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All Guides Anivia Guides [8.12] Guidelines on playing Anivia as a support
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3 days ago
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Anivia Statistics for Aldwyn47

Author's performance with Anivia compared to the ranked average.

Value
Average
Games Played
200
9
Win %
54
44
Kills
3.7
5.6
Assists
10.9
7.4
Deaths
4.8
5.0
KA:D Ratio
3.1
2.6
Gold Earned
10.5K
11.8K
Creep Score
75.5
169.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Since Anivia is a really frail champion I recommend picking flash and exhaust most of the time. Her lane all-ins are very strong but picking ignite has little value if you end up giving up kills in mid game due to not carrying exhaust.

New Runes Back to Top

Anivia's kit is strongly polarized: she excels more than enough in AoE damage and CC but is very weak in many other departments. This rune page is aimed at covering as much as possible some of said weaknesses, specifically frailness (Bone plating, Crysalis, I+R bonus HP), lack of sustain (Kleptomancy consumables, Biscuits) and lack of movement speed (Magical footwear, Approach velocity). At the same time, it also attempts to build a gold lead in order to speed up as much as possible Anivia's itemization (whose main purpose is to mitigate the ultimate weakness of Anivia: Mana hunger).

Abilities Back to Top

Q
E
W
E
E
R
E
W
E
Q
R
Q
Q
Q
W
R
W
W
Passive
Q
1
10
12
13
14
W
3
8
15
17
18
E
2
4
5
7
9
R
6
11
16

aniviapassive.png:

Your Rebirth passive is basically just as good as having a third summoner spell and is what separates Anivia the most from other frail supports, letting her survive in a lot of situations in which others would die. Most bot lane compositions lack the firepower to kill both Anivia and her egg during early game. Provided your marksman properly covers you in case of need, this can make all-inning Anivia deceptively hard. Upon having your egg up in fights you can sometimes expose yourself on purpose in order to bait pivotal cooldowns and force the enemy to overkill in order to deal with you. On the other hand, you're a lot more vulnerable to getting picked off and focused without your passive, similarly to when your summoner spells are on cooldown. During mid and late game having your egg up can thus make the difference between winning a fight and losing it. Always keep this in mind upon deciding whether it's better to force a fight or delay it.



flashfrost.png:

Among Anivia's skills, Flash Frost is the most crucial tool for both defense and engage. Being it your most important skill I always recommend unlocking it from as soon as the game begins. Keep in mind that much like with Morgana's Q it's a high risk, high reward skillshot: you generally don't want to broadcast your intentions to your opponents and whenever possible I thus recommend using your long autoattack range and E spam as main trading tools instead (allowing you to study more comfortably the enemy patterns to lure them into being hit). This skill is also insanely broken during level one invades. Its pass-through nature makes it extremely effective as a follow up to other forms of CC coming from your team as well.



crystallize.png:

Crystallize is a unique form of CC that depending on the situation and enemy mobility can at times become the most impactful tool in Anivia's kit in spite of the complete lack of damage. I thus recommend ensuring it is always available for you by unlocking it as soon as you hit level three. Casting it too often is taxing on your mana pool and since it also has the longest cooldown among Anivia's skills you should use it very sparingly, expecially in the early game. Its most important use is suddenly cutting off an opponent's main escape route to ensure a stun hit. This is basically how you all-in a lane opponent as Anivia: the combo is devastating against those who inherently lack the mobility to cross the wall and becomes even more effective due to the proximity of the bot lane's natural wall (which reduces movement freedom even further). Other uses of the wall include setting picks in the jungle by closing pathways and if you're skilled with its timing even using the knockup effect to disrupt dashes. Investing levels in it will unfortunately not lower its cooldown, though it will increase the wall's size. Investing one skill point is usually enough but investing more could still be worth it if the enemy has a lot of immobile juggernauts (against whom terraforming CC becomes more effective than damage itself). Getting a second point at level eight will usually ensure you'll be able to block entirely most of the choke points in the jungle.



frostbite.png:

