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Recommended Items
Runes: Offensive
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Domination
Sorcery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
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Karma
For more info - go to the matchup section of this guide :)
Caitlyn
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Caitlyn
For more info - go to the synergy section of this guide :)
Champion Build Guide
Greetings summoner! Welcome to Seven Wonders. A guide about support Anivia. Under usual circumstances, playing Anivia support is considered a horrible troll pick that can "never work" and we should "play normal supports instead". Well, today I'd like to convince you otherwise <3 This guide features all I know about this pick. All tricks, combos, mechanics, runes, items,... - everything is here. So get yourself some snacks, a tasty drink, and make yourself comfortable because we have a champion to learn! The color combination used for this guide is blue & red based on one of my favorite Anivia skins, Team Spirit Anivia . In case you are asking who the hell would dare to write a guide in such a difficult & aggressive & just terrible color scheme? Well, the answer is me XD I cleerly not hev brain |
Page down the entire guide to prevent glitches <3
My name is FloweyWave (or Tauricus here on Mobafire). I am 21 yo wooden elo trashbag from the Czech Republic. I have been playing League of Legends since the very end of season 6 and I still play to this day. I am an off-meta support main. I am always trying to have fun in LoL and encouraging others around me to do the very same, even If it might cost them their ELO. I dislike toxicity or any kind of offensive behavior. In my free time, I am writing guides on Mobafire, doing random stuff in photoshop, or playing card games with my family. The first time I ever played support Anivia was at the very beginning of season 11. At that time I was experimenting with different champions on the support role, but only very few champions managed to perform so well as Anivia. I love my frosty birb with all my heart <3 |
UNCHAINED AGGRESION
Does your team need some good old-fashioned hyper-aggression? Well good for you because with Anivia, the laning phase is gonna get wild. High damage output via Frostbite, deadly combos, and exceptionally strong early game make Anivia a force to not be reckoned with! |
CROWD CONTROL
Does your team need crowd control? Someone who can set up kills and prevent your enemies from ever moving? Anivia's got your back. She has a 1.5-second stun on her Flash Frost, an impassable wall on her W, and an R capable of slowing enemies for eternity!
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TEAMFIGHTER POWER
Does your team just need someone to carry and win all teamfights? Well with Anivia you have a source of never-ending AOE damage and Crystallize that can cut the enemy team in half, zone them wherever you want, or totally prevent flankers from ever reaching your carries!
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PROS
+ High Damage+ A Lot of CC + Queen of Teamfights + Versatile + Unpredictable support Anivia is a powerful lane bully who can constantly apply heavy pressure in the early game, snowballing insanely fast into the mid and late game. Her level 2-5 trading can not be matched on bot lane. Her kit features a lot of room for fun and trickery. She can provide her team with a lot of CC and she shines bright during teamfights. Anivia also works well against most classes and can counter-item any of them with ease. |
CONS
- Sucks against Enchanters- Very Squishy - Skillshot Reliant - No Escape Ability - Allies Will Flame You support Anivia is very hard to master. Correct positioning of Glacial Storm is crucial, landing your Flash Frost can make a difference whether you kill your enemy or die, Crystallize can lose you the game if used wrong during a teamfight. Anivia has no dash or shield ability to protect herself. If you misposition - you die. Last but not least the general off-meta status of this pick will often make your teammates very salty and toxic. |
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REBIRTH |
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COOLDOWN:
240 SECONDS INNATE: Periodically, upon taking fatal damage, Anivia enters resurrection for 6 seconds and restores all of her health. While in resurrection, Anivia is unable to act and gains -40 − +20 (based on level) bonus armor and bonus magic resistance. If Anivia remains alive by the end of the duration, she is revived with her current health. |
Rebirth is a very oppressive passive ability that makes Anivia a very powerful baiter. By sitting under your turret with low health (and possibly some suprising tool like Flash Frost, Crystallize or Ignite) you can bait your enemies into kill for kill trades that you can then very easily turn around with this ability. This way you can get very (ch)easy kills.
Rebirth also allows Anivia to survive long range poke in teamfights. Usually due to reduced resistences, Rebirth won't really safe you against bruisers, assassins and contact fighters. However against stuff like Final Spark or Ace in the Hole, Rebirth can be absolutely enough to revive you full health and mitigate the poking ability. The reason why this works is that your enemies won't have a chance to pressure you any further. In other words, as long as enemies kill you from afar - they will have very limited ways to stop the Rebirth. Watch Rebirth cooldown at all times. Keep in mind that without it, Anivia is a very vulnerable champion.
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FLASH FROST |
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PASS THROUGH DAMAGE:
50 / 70 / 90 / 110 / 130 (+ 25% AP) EXPLOSION DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 45% AP) COST: 80 / 85 / 90 / 95 / 100 MANA ACTIVE: Anivia launches a chunk of ice in the target direction that deals magic damage to enemies hit and slows them by 20% − 40% (based on Glacial Storm's Rank) for 3 seconds. Flash Frost can be recast after while the ice is in flight, and does so automatically at maximum range. RECAST: The ice shatters, dealing magic damage and stunning nearby enemies for a duration, as well as refreshing the slow. |
Flash Frost is Anivia's most important ability. It is essential for strong Electrocute trades as well as stunning enemies that get near. While Flash Frost isn't available Anivia is very very vulnerable to incoming threats and she isn't able to trade effectively. For this reason make sure you don't randomly cast it whenever you can. Save this ability and wait until the time is right.
The ability has long range but the projectile is very slow. For this reason don't really try to cast it on enemies that are further away as they can dodge it very easily. Hitting Flash Frost can be a difference between life and death and missing will cost you. Try to find a way to secure the hit, either by following on your ally's crowd control or on yours. You can also use Crystallize to knock the enemy into Flash Frost. If the enemy has a way to dodge or mititgate this ability (for example by using Blade Whirl or Hallowed Mist) - bait that ability first!
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CRYSTALLIZE |
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WALL WIDTH (IN UNITS):
600 / 700 / 800 / 900 / 1000 COST: 70 MANA COOLDOWN: 17 SECONDS ACTIVE: Anivia summons a wall of ice at the target location perpendicular to her facing, knocking all units away from it (though not through terrain). The wall lingers as impassable terrain for 5 seconds. |
Crystallize is a very underrated ability that is only as useful as is the Anivia player creative.
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FROSTBITE |
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COOLDOWN:
4 SECONDS MAGIC DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 60% AP) COST: 50 MANA ACTIVE: Anivia blasts a freezing wind at the target enemy, dealing magic damage. If the target was hit by Flash Frost or was inside a fully formed Glacial Storm within the last 3 seconds, Frostbite's damage is doubled. |
Frostbite is pretty much the main reason why support Anivia is as strong as she is. The damage you do with an empowered Frostbite is absolutely insane and you should abuse it as much as you can through out the game.
