and if you want you can put any two of them together for insane value. [number]Pro Tip: The modified trigger on Tear of the Goddess means that when going back to base, you should immediately cast your ultimate and leave it on when shopping. You will generate Tear stacks for the entirety of your shopping experience.[/number] So, now you have at least one item to help your mana problems. Before building anything else, you might want to consider finishing Sorcerer's Shoes([imgsmall=items/boots-of-speed.png]-->[imgsmall=items/sorcerers-shoes.png]). Then, everything depends on the path you set yourself up with. Since each game you play will be different, you should really just play it by ear. Sometimes, getting damage matters a little more than super shoes, and other times you really just need AR or MR quickly. [number]Just be flexible, and most games will play out better for you.[/number] Usually, you want to finish RoA ([imgsmall=items/rod-of-ages.png]) sooner rather than later since the benefits don't fully kick in until you've had the item for 10 minutes. If you decided to get a super early Tear, you might be better off going for Archangel's instead ([imgsmall=items/archangels-staff.png]) since it gives a HUGE power spike when you finish it, regardless of when. The earlier you grab AA's, the sooner it becomes a Seraph's ([imgsmall=items/seraphs-embrace.png]), so regardless of which item you build you will end up strong. After you've finished either of those, make sure to get Sorc's if you haven't already, but you don't need to worry about the enchantment on it for a little while still. Finally, if you started with an early Chalice, you definitely need to get a Chalice going to make the mid game even happen. [number][center]By around the mid point of the game, this is a great place to be: [imgsmall=items/sorcerers-shoes.png][imgsmall=items/rod-of-ages.png][imgsmall=items/archangels-staff.png][/center][/number] If your Archangel's isn't completely finished yet, it isn't the end of the world, but you should have one of the two major components at least ([imgsmall=items/tear-of-the-goddess.png][imgsmall=items/blasting-wand.png]). After that point, you should buy at least one item specifically addressing the enemy team. [.][highlight]Need Armor?[/highlight] Grab a Chain Vest ([imgsmall=items/chain-vest.png]), and if that isn't quite sufficient enough upgrade into Glacial Shroud ([imgsmall=items/glacial-shroud.png]). If you were able to get by on just the Vest, you can turn it into a Zhonya's at any time for great benefits ([imgsmall=items/zhonyas-hourglass.png]). If you got as far as Glacial Shroud, focus on other items and later upgrade to either a Frozen Heart [imgsmall=items/frozen-heart.png] or Iceborn Gauntlet [imgsmall=items/frozen-fist.png], depending on what you need more of on your team (probably FH in most cases). [.][highlight]Need Magic Resist?[/highlight] Either a Chalice of Harmony ([imgsmall=items/chalice-of-harmony.png]) or a Negatron Cloak ([imgsmall=items/negatron-cloak.png]). The main thing to consider is ultimately "how much, and how soon". By the end of the game, all or your choices from there give between 40-45 magic resist, so the end result is mostly the same. Chalice turns into Athene's ([imgsmall=items/athenes-unholy-grail.png]), which despite the 30 AP nerf is still legit and useful as an MR item, and Negatron builds into your choice of Banshee's ([imgsmall=items/banshees-veil.png]) and Abyssal ([imgsmall=items/abyssal-scepter.png]), depending on what you're playing against and what else you are planning to build. Between your two situational purchases, at least one should be giving flat AP. [.][highlight]Need Both?[/highlight] The best choice for dual-source protection is [imgsmall=items/guardian-angel.png]. If you want, you can pair this off with [imgsmall=items/liandrys-torment.png] for just a solid balance of Health and protection, while still outputting good damage. Though usually, I'd prefer to only buy Liandry's against targets that simply have too much health for you to really injure. [number]Pro Tip - Liandry's Torment synergizes excellently with your ultimate, dealing an extra 5% of the target's current health in magic damage each 1.5 seconds for just getting pinged by it. That means if someone stays in your ultimate, they will take an additional 3.33% of their current health every second they stay in your ultimate. Tons. of. Damage.[/number] Once you've built one situational item, build a Deathcap ([imgsmall=items/rabadons-deathcap.png]) and follow it with another situational item. Congrats, you're done. [center][highlight]So what should your final build look like?[/highlight][/center] [center]Well, each game is different, but here's what I imagine being optimal for most games:[/center] [center][img=items/seraphs-embrace.png][img=items/sorcerers-shoes.png][imgsmall=items/enchantment-distortion.png][img=items/rod-of-ages.png][img=items/rabadons-deathcap.png][img=items/zhonyas-hourglass.png][img=items/banshees-veil.png][/center] Within this build lies just about everything. Your damage will be excellent everywhere. You will have plenty of AR and MR to survive most initial blows (Plus Health from RoA), not to mention a shield from Banshee's, a mana shield from Seraph's, and a time suspension from Zhonya's if you get focused in a team fight too hard (not to mention your passive). It's impossible to build enough Mana Regen to address Anivia's mana issues completely, but Archangel's Staff + Clarity Seals + Blue buff (+ Clarity Summoner if you grabbed it) should really stop you from ever being empty in a team fight (unless it just lasts forever). [number]The only problems with this build are the lack of cooldown reduction and Magic Penetration, but you can get all the cooldown reduction you need from my Masteries (4% on Offense, 6% on Support), Crest of the Ancient Golem (20%) and late game Elixer of Brilliance ([imgsmall=items/elixir-of-brilliance.png] = 10%). Altogether, that adds up to a full 40%. If MR really becomes an issue, you might need to substitute one item for either Void Staff or Liandry's Torment.