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All Guides Anivia Guides [7.24] Diamond Anivia Main's In-Depth Guide to the Ice Bird
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6 months ago
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Anivia Statistics for Whiskoo

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

Value
Average
Games Played
170
7
Win %
62
43
Kills
6.4
4.7
Assists
7.4
7.1
Deaths
3.3
4.4
KA:D Ratio
4.2
2.6
Gold Earned
12.2K
10.9K
Creep Score
189.0
176.4
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Core Summoners

4.png

Always take flash, I shouldn't have to explain the required utility that the spell gives.

12.png

Teleport is Anivia's go-to summoner spell. It has multitudes of uses that successfully masks some of Anivia's otherwise horrible downsides.

Teleport makes up for Anivia's poor laning phase pre-6 by giving her a safety net if she gets poked out early, or uses a lot of her mana to clear the waves under her tower. It also can cover for an early gank so you don't lose any minions to the early death, just don't teleport back and die again or you're stuck hoping your team can carry.

Teleport makes up for Anivia's horrible ability to rotate. Having one of the slowest base movespeeds in the game, and no mobility to make up for it, rotating on Anivia is near impossible. Teleport allows Anivia to rotate to other lanes if that lane is getting ganked, as well as it offers Anivia a safe way to follow her laner if her laner roams, because following her enemy laner into the river without vision is an easy to way to get baited and die.

Teleport also allows Anivia to clear sidelanes with ease in the lategame because she can easily teleport back to her team when she wants.

And last but not least, Anivia is able to channel teleport just before she dies and goes into eggnivia and the teleport channel continues to go through. However if you are stunned at all during the channel, either if you're alive or in egg, the teleport is canceled.

Situational Summoners

3.png

I often take exhaust if I'm in a matchup where I know I will be all-inned and be in range to cast exhaust. Exhaust is when I need something to give me more safety than teleport while I farm to the mid-late game. Matchups include 55.png 105.png 238.png 157.png84.png126.png7.png38.png10.png131.png91.png

1.png

Cleanse is taken when either 
1.) The enemy laner has point and click hard-cc that can be followed up by a jungler
2.) The enemy jungler's gank pressure comes from one form of cleansable hard-cc

Matchups include 4.png 1.png(If paired with hard-cc jungler) 127.png(If paired with hard-cc jungler)
Junglers to take cleanse against include 60.png72.png113.png427.png9.png57.png

6.png

Ghost is a niche summoner spell taken when I know I will never need to use teleport to mask Anivia's early game. Ghost is good for matchups that result in pure farm to the mid-late game where ghost is put to use in teamfights.
Ghost makes up for Anivia's abysmal movespeed in teamfights, or for chasing/running away, and its mainly just used as a secondary flash, either used defensively or offensively.

Matchups for ghost include 50.png25.png, however ghost is still a niche summoner spell and I feel like teleport is still better in these situations.

14.png

Similar to ghost, ignite is a niche summoner spell where you know you can capitalize on the enemy mistakes for easy first bloods. Anivia's q > e early game still does a large amount of damage, and 2 q > e's and an ignite can often times lead in a kill or enemy blown summoners. 

However, I never take ignite over teleport because of how risky it is, and how ignite falls off late game which coincidentally is where Anivia shines. If you think you can snowball then ignite is a good choice, otherwise choose another summoner.

Honorable Mentions

7.png

Heal is a summoner that is comparable to both barrier and ghost, it gives healing and movespeed. However, the most important part of this summoner is that it heals both you and an ally. The reasoning for most mid laners taking heal is due to its impact in early 2v2 skirmishes with the mid and the jungle. 

The main problem with heal and Anivia is that Anivia normally loses most, if not all 2v2s pre-6. She's reliant completely on landing her q, and after that she only has one source of damage left with her e, and then she has no damage but her autos. This leads to lost 2v2s early game because her dps is subpar without her ult compared to other mid laners. Therefore, heal does not synergize with Anivia well enough. If you want a defensive summoner such as heal, go with ghost instead.