In the early game try not to cast this spell very often when it's not empowered. The damage it does is relatively low on it's own and it isn't even worth the mana. |
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GLACIAL STORM |
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MAGIC DAMAGE PER TICK:
30 / 45 / 60 (+ 12.5% AP) SLOW: 20 / 30 / 40% COST: 60 MANA + 35 / 45 / 55 PER SECOND ACTIVE: Anivia calls forth a driving rain of ice and hail at the target location, dealing magic damage every 0.5 seconds to enemies within and slowing them while inside. Glacial Storm can be recast after 1 second, and does so automatically if Anivia goes too far away from the storm, becomes unable to pay the mana cost, or is affected by any form of interrupting crowd control. The blizzard increases in size over 1.5 seconds. At maximum size, Glacial Storm's damage is increased by 200% and the effectiveness of its slow is increased by 50%, which also instead lasts 1.5 seconds and refreshes every 0.25 seconds while inside. RECAST: Anivia deactivates Glacial Storm. |
Glacial Storm is an amazing teamfight tool. The damage is pretty damn high, allowing you to absolutely shred enemies in the teamfight.
Use your other abilities to lock enemies inside for as long as possible. Flash Frost can stun them in place for a while and Crystallize can block their path to freedom. Zhonya's Hourglass works great with Glacial Storm as the stasis form doesn't interrupt Glacial Storm. Choose the area of Glacial Storm wisely. Keep in mind that it takes time until it fully forms and it has 4 / 3 / 2 second recast cooldown. That might not seem like much but trust me - missing a Glacial Storm can cost you a teamfight. This ability makes Anivia one of the best Malignance users in the game. It also procs Solstice Sleigh instantly, without the need to land your Flash Frost. |
#1.
GLACIAL STORM 6 / 11 / 16 #2. FROSTBITE 2 / 4 / 5 / 7 / 9 #3. FLASH FROST 1 / 8 / 10 / 12 / 13 #4. CRYSTALLIZE 3 / 14 / 15 / 17 / 18 |
It goes without saying that you want to be maxing your ultimate ability first. At level 1 take Flash Frost and try to hit it to get Manaflow Band stack. Take Frostbite at level 2 so your Q > E > AA combo unlocks. And of course you now want that 1 point in Crystallize. From now on max your Frostbite first as it's your main source of damage in the laning phase. Max Flash Frost second to reduce it's cooldown and increase the stun duration. And max Crystallize last as it doesn't directly contribute to your damage output. Go for this ability order if you plan to play aggressive & offensive. If you want to harass your enemies into their Graves and dominate the lane - this is the ability order for you. |
#1.
GLACIAL STORM 6 / 11 / 16 #2. FLASH FROST 1 / 4 / 5 / 7 / 9 #3. CRYSTALLIZE 3 / 8 / 10 / 12 / 13 #4. FROSTBITE 2 / 14 / 15 / 17 / 18 |
Your first 3 levels will progress in the same way as with the previous ability order. However here instead of maxing Frostbite for max damage - we will instead put points into Flash Frost. It's a damaging ability so you should still have a noticeable presence in lane. Second of all max your Crystallize. It's cooldown won't decrease which is a bummer but with each upgrade the wall gets quite a bit wider. At max level, its size matches the size of the river. As for your last ability, you want to max your Frostbite. Damage wise it is a brilliant ability but it lacks any utility. Go for this ability order if you fall behind and don't do any damage anyway. Or perhaps if you just don't want to deal tons of damage and instead bring your team tons of utility? Both ability orders are great - it's up to your preference which one will you pick. |
PLEASE DON'T JUST BLINDLY COPY THIS ABILITY ORDER
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FLASH Your go-to summoner spell in every single game. Great when you need to quickly escape your enemies or on the other if you need to get to them. You can use it to make your Flash Frost harder to sidestep or to cast your Crystallize from a greater distance. Flash is just a very important and generally excellent summoner spell that slightly fixes Anivia's main weakness - immobility.
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IGNITE Ignite is also a great summoner spell. It pushes your already high burst damage even further and increases your kill pressure by quite a lot. Helps you get picks on mispositioned enemies and take down squishes. You can also use it to deal with high-healing supports like Soraka or Senna or perhaps high-sustain bruisers. This is great because sustain is pretty much your biggest enemy. |
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EXHAUST Exhaust isn't as generally good as other summoner spells on this list, but it still has its uses. You see the main problem with Exhaust is that it applies slowness. With stuff like Flash Frost, Glacial Augment, and Glacial Storm your kit is already packed with slows - and as we all know, slows don't stack. Despite that Exhaust is still great if you don't have kill pressure as it can at least offer pretty solid protection. You generally want to cast it on enemy ADC or their most fed champions as they are the ones who deal the most damage. Cool (though kinda known) trick you can do is to Exhaust enemy carry before your Rebirth activates. Chances are that your enemy may not have enough damage to kill you while exhausted. |
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WORLD ATLAS World Atlas is your starting item as well as your main source of income. Whenever you reach 3 charges, immediately execute a minion to not make them go to waste. Otherwise however, try your best to acquire gold from trades and direct enemy damage for faster upgrade into Runic Compass. Another instance when it's advised to go for minion execute instead is if your ADC is not in a position where they can reach it. That way you prevent them from losing extra gold. |
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2x HEALTH POTIONS Health Potions are a great way to spend the remaining 100 starting gold. These will help you sustain yourself in lane from enemy attacks as well as freezing the wave. A must-purchese in every single game. |
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STEALTH WARD As any champion, vision is your best friend. That is twice as important for a support. You may have seen some support champions take Oracle Lens as their first trinket to apply solid vision advantage at early levels. However, due to the fact that we are running Ghost Poro, applying vision is much more important for us than denying it. |
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BOOTS Early purchase of Boots is purely reactive. If the enemy bot lane is skillshot-reliant - buy them as soon as possible. Same when there is a minion wave that you really need to catch in time. However, when there isn't any real reason to rush for them, you will be better off buying Blasting Wand or Catalyst first. |
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CATALYST OF AEONS Catalyst of Aeons is not really my favorite starting item. It gives no AP or Ability haste and it's overall just a way more passive and boring alternative to Blasting Wand. However, not all games are going well and not all lanes can be dominated by raw damage. Rush this before Blasting Wand in lanes where you seek to first and foremost survive. |
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BLASTING WAND Blasting Wand is a cheaper and more aggressive brother of Catalyst of Aeons. You need both in order to complete Rod of Ages, but only in games where you can control the lane by applying damage and pressure, you want to build Blasting Wand first. |
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ROD OF AGES You want to rush this item every single game. It's made of components that can be strategically rushed for either more damage or defense based on the current situation. The completed item is very cheap and affordable, provides good deal of mana which Anivia desperately needs as well as solid combat stats. All these stats grow over time securing us a way stronger midgame presence. It's passive is really strong as it allows you to convert your expensive abilities into self-healing. While at the same time granting us even more mana while taking damage. |
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SORCERER'S SHOES Sorcerer's Shoes are the best shoes on the market. Very effective and very strong damage wise. You generally want to buy them in 85% of all your games. |
