To-Do-ListYes, it is!
I will update this guide whenever I have time to add new things, ingame elements are changed or whatever.
To-Do-List(Please write in comments, what I should add):
- bit more detailed :D
- warding for midlane
Why Anivia?Because she can fly!
Yeah! Let's look at the Pros and Cons:
- Good single target damage
- Passive are strong early game and 'ok' mid
- Great farming with ult
- Good AOE damage and CC with ult and wall
- AOE stun
- Mana depenend
- Hard to master
As we can see, we can do some great stuff with Anivia. IF we can master her, understand her and safe mana.
General GameplayAs Anivia I recommand an aggresive gameplay. Since all of your abilites can be used both, offensive and defesive, you are able to play aggresive, but get away from ganks easily. If I play Anivia I try to get a kill untill level 6. If this is not working, I will focus on harass the enemy for a easy kill on level6
with QRE Combo. For this reason I choose my masteries, runes and summoner spells. But if you are not playing an aggresive gamestyle early, there is no problem, I'm explaining other ways, too.
This guide is about Anivia as a AP-carry mid. I will try to give you as much information as possible.
If want to see some great Anivia gameplay I recommand Froggen's stream, one of the best Anivia players in the world: http://www.own3d.tv/live/112348/CLG_Froggen
versus which enemy casterI will sort the standard AP-Casters into 3 groups:
Shes has a great early game, but with dorans shes not able to burst you down. Anivia has the stronger late game.
Your burst early game, will just snowball your advantage.
Your burst early game, will just snowball your advantage.
The range of Anivias Q is good enough to keep him behind his turrents.
She jumps on you, Q-Q-E - she has halflife.
If you are dodging his skillshots you can easily win lane. But in teamfights you may will suck on AOE damage versus him.
Her E fucks your Stun/Slow (->and the double damage of E), but since Anivia has a great damage, she can simply destroy the shield with Q-R-E.
- Twisted Fate
I put him into playable, cause with the new patch, you will have some problems versus his ability to spam his stun in now longer range.
Since she has not as much damage as Orianna, but a great range too, it is difficult playing versus her, but its managable (if you dodge the skillshots).
Ask for ganks. Try only to stun him, if he goes aggresive
Veigar can just try to keep you on distance with his stun, but if you manage it to get some E procs on him, you should do fine.
Too much spam, she will simply kill you.
Her range fucks you.
His Burst damage is just insane.
Insande damage + silence
He outsustains you.
Flash for obvious reasons, like their is no other spell, which can be used such efficiently as offensively and as defensively.
Ignite for the super-aggresive early game.
You want to get back to lane soon and/or gank some lanes with TP
If they have a really heavy CC team.
Just another option, that is always fine. Exhaust on enemy can make it easier to hit your spells.
I don't feel, that ghost on Anivia is better than flash, but this is mostly personal choice.
I do not advise it, but it's possible. If you need to play against a hero with very strong early damage and you would probaly loose.
MasteriesI put 21 points in offensive to get max damage output, in minimum time. 9 points in utility for the buff duration (cdr...), since you will get bluebuff.
Pretty much standard 'old' AP caster masteries. Pick more points in 'Strength of Spirit' if you expect much harass, otherwise I advise getting the CDR. Since you have great manaregeration with tear and/or blue buff, you can put some points in Spell Vamp.
The more deffensive masteries. How much points you put in resistance or health/lvl is just personal choice and should be considered on your enemy. Great damageoutput with the 21 offensive points
This is the most deffensive mastery tree you can skill. This is just, if the enemy has very great damage and you are sure you will loose your lane otherwise (like Summoner Spell Heal).
RunesPretty much standard AP-Caster runes.
Since runes only really matter in early game, I choose:
- magic pen marks
- mana regeneration seals (per lvl/flat)
- ap glyphs
- ap quintessences
Upon dying, Anivia will revert into an egg. If the egg can survive for six seconds, she is gloriously reborn.
This passive is really really great, if you can deal with it. It fits well with the live dorans is giving early as witht the life of Banshees and/or RoA. In fights near tower it gives you the chance to position the fight under your tower and in big fights its similar to GA, it gives you a second chance (well, the minus armor/magic resist is not so great).
Q: Flash Frost
A massive chunk of ice flies toward target location, dealing 60 / 90 / 120 / 150 / 180 (+50% of ability power) damage, slowing movement by 20%, and chilling any enemy it passes through. At the end of its range or if Anivia activates the spell again, the missile detonates, doing 60 / 90 / 120 / 150 / 180 (+50% of ability power) magic damage in a small area and stunning units for .75 seconds.
Cooldown 13 / 12 / 11 / 10 / 9seconds
Cost 80 / 100 / 120 / 140 / 160mana
One of the hardest skillshots in the game, but one of the greatest too: AOE SLOW and AOE STUN. Try to predict where the enemy is moving and shoot in this direction. If you need more damage (100%ap if you hit) you level this spell secondally after your up.
TRAIN TRAIN TRAIN this fucking spell aslong, aslong as you can stun everyone.
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.
Cost 70 / 90 / 110 / 130 / 150mana
This is another great spell of Anivia. It's deciding fights.
- seperate one enemy from the cloud
- block the enemies way, in order to land stun on him
- block stunners away from fights
- give your team time to do buffs, with closing whole ways.
- save you from ganks and other stuff
- get vision via placing it into bushes...
e.g. Annie gots blocked away from the fight, lands Tibbers late, you win
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.
Cost 50 / 60 / 70 / 80 / 90mana
That's your main damage spell. Get or before it onto the enemy, the double damage gonna hurt really much (100%ap, too). I skill E over Q, because E is much easier to hit and has a lower cooldown. The double damage can be get by pressing R (which is easy to hit).
