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All Guides Guides [Season 7 Updated] Laying an egg isn't as easy as it looks
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Anivia Statistics for Hexadecimal

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

Value
Average
Games Played
6
6
Win %
83
44
Kills
7.0
5.8
Assists
8.8
7.4
Deaths
2.0
5.1
KA:D Ratio
7.9
2.6
Gold Earned
11.5K
12K
Creep Score
169.8
165.2
Average

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  • 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.

Runes Back to Top

  • 9x
    +0.87 magic penetration Greater Mark of Magic Penetration
  • 9x
    -0.09% cooldowns per level Greater Glyph of Scaling Cooldown Reduction
  • 9x
    +1.33 health per level Greater Seal of Scaling Health
  • 3x
    +4.95 ability power Greater Quintessence of Ability Power

The Gold Value of Runes

A concept you should be aware of and understand is that every rune has a gold value associated with them. For example, if you have 12 Magic Resistance in your rune page, how much is that actually worth in gold? The answer is 217.08. People have created spreadsheets calculating the gold value of every rune - you can find one here.

You don't need to be a mathematical genius or know exactly how any of this works. Instead, what's important is that you understand that it's these gold values that often dictate why high level players are taking certain runes. Ever wonder why every high level player's rune page typically have the same runes? Why do players take ability power in glyphs and not seals? It's because ability power gives more stats as a glyph than a seal - meaning it gives more gold. This is what people refer to as cost efficiency or gold efficiency. It's this cost efficiency that typically makes the backbone of all rune pages.

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

Flat Magic Penetration

The best mark for increasing your damage. All Champions start with 30 magic resistance and ranged Champions do not gain magic resist per level. Against a ranged middle lane champion who doesn't have magic resist in their rune page this magic penetration will give you the best damage increase.


GLYPH%20MAGIC%20RESIST.png Glyphs

Cooldown reduction per Level

These runes will help lower the cooldowns on your abilities so they're up more often in team fights. This can be important since Anivia has relatively high cooldowns on her abilities.

Ability Power per Level

Ability Power per Level can be taken instead of cooldown reduction per level if you prefer to have more damage and burst.

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.
 

Flat Armor

Take this when facing a physical damage mid laner. They will help you in the laning phase.

Masteries Back to Top

0/5
5/5
0/5
5/5
0/5
0/5
12
FEROCITY
0/5
5/5
4/5
1/5
5/5
0/5
18
CUNNING
0/5
0/5
0/5
0/5
0/5
0/5
0
RESOLVE

12/18/0

Ferocity - 12 points

  • Sorcery is taken for increase in damage
  • Feast is taken for the additional sustain in lane
  • Natural Talent is taken to maximize our damage as much as possible.
  • Battle Trance is the safe choice to increase your damage
  • Take Double Edged Sword into easier matchups where you aren't under threat of being killed
  • Bounty Hunter doesn't give us any bonuses early on when we need them the most - for that reason I don't recommend it


Cunning - 18 Points

  • Savagery is taken to make last hitting easier
  • Secret Stash is taken to give you additional sustain in lane as well as the instant restore of an additional 20 health and 10 mana can sometimes save you when you have a DoT on you.
  • Merciless is taken for the damage increase
  • Meditation is taken as one point in it is worth the tradeoff of 1 point from Merciless
  • Dangerous game is taken as it will often save you in close fights.
  • Precision is taken to increase damage
  • Thunderlord's is taken to increase your burst

Abilities Back to Top

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

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

Items Back to Top

Starting Items

    Standard
    trinket

Core Items

    Early Game Core
    Final Core Build

Situational Items

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


Core

Standard Build

3158.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.
  • Anivia is very mana hungry champion. This build will give you a huge mana pool, which is very effective on Anivia.
  • This is my preferred build on Anivia and the most common among high level players.
  • This build takes awhile to get going - keep this in mind. When you first purchase your 3070_32.png and 3010_32.png you won't have a lot of combat stats. However, once you've completed your 3027_32.png and 3040_32.png you will hit your power spike and begin to become very strong.


Standard Build

3158.png3040.png3027.png3089.png3135.png3157.png

  • This will be your final build
  • It will give you a tremendous amount of damage
  • It will also give you a decent chunk of health from rod of ages and the shield from Seraph's, which helps make you less squishy
  • The Zhonya's will give you a defensive active that will help you stay alive since you lack an escape

Situational

3151.png - You want to get this in place of the 3157.png when you want more damage rather than the survivability that comes from the 3157.png.


Matchups Back to Top

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

  • Ahri
    Hard
  • Annie
    Hard
  • Azir
    Medium
  • Cassiopeia
    Hard
  • Cho'Gath
    Medium
  • Diana
    Hard
  • Ekko
    Easy
  • Fizz
    Hard
  • Gragas
    Medium
  • Karthus
    Easy
  • Kassadin
    Hard
  • Katarina
    Medium
  • LeBlanc
    Hard
  • Lux
    Medium
  • Morgana
    Easy
  • Orianna
    Hard
  • Ryze
    Easy
  • Twisted Fate
    Easy
  • Vladimir
    Medium
  • Yasuo
    Medium
  • Zyra
    Easy

VS

Ahri

Hard

  • 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

VS

Annie

Hard

  • 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

VS

Azir

Medium

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.

VS

Cassiopeia

Hard

  • 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

VS

Cho'Gath

Medium

  • 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

VS

Diana

Hard

  • 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

VS

Ekko

Easy

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.

VS

Fizz

Hard

  • 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.

VS

Gragas

Medium

  • 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

VS

Karthus

Easy

  • 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

VS

Kassadin

Hard

  • 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

VS

Katarina

Medium

  • 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

VS

LeBlanc

Hard

  • 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

VS

Lux

Medium

  • 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

VS

Morgana

Easy

  • 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

VS

Orianna

Hard

  • 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

VS

Ryze

Easy

  • 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

VS

Twisted Fate

Easy

  • 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

VS

Vladimir

Medium

  • 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

VS

Yasuo

Medium

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.

VS

Zyra

Easy

  • 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

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

Pros

  • 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

Cons

  • 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

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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. 

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

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Want to learn how to improve, climb the ladder, and watch me play? Follow me on Twitch and get notified when I go live.

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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: lolhexa@gmail.com

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