Anivia Champion Guide by Eclypse9810
Version: 1.2.1 | Updated: 08/02/13
Table of Contents
- Quick Reference Card
- General Champion Information
- Skill Order
- Summoner Spells
- Rune Options
- Viable Items
- Playing Through A Match
- Difficult Match-ups
- Update Log
This is an in-depth guide into the many features and complexities of the fun to play, difficult to master Anivia, the Cryophoenix. Although often regarded as one of the most difficult champions in the game, and one of the few who have the ability to hinder its own team with bad play, any newer players reading this should not shy away. With her extreme reliance on proper positioning and on reading the enemies and her own team's actions and capabilities, a newcomer into the game will learn invaluable experience that will translate beautifully into any future champion they might wish to play. However, this guide assumes prior knowledge of basic game mechanics, gameplay and terminology.
As for me, my Summoner Name is Scabandari, and I've played Anivia almost exclusively from the Summoner Levels of 1 to 30, and beyond into the Gold ranks of Season 1 and 2, and is my most played champion in Season 3, where I have reached Platinum. If you find any faults within the guide that follows, or have an observation or tip that you wish to be shared within, private message me here on GameFAQS or email me at firstname.lastname@example.org. You'll be credited for any help within my guide, of course.
At the time of the original writing of the guide, the game version was 3.5, which was activated on the public clients on March 29, 2013 featuring Zac. As Anivia or her place in the game changes, I will try my best to update and keep this guide as up to date as possible, however thankfully she is rarely directly touched by Riot Games. The most up to date version will always be found first on gamefaqs.com.
Currently updated to : 3.10 (July 31, 2013)
Quick Reference Card
Of course, you might have picked Anivia on a whim and are now loading into a game, not knowing what or how to build her. If you're reading this without the pressure of a match about to start, I advise you to skip this section and go into the in-depth guide for a fleshed out description of relevant items, masteries, runes and abilty usage.
|Marks (Red)||Greater Mark of Magic Penetration (9x)||+0.87 magic penetration (+7.8 total)|
|Seals (Yellow)||Greater Seal of Scaling Mana Regeneration||+0.065 mana regen / 5 seconds per level (+11 at 18, total)|
|Glyph (Blue)||Greater Glyph of Scaling Ability Power||+0.17 ability power per level (+28 at 18, total)|
|Quintessence (Purple)||Greater Quintessence of Ability Power||+4.95 ability power (+14.85 total)|
(http://i.imgur.com/BFivjfc.png in case the image above is not appearing properly).
It's much easier to see it as a skill leveling priority after level 4.
For the first 4 levels, the skill order is : Q -> E -> E -> W
Afterwards, it's simple. R > E > Q > W.
You can take a second rank into your W before leveling your Q again to make it large enough to block off jungle passageways, if you find that you might need it.
Flash + Ignite
Item Build Order
There are two listed. One where you and your ADC partner are responsible for the vast majority of the damage and your jungle and top are able to tank a team's damage well, and another where your top or jungle will be a substantial source of damage as well instead. These are general builds hardly fit for every situation, adjust as needed. Feel free to mix and match between the two, or add in other situational items, however. Go and read the in-depth item section if you're having issues figuring out the best build for your situation.
|Item Build #1 (Glass Cannon)||Item Effects||--||Item Build #2 (Defense Oriented)||Item Effects|
|Faerie Charm + 6 pots + ward, or 4 pots + 2 wards||+3 mana regeneration, vision, and +150 health per or +100 mana per potions||--||Faerie Charm + 6 pots + ward, or 4 pots + 2 wards||+3 mana regeneration, vision, and +150 health per or +100 mana per potions|
|Boots of Speed (into Sorcerer's Shoes)||+25 Move Speed (upgraded to +15 Magic Penetration and +45 Move Speed)||--||3 Health Potions||+25 Move Speed (upgraded to +15 Magic Penetration and +45 Move Speed)|
|Tear of the Goddess||+250 Mana, +8 Mana regen per 5 seconds, Mana Charge||--||Catalyst the Protector||+200 Health, +300 Mana, Valor's Reward|
|Catalyst the Protector||+200 Health, +300 Mana, Valor's Reward||--||Chalice of Harmony||+30 Magic resist, +7.5 Mana regen per 5 seconds, Mana Font|
|Rabadon's Deathcap||+120 Ability Power, +30% Ability Power||--||Rabadon's Deathcap||+120 Ability Power, +30% Ability Power|
|Rod of Ages||+650 Health, +650 Mana, + 80 Ability Power, Valor's Reward||--||Rod of Ages||+650 Health, +650 Mana, + 80 Ability Power, Valor's Reward|
|Archangel's Staff / Seraph's Embrace||+250 ~ +1000 Mana, +50 Ability Power, +10 Mregen/5, Insight, Mana Charge/Shield||--||Athene's Unholy Grail||+60 AP, +40 MR, +15 Mregen/5, +20% CDR, +12% max Mana on kill and assist, Mana Font|
|Void Staff||+70 Ability Power, +35% Magic Penetration||--||Abyssal Scepter||+70 Ability Power, +45 Magic Resist, -20 Magic Resist Aura|
|Liandry's Torment||+50 Ability Power, +300 Health, +15 Magic Penetration, DoT passive||--||Zhonya's Hourglass||+120 Ability Power, +50 Armor, Stasis|
General Champion Information
This section will deal with the general information and statistics for Anivia.