[/number] [center]Here's an alternative build you can try:[/center] [center][img=items/rod-of-ages.png][img=items/sorcerers-shoes.png][imgsmall=items/enchantment-distortion.png][img=items/seraphs-embrace.png][img=items/rabadons-deathcap.png][img=items/athenes-unholy-grail.png][img=items/frozen-heart.png][/center] [center](You could also replace Athene's with Abyssal)[/center] This build literally allows you to get away with not having Blue buff. The mana regen attached to Athene's as well as total CDR of 35% from Athene's and Frozen Heart allow you to be extremely effective even if your team is behind. This build offers plenty of pure survival as opposed to the other build's utility based survival, making this build a little bit easier to play with. [number][center]Why Enchantment:Distortion?[/center][/number] [center][img=items/enchantment-distortion.png][/center] This question might come up for a few of you. Truth be told, I think all the enchantments are good, and ultimately the one you buy is up to you. I choose Distortion because I can reap more benefits from it than most (Hits Flash AND Teleport), and I don't find myself in desperate need of any of the other enchantments. The only other one I can honestly recommend on this character is Alacrity [imgsmall=items/enchantment-alacrity.png]. There are a lot of other items in the game that add to AP, or provide defenses and utility that I did not mention in the main builds. Here's some alternatives to think about: [imgsmall=items/boots-of-swiftness.png] - I've seen a lot of Anivia players build this item, and I can understand where they're coming from. Anivia acts and moves like a glacier. However, I would almost never recommend this item over Sorcs ([imgsmall=items/sorcerers-shoes.png]) or Lucids ([imgsmall=items/ionian-boots-of-lucidity.png]). The little extra movement speed is not as important as having extra Mpen or Cooldown reduction, and movement bonus 2 is actually enough in most games. The only advantage with this item other than just being genuinely faster is that it makes slows less effective against you, but that shouldn't be as much of an issue on you since you're ranged. [imgsmall=items/will-of-the-ancients.png] - In an earlier version of the guide, I'd have told you that while this item is very solid, the situations where you should build it are a bit more situational (mostly, how well it synergizes with your team). Now, I'm gonna tell you that this item is just plain good, regardless of the situation. The spellvamp coupled with 80 AP provides an absurd amount of sustain in and out of team fights, and the item in general is a great item against kiting champs and tanky dps teams. Against the current meta, WotA is absolutely awesome, even with it's recent 400 gold nerf. [imgsmall=items/morellonomicon.png] - Mostly for counterpicking heavy healing/lifesteal/spellvamp, and you don't have ignite. AP, Mana Regen, 20% Cooldown Reduction, and the ability to apply Grievous Wound to champs for reduced healing; overall a decent item. However, I would not recommend it over most other AP items that are stronger on Anivia, so leave it for counter-picking only. [imgsmall=items/lich-bane.png] - Situationally amazing, but there are so few situations where you want this. For Anivia, this isn't a late game item, this is a SUPER WAY LATE item. Like, this is an item to build when the game goes on so long you just can't put out enough damage anymore. Depending on how high you jacked your AP, this could be an absolutely devastating item that is only further supported by Anivia's huge attack range. It can also be used to push down towers like a boss if your team doesn't know how (probably not a great team). [imgsmall=items/deathfire-grasp.png] - I like this item much more than I used to, but I still don't recommend it on Anivia. This item was mostly designed for assassins and burst-intensive casters, neither of which Anivia is. Not the worst choice especially with 100 AP and 15% CDR, but not a slamdunk either. [imgsmall=items/rylais-crystal-scepter.png] - To be blunt, I don't like Rylai's on Anivia. All of her main skills are already enabling and setting slows/stuns/being a wall, so she doesn't need Rylai's passive at all. Also, while the health is a nice bonus, the cost of the item just isn't worth it. You'd be better off going for RoA in most cases. [imgsmall=items/wraith-collar.png] - Pretty good for scouting, but your wall and proper ward placement is already pretty good for that. Seems unnecessary for you. [center][highlight]Mostly with Item building, be flexible. Versatility and creativity go a long way in any match.[/highlight][/center]

[center]So I'm sure some of you may be curious about Mejai's Soulstealer. For those that don't know:[/center] [center][img=items/mejais-soulstealer.png][/center] Here's what I think: Mejai's is entirely high risk, high reward. If you are especially confident in your abilities, it can really go far. Mejai's can easily help you win games you normally wouldn't, and if built with some other modifiers like Archangel's and Rabadabadewgong, you can get an absolutely absurd amount of AP (read: over 800). However, you need to be a good player to really get the most out of Mejai's, as it will require your participation on a great number of skirmishes, 1v1's, and ALL team fights. I find that Mejai's starts to break even on cost at around 5-6 stacks, and starts getting stupid good after that. If for some absolutely impossible reason you get to 20 stacks, might as well be GG. If you are looking for a Mejai's build, I would start it like the Tear path, but after getting Tear and basic shoes, start building Mejai's. After Mejai's, finish boots and get Rabadon's. You should soon after either finish Archangel's or build a Void Staff. Your high risk strategy here is somewhat all in, so defense isn't a top priority. Still, if you want to build defense, I would only get one item. This is the sort of scenario where Guardian Angel is really good. This is what I imagine the final build looking like: [center][img=items/seraphs-embrace.png][img=items/sorcerers-shoes.png][imgsmall=items/enchantment-homeguard.png][img=items/mejais-soulstealer.png][img=items/rabadons-deathcap.png][img=items/void-staff.png] / [img=items/guardian-angel.png] or [img=items/banshees-veil.png][/center] Anyways, feel free to give snowballing a shot. As a piece of advice, if you can't seem to get stacks or you die too frequently for the stacks to matter, sell Mejai's and start regulating your build to be more standardized. If you REALLY want to keep that book, but you keep dying, then just ignore any form of protection and get as much damage as you possibly can, because that will be your only hope at that point.