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SORCERER'S SHOES For you to effectively buy Plated Steelcaps, one of two following conditions must be fulfilled: Either there have to be at least 4 AD champions in the enemy team -- OR -- 3 AD champions one of which is a support. When one of those conditions is fulfilled, then you are advised to buy yourself Plated Steelcaps. |
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MERCURY'S TREADS Mercury's Treads are great against double CC mage bot lane duos, like Morgana + Lux bot lane. Also works great against 4+ AP team comps. It's a very niche item but it can have its uses. |
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IONIAN BOOTS OF LUCIDITY A very very situational item. It is pretty much only good against very tanky teams (that's because Sorcerer's Shoes provide a flat magic pen - which is inefficient against tanks). You can also buy these boots if you are just barely away from affording Sorcerer's Shoes but you still want to use all your gold. |
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SOLSTICE SLEIGH Solstice Sleigh is your go-to Bounty of Worlds upgrade. You can cast Crystallize or Glacial Storm to instantly proc this effect without the need to land any difficult skill shots. The healing is always cool but more important is the movement speed boost. You can use it to escape ganks or to engage with your Flash Frost. It also empowers your Q-based trading combos by allowing you to back off before enemies strike back. Solstice Sleigh's an ultimate trading item and we love it for that! <3 |
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CELESTIAL OPPOSITION Celestial Opposition is a defensive anti-burst alternative to Solstice Sleigh. It's not as strong and provides far less utility, so you only want to take it when it's absolutely necessary. However, against enemy teams with lots of assassins and burst-oriented champions, this item can be a lifesaver. It also works quite well with Rebirth considering that enemies will have to spend more resources and abilities to take you down, possibly not having enough damage to interrupt your revival. |
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IMPERIAL MANDATE Imperial Mandate might not be the sharpest tool in the shed. It after all provides way lower stats when compared to other items. However keep in mind that this is the cheapest item in our entire build, providing solid effects while remaining affordable to our limited support budget. AP, mana regen, and AH are all very welcome and Mandate's passive is easily applied due to our vast arsenal of slowing abilities. The effect itself deals more damage then it might seem scaling with enemies' current health - making this item extra good against more resilient threats. |
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MALIGNANCE Malignance is an item that fits Anivia perfectly. Extra mana on top of Rod of Ages is certainly not wasted considering how expensive Glacial Storm is. The item's effect creates a damaging zone when you hit enemies with your R. Since Glacial Storm has literally 3-second cooldown, can hit multiple enemies at once AND slows enemies, forcing them to stand inside the zone for longer - it's no wonder why this item is so good. The zone also reduces target's magic resistance, meaning that if you use R before your other abilities, they will do extra damage. You can even utilize your stuns and walls to lock enemies inside the zone. |
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SHADOWFLAME Shadowflame is a glass canon burst damage item that works best against very squishy team compositions. It's fairly expensive and provides 0 utility so don't buy it while behind. It's passive if great for executing low-health targets, combined with empowered Frostbite should result in instant kills. This item is also pretty bad against tanks and high-magic-resistance threats. |
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RABADON'S DEATHCAP This item is essential in most support Anivia builds as the last or second last item. It provides a huge burst of raw power allowing you to become a destructive force during teamfights. It's a very powerful item that you want to build in almost every game. |
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MEJAI'S SOULSTEALER Very situational item. Buy this if you don't feel threatened by anyone in the enemy team, you and your ADC both won lane and you already have at least 8 stacks on your Dark Seal. Keep in mind that in order to get the most out of this item, you have to buy it relatively early (post-mythic is the best time). Sell this item in the late game and buy something more reliable instead (like Rabadon's Deathcap). Keep in mind that Mejai's Soulstealer is a feast or famine item. If you die you lose A LOT of stats and you might as well fall behind. PLAY SAFE!! |
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ZHONYA'S HOURGLASS Against heavy AD teams, that are packed with aggressive assassins which you keep dying to - always buy Zhonya's Hourglass. The stats on their own are great and the stasis effect can make you invulnerable for 2.5 seconds, giving your allies enough time to possibly save you from danger. The stasis also doesn't cancel your Glacial Storm! |
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BANSHEE'S VEIL Basically a magic resist alternative to Zhonya's Hourglass. Works great against heavy AP teamcomps with aggressive burst mages and AP assassins. Also works great against long-range teamfight initiating abilities like Enchanted Crystal Arrow, Sleepy Trouble Bubble, or Rocket Grab. |
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VOID STAFF Void Staff is a great but very situational item. You generally want to buy this as your 5th or 6th item (in the very late game that is). But keep in mind that in order for Void Staff to be effective, the enemy team has to have at least 2 very magic resistance-heavy champions. The more magic resistance there is in the enemy team, the more useful Void Staff will be. |
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CRYPTBLOOM Cryptbloom is an alternative to Void Staff. It provides less AP and magic penetration but on the other hand featured ability haste and cute little passive while remaining cheaper than its voidy sister. Please don't ask me which is better. They are the same picture. It's all a matter of personal preference. |
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MORELLONOMICON Morellonomicon is your go-to item of choice when up against heavy sustain teams. Many items, runes, and champions get demolished with this item. You generally want to buy Oblivion Orb early and sit on it until the late game. Then you can finally upgrade it into Morellonomicon. Needless to say this item has a great synergy with Liandry's Torment as the grievous wounds effect gets prolonged by the burn damage. |
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LIANDRY'S TORMENT Liandry's Torment is a situational item that you can buy to counter health stacking champions. It's also pretty good against tanks if Void Staff/ Cryptbloom aren't enough. The synergy with Morellonomicon is quite good for extra seconds of anti-healing. Liandry is still a pretty situational item though - don't buy it if you don't have to. |
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ELIXIR OF SORCERY Buy Elixir of Sorcery after you reach the absolute fullbuild. Keep in mind that elixirs instantly consume themselves if you buy them with full inventory, meaning you basically have it as your 7th item slot. Make sure you buy them whenever you get to base from then on. |
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COOLDOWN:
25 − 20 (BASED ON LEVEL) SECONDS DAMAGE: 30 − 180 (BASED ON LEVEL) (+ 25% AP) PASSIVE: Damaging basic attacks, abilities, item effects, and summoner spells, as well as the application of crowd control and damage over time effects, generate stacks against enemy champions, up to one per attack or cast per champion. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning after a 0.25-second delay, dealing magic damage. |
Electrocute is the central rune of our entire build. The bonus damage it provides is essential for winning trades and applying pressure. Play around this rune to get the most out of support Anivia.