Base and Growth Stats
|Statistic||Base||Growth||At Level 18|
|Health Regeneration (per 5 seconds)||4.65||+0.55||14.55|
|Mana Regeneration (per 5 seconds)||7.0||+0.6||17.8|
In addition, Anivia has the stats of 325 base movement speed, and 600 auto attack range.
What does this all mean?
- Health : Anivia is tied for the 3rd lowest base health in the game, and has the 2nd lowest health at level 1 and at 18. Why has Riot made it such? Because of her passive. When her passive is available, her effective health doubles at the cost of stunning herself for 6 seconds. This means that while she might have the almost lowest health without her passive, she also effectively has the most health by a large margin with it. This is one of the reasons your egg is one of the most important tools in your arsenal.
- Health Regeneration : While on the bottom half of all champions, there's not much noteworthy information regarding Anivia about this attribute.
- Mana : Relatively high base mana and growth, which is helpful for having more mana for some final bursts before disengaging. More importantly, it can add a modest amount to your Ability Power if you build towards a Seraph's Embrace. With only a Seraph's Embrace and your base @ 18 mana, you will gain a bit over 66 Ability power, or a substantial 86 with Rabadon's from your mana alone.
- Mana Regeneration : Tied with 14 other champions for the 11th highest base mana regen, she quickly falls off the charts with her rather slow growth. However, this is a critical statistic for Anivia throughout an entire game. Once you run out of mana, you turn from a crowd-controlling powerhouse to egg bait at best. As such, you are heavily reliant on the Crest of the Ancient Golem buff, or often simply called "Blue buff." It increases mana regeneration by 25 per 5 seconds, and an additional 0.5% of your maximum mana per second. Since you will not always have this buff, Anivia builds will often be filled with items to help with mana regeneration.
- Attack Damage : Anivia has a relatively low base attack damage, and her growth is average at best. Thankfully, most of your damage will come from your spells, so your physical attacks play the fairly niche role of last hitting, and early game harassing.
- Attack Speed : Another statistic that is not important for Anivia, it is also amongst the lowest in the game.
- Armor : An important statistic for anyone, Anivia has a low Armor base value but has a high growth per level. Her low base stat will cause three things to you early on in the game. Firstly, enemy auto attack harass will add up quickly on you. Secondly, enemy AD champions might be sent to lane against you in an attempt to counter you. Thirdly, enemy minion creeps will hurt. Since this is all about laning, proceed to that section to get more in-depth. In contrast, Anivia's high armor at level 18 will mean that you can instead focus more of your final build on your next statistic, magic resistance.
- Magic Resistance : Every champion in the game starts with a base of 30 magic resistance. As a general rule of thumb, melee champions get a slight amount of magic resistance per level, up to 52.5 at level 18, while ranged champions have no growth. At a measly 30 magic resistance, you take 77% damage from all magic attacks, assuming no magic penetration. This makes building a magic resistance item fairly important if you do not want to be focused and sniped down by the enemy AP caster before you can get rolling. A Chalice of Harmony will raise your resistance to 62.5% damage taken, and an Athene's Unholy Grail will upgrade that to 58.8% damage. A single item with many other very useful benefits also decreases magic damage to you by 18.2%, almost a fifth less damage!
- Movement Speed : Anivia is tied with 12 other champions for the lowest movement speed in the game. Thankfully, you have many tools that offset this. However, having movement speed quints and the Nimble mastery can help you by quite a bit and are a valid choice for masteries and runes, as movement speed is a statistic most champions benefit greatly from.
- Auto Attack Range : Anivia is one of the few champions who is in the 600 or greater auto attack range. You will learn to abuse this greatly, as the only enemy that you might often face in your lane that will outrange you in auto attack harass is Annie. This also means that you are one of the more difficult champions to zone away from last hitting, as you can reach for last hits fairly well.