Alright, now that all the preparatory measures are taken care of, it's time to actually [highlight]play the game[/highlight]. That may sound frightening, but don't worry about it. Your first couple games with Anivia will probably be a little weird, but once accustomed she's quite strong. Here's a primer on how to do well with Anivia. [title]Your first obstacle: The Loading Screen[/title] Yeah, okay, I know that sounds dumb, but I honestly believe the match officially starts at the loading screen. At this point, the match is officially happening, no more chances to queue dodge. During the loading screen, you will finally be 100% aware of what you're fighting. The first thing you want to do is find your lane opponent. Generally speaking Anivia should play solo mid, but she can also play solo top, and can possibly function in a duo lane. Honestly though, you should be established at mid, as that is your most optimal position. So, look at the loading screen and see who on the enemy team is playing mid against you, and also note the enemy's team composition. With this information, you can start making important decisions like first purchases and general lane strategy, as well as abilities that you might need to be more actively aware of (examples include Blitzcrank, Karthus, Shaco, Twitch, Evelynn, etc.). [title]Welcome to Summoner's Rift[/title] Alright, it's go time. Buy your items as quickly as you can, and depart. If you decided to run Clairvoyance, don't forget to use it in front of the enemy's summoner platform, to find out what your opponents bought. Chances are, your jungler will want a leash at blue or possibly red. In either case, you can help them out easily. I prefer to scout the brush just beyond the blue camp's outer ring: [imgext=http://i.imgur.com/kuZHu.png] If you bought your items quickly enough, you should be able to get to the riverside bush without any stalkers being in the bush. You can provide surveillance to one of the riverside entrances this way, and should be safe from most invasions (wherein the only real threat here is Blitzcrank hiding in a bush with his whole team, which you will know to be careful of as made clear in the above subsection). Anyways, when the Ancient Golem finally spawns, I usually just fire a flash frost and maybe get a basic attack in before heading straight to mid to start farming. [title]Kill Minions, Get Gold, Buy Items: The Early Game[/title] Laning Phase is a go, time to do that thing where you find a seat, get comfy, and farm like you're some kind of magical crop fairy. Last hitting with Anivia's auto attacks can be an especial pain in the arse on account of the super slow startup and the low damage. Still, it's what you have to work with, so at least be glad yours has an excellent 600 range. I wouldn't recommend using Flash Frost to farm in these early stages, but if you do at least do yourself the favor of detonating it right behind the last set of minions you hit. Frostbite can also be used to help you nail last hits, but doing so is a waste of mana most of the time. Just gotta get that last hit timing down, and only use Frostbite if you need to last hit two enemies in quick succession. Understand that your farming is going to be hard and really suck until you hit level 6. But there's of course more than just minions in your lane, there's also a second player. A lane opponent is especially important to pay close attention to. When fighting any opponent, it's important to know what they are capable of doing, and how much you can/should be harassing them (as well as how much you shouldn't). Every laning opponent is a different experience, so it's very important to learn your matchups. If there's a champion you're not familiar with or can't figure out, go look up their abilities on a wiki (or here). There's a section below if you want to know some specific matchups, but for the most part you will learn much more actually playing against those opponents then reading whatever I have to say. By the time level 6 comes around, you will/should be close to making your first set of purchases. For the record, Tear of the Goddess([imgsmall=items/tear-of-the-goddess.png]) costs 700 gold, Boots of Speed ([imgsmall=items/boots-of-speed.png]) is 350, and Catalyst the Protector ([imgsmall=items/catalyst-the-protector.png]) is 1200! If you started with Boots, that's 350 less to worry about, and Sapphire Crystal knocks 400 gold off either Tear or Catalyst. Do the math, and try not to recall until you've at least reached your farming goal, which you should have by about level 6-8. Any later than that is a sign that you need to practice your farming. If you buy Tear, don't forget to turn on your ult at the summoner platform. [title]The Game has reached its Adolescence: The Middle Game[/title] After you recall for your core items, it's time to do some serious laning. With the power of your ultimate, only one thing is needed now: Crest of the Ancient Golem. On your way back to lane, make your way instead to the blue camp and get ready to fight the Golem. Here's some tips regarding the acquisition of blue buff: [.]Use Crystallize to lock it in the corner, then drop a Glacial Storm on both it and it's cronies. Frostbite the Main Golem and fire a Flash Frost, detonating it just past the golem and hitting the cronies in the process. Keep auto attacking it and using any of your skills whenever they come up. It should die when you have about 10-20% of your mana left the first time you kill it. [.]Try to negotiate with your jungler ahead of time to work out Golem dispersal. He should definitely get the first one, but you need the second. After that, he should be giving most to you, but don't be overly greedy. Also, I try to negotiate these things before matches start. If the jungler makes it clear that they will not be actively sharing blue, I simply switch out Teleport with Clarity and suddenly almost all my mana issues are taken care of. Alright, now you have blue and your ultimate, it's time to get your ass to mid and show them the definition of farming. Mana regeneration on blue is boss, so spam your ultimate and farm those minion waves. Try to place the storm right in the center of the wave, you should be able to cover the whole thing. Since you (should) have blue buff, you don't need to worry about mana issues so use your ult to farm as often as possible. With your ultimate in tow, I can't think of any reason for you to be out-pushed, unless your opponent is like Mordekaiser or Morgana. With blue buff comes the responsibility of not giving blue to the enemy opponent. If you push the wave really far forward, go clear out your wraith camp for extra gold (if your jungler starts complaining about that, be considerate, and politely try to jack the opponent's wraiths if you think you can safely). If you are farming properly, Rabadon's Deathcap shouldn't be that far away, and having that will officially bump your damage up significantly. You should be farming solidly at least until level 11-13, just get as much farm in as you can until team fights start breaking out. When mid game rolls around, people start getting a bit more objective focused. Things like grouping on "that one tower" or trying to kill Dragon become much more high priority, and accomplishing one of these objectives will greatly help you win the end game. As a