All Guides Anivia Guides [Season 8 Updated] Laying an egg isn't as easy as it looks
4 months ago

Anivia Statistics for Hexadecimal

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

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash

Standard on most mid laners. It helps you escape, gap close, jump walls, re-position - it's simply too good to pass up. There's simply no other spell that's as versatile as Flash. The fact that you can use it to escape, dodge spells, or go aggressive is what makes it such a strong spell.

14.png Ignite

Ignite is taken to increase your damage. This helps you with 1v1 fights in lane, but can also secure kills in team fights. The healing reduction is very strong against champions that rely on spell vamp such as Swain or helps reduce the AD carries life steal such as Caitlyn. Don't be too afraid of using ignite as there's nothing worse than an enemy escaping with 50 hp because you didn't ignite them. It has a relatively low cooldown so even if it was "wasted" on a kill it will be back soon enough.
If you're planning on all-ining someone you should ignite near the start of your combo. This is because you want to reduce their healing in half. A lot of the time people will consume health pots while you're fighting. By igniting early on when we're trying to kill someone we reduce their natural regeneration they receive from base stats as well as the healing from their health pots. 

21.png Barrier

Go barrier against extremely high burst champions that you will struggle against. It can work well against Zed, Fizz, and Malzahar just to name a few.

7.png Heal

Heal is good against anyone who doesn't have a lot of front loaded burst. It scales better than Barrier and the fact that you can use it on an ally means that it's very useful in small skirmishes or in team fights. The movement speed increase also helps you kite better.

3.png Exhaust

Exhaust can be a good pickup when facing high burst assassins such as Zed or Fizz. This is because it will reduce the amount of damage they deal helping you survive the burst. It also helps shut them down in team fights for the same reason. Can also help kiting them too since it reduces their movement speed.

12.png Teleport

Teleport can be taken as well to make up for your lack of mobility. This means you can just farm up and then teleport down to bot lane once a fight breaks out. This way you can focus on farming, but still have some map control.

6.png Ghost

Ghost is taken with Flash to give you a lot of kite and chase. It provides you with more utility to maneuver at the expense of giving up the benefits that other summoner spells have. It really comes down to personal preference and if it fits your playstyle.

New Runes Back to Top

Arcane%20Comet.png?width=32 - Comet works well on Anivia because her CC makes it so that enemies can't walk out of the AOE and dodge it.

Manaflow%20Band.png?width=32 - Gives us a lot more mana in the early game for us to use to harass and trade with the enemy. 

Celerity.png?width=32 - Gives us a little more damage, which isn't that much, but is better than Transcendence.png?width=32 due to CDR not really being that great on Anivia.

Gathering%20Storm.png?width=32 - The best choice in my opinion due to the fact that Anivia often stalls out games by waveclearing with her ultimate. This helps in that win condition.

Minion%20Dematerializer.png?width=32 - You take this to help with your pushing power/wave manipulation. You use it on every Siege Minion in the early game. By instantly killing the Siege Minion it will give you a massive push lead. This can help you fight back against opposing push strategies while also allowing you to shift into a hard push to create back timings or break potential freezes. It's too valuable as a wave manipulation tool.

Magical%20Footwear.png?width=32 - The best option as you often won't be buying boots before the 10 minute mark anyways. It's essentially a free 350 gold.

Perfect%20Timing.png?width=32 - You can get this instead of the boots if you can use it to counter a champion's ultimate. For example, this can allow you to absorb a Zed ultimate or a Fizz ultimate. Essentially, champions where getting a Zhonya's second is a common occurrence then this can be worth it to pick over the free boots.

Abilities Back to Top


Skill Order

glacialstorm.png > frostbite.png > flashfrost.png > crystallize.png

Note: you can put a few points into your W ability before you start maxing your Q ability to make the wall wider to make it easier to catch people. How many points you put into it is personal preference, but usually just putting an extra 1 or 2 points should be sufficient.

