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Recommended Items
Runes: most general page
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order
Rebirth (PASSIVE)
Anivia Passive Ability
Threats & Synergies
Hecarim
As soon as in range, charges into you with ultimate followed by "E" (unblockable with wall and Q) and by the time the cc ends you are already dead or very low.
Poppy
Insta stun + gap close with wall + "E". Poppy can also peel for the backline.
Poppy
Insta stun + gap close with wall + "E". Poppy can also peel for the backline.
Champion Build Guide
Most General Rune Page
I take it 95% of the time with minor adjusts
![]() ![]() ![]() ![]() ![]() Can be swapped ![]() ![]() ![]() ![]() ![]() ![]() Because Anivia has a lower health total than most champions to compensate for her passive, she can activate the rune on most champions, it only does not proc on some enchanter supports. With Mejai's health, it stops being so regular. ![]() Attack speed helps control the wave without needing to spend mana. vs melee matchups it helps to auto harder. Magic Resist can be swapped for Armor depending on the mid lane matchup. |
Let's Kite Rune Page
It's only a "must bring" versus Olaf
Manditory against ![]() ![]() ![]() ![]() ![]() Can be taken into poke matchups where ![]() ![]() ![]() ![]() Can be taken into immobile mages to guarantee double ![]() Can be taken into ![]() Can be taken into some champs like ![]() ![]() ![]() ![]() ![]() |
Reach Backline
It's good into some poke matchups and when the team needs engage
Gives up the better trades from ![]() ![]() ![]() ![]() Good vs: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Maybe vs: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Another Option
I never take it, might be decent though
![]() ![]() Could be an option for lanes where the procs from ![]() ![]() ![]() ![]() ![]() |
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Always
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I take it 95% of the time, it has too many uses to pass on: Early: - Anivia has a great level 1,2,3, and we can use the teleport to heavy trade early game, recall + teleport and force the other player to recall too. Specially deadly if they try to push on our recall, because then we can freeze the wave. - Anivia shines best in teamfights, to make sure the game doesn't snowball out of control, Anivia can use her teleport to counter gank or just normal gank a lane. - Counter gank a roaming champion. Anivia can punish roams by staying in lane and pushing the wave into tower. The other player loses gold, exp and tower health. If the gank doesn't pay off, it's a net loss for the enemy, if the gank seems like it will be impactful, Anivia can choose to teleport and either nullify the gank or counter it. Late: - It can be used to farm the side lanes and still be able to participate in a teamfight. It might be a good bait for the enemy to start nashor if they see an Anivia bot and don't consider the teleport. Just make sure to ping to the team so they don't 4v5. - Anivia is a good champ at flanking from behind and pin the enemy team in her ult while kiting + zhonya's. - Teleport can help defend turrets from split-pushing champions. | ||
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Used to snowball winning lanes and to use offense as defense. Some Anivia mains take ignite almost every game. | ||
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Must bring vs ![]() Stops burst from ranged champions like ![]() ![]() ![]() ![]() ![]() | ||
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Stops burst from melee champions but doesn't work well on ![]() ![]() | ||
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Heals user + partner and gives move-speed. Great defensive spell but get's countered by Ignite. [NEEDS TESTING] useful to win scuttle fights in the jungle, useful to all in ranged champions without escapes and dodge their stuns/damage like ![]() ![]() | ||
The Mythic choice is more about your role in teamfights rather than what will help you in lane
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Active: Has the most burst damage out of all the actives but loses out on overall damage because it does not provide any ammount of magic pen. It's really hard to use on ranged champions because of the cast time + short range. It helps against ![]() ![]() ![]() ![]() ![]() ![]() It also allows anivia to double "E" someone and keep enemies in her ult for longer. It's almost useless on some hard engage champions like ![]() ![]() ![]() Against Assassins it's 50/50, as most of them after the jump can kill someone, building it just means it's harder to kill the 2nd target or flee. Could be nice if there is a fed assassin, it prevents it from killing us, stops their slaughter at 1 kill and gives us the 1 for 1 trade, resulting in some shutdown gold. Not as strong Against multiple "run at you" frontliners because realistically it only CCs one target and if one frontliner gets to you, the rest soon follows. Also, the focus will be split among frontliners. Health: The health can be used to survive some burst from Assassins, but probably not enough to charge into the backline and try to root peolple with it. | ||