reminder, one tower yields 150 gold per person (750 gold in total), and dragon yields 190 per person plus 25 to the finishing blow (975 gold in total) making both of these excellent objectives to go for. If you see your team grouping up for Dragon, you should join them but not directly. You want to stay in one of a couple key locations as a scouting role: [imgext=http://i.imgur.com/Z6BSL.png] If the key entry points are warded well enough, you can probably assist in killing dragon. Put a Glacial Storm underneath, and try to only use Frostbite. Save Flash Frost in case a fight breaks out at Dragon, because there is nothing worse than needing it and not having it. When doing a tower rush, stay back line and clear out minion waves for your team. Do whatever you can without attracting tower aggro, you will die way too quickly from that stuff. If you see an opportunity to trap someone with a crystallize, or at least force an awkward escape route, go for it. Do keep in mind that Crystallize will attract tower aggro if it hits a champion. [title]Final Destination: The Late and End Game[/title] Hopefully, things have gone well for your team. By the late part of the game (which I believe is about level 14+) major team fights will be the new laning phase. It's time to see which team is stronger, or at least which team is better coordinated. Team Fights can happen anywhere, so try to stay grouped with your team as often as possible. Wards are always important in League, having wards on the field allows you to keep vision on major choke points and the newest major goal: Baron Nashor. By the time team fights are breaking out, you should probably have at least 4 pieces of your final build done. Only having 3 is going to make things difficult (though not always impossible), and having 5 pieces done means you are REALLY ready to kill some people. If you have 6 pieces done, the game is probably done by this point because you rocked it so hard. As Anivia, you will be able to contribute to team fights most strongly with your wall. This means that in a perfect world, all team fights would happen in the forest, and by your terms. Anivia functions much better at forest fighting because of the narrow passages and frequent brush: Walling off enemy team members becomes MUCH easier, Flash Frost and Glacial Storm become harder to escape and dodge, and with the right amount of vision your team will always have an overwhelming advantage with you and Crystallize. Now, assuming fights break out in more open spaces (read: In the middle of the river, center of the map, in either team's base) you won't be nearly as effective since your wall cannot completely "stop" most enemies, and there aren't really any passages to close off in an open area. Walls are still important for these fights, but placing them in a good spot is going to be MUCH harder. Your objective is still to try separating their team as best as possible, but in an open area you want to try being a bit more "invisible". In most cases, you can initiate beautifully in the jungle, but it is usually smarter to let someone else on your team initiate in plain sight. [title]Another Perspective, Cooldowns in Team Fights[/title] Let's take a look at Anivia's Cooldowns: [.]Flash Frost at level 5 has a cooldown of 8 seconds. [.]Frostbite has 5 seconds of cooldown at all ranks [.]Crystallize is a staggering 20 seconds of cooldown at all ranks. [.]Glacial Storm has 6 seconds of cooldown after being deactivated at all ranks. Let's imagine a scenario of maximum cooldown reduction based on builds. 9/0/21 tree provides 10% cooldown reduction (21/0/9 only provides 4%), and if you build Frozen Heart that's another 20%. Also, there's Elixer of Brilliance (10%) and Crest of the Ancient Golem (20%). With enough of these factors put together, you should reach the full 40% CDR. After all that factoring, here's what we have: Flash Frost (level 5) is down to 4.8 seconds, Frostbite is down to 3 seconds, Crystallize is down to 12 (8 seconds off!), and Glacial Storm is down to 3.6 seconds in between activations (over 2 seconds on ult is a big deal). Now, let's translate that into team fighting scenarios. In any team fight you should expect to have the following available: [.]Glacial Storm can be put down, and probably repositioned once if done quickly. [.]Frostbite should be landed about 2-3 times, 4 if the fight lasts forever. [.]1-2 Flash Frosts most of the time, maybe 3 if the fight simply won't end for some reason. [.]One wall. You will almost never get another. Now obviously, you won't always have optimal cooldown reduction. If we take one of the 20% CDR's out, the only major difference is that you might not make it to 3 frostbites, and you will have a hard time getting more than 1 flash frost before the fight is "over". Obviously some team fights tend to last a bit longer, and you may be given the benefit of another Flash Frost and Frostbite in those cases (or a recasting of Glacial Storm, try to make the first one count), but the one thing I would never count on is a second wall. [number]Crystallize should for the purposes of teams fights be viewed as your ultimate: You can cast it once, and if landed properly can change the entire outcome of the fight.[/number] These are all important things to consider, and cooldowns deserve a lot of attention. You want to make sure you are contributing as much as possible. [title]Anivia guide, Cliffnotes Edition (for lazy people)[/title] If this guide seems daunting (or at least long), I can understand. Still, I would encourage reading as much you can. If you simply can't be bothered, here's some short and sweet info to grasp: -Try to setup team fights in the jungle, where Anivia is strongest. -During the laning phase, you will need to find ways to bait people into flash frost since it's slow. Play a very "inviting" game, then blow then up for getting too comfortable. -Your auto attack has a very long range, so you can get some reasonable harass with it in the early game. Beware though, it has a very slow startup animation. -After level 6, you want to try keeping blue buff as often as possible. Communicate well with your jungler, and see what can be arranged. If your jungler absolutely never gives you blue, you might need to get your Archangel's a little earlier than expected (though it shouldn't be a problem if you're running Clarity). -Never assume that just because you have your egg that you are invincible. -Don't be afraid to take advantage of having the egg though. You can use it to bait people into thinking you are easily killable, when in truth you aren't. -Learn where Walls are best placed, and how to take maximum advantage of them. Walls tend to be at their most effective in narrow entries, but it's also very useful even out in the open when used correctly. -Try to avoid CC often. Silence is the death of Anivia, and stun is not pleasant either. If you fire a Flash Frost and proceed to get silenced or stunned, you won't have a way to detonate it.

This section is dedicated to patches and changes to the game that have a reasonable effect on the way Anivia is played. [center]------------------------------------------------------------------------[/center] The S3 mega patch is now live. Everybody is trying to rediscover the game. If you find out anything you think I should know about, post a comment.

