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Anivia middle guide

/!\ Due to the latest patch this article is now outdated and needs a rework /!\

This is a guide for a character in League of Legends.


Anivia the Cryophoenix.

Anivia is a pure AP middle.

Pros/Cons

Pros

  • High Burst.
  • Easy wave clean with R.
  • Great in Teamfights.
  • Several CC; a hard CC, a “tactical” CC and a slow.

Cons

  • No instant escape.
  • Mana hungry.

Summoner spells

  • Flash: It will help you to escape from ganks mostly. If you are dying from ticks don't hesitate to flash out to a safer position for you egg form. Anivia has nothing to escape but her W.
  • Ignite: Ignite is usually sets on the AP middle by default (I mean from the team composition). One or two ignite per team are viable.

Skills

  • Rebirth (Passive): Instead of dying Anivia will transform into an egg about her Maximum Health. While being in this form Anivia is unable to perform anything and is unable to move. Anvia gains a modified amount of both armor and magic resistance as follows: (-40/-25/-10/+5/+20). If the egg survives for 6 seconnds, Anivia comes back to his normal form with the latest percentage of the egg's health.
    Static Cooldown: 240

Every 4 minutes you gain a chance to come back to life upon taking a fatality. If you are dying by a damage over time try to back as far (safest) as you can. Your egg will be obviously focused.

  • Flash Frost (Q): First cast: Anivia throws an icy orb at targeted location that will explode at the end of its path dealing magic damages as follows: (60/90/120/150 +50% AP). Second cast: Flash Frost deteonates immediately applying the same amount of damages. When the orb explodes the enemies are stunned for 1 second. Both effects can be applied at the same time. Flash Frost applies Chill on the enemies for 3 seconds.
    Range: 1100 Cooldown: (12/11/10/9/8). Cost: (80/90/100/110/120 mana).

This is hard to extract the maximum from this skill. First the missile speed is not that great even if it was buffed. Second you have to make it explode at his maximum range so it's even more avoidable. In a 1v1 situation you will never pull the maximum damage if the enemy has no impaired movement (can be helped with R). It will be still efficient played defensively against a dasher. It will shine later, during teamfights. On these occasions it will be easier to perform the double damage trick.

  • Crystallize (W): Anivia casts a large wall of ice at targeted location. Nothing can pass through but flash based abilities and it provides a large sight around it upon casting. The length of the wall is increasing with its ranks as follows: (400/500/600/700/800 wall lenght).
    Range: 1000 Cooldown: 25. Cost: 70 mana.

Upon casting anyone on the wall's path is knocked back off it. It's interrupting channeling skills. The wall can be used to run away but also to trap the enemy at certain area with R for example or tu cut off their retreat from the jungle and from narrow paths. There is a combination with trundle's E to completely block a whole lane on its width with W at rank 5.

  • Frostbite (E): Anivia casts a spike of ice at targeted enemy dealing magic dealing magic damages as follows: (55/85/115/145/175 +50% AP). If the target is chilled its double the damage.
    Range: 700. Cooldown: 5. Cost: (50/60/70/80/90 Mana).

It's your main skill at least to damage the enemy. The chill effect is applied by Flash Frost and Glacial Storm. Q applies a 3 seconds Chill effect whereas it is only 1 second for R. The spike locks on target. The missile speed is pretty fast but there is room for a E+R(chill effect)…E's impact applying Chill. Same thing with Q but it is even more difficult: Cast Q+E then Q hit followed by E some milliseconds later… By doing this you can perform one of the biggest bursts in the game.

  • Glacial Storm (R) (Ultimate): Activate: Anivia casts an AOE on the ground that deals magic damages to anyone who's in or steps in as follows: (80/120/160 +25% AP per second). Enemies caught in the AOE are slowed by 20% both at their movement and attack speed and are chilled for 1 second. The effect remains as long as Anivia has mana, stays near it or reactivate to cancel it .
    Range 615. Cooldown: 6. Cost: 75 mana per second.