Anivia has one more statistic that cannot be quantified by numbers, but is very important to playing her properly. The Attack Animation and Projectile Speed. Anivia has one of the slowest attack animations and auto attack projectiles in the game, meaning that there will be a large difference in time between when you right click and when your projectile starts flying, and an even larger time difference from when that projectile is launched to when the projectile hits the target. This makes Anivia the most difficult champion in the game to last hit with pre-level 6, since her two damaging abilities before then are best reserved for zoning and harassing due to their high mana costs. Afterwards, with blue buff or an Athene's Unholy Grail, you'll switch to having one of the easiest times farming, with your ultimate quickly destroying entire waves. However, getting farm pre-6 is very important for entering mid-game, and to assert dominance in your lane, otherwise you'll be stuck with versing a opponent that is now more powerful then you. As such, last hitting with Anivia's auto attacks is a skill that must be practiced and mastered if you want to do well consistently, and is one of the reasons Anivia is one of the more difficult champions in the game.
|Ability||Range||Cooldown||Mana Cost||Magic Damage||Other|
|Flash Frost||1100||12 s (-1/rank)||80 (+20/rank)||60 (+30/rank) (+50% AP)||Hits once with projectile, once on detonation. Projectile chills, detonation stuns and chills.|
|Crystallize||1000||25 s||70 (+20/rank)||--||Impassable wall of length 400 (+100/rank)|
|Frostbite||650||5 s||50 (+10/rank)||55 (+30/rank) (+50% AP)||Does double damage if target is chilled|
|Glacial Storm||615||6 s||75||80 (+40/rank) (+25% AP)||Drains 40 (+10/rank) mana per second. Chills and reduces attack speed. Radius of 400.|
This is your passive ability, and one of the most important tools at your disposal from rank 1 to 18.
|Level||Armor and Magic Resistance Modifier|
Until level 12, you will be losing a significant amount of armor and magic resistance, so you'll have to be extra careful when and where you decide to try to rehatch. The cooldown is also a large flat 4 minutes, however it'll usually be ready for when you need it, assuming you don't waste your egg unnecessarily and/or you're not being focused heavily.
The positioning here is crucial. In general, there's 3 cases where you'll want to push yourself into potentially using up your egg.
- Early on during laning phase. If your burst damage is greater to the enemies champion, then you can force a fight around your minions much more safely then he can. Please remember your very low base health, as it means that your enemy has to either be lower health then you, or do less damage then you. After this fight, both of you will be either very low, one of you will be dead, or both of you will be dead from ignite/creep damage. However, you won't actually die if your damage was enough, which it should have been if you were considering this. Instead, you'll be pushed into your egg form and stunned for the 6 seconds it takes to revive. At this point, the enemy champion, if not dead, will have to back off and recall since the creep damage should be enough to kill him if he starts attacking you. This strategy is not recommend at higher level play unless you have map awareness, because a nearby enemy jungle will mean a guaranteed death for you, but this can happen involuntarily as the enemy forces you into an engagement.
- Early on during laning again. A valid strategy if you've been caught with a burst of damage and you're low on health, stay under tower rather then backing and running (flapping) back. The enemy will definitely attempt to poke you down to 0 health, and might even decide to dive you. If you are poked down from range to 0, it'll be fine as you'll be able to resurrect with most of your health back, ready to enter the lane again. Otherwise, if the enemy dives you, you should be able to land a Flash Frost or even a Crystallize behind them, and maybe a Frostbite and Ignite if they are low before being forced into your egg. This can result in them losing a significant amount of health or even dying, and you being at full health 6 seconds later.
- During major teamfights. Although you shouldn't be purposely running into the enemy tank line for the sake of wasting your egg, you also shouldn't be trying to run away in the middle of one with a sliver of health and a ready rebirth. You should be casting Frostbite onto a chilled target whenever possible while your egg is up, throwing out stuns as needed. However, you'll want to stay in a position where the enemy will be too distracted by other damage sources on your team, such as your ADC or any bruisers, once they place you into your egg form so you can hatch without it being focused down. If they decide to focus your egg down anyways, your ADC and bruisers should have been capable of doing enough damage as punishment to make the trade worthwhile for your own team.
Proper use of this skill is another one of the great difficulties of Anivia. Even though it has a large range of 1100, it is one of the slowest abilities in the game. It is incredibly important that you keep track of where this ability is during teamfights whenever you launch it so that you can stun the proper targets, and to preferably follow it up with a Frostbite for a major dent into someones health.
Flash Frost has two parts. The first part is the projectile that you launch. This has a range of 1100, but is very slow. If someone is hit by this projectile, they are chilled, and thus slowed by 20% for 3 seconds. The second part is the detonation that you can activate. At any point in the flight of the ball, press Q again to detonate it. Upon detonating, the damage is repeated within a 75 range, and anyone in it is also stunned for 1 second, and chilled for 3 seconds. This means that it is possible to hit someone twice with Flash Frost, once on the projectile and once on the detonation for a total of 360 (+100% AP) damage at rank 5. You will ideally want to do this double damage effect, and it's much easier then it seems. As soon as you see an enemy's health dip or them having chilled particles under their feet, just activate it again. You will be able to predict this effect very easily after a few attempts, and do moderately more damage. This is especially important to clear out ranged creeps with a single Flash Frost cast at higher ranks.