Another part of the guide that I will write up slowly but surely. The idea here is that eventually, I'll have some basic advice for fighting against every champion in the game. For now, here are a few of the many opponents you may run into: [highlight]Morgana[/highlight] [imgsmall=champ/morgana.png]: Her Spell Shield effectively negates Flash Frost, and she will probably out-sustain your attempts at harass unless you are constantly landing skillshots and autoattacks. Her damage is also very strong if she lands her whole spell combo and while she isn't too difficult to lane against her pushing ability and general safety is annoying. Make sure to dodge her skill shot or stay behind minions so the skill shot can't get to you, never stand in the dark pit, and be aware that at level 6 she can potentially just flash ultimate you if close enough with little actual risk (when equipped with spell shield). For the record, the spell shield will negate the slow and stun from Flash Frost, but it won't negate the chilled status. Your best strategy against Morgana is to just farm, since she doesn't actually have a good way to stop you from doing so. In team fights, Morgana can initiate with flash into ult, catching most of your team and leaving herself cc-free with spell shield. If you know there's no escape, try to put up a wall before the snare pops to block the rest of her team off. You will scale better than Morgana late game, so make sure you farm properly. [highlight]Kassadin[/highlight] [imgsmall=champ/kassadin.png]: God help you, there's no way to win this reasonably, a good Kassadin will just wreck you everywhere. He will Rift walk, silence you, and sneeze some void in your face. The overall exchange leaves you extremely devastated and with no chance to respond on account of the silence. His natural Magic damage reduction on passive makes him hard to kill too. Just don't get in a fight with him, it's never worth it, and be as careful as possible. It's not too hard to harass him before level 6 since he's a melee champion, but don't overdo it; once he can rift walk STAY CLEAR. After 6, there is no reason to push against Kassadin, so stay close to your turret and farm the best you can. In team fights, Kassadin will probably try to burst you down, and the wall can't really stop him. All you can really do is ask your team mates to focus down Kassadin and aim to take him down quickly so you can actually participate. If Kassadin rift walks in for a sneaky kill (on someone other than you), you can attempt to lock him in with a wall, which should make his escape much tougher for at least 4 seconds. The plus side in this match is that you can ultimately support your team harder than Kassadin can his, so long as you played your laning phase carefully and didn't allow him to get fed. [highlight]LeBlanc[/highlight] [imgsmall=champ/leblanc.png]: Very similar to Kassadin in many respects, Leblanc can just kill you with little resistance often. Leblanc in my opinion has a bit stronger of a late game than Kass, but I never found the laning phase nearly as frustrating. Once you've learned the distance on Distortion, you can keep yourself a bit safer. At level 6, her damage gets pretty stupid, and one full combo will almost certainly egg you. This is another case of just being very careful, minding your distance, and farming. Although not in any of the build guides, this is one of those cases where you might need to build Negatron Cloak extra early, I guarantee it will make a huge difference in the laning phase. If the Leblanc isn't giving you too much trouble, you can opt for a Chalice instead, but the early MR helps tremendously. In team fights, LeBlanc is not quite as strong. She has the ability to blow up a single target and maybe get out unscathed, but that's mostly where her contribution ends. Here's something to pay attention to: Distortion Strike. LeBlanc will usually try to blow up someone squishy on your team, and her gap-closer is probably how she'll do it. If that person is you, you're kinda screwed. If your reaction time is good enough, tag her with Flash Frost wherever she lands, and if you can get her before getting silenced you'll be in great shape. If she aims at someone else, you can always try aiming flash frost at her recall point (obviously only works if she actually recalls). Try not to waste walls on LeBlanc, she can't be held to any real benefit. [highlight]Vladimir[/highlight] [imgsmall=champ/vladimir.png]: This is basically like Morgana in that you absolutely can't force him out of lane by yourself. I honestly think his Sanguine Pool is a little too strong of an escape since it hardly has any real cost to it, so you are probably better off not worrying about pushing him out of lane. If you can land a Flash Frost/Frostbite, it's not terrible, but he's very likely to just recover everything if you can't capitalize on it. I say "if you can" because if you don't immediately pick up the Frostbite, he will pool through it and get out for free. By no means impossible, but very annoying. Here's all I have to say about Vlad: Study your player's habits. If you play against a Vlad that pools whenever he sees you go for Frostbite, instead go for Autoattack, and watch him pool for nothing. Alternatively, make sure you followup every launched Flash Frost so you will always be able to capitalize. In team fights, Vladimir is tougher to focus down because of his Sanguine Pool. If possible, use Glacial Storm and Frostbite (or just a very good wall) to attempt forcing him into Sanguine pool. You will probably be better in most cases saving Flash Frost for other members since he can just use the pool to dodge it. If you know Sanguine Pool is down, get that Flash Frost > Frostbite > Glacial Storm going. [highlight]Brand[/highlight] [imgsmall=champ/brand.png]: Fire vs Ice. The big thing with Brand is that everything he does hurts a ton IF you get hit by it. The guy has both a skill shot and area nuke that will absolutely microwave your drumsticks in conjunction with his passive, but they won't do anything when dodged. Get yo boots and drank, farm and keep alert at all times. Feel free to harass him when possible and focus on farming while keeping in mind his skills. Because Brand doesn't have any strict escape abilities, calling for ganks can get an overextended Brand killed very easily. In team fights, the worst thing you can do against Brand is bunch up close together. Between Flame Pillar, Pyroclasm, and Conflagration on a blazed target, Brand is incredible at damaging clusters of targets. Brand is one of the best targets to catch out of position; if you ever see a good chance wall him off from his team. Landing a Flash Frost is great as well, but make sure to wall him off before tagging with frostbite. Don't worry, the chill on Flash Frost lasts for 3 seconds, you will have time to land your combo. [highlight]Heimerdinger[/highlight] [imgsmall=champ/heimerdinger.png]: I don't have the utmost experience fighting against Heimerdinger, but he's about normal as far as opponent's go. Basic package of "don't get hit by his skill shot", even though the blind doesn't really restrict you it will still hurt. Heimer is squishy, so even landing 2 flash frost/frostbite combos can be extremely dangerous to him. He will definitely try to push your turret HARD, but if you can grab blue buff and keep it, he should never be able to push you down. The only real annoyance with Heimer is with the Micro Rockets, which have a stupidly long range and actually do respectable damage, and he has very naturally high health regen due to his passive. In team fights, use wall to block off Heimerdinger, or just Flash Frost him. The best he can hope to do in that situation is put down turrets, pop his ult, and fire mini rockets. If you stun him before he starts combo-ing off, he'll probably melt to the team effort. Note that even if Heimer pops his ult, he is still the main target since his death will deactivate his turrets. Finally, if he puts turrets down, do not under any circumstances get hit dead center by his skill shot, it will probably get you killed. [number]Pro tip: Your auto attack range is greater than the attack range of his turrets, so feel free to exploit that in lane.