aniviapassive.png Rebirth

  • A fantastic passive that allows you to bait the enemy into overextending

flashfrost.png Flash Frost

  • It's important not to activate this ability immediately. You have to let it pass through the enemy momentarily before activating it again so that you effectively double its damage
  • You can wall the enemy to make it easier to land your Q
  • In certain matchups you want to save your Q prior to level 6 or else you have no way to protect yourself if they go aggressive

crystallize.png Crystallize

  • A very unique skill that has a lot of potential
  • You have to be very careful when aiming this as you can end up cutting off teammates or allowing them to escape
  • Can be used to completely cut off paths/areas in the jungle

frostbite.png Frostbite

  • Anivia's key damage spell
  • You always want to make sure the opponent is "chilled" when this spell hits or it will do significantly less damage
  • With 1.0 AP ratio and a 5 second cooldown this spell hits like a truck

glacialstorm.png Glacial Storm

  • You can use your E first and then place your ultimate down before it lands in order to proc the double damage effect
  • Your ultimate will reduce the enemy's attack speed as well
  • Very useful in team fights - try to fight in small areas so the enemy is forced to stand in your ult

Items Back to Top

Starting Items


Core Items

    Early Game Core
    Mid Game
    Next Purchase
    End Game Build Example

Situational Items

Start With



  • Gives you a strong early game
  • You need to be careful not to take too much harass as you only have 2 health potions


Early Game Core


Build the Tear first so you can start stacking it and then build the Rod of Ages. This is a scaling build, but it works due to the fact that Anivia has such strong base damages on her abilities combined with her safe laning due to her wave clear.

The combination of safe and strong laning allows us to go for a scaling build without being punished for it.

Mid Game


You want to turn your Tear into an Archangel next and then turn your boots into Sorc Shoes. Completing these core items is your goal in the early to mid game to set you up to scale for the rest of the game.

Next Purchase


Next you want to purchase a Liandry's Torment as it synergizes with your ultimate to double the passive damage of the item.

End Game Build Example


Next you want to purchase a Voidstaff if the enemy has a lot of MR otherwise you build a Deathcap first. This final build will give you a big health pool that will make you difficult to take down due to your kiting and egg passive. It also gives you a tremendous amount of AP and damage.


3165.png  - You can get this instead of 3151.png if you're facing a squishy team or a team with a lot of healing like Soraka, Vladimir, Swain, etc.

3102.png - You can get this instead of Liandry's or Morello if you're facing a team with a lot of ranged CC engage like Blitzcrank with his Hook or Fizz's ultimate.

3157.png - You can get this instead of Liandry's or Morello if you're facing AD assassins like Zed or Talon.

3111.png - You can get this instead of Sorc Shoes if you're facing a lot of AP or CC such as a Syndra mid and an Elise jungle.

Matchups Back to Top

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

  • Ahri
  • Annie
  • Aurelion Sol
  • Azir
  • Cassiopeia
  • Cho'Gath
  • Diana
  • Ekko
  • Fizz
  • Gragas
  • Karthus
  • Kassadin
  • Katarina
  • LeBlanc
  • Lux
  • Morgana
  • Orianna
  • Ryze
  • Taliyah
  • Twisted Fate
  • Vladimir
  • Yasuo
  • Zed
  • Zoe
  • Zyra



  • Her mobility counters your skillshots
  • You'll want to turn it into a farm lane and clear wraiths/wolves to get a farm advantage
  • Play safe and make sure to dodge her taunt if she goes aggressive on you



  • She can burst you down and kill you in egg form once she's level 6+
  • You will want to play passive and farm safely when her ultimate is up
  • You can set up ganks with your wall since she has no escapes
  • Look to wave clear and then farm wraiths/wolves or gank side lanes


Aurelion Sol


It's difficult for Aurelion Sol to kill you due to how much kiting you have with your Q, W, and Ultimate. However, he can outpush you levels 1-5 as well as try to roam level 6+.

Early on just accept that you're going to be pushed into tower and focus on last hitting. Ward the center of your lane so you can see where he goes after he pushes and ping your teammates to let them know.

Once you're level 6 you want to use your ultimate on the wave and try to throw your Q to force Aurelion Sol to reposition. The combination of your ultimate's AOE and your Q can make it so that it's difficult for Aurelion Sol to position properly to wave clear - giving you the push advantage and helping to control his roaming.

Take teleport into this matchup to help follow his ganks.




Azir can be annoying as he out ranges you.

You want to do your best to farm up levels 1-5 and minimize the harass you take.

Once you're level 6 use your ultimate to clear the minion wave and stand back at max range so he can't harass you.

You want to push, farm, stay safe, and take jungle camps when you can while you farm up.