Frostbite is a spell mostly useful during the laning phase and/or against frail targets. Due to the early game damage it provides I recomend unlocking it at level two to improve your lane trades. Aside from casting it as a follow up to Q or to furtherly batter enemies trapped inside your R, you can also exploit its autotarget nature to enhance your lane poke against short ranged opponents.



glacialstorm.png:

Among Anivia's CC skills, Glacial Storm is the one with the lowest cooldown but also the one with the highest mana cost: attempting to use it too often or keeping it up for too long will deplete your mana pool insanely fast, unless already expanded with items. You should thus only keep it active for prolonged periods if you're all-inning someone. Generally speaking, Glacial Storm is the most reliable way to deny opponents that attempt to catch up to you due to its big size and low cooldown. If needed, you can progressively escalate by adding CC to extend the size of the disrupted area (or even counter engage depending on the situation). As you level up the skill, its potential to catch people off and initiate fights increases dramatically because the slow gets stronger. During team fights it's usually good to keep it active (unless your initial placement of it was really badly aimed) as once it reaches full size, R's slowing effect creates an extremely dangerous zone for your opponents to walk on. You can also use its strong waveclearing effect to delay an enemy push, take farm under turret if your marksman dies or untap a pressured sidelane during late game. Keep however in mind that consistently using Glacial Storm to clear waves is very taxing on your mana pool and that you're usually better off letting your team mates take the waves regardless.

Items Back to Top

Starting Items

    Spellthief start
    Always buy pink wards

Core Items

    General core

Situational Items

1) Throughout seasons and patches both Spellthief's Edge and Ancient Coin have proven to be valid alternatives as starting items for Anivia. The one I end up picking is usually either the strongest among the two in a given patch or the best choice in a specific match up. Since Anivia is a mage support capable of dealing a lot of damage I generally recommend Spellthief most of the time, expecially due to how well it synergizes with her long auto attack range. Upgrade your starting item on your first back in order to maximize your gold income.


2) The general purpose of your itemization is to expand your mana pool as quickly as possible, as the mana regen provided by regular support items is not enough because of Glacial Storm's upkeep cost. Tear has historically been the best and most gold efficient way to solve the problem, but since the 8.9 nerfs Rod of Ages has risen as a better alternative for a rush item, expecially if complemented with the enhanced gold income coming from Kleptomancy. Nevertheless, Tear remains as mandatory as it used to be because of its mana refunding effect, meaning it should always be the next item you rush after completing Rod of Ages. In certain cases (specifically games that demand you to turtle with Anivia's waveclearing power or generally spend a lot of mana very early) you may want to consider a Catalyst/Tear combo instead of a Rod of Ages rush.


3) Boots should also have really high priority on your list, both because of Anivia's inherently low movement speed and because of Mid game demanding you to be able to follow rotations properly. Magical Footwear and Approach velocity will allow you to operate at an acceptable degree of efficiency even with just Tier 1 boots but the upgrade shouldn't be delayed any longer once Rod of Ages is complete. I generally like to run one among Ninja Tabi, Mercury Threads or Ionian boots (according to the damage type mostly used by the enemy). The idea is to make Anivia reasonably resilient to ensure she doesn't get zoned off by the enemy damage while trying to influence a fight (in this sense survivability is more valuable than a sheer damage boost). Ionian boots are instead the most reasonable alternative if you're looking to invest more in offensive power after stomping: CDR and summoner spell CDR will retain their value and help your survivability even if for some reason your lead gets shut down.