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Active: Has a DOT with no cooldown so it keeps re-applying as fights extend, It gives the most damage over a teamfight out of all the actives but not as much burst. The Active has a cool interation with the healing reduction from ![]() Because Anivia can apply the DOT to a whole team with her ult and even Zhonya's to keep it going, it ammounts to a lot of damage. The base damage is high and the AP scalling super bad, It's a way to still be relevant when behind. Ability Haste & %MgPen: The ability haste per item is really underwelming and only becomes noticeable late game. The percent magic pen is also something only noticeable late game, against tanks. At 3 items ![]() It might be worth building it against a team with multiple frontliners even when ahead, because of the ease to scatter the AOE if they are all clumped up plus the damage scales with health. The magic pen stacks additively to ![]() ![]() | ||
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Active: Has the worse base damage on the active of the options, and you cannot guarantee it will hit the intended target and not a random minion/ frontliner. The active is more about the movespeed that can enable Anivia posture agressivly to try and hit the backline and use the movespeed to get out fast and avoid getting punished. Even if the catch fails and spells miss, you can ultimate on top of someone and get the movespeed proc to run away anyways. Magic Pen: The magic pen it gives makes it the best option to burst targets, even tanks if you are ahead and just want to blow someone. It gives the user 16 magic pen at 3 items, while ![]() | ||
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Anivia's ![]() In the backline, Anivia tends to get focused because it's hard to kill any other carry while anivia is alive. Zhonya's makes it so that focusing anivia is not an option either. With Zhonya's she can block an engage onto her and buy time for her team to protect her. The tradoff is that Zhonya' gives the same AP as a ![]() | ||
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This item should be viewed as a late game DPS increase versus the frontline because of the 40 ability haste, a way to guarantee double procs on "E" after a stun, a defensive option to kite certain champs like ![]() ![]() ![]() ![]() | ||
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The most "full damage as 2nd item" option when there's no free magic pen from ![]() | ||
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Because there only is 1 ap mana item that's not mythic, ap items are in a wierd state where 1 mana item is not enough for some champions like anivia, but 2 is too much. right now do tear every game and eventually sell it to get a last item. I only buy seraph's if i want the AP it gives, and there are other items that scale better into the late game like void staff and mejai's with it's utility. | ||
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Anivia is tied with some champions for the lowest base movespeed, why? because anivia wall has a long range and if she were to be faster than some champions she could force engages all the time. With her undodgeable ultimate that slows targets and with ther Q that stuns them, if she were to move fast aswell, she would become uncatchable by some champs like udyr, volibear, skarner, etc. Mejai's gives around the same AP as Seraph's at 16 stacks (after taking into account the price difference, assuming we already bought tear). But it also gives the movespeeed anivia needs to be opressive and a bit of health instead of the useless mana. Anivia is a very forgiving champion because of her passive that makes it harder for the enemy to make her lose the stacks. | ||
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I don't build this, As a late game item get's outshined by ![]() ![]() ![]() | ||
| A very powerful item on Anivia to make use of her powerful AP scallings, but it's only worth the price after a few AP items, Anivia has to find a way to buy early game items until rabadon's becomes worth buying. |
4-Orange: hard
3-Yellow: medium
2-Green: our advantage
1-Light Blue: unplayable for them