Anivia has only 2 damaging abilities pre-6. That means that in order to proc Electrocute you will need to start thinking about auto attacks a bit differently. Many supports have a tendency to abandon basic attacks entirely, which you as a support Anivia player must never do. Auto attacks are your main way of easily procing Electrocute in the early game so please please use them. Later on, you should have enough mana to use Glacial Storm/ Crystallize as Electrocute procs, but early on you are better of by using auto attacks. Remember that Anivia can also proc Electrocute with Ignite and Crystallize. Watch out for Electrocute cooldown. Avoid trading when it isn't ready! |
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COOLDOWN:
25 SECONDS SLOW POTENCY: 30% (+ 3% per 100 AP) DAMAGE REDUCTION: 15% PASSIVE: Immobilizing an enemy champion will cause 3 glacial rays to emanate from them towards you and other nearby enemy champions, creating icy zones that slow enemies within and reducing their damage against your allies, excluding yourself, for 3 seconds. |
Glacial Augment is a utility centered rune that increases your potency during teamfights and provides extra safety to your team.
Glacial Augment should be your keystone rune of choice in situations where you don't have a kill pressure and you won't be able to roam to mid reliably. Then Glacial Augment becomes a keystone rune worth picking. Since slows don't stack in League of Legends, attempting to proc this rune with Flash Frost is highly inefficient - especially when combined with your ultimate ability. Both of those abilities apply slow on their own already so Glacial Augment effect ends up mostly wasted. Glacial Augment is guaranteed to create icy lasers behind your enemy - so the efficiency of this rune isn't totally randomized. What you want to do instead is to proc this rune using Crystallize. Yes, it works - the little knockback from this ability is actually enough to proc Glacial Augment. Use this technique to set up enemies and then follow up with easy Flash Frost into Frostbite for some cheesy kills. |
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COOLDOWN:
20 − 8 (BASED ON LEVEL) SECONDS DAMAGE: 30 - 100 (+ 30% AP) PASSIVE: Dealing ability damage to an enemy champion hurls an Arcane Comet at their current location that lands after one second, dealing magic damage to enemies in a small area upon impact. Dealing forms of ability damage reduces the remaining cooldown |
Arcane Comet is (similarly to Electrocute) an offensive keystone rune you take in lanes where you have a kill pressure.
Arcane Comet deals +/- twice less damage than Electrocute but it has a twice lower cooldown, meaning that in order to get this rune on level of almighty Electrocute you need to be able to proc it at least twice as more during a team fight. Arcane Comet is great in lanes where you would get punished for Q > E > AA combo. That's because unlike Electrocute, Arcane Comet doesn't require to attack 3 times to proc it. Just one ability is enough to fire the comet, making this rune much safer to use, especially if you have a hard time making good Electrocute trades. By casting your abilities into bushes, Arcane Comet can tell you whether there are enemies hiding in there or not. That's a really useful technique, especially because Anivia doesn't have any bush-checking ability on her own. Arcane Comet can be proced very easily & frequently with Glacial Storm as that ability has no cast time, slows the enemy down, and keeps refreshing Arcane Comet cooldown. Just remember to be safe about it - Glacial Storm's range is quite short. |
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CHEAP SHOT Very easy to proc as your Flash Frost does 2 instances of damage procing Cheap Shot entirely on its own. The same goes for Glacial Storm that immediately procs cheap shot because of the constant damage application. Cheap Shot is a great rune that synergies with your kit very well and helps you deal as much damage in lane as possible. |
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GHOST PORO Warding is an essential discipline of every good support. Ghost Poro not only does it help you do your job right with prolonged Stealth Ward duration, it also synergizes well with Runic Compass as you basically have the access to unlimited Stealth Ward storage. On top of all of that, this rune provides you with a really cool boost in AP. Allowing you to hit your enemies even harder! |
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RELENTLESS HUNTER Relentless Hunter is an amazing rune for support Anivia. Since warding often requires you to venture a bit deeper into the jungle, bonus movement speed is always appreciated. It also helps you get to your lane more easily and roam around the map. Just make sure you participate in all the fights to stack this rune as soon as possible. |
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MANAFLOW BAND Anivia is a very very mana-hungry champion and she desperately needs a way to sustain herself throughout the game. Luckily that's why we are running Manaflow Band. A great rune that emphasizes the importance of early trading. Stack it as soon as possible to maximize the effectiveness of this rune. Watch out for its cooldown and trade when it's up. |
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NULLIFYING ORB Very very situational rune but viable against certain high AP team compositions. Works great against ability power-oriented assassins like LeBlanc/ Fizz but also against double support ( Sona + Seraphine) and double AP mage ( Lux + Xerath) bot lanes. As I said, it is very situational, but it shines bright when the time of Nullifying Orb finally arrives. |
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GATHERING STORM A simple rune that provides more AP as time goes on. It allows you to remain relevant throughout your suboptimal late-game and it works fairly well with your AP scaling effects and items (including Rabadon's Deathcap). |
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PRESENCE OF MIND An alternative option to Manaflow Band. Presence of Mind is a little bit worse against ranged supports, because it is harder to trade with them and keep the mana regen running. With that said, Presence of Mind has a better late game scaling due to its effectiveness during teamfights. It's also great when paired up with Liandry's Torment due to its DOT-synergy. A cool trick with this rune is that if you survive a 2v2 at a bot lane but your ADC didn't, you can instantly utilize the mana you received from this rune to easily shove the minion wave and recall! |
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COUP DE GRACE A pretty solid damage oriented rune that helps you finish of low health enemies more easily. Works great in more agressive builds, where you can properly utilize its high damage elements like Electrocute. Works best against squishier opponents, not very good against the beefier ones. |
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BISCUIT DELIVERY Some people consider Biscuit Delivery to be only good in bad matchups where you can restore some lost health back and survive for longer - I disagree. I believe Biscuit Delivery to be good in ALL matchups. In bad ones, it helps you stay alive and in medium/good ones it helps you to dominate lane even harder! Both the health and mana regen allow you to throw in more spells and come out at the top after every trade. It's also very useful in attrition matchups as it allows you to more often win "the waiting game" and force your enemies to recall before you do. Great rune in every situation. |