4) Depending on how the game is evolving there's multiple paths you can head your build towards. Most of the item follow ups are actually very resemblant of what Anivia Mid would build: Zhonya against burst threats, Void Staff for sheer damage, Liandry againt HP stacking opponents (or as an all-around item), Morellonomicon against healing power or opponents that lack Magic Resist. The main principle you should always remember when considering your choice is to always prioritize survivability over damage. Unlike other mage supports such as Zyra or Xerath who are blessed with a higher spell range, Anivia has to expose herself a lot in order to make plays and influence a fight. Foregoing resilience entirely makes Anivia a lot more prone to being bursted down by opponents who in addition to a stronger gold income will usually also have either higher range or higher mobility (although having exhaust or the egg up may still leave her some room for outplay). Builds that allow Anivia to become stronger damage-wise but also grant her some form of safety have thus historically been the best option in my personal experience.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
    Hard
  • Annie
    Easy
  • Ashe
    Medium
  • Bard
    Easy
  • Blitzcrank
    Hard
  • Brand
    Medium
  • Braum
    Medium
  • Caitlyn
    Hard
  • Corki
    Easy
  • Draven
    Easy
  • Ezreal
    Hard
  • Janna
    Easy
  • Jhin
    Medium
  • Jinx
    Easy
  • Kalista
    Hard
  • Karma
    Medium
  • Kog'Maw
    Easy
  • Leona
    Hard
  • Lucian
    Medium
  • Lulu
    Easy
  • Malzahar
    Easy
  • Miss Fortune
    Medium
  • Morgana
    Easy
  • Nami
    Easy
  • Nautilus
    Hard
  • Poppy
    Hard
  • Rakan
    Hard
  • Sivir
    Easy
  • Sona
    Medium
  • Soraka
    Easy
  • Tahm Kench
    Medium
  • Taric
    Easy
  • Thresh
    Easy
  • Tristana
    Hard
  • Trundle
    Medium
  • Twitch
    Easy
  • Varus
    Medium
  • Vayne
    Medium
  • Vel'Koz
    Medium
  • Xayah
    Easy
  • Xerath
    Hard
  • Zyra
    Hard

VS

Alistar

Hard

Alistar is a very tough opponent as bursting him down is hard and his CC is a constant threat that can easily expose you to focus or jungle ganks (let alone dispell your own CC).

VS

Annie

Easy

Both Anivia and Annie can all-in each other for heavy damage but Annie suffers a fatal range disadvantage and also doesn't have an egg passive. If you ever get caught use exhaust on her.

VS

Ashe

Medium

This match up is unpredictable because you both share a strong all-in potential and vulnerability to CC and focus. Whoever strikes first usually wins but many other factors will contribute to the outcome (for example jungle pressure). While you wait for the right opportunity avoid getting hit too often by her long ranged W or you'll rapidly lose lane pressure.

VS

Bard

Easy

Bard's lane damage is roughly equal to your own before six but he must always expose himself to your longer range to attempt trades. After level six your kill pressure on him is very strong because he can't use his E on your wall. The only way he can win is by either roaming or using his R perfectly.

VS

Blitzcrank

Hard
Blitzcrank's unique pull mechanic neutralizes your kiting capabilities as a defense tool, making him a very annoying opponent throughout the game (since you'll always feel the kill pressure of his Q). He also has multiple skills that can dispell your CC.

VS

Brand

Medium

Brand's damage is just as catastrophic as your own but his range is higher, making it hard for you to trade with him without getting stunned and destroyed. The best way to deal with him is waiting for the right opportunity and using your wall to burst him for the kill before he can even retaliate. Both of you are glass cannons and whoever strikes first will usually snowball hard.

VS

Braum

Medium

Braum is annoying because killing him is hard and he can shield your stuns. If your marksman has strong lane pressure you can try to bait his longer cooldowns and make a play afterwards, otherwise accept a stalemate and look to scale (his own options to engage on you are limited).

VS

Caitlyn

Hard

Her high poke range and traps make it hard for you to maneuver around her. Moreover you have to bait her E out or she will use it to escape (with godlike reflexes you can also cancel it with your wall). If you lock her down she just dies though, thanks to your damage.

VS

Corki

Easy

Corki's mobility forces you to bait his W before engaging on him but his short range makes him a limited threat for you as you kite him out very well. Do not expose yourself if he has the package.

VS

Draven

Easy

Draven's damage can be a significant threat but getting past your disruption spells is hard for him since he has short range (your slows will also cause him to drop his axes). Since he has no real jumps you can also all-in him easily (keep however in mind his E can dispell your CC).

VS

Ezreal

Hard

Ezreal is the worst possible marskman to lane against as Anivia as the only way you can do something vs him is if you somehow bait out his E first. His poke is also devastating for you and will strongly limit your windows to play aggressive.

