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Ahri Statistics for Ahri

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

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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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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.
Read Author Notes

Runes

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QUINT%20AP.png Quints

Flat ability Power

You take the flat ability power quints to increase the damage on your abilities. Not only does this increase your burst damage against enemy champions, but it also helps you clear minion waves faster since your spells will do more damage.


MARK%20MAGIC%20PEN.png Marks

Hybrid Penetration

I take hybrid penetration as you only sacrifice 2.3 magic penetration for an extra 8.1 armor penetration. Auto-attacking is a big part of Anivia's laning phase. This is because of Anivia's long attack range. It also helps increase your auto-attack damage to minions - meaning slightly easier last hitting.


GLYPH%20MAGIC%20RESIST.png Glyphs

Ability Power per Level

You want to take ability per level because Anivia is a very safe mid laner. She can stay at a safe range and use her abilities and auto-attacks to farm. She can also use her Q, Wall, and Ultimate to help peel if someone tries to go aggressive.

Flat Magic Resist

You can take these if you're against a magic damage mid laner with a ton of burst damage such as Syndra, LeBlanc, or Fizz.


SEAL%20OF%20MANA%20REGEN.png Seals

Health per Level

Health Per Level seals are very strong. Health is a very efficient stat because it makes you tankier against both Physical and Magic damage. This will give you extra health to help you survive throughout the laning phase and in team fights.
 

Armor per Level

Take this when facing a physical damage mid laner. I prefer armor per level over flat armor since it's much more efficient and quickly overtakes flat armor at level 6.
Read Author Notes

Masteries

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0/1
0/4
3/4
1/1
0/1
0/3
3/3
1/1
0/1
0/1
1/1
3/3
0/1
0/3
3/3
1/1
0/1
3/3
1/1
1/1
Offense: 21
0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1
Defense: 0
1/1
0/3
3/3
0/1
3/3
0/1
1/1
0/3
1/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 9

21/9/0

Offense - 21 points

  • Sorcery is taken for the cooldown reduction
  • Butcher is taken to unlock Feast - also has the added benefit of making last hitting slightly easier
  • Feast is taken as it will help restore a lot of health and mana throughout the laning phase.
  • Dangerous Game is taken since there are no other viable masteries that outmatch it for Anivia - helps you survive after killing an opponent if you have a damage over time spell on you.
  • All other masteries I've taken in the offense tree are mandatory because of their usefulness and strength



Utility - 9 Points

  • Phasewalker is taken to reduce the time it takes you to teleport to base - this can save you if you're backing in enemy territory.
  • Meditation is taken for a small increase in mana regeneration during the laning phase
  • Alchemist equates to an extra 10 hp for each Health Potion or Flask charge you consume
  • Summoner's Insight will reduce the cooldown on your Summoner Spells by 10%, which is always good
  • We take Runic Affinity because Anivia is very reliant on blue buff because of the mana cost of her ultimate
Read Author Notes

Abilities

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

Skill Order


Glacial_Storm.jpg > Frostbite.jpg > Flash_Frost.jpg > Crystallize.jpg



Rebirth.jpg Rebirth

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

Flash_Frost.jpg 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.jpg 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.jpg 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

Glacial_Storm.jpg 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

Read Author Notes

Items

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Start With
Core
Situational

Start With

Standard

1056_32.png2003_32.png2003_32.png

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


Need Sustain

2041_32.png2003_32.png2003_32.png2003_32.png

  • Start this build if you're expecting to be harassed a lot
  • You can take 1 Mana potions instead of 1 Health potion if you feel like you'll need it


Trinket

3340_32.png

Best starting Trinket for mid laners right now. This will help you cover key choke points on the center of the map during the laning phase to help keep track of the enemy jungler. Try to place your ward around the 3:00 minute mark on the side the enemy jungler will be. This will be the standard timing most junglers have their double buffs and will be looking to gank you.


Core

Athene's Route

3020_32.png1056_32.png3028_32.png3174_32.png3089_32.png
  • Early 3028_32.png gives MR and helps with Anivia's mana problems
  • 3174_32.png is a cost efficient item that gives a variety of stats that synergize well with Anivia's abilities.
  • 3089_32.png is amazing on Anivia because of the great AP scaling on her spells.
  • This build doesn't take as long to build up compared to the Archangel's build - you want to go this route when you're struggling vs an AP mid and won't have time to build up a Tear and Rod of Ages.