  • Her early game harass will make farming a nightmare
  • Attempting to use your E+R combo opens you to be ulted by her
  • Has enough burst to put you in egg from and then kill you while you're in it
  • Will be a tough lane until level 6, from there you want to safely farm with your ultimate



  • It's extremely difficult for you to harass or kill Cho
  • Reliant on jungle ganks to get kills
  • You will want to turn it into a farm lane
  • His silence can be very annoying to deal with as it cancels your ultimate
  • It's important to dodge his rupture and keep distance



  • Insane burst once she's level 6
  • You have to save your Q for when she jumps to you
  • Make sure to dodge all of her Qs
  • Can harass her early on before she's level 6
  • Passively farm your lane and take wraiths/wolves




You out range Ekko and can use your stun to peel him off you when he engages.

Levels 1-5 you can aggressively harass him with your auto attacks and using a Q+E combo if it's guaranteed to land (such as his E is on cooldown or he walked up close to kill a minion)

Once he's level 6, you can continue to poke him with your E+R combo and save your Q to peel.



  • You have to save your Q for when he goes aggressive, otherwise he will just dodge it with his E
  • His early game is much stronger than yours, keep distance and play passive.
  • Once Fizz is level 6+ it's important to not get caught in his ultimate.
  • It's important to play reactionary in this lane. Don't be the aggressor, instead look to shove the lane, take wolves/wraiths, and beat him in farm.



  • You can harass him early on since he's melee
  • You have to be careful about getting to close to him once he's level 6
  • If he lands his combo once he's level 6 you can be killed
  • Farm safely with your ultimate and take wraiths/wolves



  • Passive farm lane
  • Both champions have the ability to outplay the opponent
  • Both champions have extremely safe farming, which makes it hard for either of them to be aggressive
  • Manipulate the creep wave in front of your tower before level 6 to set up a jungle gank so you can shut him down early



  • Not as hard of a counter as some people think
  • He's not really able to kill you unless you stick around with low hp
  • He will harass you out of lane repeatedly and be really annoying
  • Secure your blue and passively farm
  • Kassadin has weak wave clearing so it's important to shove the wave under his tower



  • Her mobility counters your skillshot heavy kit
  • Save your Q for when she shunpos to you
  • She can wave clear really well and doesn't have to deal with mana problems
  • Safely farm with your ultimate and look to farm wraiths/wolves



  • Annoying to deal with as almost any AP mid
  • She has terrible wave clearing so try your best to shove the lane under her tower
  • Always make sure to keep distance
  • If she does go aggressive you HAVE to dodge her E(Ethereal Chains) or else you will be killed



  • Her long range and harass counters your early game
  • Your low base movement speed makes it difficult to dodge her skill shots
  • Her shield will negate some of your damage
  • Best to use your Q defensively and set up jungle ganks as Lux has no escapes



  • Passive farm lane
  • If she ults you then wall her and ult the ground around her, once her spell shield breaks throw out a stun
  • Both have safe ways of farming level 6+, which makes it difficult for either person to go aggressive
  • Morgana has difficulty farming a lane that's moving/under tower. Push the lane fast level 6+ and you will notice you'll get ahead in farm



  • Her strong early game counters your weak early game
  • Will be very hard to farm before level 6
  • Once you're level 6 just farm safely and take wraiths/wolves



  • Your range allows you to kite him if he goes aggressive
  • He can harass you early on before you're level 6
  • Once you're level 6 push your lane and force him to last hit under tower
  • Ryze has difficulty wave clearing and this will allow you to take wraiths/wolves and get ahead in farm




She will outpush you in the early levels so focus on prepping minions to last hit under tower.

Once you hit level 6+ you want to use your ultimate to push the wave and do your best to pin her down. After you waveclear try to get wards up on both sides - purchase a pink ward to do this. Your goal is to try and control Taliyah and limit her roaming.

If you don't have the wards to ward both side then ward the center of the lane so you can see where she goes after she clears the wave.

Take teleport in this matchup so you can match her roams with it.


Twisted Fate

  • He can go aggressive on you before you're level 6
  • Once you're level 6 you can use your wall to cut off his escape route, ult him, throw out a stun, and kill him if it lands
  • Since he's so squishy it's very easy to burst him down
  • Will likely turn into a passive farm lane where he looks to gank side lanes



  • He can harass you early on before you're level 6
  • Once you're level 6 just safely clear your lane
  • If he tries to use spells on you, you can kite him and use your E+R combo




Yasuo is strong early on levels 1-5 because he has a lot of mobility.