VS

Janna

Easy
Janna can deal a surprisingly high amount of lane damage but still loses 1v1 trades if you hit her with your spells. Focus her during all-ins or she will use her spells to save her partner and deflect you.

VS

Jhin

Medium

This match up is unpredictable because you both share a strong all-in potential and vulnerability to CC and focus. Whoever strikes first usually wins but many other factors will contribute to the outcome (for example jungle pressure). While you wait for the right opportunity avoid getting hit too often by bouncing grenades or you'll rapidly lose lane pressure. Dodging his W or preventing a follow up if hit is mandatory or you'll lose the trade.

VS

Jinx

Easy

You can all-in her very easily because she is immobile and frail. Since she needs to scale she will usually also lack significant damage to attempt retaliation on you. 

VS

Kalista

Hard

Kalista's mobility makes her a living nightmare for you but at the same time your own large sized slows hamper her kiting too. While she still has no items you can actually stun her very easily if you predict her landing point. What ultimately makes this lane very hard is her engage with R, which is very hard to survive.

VS

Karma

Medium

You can beat Karma if you manage to lock her down with your wall but if you get hit multiple times by her R+Q while waiting for the right opportunity you will lose a lot of lane pressure and get pushed out of lane due to outsustainment.

VS

Kog'Maw

Easy

You can all-in him very easily because he is immobile and frail. Avoid trading with him when his W is active or he can retaliate surprisingly hard. Your wall blocks his passive.

VS

Leona

Hard

Leona is a rough opponent because she can lock you down from distance using her R, exposing you to focus, picks and ganks. She is also sturdy and hard to kill. If she locks you down commit to kiting your way out and delaying the follow up with your wall but remember she can also dispell your CC with Q.

VS

Lucian

Medium

Lucian is a tricky match up because you must refrain from using your Q before his E or you'll always miss (unlocking Glacial Storm helps a lot in this regard). Fortunately, his own pressure on you is limited by his short range.

VS

Lulu

Easy

Lulu suffers a range disadvantage that makes it hard for her to trade directly against you. Your wall all-ins are also very effective because her CC loses effectiveness against opponents that can lock her down from distance (she can still polymorph you to break your spells though).

VS

Malzahar

Easy

Both of you have strong all-in potential but your range advantage allows you to pressure him more. He also doesn't have an egg passive and his own passive can't save him from a wall engage.

VS

Miss Fortune

Medium

Marksman Miss Fortune is a Medium Difficulty match up that revolves around not getting hit by her Qs while you wait for the right occasion to all-in her using your wall. Her own all-in is devastating thanks to her R so try to strike first.


Support Miss Fortune is a Hard match up because you can do nothing against the super long range poke of her E, which will likely push you out of lane due to outsustainment. You can still attempt to retaliate with a wall all-in if you receive jungle aid or manage to hit level six.

VS

Morgana

Easy

Contrary to what people would normally expect, Morgana is actually a fairly easy match up as her long cooldowns limit her ability to interact and her black shield can't save her from your all-ins (it doesn't help against the wall whatsoever and Glacial Storm breaks it very easily). Just avoid beginning your spell rotations with Q and hide in the minion wave to deny her a target.

VS

Nami

Easy

Since she can heal up any damage that doesn't result in a kill you must commit to all-ins to win. Play defensively and save your spells to deter her from poking you out of lane. If you're patient enough, her lack of mobility and HP will make it surprisingly easy for you to kill her if she overextends at the wrong moment.

VS

Nautilus

Hard
Nautilus is a rough opponent because of his strong power and tankiness. Killing him and trading with him is generally hard. His kit is slow and telegraphed meaning you can try to kite your way out (and even stop his Q with your wall) but his R is impossible to escape.

VS

Poppy

Hard
Poppy is very annoying because her sturdiness makes it very hard to kill her. Even worse, she has multiple spells she can use to break your CC and can deal catastrophic damage herself if you get hit by her Q or position yourself close to a wall. The only advantage you have resides in your slows being effective at kiting her.

VS

Rakan

Hard

Rakan is arguably the worst support you can face. Trapping him with your spells is almost impossible thanks to his mobility, his sustain neglects the effectiveness of your autoattack harass and he can lock you down with his low cooldown R to get you killed (which is also effective as a defensive tool since it breaks your CC).