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COSMIC INSIGHT A simple yet useful rune that works best in item-cooldown-oriented builds. The more you have them, the more value Cosmic Insight provides. Support quest is one such item secured. Zhonya's Hourglass and Imperial Mandate are very much recommended, but Banshee's Veil and Cryptbloom can work too! |
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JACK OF ALL TRADES A very underrated rune similar to Scorch, especially good during early to mid-game. World Atlas gives us instantly 3 jack stacks. And by buying Boots + Sapphire Crystal/ Blasting Wand on the first recall we can reach the +10 AP & +5 AH boost very early into the game. This is all we really care about with this rune - 450 gold worth of stats ASAP. With that said reaching the 10-jack bonus is theoretically possible but requires more work than it's worth, so once the first milestone is reached, ignore this rune completely. |
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FONT OF LIFE Due to te fact that Anivia's kit is packed up with slows and CC, Font of Life is just perfect for a low damage, utility heavy rune build. You can easily proc it on the entire enemy team with just a single Glacial Storm providing minor heals to your entire team. Font of Life is especially great if your team consists of auto-attack oriented champions like Vayne, Bel'Veth, Yasuo or Tryndamere and works even better if you have Glacial Augment. A solid yet very underrated rune that provides a lot of value in specific team compositions. |
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BONE PLATING Great defensive rune that helps you survive your worst matchups. Make sure you only pick it against burst-damage-oriented bot lane duos, as Bone Plating requires you to take many damage instances in a very short time. Champions like Brand, Soraka, Xerath, etc. can easily make this rune effect go to waste by constantly poking you down with just a single ability, effectively making Bone Plating useless. |
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RUNE SHARDS For rune shards, you want to definitely and always go for 2x Adaptive Force. The bonus AP is really nice as it helps us apply heavier pressure in lane. There is a consideration to go for Attack Speed instead of one Adaptive Force however as a support champion, you won't get to last hit very often, causing you to get reduced value from Attack Speed. Tenacity and Slow Resist and Movement Speed are very suboptimal. For the third rune shard, you want to take Health Scaling into most matchups for your early game is already strong and if anything, you need more HP for the mid-late game. |
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"A red and blue bird made of ice"
~ Created by AI in 2021 |
ABOUT THIS COMBO
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ABOUT THIS COMBO
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ABOUT THIS COMBO
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ABOUT THIS COMBO
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ABOUT THIS COMBO
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ABOUT THIS COMBO
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ABOUT THIS COMBO
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ABOUT THIS COMBO
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ABOUT THIS COMBO
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ABOUT THIS COMBO
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ABOUT THIS COMBO
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❄️ What you need to know about invade At level 1 the very first thing you need to do is to join your jungler if they decide to invade your side of the map. Invade basically represents a level 1 strategy performed by junglers and nearby allies, where they as a team attempt to invade enemy blue buff/red buff and steal it for themselves. This can cause a major early game swing for your jungler as they mess up enemy jungler's pathing, gaining a pretty solid advantage. However, more often than not, enemies will either have some level 1 vision of their camp or they are going to protect it themselves. That's why invades very often end in a massive level 1 battle. And that's why to win that battle and the invade itself, you need a strong level 1 ability to contribute to the fight if it were to happen. Luckily for you Flash Frost is a brilliant level 1 invade tool as it can apply AOE damage, slow, and stun if it lands. So ping it to notify your allies that you have a pretty solid spell to contribute to the invade with. However, if the fight begins it is important that you use your Flash Frost to the max potential. |
At level 1 it has a cooldown of 11 seconds, so you probably won't be able to cast more than 2 Flash Frosts there. And this is where base knowledge of League comes in play. It is important that you know what ability did your enemies and your allies (most likely) take at level 1. For assassins, ADCs and junglers it usually is pretty clear. Assassins probably took some super weak level 1 poking ability like Razor Shuriken, ADCs probably leveled up some okay long-range tool ( Volley for example) and junglers took some minor ability to help him deal with the camp. However, supports are really complicated and different types of supports level up different abilities at level 1. Here is a small graph that should give you at least basic overview on what type of ability your opponents & allies probably took and how cautious you gotta be against them during the invade.
LEVEL 1 SUPPORTS AND THE THREAT THEY REPRESENT
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❄️ What should I do during an inavde?
Now that you know what abilities your opponents and allies probably have, we can move on to what should you do. The number 1 thing is to keep low profile and stay close to your jungler. If you get too behind the rest of the team, you won't be able to follow up in time. If the battle begins, wait for your allies to use their tools that can help you maximize value of your Flash Frost. If your jungler is Vi for example, it's better to wait for her to stun the enemy with Vault Breaker as it can make your Flash Frost easier to land. On the other hand, if no one on your side of the invade has a good engage tool, then it means that you are the one who has to start it. Be patient and careful, try to utilize the power of surprise and hit this ability from fog of war. Maybe if you are brave enough, you can even Flash forward to make the ability easier to land. Hide in bushes near the camp if possible and strike from there! Focus on either the most vulnerable or the most crowded nearby enemies. If you hit 2 enemies with just a single Flash Frost then that is just as good as if you hit 1 super vulnerable enemy with no escape tools.
❄️ Your invade scared enemies away or they weren't there in the first place This means all you gotta do is to help your jungler take down the blue/red buff and then head back to lane. Simply leave the camp once it is at 400-500 health. Maybe your jungler may even gank you now that he is in an aggressive ganking position and 1 level ahead of bot lane. Or your jungler will just move on to other monsters - both is good as you gained a small early game advantage either way! |
❄️ Your invade was unsuccessful :c
Not the best outcome in the world, let's be real, but sometimes your invades simply won't work out. Try to think about what went wrong there - and by "what went wrong" I mean "What you did wrong". Perhaps you haven't landed your Flash Frost, mispositioned, or underestimated the power of Rocket Grab at level 1. Whatever it was it is important to accept it and learn from that mistake. Invading isn't exactly easy and it takes some trial and error before you properly maximize your level 1 efficiency. Either way, recall if you are still alive but low on resources, sure you arrive late in lane, but it's better to be 1/3 of a level behind than having no mana.