R: Glacial Storm
Toggle: Anivia calls forth a driving rain of ice and hail, dealing 80 / 120 / 160 (+25% of ability power) magic damage per second, slowing their movement and attack speed by 20% for 1 seconds, and chilling them.
Cost 75 / 75 / 75 mana
AOE slow + damage. If you're doing + combo and you're in range; cast before , but fast after eacht other. This demands on the flying time of . While Frostbite is flying, Glacial Storm will appear and you will get the double damage, in the fastest time you can.
But you can slow the enemy for landing stun safe or getting in range for Frostbite.
Great for espacing, too.
Well thats it about the skills. One last advise: Smartcast your spells, it really speeds up your casting time of the spells.
Skill OrderMax damage:
This is simple to explain. over In the damage ratio they are the same. With stunning your Q does 100%AP, with chilled enemy before it's 100%AP too. Because it's harder to hit with Q, but its easy to put your ultimate under the enemey and give him your E.
More Controll in fights:
This is, if most fight are in jungle/river area and your team needs to seperate them. Skill like this if your team lacks CC and you feel that it will help you more than bit more damage.
First 6 LVL:
Item BuildsDo not forget to ward. Spending 75g instead of dieing is never wrong
Start with: either or +. Choose Dorans if you can dominate the lane, boots for safe game.
Then buy Dorans/Boots.
After that go for, this gives you a amazing lane sustainability.
Go for , if you feel like you could use the extra mana or you want to have the extra damage in lategame.
Boots of my choice:
This is the point of the game where you must do some decisions. First of all there ist the possiblity to finish , this gives you a bit AP, Mana and Life. The Problem with this is, it takes 10 Minutes to get the full advantage of RoA. After that get and (if bought).
You can rush after getting catalyst. Since the game developed to a point, where you will not getting the full damage from RoA, I recommand to get .
Finish: - gives you great AP
Depending on the enemy magic resist (Magic Pen) or (more AP)
If you have problems against the enemy AP champions (duo ap...) then just buy or . This are early/mid game items sell them late for better items.
+ any offensive/deffensive
This item does not give you resistences, but if you have enough resistences or buying them would be to expensive, this item is a option for just getting really much healthpoints. Since you're egg does benefit from health, it will give you more survivability in egg form.
I wanna have a third chance: (e.g. You're sure one fight will decide the game)
- Well the active is very nice, if there is really really really much life in the enemy team
If you are really forward the enemy. I don't like snowball items, but sometimes it's really comfortable.
Really much heavy CC, other possiblity:
2 or 3 AP Champions in your team. But it's better if you convience your mates to buy it.
They are chasing you
DO NOT BUY:
- You have Slow and Life more then enough
- You're not be able to get use of as much procs as it would be to be useful
You no need
Team Fightson the big group or on the carrys.
Block some of them off the fight
Kill some people.
for slowing the group or getting the passive of the
Always focus the damage dealing enemys. If theres no possibilty to get near them, you can try to block them, while killing the tanks. This basically means: positiong is everything! You are not usefull to your team if you are not able to deal damage. And it doesn't matter, if you have the greatest damage in the world, if you can not get in range, in position to attack the enemey carrys. Positioning is the biggest factor in mid and late game. Watch my pictures about how to get yourself in position to use your spells best.
With Dorans ring and masteries/runes you have good damage output.
Doing some harass is very import on low levels with Anivia, since you get information about how the enemy dodges your Q-spell. Try to get a feeling for your enemys movement, in order to kill him with lvl6. With your wall and stun you can force the enemy to walk into the direction you want him to walk (otherwiese he would be stunned), thats import for ganks and for getting your ult on him.
The best combo for pre-6 harass is just Q-spell and after it E-spell. If you getting ganked use your wall to seperate yourself from the enemy jungler, if getting gank from your jungler cut off the escaping route and/or force him to walk into the bush.
Ask for ganks, if you can't kill them alone. Try to get as much lasthits as you can get.
Since the Cooldowns of Anivia without blue buff are insane high, ask for it and dont waste your spells.
But: Don't overextend! The basic health of Anivia is not high and she can get killed very easily early levels if not beeing cautious.
Lasthitting the caster minions with q is easy, if getting raped hard.
Mid GameThis is the time, where you have the complete domination of your lane. After killing mid tower (or after forcing enemy to back), I advise going for some ganks. Since botlane gonna be hard to gank, cause of wards and cv, you need to gank toplane, which will not be warded that good (in normal elo). Before ganking top, make sure that your team has the complete dragon controll else the other team has a free dragon. Ganking top is easy, since almost every top champion has something to slow/stun .... If the enemy is not expecting you, let your mate do the first stun/slow, for ult+E. After your mates stun, it's your turn: Stun the enemy and give him a second E (if possible). Of course you try to cut the way fo the enemy with your wall, which means that you have more time to do damage to him.
Ask the jungler for the blue buff. Now you can spam your skills, whichs allows you to kill minion waves fast and forcing the enemy to recall. As reaction of this you go ganking (like descriped above).
Late GameYour damage will insanly hurt the enemy squishies. Try to counter the enemys items (they buy magic resist, you buy magic pen...), remeber not build tooo squishy. Your ability to clear waves is very good, so make use of it (e.g. one inhib is down, super minions are hurting ...). Doing Baron with Anivia is very easy, since with good ward she really can just keep the enemys away from that area.
WallsWhy am I doing whole Chapter about her walls?
Because it is extremly import to know how to use Anivias walls. They can give your team a really good advantage if used right, but simply can loose a fight, if placed wrong.
In order to get you the best information about walls, i shoot some pics:
Stop the enemy to get into Baron Area
Stop the enemy to get into Dragon Area
Junglingnot recommended. But ask the jungler for blue buff.