You want to save your Q for when he tries to jump you so you can peel off and win the trade.

Levels 1-5 it's key you land your Q or else you will lose every trade.

Once you're level 6 you want to look to push the wave using your ultimate.




Zed's zedw.png has a very long cooldown in the early game. Once he uses it to do his W+E+Q combo you have a large timing window to do whatever you want.

Try to stand behind your minions so that his Qs do reduced damage as they will hit your minions first.

Try to walk away on a diagonal instead of just sideways or towards Zed when he uses his W+E+Q combo so you can avoid the Q that comes from Zed himself. If you only get hit by the Shadow then it doesn't activate his rune.

Once you hit level 6+ you place your ultimate down to push him into tower while holding your Q to stun him if he tries to ult you.

When he ults he will always land behind you. Simply throw your Q ever so slightly before he appears and then reactivate it to instantly stun him. You can then place a wall between you two so he can't auto attack you.

Your goal is to push him into tower preventing him from killing you or roaming and then eventually outscaling him.

I would take Exhaust in this matchup 




Zoe will outpush you levels 1-5 so just try to focus on prepping minions to last hit under tower. Once you hit level 6 focus on pushing the wave as you can often outpush her at that point.

You can look to land your wall behind her level 6+ and then drop your ultimate. Wait a second to see if she'll mistakingly ult or which way she's moving and then throw out your Q. At that point she will likely use her ultimate to dodge it, but then arrive back in your ultimate. Use your E whenever it's on cooldown during this. Your main focus when doing this will be to dodge the incoming zoee.png from her.

I prefer to push her in and try to get vision control and look to control/steal the enemy's raptor camp. I would take teleport in this matchup so I can try to make teleport plays while she's stuck in lane.



  • Your ultimate counters her plants
  • She's squishy and can be bursted really hard
  • Still, if you get caught in a snare you can be killed
  • Make sure you dodge her snare, very important
  • When her snare is down you can go aggressive

Combos Back to Top

Level 1-5 Combo

flashfrost.png > frostbite.png

Try to let your Q move slightly through the opponent so when you re-activate it you land two portions of damage of your Q rather than activating the second it hits the opponent. After follow up with an E. If the opponent is within auto-attack range you can add an auto-attack while they're stunned, but walk away after.

Level 6 Poke Combo

glacialstorm.png > crystallize.png > frostbite.png

Place your ultimate on the enemy and then wall them off as they try to escape while it expands. Once it's expanded completely throw your E so you get the damage bonus.

Level 6 Poke Combo with Stun

glacialstorm.png > crystallize.png > frostbite.png > flashfrost.png

Same combo as above, but you add a Q towards the end. Essentially, once you wall off the opponent they will end up committing to a direction so they can escape your ultimate. Once they commit to a direct you throw your Q towards their escape route. This makes it extremely hard for them to dodge.

Early Game Back to Top

The strength of Anivia's early game varies based on the matchup. In some matchups you can bully the opponent with your auto-attacks because they're melee or have very short range. In other matchups you have to be more passive. To trade effectively you need to land your Q to amplify the damage of your E and stun the opponent so he can't trade back. This means that if you miss your Q then you will be in a lot of trouble. This is why Anivia can struggle against mobile champions in the early game such as LeBlanc. Anivia also has very low movement speed and no escapes so can be susceptible to ganks. Be aware of this if you're playing aggressive in the early game - ward up and make sure you're not overextending.

Middle Game Back to Top

Anivia really starts to become strong at level 6. Once she has access to her ultimate she can wave clear very fast from a safe distance. She also gains access to a very easy harass combo of E+R (or R+E if your fingers aren't fast enough). At this point your main goal is farming. Anivia has very poor roaming because of her low base movement speed and lack of mobility spells. Instead, wave clear and then take jungle camps in between waves. Your goal is to farm up so you can become very strong later on once the laning phase ends. This is because Anivia scales very well into the late game and is strong in team fights with her AOE damage.

Late Game Back to Top

Anivia has a strong late game. You want to stick with your team as you can be easily picked off with your lack of mobility. You want to look for team fights. Specifically, you want to look for team fights in narrow areas of the map. This way you can use your R and your W to really mess up the enemy's team fighting. Until your full build look for opportunities to farm jungle camps as well. Anivia's goal is to either stay with the team to team fight or be maximizing her farm by taking jungle camps and lane farm. Just make sure you don't overextend for farm and get caught out.