❄️ Leashing If your jungler wants to clear the buff camp on the bot side, chances are you will have to leash for them. Leashing is an action in which support and the ADC help their jungler take down the first monster on their journey through the game. At level 1 the jungler doesn't have very many ways to clear the jungle safely and quickly so they need your help. It is important that you actually help them instead of ignoring them. I know leashing can be annoying but your jungler needs you. By refusing to help them now, your jungler may refuse to help you later. No need to create new enemies so early in the game. I recommend not wasting your mana on the buff camp though. Flash Frost costs a lot of mana that you will need to gain your first Manaflow Band stack. So just auto attack the camp and let your jungler soak up the damage. Once the camp is below 400-500, get back to lane. You should arrive just in time. |
❄️ Not Leashing :D
Sometimes your jungler will want to start their monster path on top side of the jungle. Sometimes they will want to start with raptors or another small camp. Or maybe your jungler is Shaco that doesn't need help with his first camp. Either way one this is for sure. In this game you won't have to leash. So the question now is how can you properly utilize the extra time you were given? Here are 3 main ways. Level 1 cheese, Wave shove and Wave pull.
❄️ Level 1 bush cheese
Level 1 cheese strategy is really good if the state of the game fulfills 3 main requirements. 1) You have a stronger level 1 than the enemy bot lane 2) The enemy bot lane has to leash for their jungler 3) You don't. The strategy in itself is pretty simple. You utilize the time advantage you have over your opponents by hiding in the bush. You wait there until enemy ADC and support return from the leash and you engage on them when they attempt to get to the lane through the bush you are waiting in. Hitting your Flash Frost should be pretty easy as enemies will perhaps not see it coming. This method when used correctly can give you a great early game starting boost. It will cost your enemies a lot of health because since your level 1 is stronger than theirs AND you had a surprise-advantage - you are basically destined to win this. However keep in mind that the bush you should perform this strategy in differs based on what side of the map you are playing on.
LEVEL 1 BUSH CHEESE VISUAL
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❄️ Wave shove You can use the time advantage you have over the enemy bot lane to shove the lane under their turret. This technique is most useful against ADCs that have a terrible time last hitting under turret like Ezreal. However, make sure that your ADC agrees with it. Many ADC players don't like shoving the lane so early or have a hard time shoving them at just level 1. ❄️ Wave pull Waayyy more generally efficient method of gaining level 1 advantage than Wave shove. Wave pull is a strategy used for one and only reason, to make the enemy bot lane 1 CS worth of experience behind. The way it works is that you wait in the bot lane bush near the enemy turret. When enemy minions arrive, you taunt their aggro by moving out of the bush and then resetting their old aggro by hiding back in. The more minions you successfully taunt, the more efficient this strategy becomes. Anyway, this will cause enemy minions to lock on a single melee minion, meaning that the minion dies much earlier than the rest. If you did this method right, enemy bot lane will lose that minion before they get back to lane, making them 1 minion worth of gold & experience behind. This means that you reach level 2 powerspike sooner than your enemies, allowing you to execute a great level 2 trade or perhaps even an all in.
❄️ What if enemies "wave-pull" me? Okay so if you see your enemies wave-pulling at level 1, you have to immediately exit the leash, otherwise you won't make it in time. It's also recommended that while leashing you are positioned as close to your lane as possible. If you are auto attacking the blue/red buff positioned towards your fountain, you won't be able to stop wave-pull at all - not even if you exit the leash immediately. |
❄️ Level 1 At level 1 Anivia is pretty useless. You can try to land 1x Flash Frost > AA combo while the opponent last hits the very first wave. Then you do the best if you just poke your enemies down with your auto attacks and your 600 attack range. Do the same thing your ADC does. If they try to shove the wave, help them shove the wave. If they are only last-hitting - don't touch the minions. If possible try to reach level 2 before your enemies. ❄️ Level 2 Level 2 is different based on whether or not you get it before or after your enemies do. If you get it before your enemies, go for a Flash Frost > Frostbite > AA combo - try to utilize the fact that you have more abilities than the enemy duo. On the other hand if you are the one who reaches level 2 second, immediately back off. Why? Remember that your enemies can do the same thing to you. They can abuse their 4 abilities while you have only 2 to fight back. |
❄️ Level 3
Very similar case to level 2. If you reach it before your enemies do, go and immediately trade with Flash Frost > Crystallize > Frostbite. If you get it after your enemies, back off and play it safe until you reach level 3 too.
❄️ Stack your stuff
It is important that you keep attacking constantly. World Atlas is a great item, but if you ever tone down the pressure, your support item quest delays. This on its own isn't all that bad, but keep in mind that Runic Compass provides an infinite supply of free Stealth Wards. The sooner you get it the better. You also should watch out for your Manaflow Band cooldown on your champion HUD. Make sure you time your trades so the rune is up.
❄️ Trade whenever you can
Anivia has a very strong trading potential. I don't want to go too much into detail about trading (The very next guide chapter is dedicated to it :D). But I just want you to know that as for the early game you should trade as much as you can. Fish for your enemies with Flash Frost and if you manage to hit it, make sure you also combine it at least with Frostbite. Slowly tear your enemies' health bars down and go for an all in once you believe you can kill them.
❄️ Post Level 6 After you reach level 6 a whole arsenal of new combos becomes available. So make sure you use Glacial Storm during every trade/all in/2v2 from now on. Use Glacial Storm to help your ADC shove the waves. Just pay attention not to steal any of their CS - they probably wouldn't thank you for that :D Try to use Glacial Storm before casting Flash Frost. The 20% slow isn't much but it can certainly help you land that Flash Frost and chain your other abilities from that moment. Your gameplay after level 6 remains the same - however, it definitely gets a bit easier. ❄️ All-ins Anivia is great at all ins and 2v2 fights. She has strong damage and CC and should be able to execute any low-health enemy that gets close. |
Try to focus on enemy ADC as they are usually the main protagonists of enemy bot lane's anime. But keep in mind that hitting Flash Frost during 2v2 fights is absolutely crucial. You can not afford to miss. Also, make sure you find a proper use for Crystallize. I know that on the very surface it's "just a wall after all", but this ability can totally turn the 2v2 around. It pains me to see support Anivia players not even using it. I listed a good number of potential uses in the Ability section so feel free to read it if you need inspiration.
❄️ Is that all?
Not at all. But keep in mind that Anivia is in her core an extremely easy champion. The whole early game you just fish for Q's, trade with your combos, and all in if possible. The thing you need to learn the most as support Anivia newbie are first and foremost support mechanics. Roaming, trading, vision, zoning, recalling, positioning... These things are foundation of support Anivia gameplay. I can teach you combos and Anivia-specific ability tricks all day long but such things are absolutely meaningless if you struggle with basic mechanics. Luckily for you, that's what the rest of this guide section is gonna be all about ;)
DONT FORGET TO UTILIZE BUSHES
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❄️ What is trading? Trading is a strategy whose entire point is to quickly damage the enemy champion using a short and efficient series of abilities and auto attacks. Anivia's main trading combo is Flash Frost > Frostbite > AA. However, the plot twist appears when the enemy champion starts hitting you too. You are basically "trading damage" with your opponent and whoever manages to deal more, wins the trade. The keystone rune that rules all trades is Electrocute. ❄️ But How is that different from all-in? All in-s are all about killing your opponents, taking them down, finishing them off. Trades on the other hand only look for "wounding" your enemy, reducing their health so you can all-in them once they get low enough. ❄️ When should I trade? To put it simply when you feel like you can win. Perhaps the enemy used their most powerful ability, they have no summoner spells, they are behind on levels, they have no mana, their Electrocute is down or they simply overextended. |
❄️ When should I NOT trade?