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Rating:4 What they do: -Strong level 3, and level 6 -Strong Roaming and scuttle fight -If you get near a dagger she can E + Passive and run away super fast dodging Q, even if it hits she might "W/Q"+ some Es + Ult + Ignite How we should play: -Bring double magic resist, start ![]() -She will perma roam when she get's bored, be ready to spam ping -When she all ins, don't try to dodge both daggers, conced and get hit by one -Predict when she will ult and wall as soon as it goes off -Abuse her at 1 and 2, make the wave push to you at her level 3 -level 3-6 pressure her if she is low, if she is not, concede and try to play near turret. -level 6+ make the wave near turret and zone + poke her if wave is not near turret:poke her with "E". If she jumps to you, Q her face, run, and save W for her ult. if wave is near turret: Poke her with Ult+Wall+E, when there are no minions behind her and no daggers to collect, chase her and if she jumps with "E" and doesn't get reset, Q + "E" her location. | ||
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Rating:1 What they do: She uses "W" to get speedy and dodge Q She uses "E" and "Q" to poke and farm If she dodges a Q she all ins and goes for damage How we should play: -Start ![]() -Be Ready to ![]() ![]() -Level 1 and 2 push, and make the wave bounce into a freeze -Punish her with Q and E when she farms, don't be afraid to stay in front of minions and prevent her "E" from connecting, you have a ton of HP with pot and she will get OOM by spamming that, You both will teleport back but she will not have any gold to spend. -After 6, freeze and Ult + "W" + "E" when she tries to last hit | ||
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Rating:3 What they do: -Her Ult wins teamfights by itself -Outranges Anivia and tries to farm + scale -After 6 Easly gankable + divable in lane -She can survive all ins if she lands her ult How we should play: -Bring ![]() ![]() ![]() -Push the wave and contest her CS, make her spend mana to farm, after 6 freeze the wave and threat all in. -Don't fight early levels, conserve HP or her Q will hurt. -Rush mana and boots to get early kills. What could work: bring ![]() ![]() | ||
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Rating:2 What they do: -Incredible all in at level 2, specially vs Anivia's HP. -Impossible to all in because of Ult and W. -Strong early scuttle fight -In Teamfights she can play like an assassin with Galeforce and Ult to cancel our stun or Ult. How we should play: -Start Doran's let her push and try to freeze at turret. When she tries to farm, poke her. Bring teleport but don't tp if it's going to give Trist plates. -Good Trists fake roaming and camp bushes, but can help their jungler invade too, care. | ||
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Rating:4 What they do: -Can make us go OOM if we fight early -Can all in at lvl 6 if uses "W" to dodge Q. Be prepared to wall him off -Weak scuttle fight if wave is pushed How we should play: -Bring double magic resist and buy ![]() -Push lane, contest when he tries to farm, and get him low. After he gets low you can finally let the wave push and zone him off CS -It's also fine to play it slow and scale, save the pushes to when you want to teleport gank or impact the map What could work: -Phase rush + magic shield rune to more survivability -Predator to push and roam | ||
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Pinks are your friends
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Rating:5 What they do: High ganking jungler, likes to camp Anivia Cant start off with "E" and Ult to dodge wall or dodge Q. Can CC you to death. How we should play: ![]() Predict when he will ult and W + Ult + ![]() | ||
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Get pinks to spot tower dives with jungler
Easily gankable when pushed, care.
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If he W, you wall. If he proxies, you chill and scale. Bring ![]() | ||
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| It's not easy to focus them if they get fed. Long auto range + abilities to create more distance and punish getting close. Prefer to focus frontline unless completly necessary to focus them. | ||
| If they get fed they might all in you and kill you. It's not suficient to play front to back because they might will jump to back unless pressured. They need to be forced to jump at the begining of the fight with a wall behind or team needs to pressure them. Never throw Q before their dodge is used, unless chain cced. | ||
| If she gets fed, she can 1 shot with some autos and Q + W with a very long range. If going to the backline it's important to focus her, if going front to back it's important to respect her and stay at max range from her, don't chase kills past backline if she is alive. Late Late game might need to Wall + Ult + Zhonya's because u can't survive the burst. | ||
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