VS

Sivir

Easy

Contrary to what people would normally expect Sivir is actually an easy match up because the pass-through damage of Anivia's Q will cancel her spellshield allowing you to all in her easily. If she adapts the timing of her shield you must adapt yourself and trigger your stun earlier.

VS

Sona

Medium

Since she can heal up any damage that doesn't result in a kill you must commit to all-ins to win. Play defensively and save your spells to deter her from poking you out of lane. If you're patient enough, her lack of mobility and HP will make it surprisingly easy for you to kill her if she overextends at the wrong moment. This match up is more tricky compared to other heal oriented supports because her high lane damage and the CC of his R are significant threats.

VS

Soraka

Easy

Since she can heal up any damage that doesn't result in a kill you must commit to all-ins to win. Play defensively and save your spells to deter her from poking you out of lane. If you're patient enough, her lack of mobility and HP will make it surprisingly easy for you to kill her if she overextends at the wrong moment.

VS

Tahm Kench

Medium

Laning against Tahm Kench is very annoying because he can reset any all-in attempt on your part unless you engage on Tahm himself (needless to say he's a tank and doesn't die easily). Your CC is still effective at kiting him in fights.

VS

Taric

Easy

His resilience makes him hard to kill but he has limited tools to attack you himself and his sustain is very expensive. Your all-ins will be somewhat effective as long as you properly react to his telegraphed E and R.

VS

Thresh

Easy

Thresh has problems fighting mages in lane because he suffers a range and damage disadvantage against them. Thanks to your passive you can actually all-in him more easily than he can all-in you. A good thresh will still find ways to maneuver around you by using long range hooks to apply pressure (the death risk increases progressively as the game goes on).

VS

Tristana

Hard
Tristana's mobility limits the amount of pressure you can apply on her unless you somehow manage to bait out her W multiple times. Things will only get worse as she scales since her range increase and R will protect her even more from your lockdown attempts.

VS

Trundle

Medium
Trundle is ultimately a big stalemate because your CC will kite him out if he tries to engage with E and his E will stop you in your tracks whenever you try an all-in. Pushing him out of lane is a hard and long process because of his innate tankiness and sustain.

VS

Twitch

Easy

You can all-in him very easily because he is immobile and frail. Since he needs to scale he will usually also lack significant damage to attempt retaliation on you (unless you get hit by multiple passive stacks due to overcommitment).

VS

Varus

Medium

This match up is unpredictable because you both share a strong all-in potential and vulnerability to CC and focus. Whoever strikes first usually wins but many other factors will contribute to the outcome (for example jungle pressure). While you wait for the right opportunity avoid getting hit too often by his long ranged spells or you'll rapidly lose lane pressure. Keep in mind that his R is a root and not a stun, meaning you'll always have a chance to delay him if you get caught with your cooldowns still available.

VS

Vayne

Medium
Vayne is a tricky opponent because in order to stun her you must either bait out her Q or stop it with your wall (which is actually very easy to do). Her lane pressure is limited but she will become progressively more annoying as she scales. The match up is quite skill dependent but your CC will still remain somewhat effective at denying her throughout the game because of her short range.

VS

Vel'Koz

Medium
Velkoz has an annoying long range poke but you can survive it with good reflexes. What the match up really comes down to is dodging his E (both when attacking and when retreating) or else you'll get destroyed by his full combo. After level six do not expose yourself when low on HP because his R can kill you even on its own. If he's using it on your partner know that your wall knockup can break the channel too.

VS

Xayah

Easy
Xayah is a dangerous opponent because of her damage but is at the same time very vulnerable to Anivia's all ins because her R doesn't let her jump beyond your wall. Since she can still dodge your stun with it you need to all-in her multiple times to bait it out first. Choose your approach vectors carefully because getting caught by her root will cause you to die.

VS

Xerath

Hard

Anivia is unfit to fight Xerath because he can abuse his long range to poke her without leaving her any room for retaliation. The only way you can win is after level six if you manage to trap him with your wall but by that time he will usually have already outsustained you and pushed you out of lane.