When your Flash Frost is down, when you are in a vulnerable position, when both enemies are nearby but your ADC is far away, When you are very low on health or don't have enough mana to execute a full ability rotation... Don't trade when you know you can't win.
❄️ Trading with a melee support Trading with a melee support is usually pretty damn easy. You can afford to use a lot mana-cheaper trading patterns (for example AA > Frostbite > AA) because melee supports don't really have a way to trade damage back. Usually, however they have a huge arsenal of big scary CC tools. Respect those abilities during trades, unless you want to die. Most of the time those abilities have long cooldowns so you can trade aggressively right after they use them. Melee supports will often look for canon minions to execute with their World Atlas. |
This gives you a great opportunity to go for a trade as they will be too busy getting that minion. In case they have Bone Plating ready, auto attack them first, then wait for the Bone Plating to wear off, and then go for a trade. Make sure you auto attack them a lot to stack your World Atlas and get through their bulky health bars. Try not to use big and mana-expensive trade patterns, especially if they have a defensive ability to soak your damage with like Titan's Wrath. Once they get too tanky, stop trading with them and instead straight up ignore them.
❄️ Trading with a mage support Mage supports usually have a lot bigger range and trading power when compared to melee supports. However, they tend to be a lot more skillshot reliant. For this reason, the key to winning trades against mage supports is sidestepping. The more abilities you successfully dodge while landing yours, the better the state of the lane will be for you. Early Boots can help you with that if you struggle. Try not to auto attack them too much as mages can utilize the delay of your auto attack animation to hit their skillshots easier. You on the other hand should do the very same against them as you are a mage too. |
Mages tend to have strong AOE tools. For this very reason, you might want to keep some distance between you and your ADC. If you get too close, the enemy mage can hit both of you with just a single ability making that trade pretty bad for you.
❄️ Trading with an enchanter support So this is where things get a little tough. You can totally play the trading game against those aggressive damage-oriented max Q Sona players. But you will find trading with every defensive-oriented enchanter very hard. Their shielding abilities can make a lot of your mana and damage go to waste. Your Flash Frost is very slow and it gives them a lot of time to react with a well-timed Help, Pix! or Inspire. And healing supports may not be able to negate your damage but they can definitely outheal it. For this reason trading with them is just very hard. |
Unless your ADC follows up trading usually doesn't work in this matchup. You can however get some easy World Atlas/ Manaflow Band stacks on them as their damage is relatively low. To put it simply you are not a threat to them but they are also not a threat to you.
❄️ Trading with a hypercarry Trading with a hyper-carry is the easiest thing in the world. Hypercarries are ADCs with terrible early game power who usually just silently last hit minions and wait for the late game to come. So if you want to win the game, you should trade with them a lot. Especially if they come near the minion wave to last hit. Make sure you punish as many creeps those guys take as you humanly can. They tend to have no CC and low damage so trading with them should be pretty harmless. |
❄️ Trading with an offensive ADC This is in a way similar to trading with hypercarries, however against early game carries you really gotta play it safe. Champions like Jhin, Lucian, Miss Fortune can do a lot damage from a close distance so you really shouldn't auto attack them much (unlike the case of hypercarries). Look for quick and safe trades and back off right after. Sometimes it might be for the best to stay away from trading altogether. After all if your team has a good late game, then you can definitely outscale this guy. Sometimes playing the waiting game instead of taking dangerous trades is the safest path to victory. |
❄️ Minions
While trading minions are playing a very important role. That's because when you damage the enemy champion, their aggro turns towards you and you start taking extra damage. The damage may not seem like a lot, but if the minion wave is big enough, they can absolutely turn the trade around. This can be a pretty big problem that can mess up a lot of trading opportunities. However, you can (and you should) use this strategy to your advantage too. By surrounding yourself in minions you are basically protected from trading damage. This comes in handy when the enemy is slightly ahead and you keep losing trade after trade. Minions can change this if you use their power to your benefit.
❄️ Auto-Attacking
I have mentioned auto attacks a few times in this guide section already, but due to the importance of this topic, I will repeat myself one last time - auto attacking is OP. A lot of supports and mages think that all their power comes from their abilities and ultimates. Many supports don't even auto attack at all!? This mindset is extremely false. Auto attacks are super important for trading. They can poke down Bone Plating, they can give you World Atlas gold, they do damage, proc Cheap Shot & Electrocute and they cost 0 mana. support Anivia that doesn't auto attack as much as she possibly can, is a bad support Anivia. For the love of god your range is 600 units! That is more than 95% champions in the game. Use it!!!
❄️ Cooldowns
Cooldowns play a big role in trading. The fewer abilities your enemy can use, the better the trade will be for you. Especially when it comes to their ultimate abilities and their Key abilities. AKA abilities that are crucial for the rest of their kit to work effectively.
- If Shocking Orb is down, the enemy Xerath will have to properly aim all his skill shots.
- If Sear is down, Brand won't be able to stun you AND won't be able to proc Blaze with just 2 abilities.
- If Dark Binding is down, Morgana becomes a walking minion.
❄️ Sustain Believe it or not, SUStain plays a critical role in trading. If the enemy ADC has Vampiric Scepter, Immortal Shieldbow, or Bloodthirster - do you think it is worth trading 1/4 of your health for 1/4 of theirs? The answer is pretty simple - No. Since they have lifesteal in their kit, they can heal back most of the damage you just did. This is also important if the enemy ADC has healing support like Soraka or Senna. How strong is their healing? Can I get a trade that's so good that it is worth taking despite their lifesteal? Can antiheal help me? Should I be trading at all or is it an absolute waste of time? Those are the questions you should ask yourself in situations like this. ❄️ Is it safe to trade? Keep in mind that trading is pretty dangerous. After the trade, you probably will have most of your abilities on cooldown and you become very vulnerable to ganks, dives, and all-ins. Map awareness is key. |
If you have a real suspicion that enemy jungler might be sitting in a nearby bush, waiting for you to get close, then don't trade. But jungler isn't the only thing that you should be afraid off while trading. Enemy aggression-rate is important too. If the enemy bot is Lucian + Thresh, keep in mind that by Flash > Flay > Death Sentence, Thresh can turn a basic trade into a nightmare-ish all-in. And Lucian can easily follow up with Relentless Pursuit. Always ask yourself if there is a way how enemies can kill you while trading. If there is, make sure it doesn't happen and be very cautious - perhaps don't even trade at all, just to be safe.