[/number] [highlight]Orianna[/highlight] [imgsmall=champ/orianna.png]: Admittedly, I've never danced with the tinker's daughter. I would imagine playing against Orianna to be kind of a mixed bag, dependent entirely on how much she tries to harass you. In my opinion, Orianna's absolute strongest attribute is her zone control, and her weakest aspect is mana starvation. If she spends too much mana trying to stop you with Command:Attack and Command:Dissonance, she'll be burning through a ton of mana that she really can't afford to spend. Against Orianna, focus on farming and harassing her with auto attacks if you think you can get away with it, which is doable on account of your auto attack range beating her's by 75. If you notice she's out of mana, harass her out of lane as best you can, or try to setup a gank. Getting egged by Orianna is very dangerous, as her auto attacks scale off AP and deal increased damage against the same target, so don't ever get destroyed outside your turret range. In team fights, Orianna has the ability to pretty much engage on the fight fully from almost a full screen away. If you catch her out of position, you can probably just drop her, but in most team fights, she'll put the ball on the initiator and pop Command:Shockwave, which is really hard to fight against. If you see that happen, try to time your wall to split the incoming team instead of completely blocking all of them. In the best case, you catch one or two people, as opposed to getting wrecked by five. If you get caught in the Shockwave, you MUST land a good wall, or your team isn't gonna make it out alive. [highlight]Anivia[/highlight] [imgsmall=champ/anivia.png]: Ye gods, a mirror matchup? How horrifying. Obviously this will never happen in draft format, but there are plenty of people that play blind matches, so here's the skinny. You should be completely aware of what Anivia does, and what tools she has available. Because of this, you know that the only thing in her arsenal that presents a true threat pre-6 is Flash Frost, so as long as you mind your distance and be ready for it she will simply waste mana trying to harass you. Also, since Anivia is slow, it's easier to catch her with a good flash frost if you can read her movements. In a mirror match, I would simply recommend not firing the first flash frost, and try to get a feel for your opponent's movement pattern. Also, keep in mind her passive prevents the first death, so don't try to press any kind of advantage until she has been egged. Alternatively, a solid gank can easily kill her twice. In team fights, try to keep the jungle area warded, especially at choke points where team fights are frequent. It's important not to get screwed by the enemy Anivia's wall in a team fight. I suppose if it happens, you can try counterwalling, and watch everybody laugh. Since you should know Anivia's toolset by heart, there are no surprises here. [highlight]Fiddlesticks[/highlight] [imgsmall=champ/fiddlesticks.png]: Fiddlesticks is extremely fragile, more so than a lot of AP casters even. The problem is that his Drain skill recovers a large amount of health, his crows silence and can hit multiple times off minions, and he can fear you for free damage. You need to be very smart to engage on Fiddlesticks, but you can totally take him out if you can bait some of his moves out properly. For example, you can wait for him to start draining you, and immediately land a two-hit flash frost to end the drain and put out more damage than he healed. If he starts with fear and moves into drain, it might be better to put down your ultimate around him, land Frostbite and wait to see how he reacts. In team fights, Fiddlesticks is a bold and powerful initiator. If you see Fiddlesticks jump your team with his disco inferno, you'll need to try and wall his team off so he's left stranded. Also, try to stun him before he can get his fear off. In a case where he doesn't pop disco inferno, he will probably be focused on kiting with ravens and drain-o. Same idea as Brand, don't clump together too close and if you see him start draining, Flash Frost him. [number]Pro tip: Using crystallize to "nudge" Fiddlesticks will not end the channeling on drain. It's entirely distance based, so the only way to end the drain animation is if you escape it's range or he finishes drinking you. Or you can just stun him.[/number] [highlight]Annie[/highlight] [imgext=http://images2.wikia.nocookie.net/__cb20110301205947/leagueoflegends/images/thumb/6/6f/AnnieSquare.png/20px-AnnieSquare.png]: Fighting against Annie is really a test in attentiveness. In my opinion, nothing is more important than knowing what Annie's spell count is on her passive. I think it's obvious that you must be especially careful of Annie when Pyromania is active (visually noted by rings that thrum around her) as taking any spell will lead to a nasty 1.75 second stun, but she can easily be much more threatening if her Pyromania count is only 3. Firstly, at 0-3 stacks you won't be given a visual cue to watch out for Annie in case she tries to burst you, but secondly because if she catches you with any spell it could lead immediately into a stunning Tibbers summon, the overall damage of a two-spell dump plus stun and bear is devastating. In lane, just make an effort to be aware of her Pyromania count. Anywhere between 0-2 and you usually don't need to worry, but better play it safe around 3-4. Keep in mind that if the Annie player has flash, you need to be extra cautious as they can just flash-sassinate you. A good Annie will stand inbetween you and the minion waves when her passive is up, making it extremely difficult to farm. When this happens, you will either need a gank since she should be overextended, or you'll just have to wait for her to blow it on something frivolous. In team fights, Annie is pretty much the purest definition of a burst mage. After just flat out unloading her full spell combo, she can't do anything other than disintegrate before the enemy team is dead or she is. It will be much harder to keep track of Annie's Pyromania stacks before and during team fights, but it's probably wise to assume she enters most team fights at 2-4 already. If you can, try to wall Annie off from her team but you must still approach very cautiously. Either let one of your tankier teammates bait the spell storm coming, or prepare your team to go off of your egg form. Finally, I highly recommend getting Banshee's Veil [imgsmall=items/banshees-veil.png] against Annie. [highlight]Ahri[/highlight] [imgsmall=champ/ahri.png]: Well, now that I've had a chance to lane against Ahri, I can speak with a bit more accurate detail. Ahri is almost as bad as Leblanc, and if they are really good then you are in for a doozy. Ahri's main spell combo is Foxfire > Charm > Orb (maximum 1.66 AP ratio), or alternatively Foxfire > Orb > Charm > Autoattacks (same ratio, more damage altogether). The math is impressive and all, but the clean and simple is that she barely gets any damage if you can avoid her skill shots. Always start this lane with Boots and 3. Also, when she hits level 6, she can tower dive and burst you down like a pro...almost. Two advantages Anivia has in this match are Rebirth, which can save you from Ahri's burst (which requires pretty much all of her spells), and Flash Frost which can catch any Ahri after her first or possibly second Spirit Rush. In team fights, Ahri becomes difficult to focus on account of her ult being so damn safe. If you can land a flash frost combo on her or trap her with crystallize, you might be able to trigger an early ult on her part. Also, try to avoid narrow places, like the jungle. I know Anivia thrives on team fights in the jungle, but Ahri will have a stronger linear damage output than you with both of her skill shots. [number]Pro Tip: Ahri's charm is one of the few suppression methods that [highlight]does not force Anivia out of her ultimate.