Archangel Route

3020_32.png3070_32.png3027_32.png

  • 3070_32.png builds charges as long as you're using mana. This means that while your R is active you are building charges. It makes gaining charges fairly easy with Anivia.
  • I would go this route if you're having a great early game, otherwise you'll be struggling to catch up for the rest of the game. If you're behind against an AP mid then go the 3174_32.png route.
  • This build takes awhile to get going - keep this in mind.



Situational


3027_32.png - Only get if you're getting 3010_32.png early on or else it will be too late for it to be worth it.


3026_32.png - Late game item. Works great with Anivia's egg since it will give you two revives and causes the enemy team to avoid focusing you in team fights.


Read Author Notes

Matchups

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5
2 years ago
Anivia counters Cassiopia actually. If you harass properly early game, you win trades. Gragas counters Anivia because of his range and mobility.
6
2 years ago
I think cassio is harder to play against. Her "q" poison grants movement speed, so she can avoid Anivia's stun.If anivia is out of stun, She's useless. Before 6lvl its biggest counter pick for her, after ultimate's ready Cassiopeia is no longer dangerous. About Gragas, You cannot kill him so easy, but he can't kill ya. Using basic attacks to outrange him is all you need. (im after 700+ maybe 1k games with anivia, so I know what im sayin)
0
1 year ago
I'm a Cass player and she counters Anivia...
1
11 months ago
im an anivia player and i have never loose to a cass
1
12 months ago
Anivia is countered by champs with good gap closers. Cassiopia is definitely not the biggest counter pick for Aniv...
0
7 months ago
probably not all gap closer champs because I've been able to win lane against gap closers since they are over confident and dive underneath turret to hit my stun.
0
2 years ago
And new 3 tier AA staff is really good on aniv, might want to try it some.
2
2 years ago
The AA staff takes a really long time to build and you sacrifice your early/mid game for it. Going tear first instead of chalice makes you weaker since you won't have the extra MR. Building up charges on tear takes a long time in order to make AA useful.
0
2 years ago
you can still go early tear its only 700 gold you should be fine vs every mid champ if you have some mr runes.
0
2 years ago
Im normally going tears and then chalice and then rod of ages somtimes i switch tear and chalice against burst champs, but it gives you great mana regen so you can keep your ult up too push lane.
0
2 years ago
question, why not mana/lvl glyphs?
3
2 years ago
You can go mana/lvl glyphs instead; they're a completely viable alternative. Mana per Level will surpass flat mana around level 9, which in my experience is when you should start to have enough items to deal with your mana pool. I use the flat mana to help with my early game. It allows me to use spells to last hit under tower. It comes down to play style and what you feel works best for you.
2
2 years ago
I just edited my runes section further explaining mana per level as a viable alternative. Thanks for the constructive criticism.
0
2 years ago
no problem. when i get to lvl6 i push lane and go shop. gettin chalice and i do fine. thats why i prefer the per lvl runes. anywho, thats totally a play style. great guide! and btw, i take MS quints :)
0
2 years ago
You might want to also put that if you are having trouble with blue buff, max anivia's ult last. I've started to max E, then W, and the rest situational, mainly because in normals, or ranked, people tend to camp blue buff when I play anivia, so I had to learn to play without it, either that or its always taken. Low elo, sigh.
2
2 years ago
I have to disagree. Putting a point in your ultimate increases the damage per second by 40. Over 3 seconds that's a bonus 120 aoe damage. With Athene's you should be able to manage your mana properly and get through the middle game.
1
2 years ago
Squab haven't faced 1 gragas that has beat me as anivia unless they are the skill lvl of alex ich you don't got a problem. A anivia played right will beat most mids except zilean he is just broken. Also Stolas great job on the guide i really like the ward section where you explain why to ward in certain spots. Also i think you should add 1 thing that has to do with the fog of war in mid lane the entrances from the side once you walk around those corners the enemy can't see you a blind q to the face is hard to dodge also its good if your getting ganked or chased.
0
2 years ago
Thanks, I'll consider adding it to my guide when I have time. Glad you enjoyed the guide.
1
2 years ago
Sup stolas played w/ you the other day. Ever consider ms quints on anivia? Also have you tried flask faerie charm double pot start? <(stolen from scarra, augments poor early game)
0
2 years ago
I've now adopted MS Quints and the Flask+HP+MP+Ward opening. I've updated my guide to reflect this. I'll be updating my guide as my play style changes.