21.png

Barrier has similar problems to heal, where ghost or exhaust is just a better option. Its very easy on anivia to turn fights with a good Q stun, and exhaust is perfect for that. Using exhaust to negate the incoming burst and increase enemy damage taken in an all-in, it's easy to turn a lost fight into a kill, which comes to the fact of why do you have barrier instead of exhaust?

There are some good uses to barrier in matchups where you cannot cast exhaust, such as 161.png or 101.png to negate the incoming poke that will kill you, and if are afraid of these two matchups then barrier is a good option, otherwise just take teleport.

New Runes Back to Top

Core Runes

Arcane%20Comet.png?width=64
I take comet because it has a high accuracy rate due to your ult slow and your q stun, as well as you have no way to proc aery on allies and your damage comes in bursts making comet better.

Your e also procs comet cd reduction rather fast in the early game if you use e to poke.

Manaflow%20Band.png?width=64
I take manaflow because Anivia's early mana costs are huge. Making it so your q doesn't cost mana is a huge reliever to anivia's early mana pool.

Transcendence.png?width=64
Transcendence makes up for the old 10% cdr runes you used to take in the old rune system. I find it hard to play Anivia with less than 20% cdr and I find the extra cdr helps in the late game teamfights.

Scorch.png?width=64
The last two are between scorch and gathering storm. I personally feel like gathering storm's payoff is just too minimal, and I take scorch for the little extra damage it provides in early trades.

Secondary Runes


Magical%20Footwear.png?width=64
I personally love the free boots due to its extra movespeed passive on your boots, which help to ease Anivia's horrible base movespeed. I also do not buy boots early so I can rush my tear into roa, and it synergizes well with that playstyle.

Perfect%20Timing.png?width=64
This thing has saved me so many times I cannot even count. The free stopwatch is an amazing investment towards your zhonyias, and even if you do not buy zhonyias you can sell it for free gold.

Other Runes Worth Mentioning

Taste%20of%20Blood.png?width=64Ravenous%20Hunter.png?width=64
I've tried going into the domination tree for the extra healing, but I still felt at a loss without the stopwatch and free movespeed on my boots. Feel free to test out these two runes to see if it fits your playstyle better.






Abilities Back to Top

Q
E
E
W
E
R
E
Q
E
Q
R
Q
Q
W
W
R
W
W
Passive
Q
1
8
10
12
13
W
4
14
15
17
18
E
2
3
5
7
9
R
6
11
16
aniviapassive.png
Anivia's passive allows you to be reborn after surviving a moment of time as an egg once dying.

Anivia's passive, I believe, is one of her reasons of always maintaining a high winrate, because of how reliable she is, similar to Ahri. Her passive puts so much pressure on the enemy that is very hard to kill her, and often times people will be caught off guard by the egg and end up blowing summoners or even dying to a turret dive because they did not anticipate the egg.

Although her passive makes her a very safe and reliable champion, losing it early can oftentimes spell for a camp of the jungle because of how easy it is to gank anivia pre-6 and without egg, so don't play stupid because you think the egg can be taken for granted.

flashfrost.png
Anivia's Q is her bread and butter spell, you combo it with her wall to line up easy stuns and kills for you and your team.

Her q shoots out, and can be reactivated to then blow up and stun anyone in the range.

Its important to note how this spell actually works, it has 2 instances of damage, its first part by traveling over an enemy, then its second part from reactivation. Its very important to make sure that you let the q pass over the enemy before an enemy before reactivating so that it hits both parts of damage.

Its hitbox is also a little misleading, and it takes a while to get used to where reactivating the q will actually stun the enemy or not.

crystallize.png
Anivia's wall is what defines the champion, in my opinion. It makes the difference between Anivia players and Anivia one tricks. It can mean the difference between a caught out adc in a teamfight or a safety wall for the enemy carry.

Anivia drops a wall infront of her that counts as impassable terrain.

Its important to note that the wall will push enemies towards the direction in which more of the wall is over the champion's hitbox. Put it more infront of them and it will push them backwards, put it in back of them it will push them forwards. Use this to push enemies into your ult, or wall them off from leaving your ult.

Try to use the wall vectored against another wall inorder to close the gap and force the enemy's autopath into a more favorable position, or just make them take a path that sets up your q or otherwise just kills them.