[/highlight] Keep that in mind when she starts going on the offensive.[/number] [highlight]Ashe[/highlight] [imgsmall=champ/ashe.png]: Not unheard of in middle lane is Ashe. She's an entirely different breed of champion than you will be used to in center lane. The only real advice I offer against Ashe is that you should try to stay in the cover of minions at any time you try to approach her, and to try farming to the best of your ability. Ashe isn't especially terrible an opponent, but her kiting off volley can very easily knock you out of lane if you aren't careful. Once Ashe hits level 6, try to keep your movements unpredictable as often as possible. Contrary to popular opinion, Ashe's ult is not really that great fired across a screen, but hitting at close range is still plenty devastating and if combined with a gank will often get you killed. In team fights, a good Ashe will be far in the back doing that ranged AD thing. Do whatever you can to kill her, flash frost is usually the best way to secure a kill on this front. Optimally, try to get close via bush or flash so you can unload your skillset with little chance of failure. [highlight]Veigar[/highlight] [imgext=http://images4.wikia.nocookie.net/__cb20110316004314/leagueoflegends/images/thumb/8/8f/VeigarSquare.png/20px-VeigarSquare.png]: Two words to describe Veigar: "Super Squishy". Alternatively, "Feed Me". Veigar is occasionally annoying at mid, but only occasionally. In the early levels, there's very few ways he can really drop you, and for the most part you will outdamage him by quite a bit, even with your autoattacks. His toolkit is designed around dealing heavy damage to a single target, or setting up a team fight very favorably, but that damage doesn't really show up until later. In the laning phase, try to prevent Veigar from farming whenever you see an opportunity, and make at least a few attempts to gank him. Veigar isn't especially fast, and has no escapes outside of Event Horizon which in itself needs to be landed perfectly against good players. Mostly, punish his attempts at farming Baleful Strike. Landing one solid spell combo is probably enough to drop him at least 40%. In team fights, be very aware of Veigar. Event Horizon is absolutely terrifying if you ever touch it. When you see one go down, make a special effort not to touch the edges. If he drops the edge on you, it could be a very bad day. One thing to remember is that Veigar's Ultimate scales off both his AP and yours, so the higher your AP is the more his ult will just destroy you. You need to be careful about your placement in team fights mostly because a good Veigar will try to single you out for his ultimate, and it's not uncommon for it to drop you from FULL TO DEAD on just the ult. Banshee's Veil is really good against Veigar later, as it gives you the ability to walk through Event Horizon while giving you MR to survive him. [highlight]Mordekaiser[/highlight] [imgsmall=champ/mordekaiser.png]: I've always imagined Mordekaiser as a solo top, but I suppose you can dump him in solo mid as well. Mordekaiser is one of the few mids you will fight that needs to get in melee range to last hit minions, unless he uses skills in which case he will be pushing the wave and leaving himself more likely to overextend. The most important thing to watch out for is Siphon of Destruction, which hits instantly and has a staggering range of 700. So, play it by ear. If Mordekaiser is trying to last hit in the traditional sense, put a flash frost in his path to either discourage him from doing it, force him to use a skill, or punish him for trying to farm (really depends on how he reacts to Flash Frost). The alternative is punish him with a basic attack when he tries to farm, but if he uses his Siphon of Destruction in response you will take a fat amount of unavoidable damage. If he does the skill thing and frequently pushes the wave, just make sure you stay a fair distance away from him when he's doing it. He will easily be able to outpush you severely, but once you hit level 6 you can keep up with him, if not outpush him. It should also be noted that Mordekaiser has no actual escape mechanisms, so try to set up ganks often. In team fights, singling Mordekaiser out usually works out well for you. Try to shut him down before he builds too much shield from his skills, and if he tags you with his ultimate you might be better off escaping the clutches of the fight instead of becoming a specter for his amusement. Generally speaking, the longer Mordekaiser is in a fight, the worse it is. [highlight]Ziggs[/highlight] [imgext=http://images1.wikia.nocookie.net/__cb20120201131556/leagueoflegends/images/thumb/5/55/ZiggsSquare.png/20px-ZiggsSquare.png]: Ziggs is weird. In many ways, I want to say he's not a big problem, but the truth speaks otherwise. He actually has some very good tech against you. Anivia is slow, so it's much harder to dodge skillshots than faster champs, making his bomb harass very annoying. The bomb circle is really annoying not for its damage, but for its very strong zone control. He is very squishy though, you should almost always be able to win trades if you land Flash Frost first. Poking with your Frostbite/Glacial Storm combo is pretty solid too. Unfortunately, going for extended Glacial Storms is difficult since his Detpack can actually knock you out of it. In team fights, Ziggs is always in the back line or already dead. He puts out pretty impressive damage on clustered opponents, but his single target focus isn't very strong. Keep in mind where he's throwing stuff, especially his ultimate, and keep in mind that he will have to blow his detpack early if you wall him off. [highlight]Lux[/highlight] [imgsmall=champ/lux.png]: Lux is surprisingly annoying in lane for a couple reasons. She has a considerable amount of range attached to her harass, making her exceptionally safe, and her damage is actually pretty significant against Anivia's terribly low health. Boots and 3 pot is a big help, but she will probably still be able to punish you with the great range on Lucent Singularity. When fighting Lux, treat her like Morgana but with much more harass and several times more fragile. Getting caught in a Light Binding will put you in a world of hurt, so try to stay behind your minions and watch out for Lucent Singularity. If at any point you get illuminated, stay away from Lux until it wears off. The last thing you want is to take way more damage than you need to. In team fights, Lux can fight a battle from an annoyingly long distance. The combination of Light Binding, Lucent Singularity, and Finalis Funkeln gives her an amazing amount of area control. Always be alert of Lux's target sighting on her ult, it's not that difficult to dodge if you stay attentive. By the time late game rolls around, you should be able to out damage her by quite a bit, so try to endure the terrible laning phase. In team fights, Lux is the definition of a backline support. If she lands a solid Light Binding into Finales Funkeln, it might just end parts of your team, not to mention Finales Funkeln can be used as a kiting mechanism due to its absurdly low cooldown. Your goal is put glacial storms in areas that will damage opponents and also discourage engagement on a bound teammate, and if you get the chance try to use a wall to get Lux trapped. [number]Pro Tip: When Lux lands a Light Binding, she will often try to push an advantage on the bound target. If you can predict her entry method, you might be able to land a free Flash Frost.