VS

Zyra

Hard

Zyra has a lot of pressure on you and will zone you out using her plants in the early game. Once you hit level six you can kill her with a well timed all-in because her R is the only spell capable of breaking your own CC (meaning you can bait it out easily). Do not overextend into her plants while looking to chase her because that's how she wins.

About me Back to Top

While I'm definitely not a professional player, I do actually believe I'm at the moment one of the most experienced Anivia Support players, with roughly 1400 Ranked Anivia games played across seasons 4, 5, 6, 7 and 8 during which I was several times able to climb as high as Diamond III by playing Anivia Support exclusively (season 8 being the only one in which I settled for Diamond V due to my work schedule). I decided to write down a guide that would gather all my knowledge related to Anivia Support due to having struggled a lot myself while trying to find the correct set up and mindset to play her. I haven't really found any significant material either (be it videos or guides) on how to support as Anivia and thus I thought I'd share my experience with everyone who is willing to try it out. I will also try to regularly update this guide (expecially the match up section) as I keep playing: always remember that what I wrote here comes exclusively from my own experience and as such is likely to change and mostly valid for soloqueue only.


In November 2017 I also streamed a couple of times (although I didn't continue due to lack of time). In case you're curious to see my pick in action you may be able to find a few Anivia games in my past recordings.

https://www.twitch.tv/aldwyn474

Comparison with other Supports Back to Top

PROS:



Anivia has fairly long range and is very strong at disrupting and sieging:

Anivia's kit revolves around the creation of layers of unpassable or hazardous terrain aimed at zoning the enemy out or trapping it inside. This trait is useful both to force a profitable fight or to prevent an unfavorable one, ultimately shining the most during sieges, where she can avail herself not only of the size covered by her R and W to prevent flanks but also of her stellar waveclearing. Since Anivia's spells all have a relatively long range she is also capable of affecting multiple fronts of the battlefield at the same time, a feature that turns out to be devastating in jungle fights expecially. Another vital aspect of this trait is her Q being both AoE and pass-through, meaning with proper set-up Anivia can follow up to stun multiple enemies at virtually any time and distance.

Anivia's wall is game-changing and grants her strong picking potential:

Provided you put at least two points in your wall you can block entirely most ramps and jungle paths, creating many pick opportunities on enemies out of position. Anivia's picking sequence doesn't immediatly apply hard CC but on the other hand has virtually no start up time, allowing her to trap very easily from distance unsuspecting opponents that lack the means of getting out. Mobile opponents are by nature less vulnerable to it but are usually forced to trade one of their jumps to reset the pick.

Anivia's egg passive can deter opponents from bursting her down:

Quickly taking out the support can sometimes be a good way to gain a lead in a team fight due to how easy they are to burst down. Provided she doesn't get caught isolated, the presence of the egg will however force opponents to focus Anivia twice in order to ensure her disruptive influence in fights is gone for good (which implies committing a lot of cooldowns and firepower to the support alone). The fact she also carries exhaust means efforts to burst her down are even more prone to fail. This trait has a significant impact expecially during early and mid game, as the more the game goes on the more burst potential the enemy will gain.

Anivia has very high damage and very strong lane all-ins:

Let alone her AP scalings are also very strong, Anivia's base damage is impressive. Squishy opponents are thus generally forced to refrain from walking over Glacial Storm even at stages of the game where Anivia is still lacking offensive items. Coupled with the pick potential of her W+Q combo, this also grants her an insanely strong lane all-in at level six, as well as a significant power spike in early and mid game (where her damage can actually rival the one coming from her own carries).





CONS:


Anivia relies on an expensive itemization and is very mana hungry:

The price to pay for Anivia's wonderful CC is the high mana cost of her spells, in particular Glacial Storm. Since a proper build will basically solve the issue almost entirely, the downside won't really hit Anivia's gameplay that much but rather penalize her itemization, ultimately preventing her access to powerful picks such as Redemption or Ardent Censer.

Anivia is skillshot reliant:

This weakness mostly refers to her stun being really slow and easy to dodge, but applies to the rest of her kit as well (missplaced walls in particular). Speaking more generally the fact that Anivia's disruption comes in form of physical obstacles and danger zones makes her kit inherently weaker against mobile champions that can easily maneuver around them.