In the early, pre-6 laning phase, this skill will be used to initiate your painful poke harassment. The closer you are to the enemy, the shorter the time they'll have to respond. However, it also means that you'll be closer to them and their potential harassment as well. You will have to be knowledgable about the enemy you are facing and the ranges on their abilities to maximize your effectiveness with this skill, and whether getting into a range you are comfortable with for launching Flash Frost is worth the risk. Typically, you can predict where an enemy will head due to them going for last hits, and even if they react and dodge it, they will be zoned out of the last hitting range. As soon as you launch it, start heading in the direction of the enemy, and if they are hit follow it with a Frostbite, then run safely back as they are chilled for 2 more seconds after the stun wears out. If you see they are going to dodge it, simply back out. The projectory of the Flash Frost would mean that they had to dodge in a direction somewhat orthogonal to you, so you will in most cases be at a safe distance from the enemy. If your jungle is ganking, make sure they understand that your stun is not a reliable initiation. Preferably, you will want to chain your stun together with the jungles initiation such that you have a greater chance to hit. You'll want to be at a distance behind your Flash Frost projectile such that you can cast Frostbite and start running back before the stun wears out, otherwise they'll be able to retaliate.
After 6, you will gain your ultimate, which will replace Flash Frost as your main source of chilling for your Frostbite to do double damage. Instead, Flash Frost will now be used to keep enemies within your Glacial Storm. As you lay down your Frostbite->Glacial Storm, if they decided to come at you instead of running back, use your Flash Frost to stun them in your Storm while you either run back from the harass, or get into a better position to go for a kill.
In teamfights, you will initially use Flash Frost to help with the initiation. Once your initiating bruiser goes in, launch Flash Frost into the enemy squishy damage line. You should be able to hit at least one, but if not, it should have zoned them out a bit. Otherwise, reconsider your position when you launch your Flash Frost next time, as it can act as a pseudo-wall from enemy carries who know that going into its projectory would mean half of their health would be eaten instantly (or not notice and and be half-killed right from the start). Regardless of whether it hit or not, the majority of your damage will come from Frostbite, and Glacial Storm is fine enough to chill for it. After the initiation, Flash Frost should be used for keeping enemies off of you and other valuable members of your teams.
One of the most powerful abilities in the game, this skill can literally win or lose teamfights alone, set up great initiation, perform miraculous saves, and frustrate endlessly either the enemy, or your own team. Regardless of how well you perform with the rest of Anivia's kit, using this skill badly throughout an entire match will make you a big detriment to the team. However, the only way to get better is with practice, so you will have to eat through quite a bit of insults from your own team before you'll be able to confidently lay down walls with only the most minor of hesitation.
This abilitiy is best used to block passages, however it can save the life of someone with some sort of jump or blink, ally or foe. Before placing this wall down to block an enemy, you have to consider if they have any abilities that might be off cooldown that could let them teleport over it, or if Flash might be off cooldown. If you misjudged one of these two, you might have just saved an enemies life. If the enemy is someone like Kassadin and Nidalee with a really low jump, dash or blink cooldown, simply do not use it when chasing them, unless you need vision. On enemies with longer cooldown dashes or blinks such as Kha'Zix or Corki, you have to take note if your team can reach them without a wall. If they can, let them do so such that they also burn their Flash, however if they already did use Flash, feel free to wall them right after their jump regardless. If your team will not be able to reach them after their jump, place the wall anyways such that if they have Flash, they have to waste it as well now.
While Crystallize is great at helping you chase down enemies, it is also great at blocking them so that you or your teammates can get away safely. Placing the wall between two opposing players will push them apart from each other, and force them to run around the wall to fight again. This pushing effect is ideal when your teammate is losing the fight and needs a way to disengage. Ideally, you'll want to use this after the enemy uses any of his gap-closing abilities, however sometimes even that second delay where the enemy has to react to the wall can save your teammate, or cause the enemy to go way out of position to finish his kill.
Another important part of Crystallize is that it grants a large radius of vision around it. Great as it is for crowd control, it is also great at checking any suspicous bushes, or into dragon/baron pits and for jungle creep spawns. If you see your opponent suddently become more aggressive and trying to get into position to land some CC on you, place the wall into a nearby bush where you think an enemy might be waiting to gank you. With it's great 1000 range, you'll be able to do this from a safe distance, and it can save your life many times over during your laning phase.