The range is close to the radius so Anivia is exposed on cast. This skill accomplishes many tasks. It's used to clean a wave fast so it's efficient either to push or to defend the tower. Unfortunately Anvia is not the best roamer (bad movement speed + no instant dash out) so forget about it. On teamfights focus this skill on the ADC (don't pop it randomly) because of the 20% attack speed debuff. Manage your mana pool otherwise you will run low very fast. Aslo manage its cooldown once there is no more enemies in it. This skill has a natural synergy with E as it applies Chill but even more with W as you will use it to block the way back so the enemies will remain longer into the AOE. Q will accomplish the same goal with its stun so overall Anivia's kit ties together but needs an above the average practices.

Skill Sequence

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
Q x x x x x
W x x x x x
E x x x x x
R x x x

E is the best mono target skill. There is some option to put one more rank in W earlier but the usuall priority is R>E>Q>W.

Masteries

  • On the offensive tree Feast + Butcher help with the sustain and the last hits. Arcane Blade Devastating strikes and Havoc will improve your overall DPS as you Should trade auto attacks often. You will have plenty of occasions to deal free AA thanks to Anivia's set (R and W mainly). The rest of the tree is a standard AP build.
  • The uility tree is built in sustain and will take the upperisde against the old tree even on Anivia. I think that Culinary Master and Aclhemist are here to help the supports but it became the standard on AP mid because of the results they had with it.

Runes

The rune page is oriented toward AP.

  • 9X Hybrid Penetration (marks). Because of Anivia's multiple CCs there is a lot of room for auto attacks as a consequent part of its DPS. It can be tweaked with Magic penetration.
  • 9X Flat armor (seals). You will have to trade some Auto attacks because you will be ahead against most mid here. The Flat armor also protects you a bit more against the ganks.
  • 9X Magic resistance per level (glyphs). It will add more resitance overall. Anivia also has a medium range to DPS optimally so you will be more exposed than some other AP.
  • 3X Flat AP (Quintessences). You can tweak it few Magic pen if you feel that is too much.

Build

The standard build from start is a flask (345) and 3 pots (3×35) according to the ability tree. It overrides the previous tree/build with Doran's ring and Runic Affinity. You can wait for 5 gold before leaving the spawn to buy another pot. On your first trip back you usually buy a Blasting Wand (860). Then you complete the Rod of Ages (2800) as soon as possible. I don't like the start with a Chalice of Harmony (880). You either need a fast regen from pots or some AP combined with an extended mana pool. Chalice only provides an enhanced regen and defensive stats. It's not that good. The next item should be Liandry's Torment (2900). Your core will be: Sorcerer's Shoes (1100) + Rod of Ages + Liandry's Torment. There is a possible way with a Tear of the goddess but in this case you don't start with a flask or it will cripple you too much. The first after-core is Rabadon's DeathCap (3300). Then you have some options: Athene's Unholy Grail (2600) vs AP, Zhonya's Hourglass (3260) vs AD, Void staff (2295) vs MR. A later Seraph's Embrace is ok (2700). On some occasions you can build a Guardian's Angel (2750).

Gameplay mid

Anivia has strong CCs but poor mobility. You will have to play as a counter aggressive hero. Anytime the enemy is out of position or is aggressive you can punish him with a decent burst Q+E on the early stage. Let him comes at your auto attack's range as you will trade some blows. From level 4 you will add the wall either to protect you from a dash or to place your Q easily as you will predict the enemy movement. You will put more auto attacks as well (That's why hybrid penetration is in the build). At level 6 your gameplay is changing. You are now able to clean a whole wave with one skill. You will have to manage your mana now. Anivia's is not so good at roaming because of its mobility so you have to predict if it's worth the move all the time. Your enemy mid should be a bad pusher and a bad roamer himself otherwise you will be caught on the way.
From the mid-game and during teamfights focus the squishies/ADC. Try to cast your R as it will be the eye of the cyclone for the enemy adc. Block the retreat with your wall. in jungle fights take care while casting W or you may block your allies as well. If you manage to split the enemy team with your W it will help with the focus and the outcome. Also keep an eye on your ADC while teamfighting. If he locked a squishy cast the wall to ensure him the kill. You should also cast W to solo the blue without taking many damages as the golem will be blocked (in your R).\\If you are focused more often you should build that Zhonya or Guardian's Angel. Anivia still burst even with a defensive item.

Games | Strategy Game | Multiplayer Online Battle Arena | League of Legends


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