Team Fighting Back to Top

In team fights you mainly want to stay back with your AD Carry. Use your ultimate to zone our the enemy along with your wall. If you use your ultimate in one area then wall off another the enemy will be forced to either walk through your ultimate or just be zoned. You want to use your Q mainly to peel for yourself and your AD Carry. However, if you see a chance to land your Q after someone else uses a crowd control effect on an enemy carry then do it. A big part of team fighting well with Anivia is using your wall properly. You want to use it to cut off the enemy team so that your team can focus down one or two of them while the rest of the enemy team is stuck behind your wall. You can also use your wall in team fights to help peel for yourself and your AD carry or even use it to catch someone out by not allowing them to run away.

Pros and Cons Back to Top


  • Geat wave clearing once level 6+
  • A safe choice with few hard counters
  • Amazing burst because of her AP scaling and base damage
  • Provides extremely useful utility with her slows, stun, and wall
  • Her egg is one of the best passives in the game


  • Slow auto attack animation that can make it difficult to last hit
  • Weak early game
  • Extremely mana reliant and can run into mana problems if she doesn't get blue buff
  • Her stun is very slow and easy to dodge

Warding Locations Back to Top

Warding Locations

Ward Locations.jpg
Note: This is from the perspective of Blue Side - meaning your Nexus is South. The exact same ward spots apply if you were Red Side - meaning your Nexus is North, except that the ward spots are simply rotated 180 degrees/mirrored.

1 - This is where you want to place your 2055.png as gaining vision control of the lane brush is very important. This is because the lane brush offers the most quickest and convenient location to place 3340.png for the enemy. By placing a 2055.png it denies the enemy this convenience. At the same time, it clears the most common area we'll be moving through when we roam. Lastly, it keeps our 2055.png close to us, which makes it easier to defend and harder for the enemy to get rid of.

2 - This is the optimal location for a 3340.png as it covers all the choke points for that side of the river. Additionally, it is hidden from 2055.png that are placed in the lane brushes. Keep in mind, this is just the most optimal, that doesn't mean it's always practical. It's okay to place your 3340.png in location 1 or somewhere between location 1 and 2 if you're unable to move any further due to safety or potential missed minions.

3 - This is the aggressive version of the 2nd ward location and should only be used when you have lane control and the enemy laner is forced to playing passive. It allows you to see when the enemy mid laner rotates to take blue buffs, jungle camps, roam, or react to one of your roams. At the same time, it spots junglers that are coming from raptors/wolves.

4 - This is a very powerful ward that can easily be placed after you push the mid laner into his tower. This gives you vision on the enemy's raptor camp. This can give you a wide range of information. For example, if you place this ward early on it tells you whether the enemy jungler is invading/ganking the side he started on or if he's doing a standard clear. When you spot the enemy jungler doing his raptors it relieves pressure off of everyone else as you know exactly where the enemy jungler it is. At the same time, that opens your own jungler to adjust his play accordingly. On top of that, just knowing that the jungler ISN'T doing his raptors can give you information on where he might possibly be.

5 - This is simply a better version of the 4th warding location. However, it's more time consuming, riskier, and overall more difficult to get a ward here. The reason why it's better than the 4th warding location is that you can see if the enemy's jungler is skipping raptors and which direction he's moving towards. I like to ward here when I have a big lead and I do it after I push a wave to pin the enemy mid laner at his tower.

6 - This is known as the lane ward and you might have seen it before. This is best used against champions that are looking to roam and is typically used when you've lost lane and are behind. It's especially strong against Twisted Fate due to the manner in which he ganks. Essentially, this ward will let you see which direction the enemy mid laner moves to after he kills the minion wave. In a way this gives you the benefits of warding both sides of your lane with only one ward: you get to see if he's ganking either side lane. However, you also get to see if the enemy is recalling or just standing at his tower. Keep in mind the main downside of this ward is that it doesn't protect you against other enemies ganking your lane.

Ask Me Questions, Streaming, Coaching, and more! Back to Top

My IGN is Hexadecimal and I play on the North American server. I've been challenger tier every season since its release. I can play all roles, but I main middle lane. 


Want to ask me questions? I answer all questions I receive on my Twitter.

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I also offer coaching for $25 an hour. I will teach you how to become a better player, how to climb the ladder, and much more. If you're interested you can contact me via e-mail:

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