Now, let's talk about using Crystallize during fights. If you're fighting in the jungle, the enemy bruisers will be up front and the AP and ADC carries will be behind them. If one of the brusiers initiates, immediately place the wall right behind the closest enemy such that the entire path from his team to your team is blocked. Make sure your team knows to stay away far enough from the wall such that the enemy ADC can't safely kill them from behind it, and you'll have a free kill on the person that is now caught off-guard, and their initiation is wasted such that they can't counter-initiate once the wall dissolves. Make sure your team knows you will be doing this. Otherwise, your own initiator might have decided to go in at the same time, and be stuck on the enemies side of the wall. You should also attempt to pick off slightly overextended targets in this same manner, placing a wall directly behind them, seperating them from their team. This acts as a great way at getting an advantage over the enemy team, allowing your team to more safely push, get the dragon bounty, or even attempt baron. If you're fighting in the lanes, your wall will be much less effective, however still useful. At low ranks, the wall can be used to block the small passage between towers and the jungle wall, causing anyone trying to retreat or come into a fight from there to have to walk around the tower instead. At higher ranks, you will almost always want to connect one side of your Crystallize to another impassable wall, funneling any movement to one side. This can be especially useful in keeping enemies under your tower range (or out of their tower), keeping them in your ultimate longer, or giving your team time to reach them.
Keep in mind that while forming a perpendicular wall from another wall is incredibly useful, forming a concave angle such that they have to actually run backwards to go around is even better. Oppositely, a convex angle will be much less effective. You can even cause a champion to be stuck in some position within some sort of indent in the terrain, such as within wraith camp.
Your primary source of consistent damage. This ability should almost always be used exclusively on targets that are chilled. Doing double damage is a significant difference from doing your regular damage, as it doubles both your base damage from a small 175 to a large 350, and your AP ratio from a measly 50% to a great 100% at rank 5. It also has a tiny cooldown of only 5 seconds, and with blue buff and Athene's Unholy Grail, it will be reduced to only 3 seconds. Assuming the Glass Cannon build above, this will equal to over 900 damage per Frostbite each 3 seconds, but only 450 if used against un-chilled enemies. Due to the low cooldown, putting the hot key for this ability as a smartcast is basically required . Considering the cooldown on Anivia's ultimate is only 6 seconds (3.6 after blue + Athene's), and 8 seconds on Flash Frost (4.8 after blue + Athene's), you should not have a reason to use Frostbite on targets unchilled, unless you know it will kill them and they will get away otherwise. Best part of this abilitiy? It's guaranteed damage, meaning that once it starts flying, it will hit no matter what they do due to this abilitiy not being a skillshot.
Outside of the chilled reliance (and the outstanding damage!), this skill is fairly normal, but using it on chilled targets is key to maximizing your damage.
Your ultimate abilitiy, Glacial Storm serves 4 primary tasks. Due to it's very low cooldown, it can be recast numerous times during a fight, however doing this too often will eat away at your mana due to the fairly high initial mana cost of casting it, and the cooldown does not start refreshing until the abilitiy is deactivated.
- Chilling your target. Chilling serves the double purpose of slowing everyone within the circle by 20%, and activating the double damage on your Frostbite. It's very important to note that if an enemy steps out of the radius of the circle, chill will almost immediately dissappear from them, and any incoming Frostbites will instead do regular damage instead. As such, it is important to cast your Frostbite such that it will hit the target before they leave the area of effect. The common technique for poking with your Glacial Storm and Frostbite is to first launch your Frostbite, then place your Glacial Storm immediately down at the maximum range you can reach immediately afterwards. Although the range cast of Glacial Storm is 615, it has a 400 radius area, so the top of your circle will reach 1015 range. Your enemy will not be able to exit the storm before your frostbite reaches unless they use a large distance dash or flash, doing almost guaranteed double damage. If you do the inverse and cast Glacial Storm under your opponent first, it will take longer for your Frostbite to reach the target relative to when they start reacting, giving them more time to escape. Also, it increases the length of time your ultimate is active, draining extra mana. To make it easier to cast Glacial Storm quickly, I recommend putting the default R hotkey as the smarcast version.
- Zoning and Clearing. Clearing should be fairly self-explanatory. Placing this right between the ranged and melee creeps will wipe out an entire wave fairly quickly. As for zoning, no squishy in his right mind would cross through the area of effect of the Storm with you nearby. Not only does it do respectable damage on it's own, it sets them up for a much easier Flash Frost hit and Frostbite pokes. As such, placing it somewhere where you are vulnerable from can act as a great way to protect yourself. Placing it near creeps can also deny melee champions from farming with auto attacks, having to waste cooldowns and/or mana instead to get last hits.
- Attack Speed Debuff. A too-often forgotten part of Glacial Storm is the massive 20% Attack Speed debuff. This makes you a prime person to focus down the enemy ADC during teamfights, as they will do a significantly slower amount of damage output against you while within your ultimate. But remember, you are responsible for controlling the battle with your massive utility, so you have to keep an eye open for more important places to cast Flash Frost and Crystallize.
- Chasing and Retreating. The maximum distance in which the ability will actually reach is the range cost plus the radius, totalling to 1015. This means that at any point, you can instantly slow down anyone within 1000 range of you by 20%, without requiring vision, a target or waiting for any abilitiy projectile to hit. Using this can seriously help you in both chasing down enemies that are out of reach of your team or your Frostbite, and in helping you and your teammates escape as enemies have to run through a 20% slow field to reach you.