Its very easy to blow multiple flashes by walling off an entrance or exit from the jungle, or vectoring a wall from one of the lane walls making the enemy panic.

frostbite.png
Anivia's E is very straightforward, a point and click single target damage spell that does double damage to enemies affected by Anivia's Q slow or fully charged ult slow.

You can use this in lane without setting up the double damage to proc comet and get small chip damage in.

glacialstorm.png
Anivia's ult is what fully unlocks her kit by adding much needed waveclear, zone control and all-in potential. At level 6 you can begin to pressure you lane opponent by making basic trades with ult > wall > q > e while your ult clears the wave. 

Positioning your ult so that it zones off carries or entraps multitudes of people in teamfights is key to controlling the game as anivia.

Items Back to Top

Starting Items

    No other items to start

Core Items

    Your core st
    Boot choices
    Upgrade tear after Rod of Ages if you are even or behind, otherwise upgrade tear after your second buy.
    Buy when they have MR

Situational Items

    If I am ahead or even I often buy Liandry's after my rod of ages just because of how good it is.
    I always upgrade my stopwatch into zhonyias if I'm vs. AD
    I buy banshees when I'm up against long ranged MR CC, or 2 or more sources of AP damage
    I buy Morellos when I skip tear
    I hardly buy this due to lack of inventory slot, but can be 5th or 6th item if defensive item isn't required

Core Items

3070.png

Tear is almost always my first back item. Stacking it is easy with Anivia's ult and solves her horrible mana issues in the mid-late game, and synergizes with her scaling playstyle. The mana refund on spell casts also helps with her mana problems in the early game, making her q not so much mana intensive.

If I'm behind from an early death or gank then I will usually skip this item and instead just rush my rod of ages.

3027.png

Rod of ages, similar to Tear, fits Anivia's scaling playstyle and complements tear nicely with added hp and mana which adds towards the extra ap from mana from tear. Rushing the aegis gives you combat stats and regen which lets you stay in lane longer, covering anivia's weaknesses slightly.

2nd Buy and Boots

3151.png
if I'm doing generally well, I will often rush a liandry's after my Rod of Ages because its just such a good item. The magic pen is an insane burst of damage, the hp and ap are great for its price, and the passive works well with your slows.

3157.png
Against any AD mid laner I will either rush this instead of tear, or if I am doing fine against the laner I will finish my stopwatch into the Zhonyias after my Rod of Ages.

Important note that if you are going to Zhonyias, make sure to ult on top of yourself before doing so as it will get more damage off while you're invulnerable, and give you some zone pressure while you Zhonyias.

3102.png

I don't often pick up banshees because I find zhonyias to be a better buy on Anivia, however if I am against heavy ap threats such as ap mid and ap jungle, or an ap top, then the MR is put to good use. Other than that, if I need a spellshield to stop hooks or heavy poke, such as 412.png or 53.png then I will buy Banshees.
3158.png
My go to boots are CDR boots because I like their cheap cost, as well as I find it very hard to play anivia without 20% or more cdr, and since I skip morellos the cdr boots give me that boost of cdr to hit 20% with the Transcendence rune.

3020.png
If I am snowballing hard, or am going to buy morellos, I will go sorc shoes. Sorc shoes in combination with liandries is 30 magic pen, which is an insane amount of damage. Combine this amount of damage with snowballing hard, and you will find yourself at a gg 20 game.

Upgrade Tear

3003.png'
I will upgrade tear in archangels either right after my Rod of Ages if I feel like I'm not doing well or I'm behind,
or after my 2nd buy. 

Getting archangels after my 2nd buy normally has it fully stacked and ready for the mid game.

Adapting after the first 3 items

After the first 3 items you need to fill the last 2 slots with situationals which include;

Defensive item3102.png3157.png

If you did not buy a defensive item, think about if you need a banshees or a zhonyias in your build, if not then:

Void Staff3135.png

As soon as you see the enemy begin building MR, consider a voidstaff. Without a voidstaff, an enemy with MR will roll you over in teamfights, and a voidstaff is necessary. I normally pick this up after my 3rd item if I see a lot of Merc treads on the enemy team, or if my enemy laner bought MR.