Anivia has low HP and is vulnerable to focus herself:

This trait is actually shared with a farily good number of canonic supports as well, however Anivia is furtherly penalized due to the nature of her own CC: hard CC can easily dispell Glacial Storm and prevent her from triggering her stun, let alone potentially initiating a chain of focus that can cause her to die due to her lack of HP. While Anivia's egg passive and decent range can act as effective deterrents, she will still lack the built-in resilience typical of natural born bastions such as Alistar or Braum, forcing her to make extremely accurate calculations upon trying to make a play.

Anivia lacks purely defensive spells, making her peeling mediocre:

Anivia's kit can effectively cover team mates in distress by providing disruptive zones capable of enhancing their kiting but does not include any form of shield/heal/knockback specifically designed to directly peel enemies off of a friendly target. Combined with the skillshot reliance of her kit, this makes her peeling potential kind of hit and miss if the enemy team actually manages to flank or break through in mass (a thing Anivia should instead try to avoid by preventing or disrupting the engage altogether).





WHEN TO PICK ANIVIA:


The enemy team mostly consists of immobile champions:

Anivia's ability to scale well in a game is directly dependent on how many members in the enemy team are vulnerable to the wall and more generally Anivia's disruptive zoning. Mobile champions give Anivia a hard time both because of how hard they are to trap/control and because of the insane burst inherently carried by many of them, which allows them to easily abuse Anivia's lack of proper protection tools.

Your team has an Enchanter:

Having an Enchanter class champion as eiher the jungler or a solo laner is helpful in making up for Anivia's mediocre ability to protect, ensuring both Anivia and her Marksmen won't lack proper cover at later stages in the game. Mid lane Karma and Jungle Ivern are two good examples of champions belonging to this class.

Your Marksman belongs to class A:

Marksmen belonging to class A (see the "Synergies" section below for additional information) feature a perfect mix of CC and damage that allows Anivia to fully capitalize on her lane damage and all-in potential at level six. Anivia can also manage with Marksmen belonging to the other classes but the chances of having to give up lane control increase progressively (with Marksmen belonging to class C being the hardest to lane with due to their need to scale and be properly protected).

The rest of your team has CC and is teamfight oriented:

The effectiveness of Anivia's kit is strongly enhanced by the presence of other sources of CC within the allied formation, as those can be used both as a form of set up or as a follow up to Anivia's own CC and damage. Anivia is generally much better off with team mates prone to group and fight in 5v5 scenarios rather than individual duelists whose purpose is to either split push or isolate and kill single members of the enemy team. 

The enemy team mostly consists of frail targets:

While this isn't as vital as the other points in this list, the squishier the enemies are, the better it is for Anivia as frail champions are the easiest to burst in case of successful lockdowns on her part. More importantly, Glacial Storm's effectiveness as a zoning tool is also increased against targets who lack Magic Resist due to the damage component of it becoming a lot more impactful.

Synergies Back to Top

This section aims to cover how you can exploit the pros of your laning partner and how you should adjust your playing style and choices accordingly. Since in my experience I've been successful with Marksmen belonging to all classes, you shouldn't take it too seriously because the factors that will matter the most will always remain skill and coordination. Likewise, shifts in the meta caused by game evolution have often caused Marksmen to rise and fall in popularity very quickly: because of this, I've concluded over the years that the best approach to discuss the topic of laning partners is to break them down into categories, rather than attempting to outline which ones are specifically better in a given moment only to see them drop from flavor of the month to oblivion over one single big nerf/patch (let alone the task is already made very hard task by individual skill weighting a lot on the matter). I thus ultimately divided the currently available Marksmen in the tripartition reported below:



429.png22.png110.png202.png: TYPE A (Strong Lane Damage, Strong CC, Limited Mobility)

51.png498.png222.png: A/C Subclass (Stronger Scaling, Weaker CC)