The skill order for Anivia is rarely deviated from. Of course, your ultimate has top priority due to an increase of a massive 40 damage per second to everyone within the field and with it being especially helpful in clearing out creep waves. Secondly, you will want to prioritize your Frostbite. The reason you choose to upgrade Frostbite over Flash Frost even though it becomes lower in cooldown per rank is because your Flash Frost is not a consistent source of damage for you. You need one initial point in it for the chill effect to turn your Frostbite from a fairly weak skill to an really damaging skill. You might ask, pre-6, once Flash Frost misses, you won't be casting Frostbite anyways, so why not simply max Flash Frost first? Because Flash Frost also costs significantly more mana, 160 mana versus 90 mana at max rank. Also, after 6, even if you miss your Flash Frost, your Frostbite can be consistently cast on chilled targets through your Glacial Storm. For this reason, I recommend ranking Flash Frost 3rd.
At rank 4, should you put another point into Flash Frost to maximize possible damage, or put a point into Crystallize? I've tried both of these methods for many games, and overall I always found having a point into Crystallize makes your laning much safer. The extra damage output is not as noticeable as having a free safety check into your nearby bushes each 25 seconds, plus one rank in Crystallize is all you need to position some very important walls, especially to block off the small passage next to your tower when a jungle ganker might try to dive you.
As such, I recommend a skill order of Q -> E -> E -> W to level 4, a second point into W at level 8, and otherwise a priority system of R > E > Q > W afterwards.
So, which summoner spells should you be using? Almost exclusively you will be using Flash and Ignite. However, let me list all other ones that you might have considered, so you can pick what you think you will need the most.
- Flash : Basically mandatory on Anivia. She lacks any sort of ability to make herself escape any faster, and Flash fills that missing hole. It will save you numerous times from ganks, and flashing right before your Rebirth is activated under your tower and out of auto attack range will save you many times, as at that point even if it does activate, they will not be able to get to you. This summoner spell also synergizes amazingly well with your Crystallize, alowing you to flash over it if you ever find yourself on the wrong side.
- Ignite : Ignite does a noticeable amount of damage to your target, and reduces the healing effectivness on the target for it's duration of 5 seconds. Often you will find the final ticks of this spell being the reason that you ended with a kill, and it works well at continuing to do damage even if you are forced into your egg.
- Exhaust : A useful summoner spell, but not necessarily against AP mids. It reduces both movement speed and damage by 30% (AP and AD), and it also reduces Attack Speed by 50% for it's duration. However, it only lasts 2.5 seconds, so any versing champion will just have to wait out the short duration before continuing their burst, while they instead do an extra 70-410 true damage on you from their ignite. Both your Flash Frost and Glacial Storm slow the movement speed of your targets by 20% anyways, and their cooldowns at later ranks are fairly low.
- Ghost : Increases movement speed by 27% for 10 seconds. It can be useful, but lacks the utility that Flash brings. With your slows and Crystallize, you will be able to chase down and get away from anyone within a reasonable distance anyways, so the slot can be better used for something that can act as a nice clutch in a fight.
- Teleport : A useful utility spell, it can be very helpful in reaching fights you are too far to otherwise reach in time to make an impact. However, in a 5v5 teamfight, it does not benefit you at all, while both Flash and Ignite could make an impact on the result. Since games are often decided in these major fights, winning them (or minimizing losses) should be key.
I'll list various runes per category depending on what you will be expecting per match. If your Summoner Level is below 20, you can either buy the lower versions of these runes, or save up and buy the greater runes once you reach Level 20.
For marks, you actually dont have much of a choice. There is a pretty clear winner in this category.
- Greater Mark of Magic Penetration - x9
The reason I previously recommended the 1 point into hybrid penetration is because there was an old post made by a Riot employee stating that the game will round your penetration to the nearest integer. A newer post by another Riot employee said that it actually uses the exact number in calculations instead. As such, I'm back to recommending a standard x9 spread for reds. This will give you +7.8 magic penetration. Considering every champion starts with a base of 30 magic resistance, this is a large chunk of penetration that will definitely improve your results in trade and engages, both in the early and late game.
You have some choice for seals.
- Greater Seal of Scaling Mana Regeneration - x9
This will provide a very noticeable +11 mana regen per 5 seconds at level 18, and will stack nicely with an Athene's Unholy Grail. Very useful to keep your mana up in case you purchased a Seraph's Embrace for your shield, as well as to have enough mana ready for a fight while poking with your Flash Frost before-hand.
- Greater Seal of Armor - x9
The purpose of these is to help you against auto attack harass early in the game, and against damage from minions when you yourself are harassing. With 9 seals of armor, your armor will increase by 13, which will be a nice reduction in physical damage both at the beginning, and throughout the game.
You again have two options for glyphs.
- Greater Glyph of Scaling Ability Power - x9
The purpose of these is to primarily help you mid and late game with more damage, providing a solid +28 AP at level 18. It provides a very nice boost to your damage.