[/number] [highlight]Kayle[/highlight] [imgsmall=champ/kayle.png] - Probably not the most common mid lane matchup. While she technically is a melee character, you should treat her like ranged, as most Kayle players tend to have Righteous Fury up as often as possible. She can also be extremely dangerous if you get caught in a bad place with Reckoning, as the 35% slow and damage amplification will allow her extended autoattacks to shred you to pieces in lane. Still, I find that Kayle really isn't a huge threat if you act calm and harass her in moderation. Try not to overextend; Kayle can only really mess you up when you are far from your turret. I usually start off with Sapphire/2pot and only harass when I can benefit. After level 6, Kayle will crumple to your pushing ability and insane farm. In team fights, Kayle's tool set becomes more designed to assist teammates rather than flat out kill people, though her hybrid damage can still be pretty rough. Anivia has a lot going for her against Kayle's ultimate: since the invincibility only prevents damage flash frost can still stun, glacial storm can still slow movement and attack speed, and crystallize is still a wall. Just be wary of WHO gets the ultimate, as that can affect a team fight almost as strongly as a good wall. If you really need to build defensively against Kayle, go with either Banshee's or Guardian Angel (ironically). [highlight]Caitlyn[/highlight] [imgsmall=champ/caitlyn.png] - Big pain in the ass pre-6. First of all, you definitely want Boots/3pot for this fight, not only will you absolutely need the mobility but you'll need all the health sustain you can get. There are a few things that make Caitlyn an absolute pain to deal with. The biggest one is her damage output. Caitlyn has a tendency to deal a lot of damage in the early game. Factoring both her Headshot passive and her 650 attack range, you might just get completely shoved out of lane for even trying to farm. This is especially true if she starts with a Doran's Blade, which she probably will against you. The second problem is her space control. Yordle Snap Trap is so amazingly deadly against a champion as fragile as Anivia, and she can simply lay them all over your side of the lane. Try not to set off a trap unless you know you can do it safely. After level 6, you will finally be in control of the lane. Caitlyn's lack of hard CC makes it really impossible for her to stop you or even approach you safely. In team fights, Caitlyn is (in most cases) a priority target. Your job is to use your Glacial Storm in the main area of the team fight in most cases, but try to focus your direct spells on Caitlyn (unless there's a better opportunity elsewhere). Her Net shot is a very annoying utility move, and it can go through Crystallize, so keep that in mind when placing walls. [number]Pro Tip: Caitlyn players often love engaging on a Snap Trap'd target, so try to nail the Flash Frost when they approach or put down Glacial Storm to discourage an engagement.[/number] [highlight]Cassiopeia[/highlight] [imgsmall=champ/cassiopeia.png] - This is probably one of the most aggressive lane matchups you'll be faced with, and I'm not actually sure if you can survive the laning phase without boots. Cassiopeia excels heavily in single target and small area damage, and since you fit into one of these two categories you can expect your life to suck for the laning phase. You need to play very cautiously and mobile around Cass, as her allotment of DPS is high everywhere. Most treacherous in the laning phase is her Noxious Blast ability, which is just a targeted AOE with a range of 850. Even at level 1, you're looking at 75 damage (+80% AP) over a 3 second period. If you happen to get hit while far from your turret, the speed buff on Noxious Blast makes you very liable to take a lot of extra damage from at least 2 instances of Twin Fang, which at level 1 hits for 50 (+50% AP) and has a cooldown of 0.5 seconds if it hits you while poisoned. Best part about the aggression is that Cassiopeia's passive actually benefits especially aggressive play like that, greatly reducing the mana she spends bullying you around. So, what's there to do? Well, Cass is kinda squishy, and doesn't have any hard CC pre-6, so try to set up a gank earlier rather than late. Other than that, be on your toes often and make it priority 1 not to eat free damage off poison. You might be able to punish her with a Flash Frost if she starts getting too aggressive, but make sure to use it sparingly so she doesn't expect it. In team fights, Cassiopeia is only really threatening in tight areas, or basically any area in which her poison pool is difficult to dodge. Her damage output is almost completely unfair, but ultimately I feel like you still have much greater influence over how the fight breaks out. Just be aware of where she puts her poison down, and try not to get hit with her Noxious Blast either; if you do get poisoned, taking down Cass will be top priority before she bursts the hell out of you. As a final note, Cass's ult is devastating both in lane and in team fights, but it's only really bad if you are directly facing her, so try to approach her from odd angles and be careful going into bushes. [number]Pro Tip: If you ever get egged, consider yourself dead. Cass just needs to Noxious Trap into about 5-6 Twin Fangs on you, and you're dead. Try to stay close to your turret.[/number] [highlight]Cho'Gath[/highlight][imgsmall=champ/chogath.png]: This is a bit more common than it used to be ever since Cho got buffed. The saddest part though is that this lane is completely unfair and you will lose it. Cho can completely ignore all of your harass, his passive simply heals too much health to actually kill him or bully him. He duels way better than you since half of his kit knocks you out of Flash Frost detonation or Glacial Storm, and even though your scaling is technically better its also way harder to land than his stuff, which also scales really well. Cho'Gath is also incredibly tanky while still putting out crazy damage, so you actually get punished when landing a Flash Frost/Frostbite combo because at best you might shave off a quarter of his health...and then watch him heal it with autoattacks. Short summary, he completely ingores you in lane and prevents you from even getting near your minions, and there is nothing you can do about it since he's also incredibly hard to gank in mid lane. Your best shot is to let the minion waves push to your tower and farm, which is still annoying against rupture, and you probably won't get a chance to do that since he can easily freeze the lane anywhere he wants. In team fights, Cho'gath rapes you, and there's nothing you can do about it. So, unless the enemy team gets caught out of position, or decides to focus Cho'Gath really hard early enough, you lose. In fact, you lose when you focus him because he is absurdly tanky. The basic deal here is that Cho'Gath has an entire kit that not only completely ignores you, but also prevents you from playing the game. Complete bullshit lane, might as well queue dodge. More coming later.

That just about wraps up my very beginner friendly guide to playing Anivia. I'll be updating this guide over time as things change, and would appreciate any constructive criticism in the comments section. Also if there are any particular matchups that people want to know about, feel free to let me know, and I'll research what I can. Good luck, have fun, and keep cool.

Comments coming soon!
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