Marksmen that belong to this class stay strong throughout the game and are effective above all at granting you a solid control of the lane in the early game thanks to the combination of their generally strong range, CC and base damage altogether. This will result in an overall increased margin of agency that may allow you to pick Anivia and win in spite of the support match up being usually unfavorable to you. The CC inherently possessed by most of these marksmen is in particular very helpful to prolong (or initiate) the enemy's exposition to Anivia's damage during all-ins. I thus suggest picking Ignite if you think you can afford giving up Exhaust or are willing to trade a potential Mid Game disadvantage to ensure you will stomp the lane as hard as possible. Anivia herself somewhat struggles when facing marksmen of this type because she'll be constantly threatened by their strong kill potential. At the same time though, she can abuse their inherent lack of mobility to use her own CC and damage as a meaningful deterrent against lane abuse. Whoever ends up winning is usually whoever manages to strike first and burst the enemy down. The main issue associated with these partners is how much their inherent lack of mobility makes them vulnerable to lockdowns and assassination attempts, expecially given Anivia herself inherently lacks shields or protective spells of any sort. Among Marksmen of this class, honorable mentions as good partners for Anivia go to Kalista and Ashe: Kalista can benefit a lot from Anivia's slows in her kiting and provides a lot of utility with her R (which can even save Anivia's egg in case of need!), while Ashe has a very reliable engage on short cooldown thanks to her R and can hamper harassing attempts better than anyone thanks to her W.



145.png15.png236.png119.png: TYPE B (Strong Waveclear, High Mobility, Limited Range)

42.png104.png: B- Subclass (Offrole Marksman)


Marksmen belonging to this class are mobile skirmishers that shine during early and mid game. They are generally decent laners that can trade back effectively or keep the lane under their control by clearing the waves fast but at the same time usually lack the range and CC to make meaningful plays themselves unless somehow enabled by their support. These traits make them the safest partners for Anivia as they're hard to entirely shut down in lane and also tough to lockdown and assassinate later in the game. At the same time though you'll find your own margin of agency reduced due to their impossibility to contribute to all-ins with CC of their own, meaning trading will turn into a gamble ultimately dictated by how well you can hit spells on your own. While marksmen belonging to this class can effectively still provide a decent follow up if you want to trade often, I ultimately consider them mostly useful as a free ticket to get through a potentially rough laning phase if you think your relevance in the late game will still be solid (for example if the enemy team lacks mobility overall). They also happen to be a Marksmen class Anivia does usually good against: while sometimes tricky to lockdown, their limited range constantly exposes them to harass and also forces them to enter Anivia's range in order to attempt plays. Honorable mentions as laning partners go to Kai'Sa (for the synergy between her passive and Anivia's CC) and Sivir (the safest and least snowball-dependent pick in this class).



81.png21.png18.png: TYPE C (Strong Scaling, Limited Waveclear, Limited Lane Damage)

67.png29.png96.png: C+ SUBCLASS (Full Hypercarry)


Marksmen belonging to this class are the ones with the slowest scaling, which basically translates into a lackluster laning phase that is usually rewarded with huge benefits if they manage to get through it relatively intact. Since this is the broadest category it encompasses Marksmen that are quite different from each other and feature very different traits and power spikes. The general issue common to them all is their very limited lane control, which will easily cause you to struggle even in match ups you would otherwise potentially win. While in this type of lanes you should generally avoid picking Anivia altogether, you can still offer some degree of usefulness by committing your damage to prevent lane abuse if the match up is favorable enough (meaning the opponent can't maneuver around your spells very easily): the idea is to force them to either accept a stalemate that favors your own bot lane more or risk being punished horribly upon attempting to force your blockade. Marksmen belonging to this class are ultimately the hardest to win the lane with but also the ones more prone to eventually make a comeback if allowed to recover after losing. This makes them unpredictable match ups for Anivia too: you usually have a very big margin of agency to abuse them in lane but will later on find very little chances of success if you fail to properly exploit your lane advantage. Among Marksmen of this class, honorable mentions as good laning partners for Anivia go to Ezreal and Vayne: Ezreal is arguably the hardest Marksman to lock down (if you're looking to make up for Anivia's own lack of peeling), Vayne offers mobility, self-peel, insane damage against tanks and the possibility of comboing her stun with Anivia's Crystallize.

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