Rabaddons3089.png

I normally only go for rabaddons if I'm really fed, or if I'm sure I don't need a defensive item. Due to item slots being full with tear roa liandry's voidstaff and a defensive item, I rarely go rabaddons.


Other situationals

3165.png
I normally don't go morellos because the tear roa suffices the mana problems for Anivia, and you don't really need 40% cdr on Anivia. However the 40% cdr is nice against a team with a lot of immobile champions.

The two main reasons as to why I would build morellos is;

1.) I fell behind and skipped my tear so I need extra mana to back my mana pool up. 

2.) They have a healing champion such as 50.png or 36.png and I need grevious wounds.

3111.png
I will go merc treads if I need the tenacity and the MR can be of use. Normally against 1.png or 134.png
3140.png
I will go QSS against 90.png or 72.png if I feel it is needed.








Matchups Back to Top

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

  • Ahri
    Medium
  • Akali
    Hard
  • Annie
    Medium
  • Aurelion Sol
    Medium
  • Azir
    Hard
  • Brand
    Medium
  • Cassiopeia
    Medium
  • Corki
    Medium
  • Diana
    Medium
  • Ekko
    Medium
  • Fizz
    Hard
  • Galio
    Medium
  • Gangplank
    Medium
  • Jayce
    Hard
  • Karma
    Medium
  • Karthus
    Easy
  • Kassadin
    Hard
  • Katarina
    Hard
  • LeBlanc
    Hard
  • Lissandra
    Medium
  • Lucian
    Medium
  • Lulu
    Medium
  • Lux
    Easy
  • Malzahar
    Medium
  • Morgana
    Easy
  • Orianna
    Medium
  • Quinn
    Hard
  • Ryze
    Medium
  • Swain
    Easy
  • Syndra
    Medium
  • Taliyah
    Medium
  • Talon
    Hard
  • Twisted Fate
    Easy
  • Veigar
    Medium
  • Vel'Koz
    Hard
  • Viktor
    Medium
  • Vladimir
    Easy
  • Xerath
    Hard
  • Yasuo
    Medium
  • Zed
    Hard
  • Ziggs
    Easy
  • Zilean
    Medium
  • Zoe
    Hard

VS

Ahri

Medium

VS

Akali

Hard

VS

Annie

Medium

VS

Aurelion Sol

Medium

VS

Azir

Hard

VS

Brand

Medium

VS

Cassiopeia

Medium

VS

Corki

Medium

VS

Diana

Medium

VS

Ekko

Medium

VS

Fizz

Hard

VS

Galio

Medium

VS

Gangplank

Medium

VS

Jayce

Hard

VS

Karma

Medium

VS

Karthus

Easy

VS

Kassadin

Hard

VS

Katarina

Hard

VS

LeBlanc

Hard

VS

Lissandra

Medium

VS

Lucian

Medium

VS

Lulu

Medium

VS

Lux

Easy

VS

Malzahar

Medium

VS

Morgana

Easy

VS

Orianna

Medium

VS

Quinn

Hard

VS

Ryze

Medium

VS

Swain

Easy

VS

Syndra

Medium

VS

Taliyah

Medium

VS

Talon

Hard

VS

Twisted Fate

Easy

VS

Veigar

Medium

VS

Vel'Koz

Hard

VS

Viktor

Medium

VS

Vladimir

Easy

VS

Xerath

Hard

VS

Yasuo

Medium

VS

Zed

Hard

VS

Ziggs

Easy

VS

Zilean

Medium

VS

Zoe

Hard

Pros and Cons: What does Anivia bring to her team? Back to Top

Pros                                          Cons

-One of the strongest waveclears in the game post-6                    -The slowest base movespeed in the game
-Amazing zone control with her ult and wall                                 -Poor laner
-Good and reliable aoe hard cc with q                                         -Pre-6 is hard to get through
-Strong burst with e                                                                    -Horrible mana problems until core items are built 
-Strong aoe dps with ult in teamfights                                         -Hard learning curve due to wall usage in combos
-Fun and satisfying combos with good wall usage                        -No mobility at all making for bad map rotation
-Incredible scalings                                                                    -Mid-ranged; can often get killed by misspositioning
                                                                                                  -Extremely positioning reliant in order to survive



Why pick Anivia?