- Greater Glyph of Magic Resist - x9
These glyphs will provide you with a total of 12 magic resistance, which can be incredibly useful if you are versing a bursty AP champion in lane.
And again, two primary options.
- Greater Quintessence of Ability Power - x3
This set will give you a very sizeable +15 AP from level 1 to 18, and is mostly to help you do a bit more damage early on in the game.
- Greater Quintessence of Movement Speed - x3
These provide +4.5% movement speed, and should usually be used if you plan to use a 9/0/21 mastery page setup for the Nimble mastery. This setup will make you noitceably faster then you normally are, which can be very useful if you use the speed to position into better ability casts, and into and out from early Flash Frost + Frostbite harass.
I will cover two typical mastery pages for Anivia, the first being the typical AP caster rune page going 21/0/9, and the second focusing on taking advantage of Anivia's high attack range and on helping her with her low base movement speed and high mana usage. The Offensive mastery tree does not offer many choices as it is split basically in half between AP and AD. The Utility tree is similarily split between supports and everyone else.
Typical AP Caster 21/0/9
This is the typical mastery page set used by most AP casters, with a focus on AP damage in the Offensive Tree. The only difference is that one point is taken from Sorcery and instead put into Summoner's Wrath. This is because you will reach 40% CDR most of the time anyways from blue buff + Athene's, so this CDR only helps temporarily.
(http://i.imgur.com/BFivjfc.png in case the image above is not appearing properly).
Utility Based 9/0/21
The purpose of this mastery page is to help you abuse Anivia's large attack range (600!), while making up for her low movement speed and high mana dependence. For a similar reason as for the Offensive based mastery page above, CDR is avoided when possible. What helps you with your auto-attack abuse is the Pickpocket mastery, which gives you 3 gold each time you hit an enemy champion with an auto-attack, with a 5 second cooldown. This should incentivize you with the reward of extra gold, as well as providing a very annoying source of damage to the enemy.
(http://i.imgur.com/l2I4zxk.png in case the image above is not appearing properly).
In general, your items should be build in the order that you will need them. Since this changes from match to match, I will instead list the items that I find noteworthy for Anivia by category, and you can handpick what you find to be the most useful for both your current game, and your own personal playstyle.
Almost exclusively you will be starting with Faerie Charm, potions and wards. Previously I recommended Boots of Speed, however the Faerie Charm will help alleviate a bit of your mana issues, along with it building into a tear or chalice which you might be rushing for depending on your lane matchup. Even better, you can afford to buy plenty or potions and wards right at the start, protecting your immobile self from incoming ganks.
Second + Third Tier Boots
The only two choices for second tier boots you should ever consider are Sorcerer's Boots and Mercury's Threads. Even then, you will almost exclusively buy Sorcerer's Boots for the very nice Magic Penetration boost, which alone can remove half of many champion's base magic resistance. You could consider Mercury's Threads if the enemy team is heavily reliant on crowd-control abilties, and you predict that in a teamfight you'll be constantly locked out of doing anything due to silences and stuns.
As for the third-teir options, you are free to pick most enchantments. Homeguard provides a nice boost in returning to the action if you find yourself constantly being forced to recall. Alacrity and Furor both provide a nice movement speed boost, however although Furor will provide a much high movement speed boost, it will only activate off of your auto attacks and your Frostbite.
Here I will list items that will help you with doing damage. I will list the major components that are useful to you, and minor components that are nice bonus, and stats and effects that do not work too well with you.
- Archangel's Staff / Seraph's Embrace : Once fully upgraded, this item provides a very nice +1000 mana, and has the unique passive titled "Insight." This synergizes with itself very nicely, as 3% of your maximum mana is added as ability power, so for each 100 mana you gain 3 bonus AP. Also, it provides a sizeable +60 Ability Power, and the always coveted +10 mana regen / 5 seconds. You will also gain a nice active that transforms 25% of your current mana into a shield for 3 seconds, on a 2 minute cooldown. This can be very nice, however 25% of your manais a steep price if you do not have blue buff and/or Athene's Unholy Grail. Overall, an excellent offensive item choice for Anivia, however upgrading into an Archangel's Staff from a Tear of the Goddess can be fairly expensive. As such, it's not recommended to upgrade your Tear into this item early on, instead opting for something like a Rabadon's Deathcap if you need more AP first, then upgrading later in the game once your mana charges are closer to +750.