Anivia is an extremely reliable mid laner with aoe cc, large aoe dps and zone control, and good and strong pick potential with her wall, making her a great pick for solo queue. However her lack of mobility and weakness in early jungle skirmishes can spell the death of her in a lot of games.

When is picking Anivia bad?


The only time I say Anivia isn't an optimal pick is if her team does not have a frontline for her to work her magic in teamfights.

Combos, Tips, and Tricks Back to Top

WIP

The Early Game Back to Top

The early game on Anivia is all about farming and landing good trades with Qs. The way you play the early game is decided by the matchup, but all in all, don't miss cs. Anivia's auto animation is wonky and hard to get used to, spend time in practice tool getting used to csing until you get good at it, getting early farm is very important to start building your stacking items.


The main weakness to Anivia is her early game. Since she needs so much setup time to start stacking her tear and rod, dying early game is a death sentence to a lost game. Avoiding ganks is key to winning as Anivia, as one death means the loss of her egg, which can lead to even more ganks, and falling more and more behind.

Managing the Wave

In the early game, good Anivias know how to manage the wave so that it won't shove in and hit their tower, or set up their wave to be able to farm it under the tower. 

To manage the wave you must observe how the enemy is pushing the wave, and mirror what they do in order to keep the wave where you want it; away from your tower.

Key things to do this is: 

1.) Autoing the wave if you know it is pushing towards you in order to keep it away from your tower

2.) Lining up your Q to pass through minions when you try to poke with it in order to keep the wave pushing

CSing under the tower

Inevitably, minion waves will crash at your tower and it is vital to be able to cs most of them so you do not fall behind in gold and thus delay your tear and rod of ages.

Tips for csing under the tower:

1.) Try to set up the caster minions by autoing them before hand so they can be cs'd under the tower. This takes a lot of setup time with Anivia because her attack animation and attackspeed make it so you cannot set up the minions while they are being targeted by the tower, you must set the minions up before they are targeted by the tower.

2.) The first pass through damage of Anivia's level 1 Q is enough damage to set up the caster minions to be cs'd under the tower.

3.) Use e to secure minions you can't cs

Poking with Q

During the laning phase, poking with Q puts pressure in your lane and sets up ganks for your jungler. Before poking with your Q, you have to ask yourself the following questions:

1.) Will I need my Q to save myself from a gank or an all-in?
2.) Will I be all-inned if I miss my Q?
3.) Is the enemy jungler nearby and will throwing my Q get me killed?

If these answers are no, then it is safe to throw your Q.

To reliably hit your Q, you want to wait for the enemy to go for a CS and then fire the Q at where you think the enemy will stop to CS, which will increase your chances of landing it massively.
 
When throwing your Q, you want to try to hit the minions with the passthrough damage in order to push the wave while poking. 

Once you've thrown your Q, try to make it so both the passthrough damage and the reactivation damage will go through on the enemy, then follow it up with an e and an auto and back off to avoid any counter-trade damage, and continue to farm, while playing safer because your Q is on CD and the enemy will want to make a trade while it is down.

Playing around and respecting the junglers

Respecting the junglers is a core part of the early game. Dying early and getting behind on Anivia makes for one useless bird in the mid game. Making sure to set up vision lines, buying pink wards, and roaming and playing around where your jungler is to provide safety if something goes wrong is a must when playing Anivia.

1.) Buy pink wards and set them up in the pixel river brushes

2.) Get wards on the enemy jungler camps to track the enemy jungler and expect when ganks will come

3.) Roam with your jungler to provide cover for him if counter-ganks happen

Playing in hard or dangerous matchups


Playing in dangerous matchups such as 7.png 105.png 238.png or 91.png require extra caution. Since you will be all-inned most everytime you walk into lane; playing extra careful and bringing a defensive summoner is required. Similar to dying to a jungler gank, dying to one of these matchups will result in an extreme snowball and end in an ff 15. Getting through the lane phase unscathed is your only hope in these matchups.

**How to play against specific matchups will be coming soon in the matchup section**

The Mid Game Back to Top

WIP

The Late Game Back to Top

WIP

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