- Deathfire's Grasp : Providing a solid +120 AP and +10% Cooldown Reduction (CDR), it might seem like a valid choice for Anivia. However, the CDR cap in this game is 40%, so if you have Athene's and Blue buff, the 10% is wasted, and the CDR could be doing nothing for you. The other important portion of this item is it's active, which has a range of 750 and a 60 second cooldown. It amplifies all magic damage the target takes for the next 4 seconds by 20%, however you will only be able to fit in one Flash Frost and one Frostbite within that frame, at best. Anivia does not have the extraordinary instantaneous single-target burst a champion like Viegar does, instead chunking out a large portion of an enemies health each 3 seconds, while providing massive fight control. This means that the active's effect will not do too much for you. It also does 15% of an enemies maximum health in magic damage, however for you this is not a substantial amount to be cast each minute, since you will be taking out half of an enemies carries health each half a dozen seconds anyways. Instead, the active should be used against the champion with the most health after you've made sure you can clear out the enemy carries without it's help.
- Liandry's Torment : A new item for season 3, it's an upgrade of the useful early game item Haunting Guise. This item provides you with a fairly low +50 AP, a nice +300 health and a useful +15 magic penetration. Alone, this is a very expensive item for what are overall low statistics. However, the beauty of this item lies in it's second passive, and it's synergy with Glacial Storm. Normally, once an enemy is hit by an ability, the passive causes them to take an additional 2% of their current health per second, for three seconds. However, if the target has their movement impaired, such as slowed or stunned (or chilled!), the damage is doubled to 4% per second. This means that anyone in your ult will take an additional 4% of their current health per second, and any target hit by your Flash Frost will take an additional 12% of their current health, and Frostbite will cause 6% (not stacking with each other, of course. 4% per second per target, regardless of how many abilities hit the target at once). This adds up substantially, and can hit a large number of enemy champions at once, unlike Deathfire Grasp.
- Lich Bane : This expensive item adds +80 AP, +250 Mana and 5% movement speed, along with a passive called "Spellblade." It causes your autoattacks to do an additional 50+75% of AP, on a 2 second cooldown With a Deathcap and Seraph's, it's effective AP rises to 113.75, which is actually lower then Deathfire Grasp alone. It's passive is not very useful for you either. You should be spending time in between spell casts to position yourself better for more spellcasts, not auto attack with your very slow attacking animations.
- Majin's Soulstealer : A cheap item providing + 20 AP and a snowballing passive, it is an item commonly seen in lower level play. Each kill gives 2 stacks, and an assist gives 1. Each stack gives +8 AP, and at 20 (maximum) stacks, it gives you an additional +15% CDR. but assuming again you've taken Athene's Unholy Grail, that CDR could be useless. At the maximum stacks, you gain a total of a massive +180 AP, however a single death and it will fall to +124 AP. A very fine item if you are doing well and do not see that changing any time soon. It can stretch a lead by a large margin, however it's lack of any other stats but AP makes it a purely glass-cannon item. However, once you build this item and get to a fairly high stack number, you will be focused much harder then normal, and your egg will almost definitely be focused right after due to the serious handicap a death will give you. If you do decide to buy it, sell it once your streak runs out and the item begins to underperform.
- Morellonomicon : A well-rounded and relatively cheap item providing +75 AP, +12 mana regeneration, 20% CDR and a healing debuff that inflicts Grievious Wounds on targets of magic damage that have below 40% health. However, it contests with the core item Athene's Unholy Grail for it's 20% CDR, and it's passive is relatively useless against most enemies. It should only be considered if you are facing a composition heavy on healing, featuring champions such as Nidalee, Soraka and Dr. Mundo. Overall, this scenario is too rare, and since the passive only applies on targets below 40% health, it's fairly useless even then. You will most likely be rolling with Ignite, anyways. A very niche item, but it is very useful when bought in the correct circumstances.
- Rabadon's Deathcap : A staple item for most AP carries, it provides a hefty +120 Ability Power, and then another +30% Ability Power. This means that all of your AP increases to 130%, including AP gained from your Archangel's / Seraph's Embrace. Again, this is a great pick for most AP carries, including Anivia.
- Void Staff : A common to see item during late-game, it is a relatively expensive item that provides +70 AP and 35% magic penetration. That is a huge amount of penetration, however it is much more useful against enemies with high magic resistance. It would reduce 30 magic resistance to 19.5, or 200 magic resistance to 130. 10.5 reduction, or 70 reduction. As such, this item becomes much more effective at high resistances, and fairly useless (worse then Liandry's and Sorcerer's Boots!) at low resistances. As such, this item should only be build against teams building for high magic resistances in an attempt to lower your damage output.
- Will of the Ancients : Providing a flat +50 AP to yourself, and +30 AP and +20% Spell Vamp to all nearby allies (including yourself!), this is always an option for Anivia. However, it does not provide any mana, mana regeneration, or defensive stats, so you have to weight for yourself how worthwhile that +20% Spell Vamp is for you compared to more health, armor, magic resistance, etc. Keep in mind that Spell Vamp heals the damage dealer regardless if it's magic damage or not, and rather solely relies on the damage coming from an Ability. This means even champions like Zed and Kha'Zix can benefit from it. Keep in mind that Area of Effect spells only apply 33% of your Spell Vamp, so your Flash Frost and Glacial Storm will only be providing 6.6% Spell Vamp.