❄️ Level Advantages
There are 3 big moments that you should under usual circumstances trade in. First is if you reach level 2 before your enemies do. This is a huge breaking point. You & your ADC have 4 abilities, while your enemies only have 2. And you can finally do the almighty Flash Frost > Frostbite > AA combo. Next on the list is level 3 advantage. This one isn't as major but it still is a pretty big moment. You have your Crystallize now and if you use it right you can perhaps even burn some of their summoners. And the last one is level 6 advantage. You and your ADC both have their strongest ability ready to use while your enemies don't. Use this moment to crush them down!
Recalling is a pretty important yet a little complex skill every player should get good at. You can't just recall whenever you feel like it, otherwise, you may lose resources, objectives, experience, and fall far behind your enemies. You have to time it right so that every recall is worth itself. ❄️ After the enemy laners died If the enemy support and ADC died in a 2v2/dive/all-in, now it's the best time to recall. But hold up, you can't "just recall". First, you need to set the minion wave in a position where as few resources as possible end up getting lost. |
That's why you should help your ADC hard shove the lane, by spending all your mana to push the minion wave under the enemy turret. Enemy turret will consume all your minions, putting enemy ADC and support behind in both gold and xp.
❄️ Attrition
Mana and health are both crucial resources for safe laning. If either of them drops too low, the champion will eventually be forced to recall. The strategy of "outlasting" and "outsurviving" your enemies is called attrition and is especially powerful against champions with high mana costs. After the enemy recalls, you shove the wave and then recall yourself.
❄️ Turret platings
Turret platings play a very important role in recalling. Should you attack the turret and get an extra plate or should you recall immediately instead? This question is very hard to answer and varies from game to game. Generally speaking you can afford to pressure the turret for longer if the enemy bot lane has a terrible wave clear. Ezreal + Thresh duo will find shoving the wave under your turret before you come back very hard. But Sivir + Vel'Koz? Now that's a totally different story. However, If you aren't certain whether you should stay or leave, the safest move is always to leave. Don't get me wrong 160 gold is great, but if it will cost you an entire minion wave worth of gold and xp - then it really isn't worth.
❄️ Dragons Keep in mind that gold is only actually useful when it's spent. It doesn't matter if you have 300 gold or 3000 gold in your pocket. As long as you don't spend it - it's meaningless. And when it comes to dragon fights you want to have an upper hand to take them down. For this reason, you should always recall +/- 1 minute before every dragon contest and buy yourself items that can help you win it. Just make sure you time it right. If you recall too late, then you might miss the dragon contest and put your team in a big disadvantage. ❄️ Buying items While recalling, make sure you actually have enough gold to be able to spend it well. Recalling and being just 80 gold off from Catalyst of Aeons sucks. You really don't want to wait in the fountain for that long. So I recommend you to carefully calculate how much gold you need for buying a strong item and recalling after you reach that point. This should prevent you from reckless and gold-innefficient recalls. |
Also while you are recalling, already think about all the items you're gonna buy. League is a quick game and by the time you spawn in the fountain you should have already made up your mind on what to buy.
❄️ Recall from safety
When you hit the B key, make sure you are in a safe enough spot. Otherwise, your enemies might take you down. The safest places you can recall from are fog of war and unwarded bushes. Note that I said unwarded bushes. If you recall in a bush that enemies have vision on, you give your enemies extra information about where you are and what are you doing. Also, it makes it easier for them to interrupt your recall, and thus messing up your timings.
❄️ Cheater's recall
Quite renowned recalling strategy used by ADCs and Supports alike. For the very first few minutes of the game, your main job is to slowpush and slowly accumulate your minions until the Canon wave comes. Then you shove the mega wave right under the enemy turret and you can basically recall for free. Before enemies get through the wave, you will be back with an extra Amplifying Tome or Sapphire Crystal. But keep in mind 4 things:
- Your ADC is the one in control of the lane. You can only help & support their decision, but if ADC will mindlessly keep shoving the waves, you can't stop them.
- This strategy only works if you have control over the lane and if the enemy bot duo has terrible wave clearing tools.
- This strategy only really works at the start of the game.
- You don't have to recall. You can use this opportunity to roam too.
Until Mobafire updates it's ward map system for season 14 map changes, this chapter will remain slightly outdated. I fixed what I could - but currently there are no accesssib
BLUE SIDE WARDING
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RED SIDE WARDING
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❄️ Blue/Red buff ward Sometimes if your jungler doesn't start their jungle route on your side of the map, you might want to consider warding it. Especially if you have a feeling that the enemy jungler might invade your camp. |
❄️ Cheese protection ward
If you are playing against hyper-aggressive enemy bot lane (for example Caitlyn + Pyke) while your ADC is just a vulnerable hypercarry, you might want to ward the cheese bush to protect yourself from the possibility that they are preparing a level 1 cheese attack against you. Alternatively, you can just walk around it, or cast Flash Frost into the bush if you don't want to waste your ward. With that said at the first few levels, wards aren't really that important anyway.
❄️ Lane warding Lane warding is the most common type of vision control. It is very important because it protects you from ganks and gives you vision over enemies cowardly hiding in nearby bush. The most important rule of Lane warding is that you should take your position in lane into account. For example: if you are playing with Kog'Maw, chances are you will be the one who spends most of their time under their very own turret. This means that your opponents will have much better control over nearby vision. This also means that your Control Wards are in way bigger danger. On the other hand, if your ADC is Caitlyn you will probably be the one in control of the lane and you can afford to place your Control Wards way more aggressively. |
LANE WARDING VISUAL
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❄️ Deep warding
Unlike Lane-warding, Deep-warding focuses on gaining vision over areas far away. Deep warding is in a way a lot more efficient than lane warding. It offers vision over monster camps, gives you information about the enemy jungler's position a long time in advance, and it can also provide vision over areas your midlaner can appreciate too. It's especially good against very fast moving junglers like Hecarim or Rammus, because those guys are moving so fast that by the time standard lane ward would reveal them, the gank is long over - against those guys you need the info early.
On the other hand deep warding requires you to venture deep into the jungle, takes a lot of time and is way more dangerous than regular warding. If the enemy bot lane duo spots you entering their side of the jungle, they will be able to collapse on you and take you down. So if you want to deep-ward you have to take maximum caution, stay out of vision, and only do so if it's safe. Also, deep-warding can be pretty expensive in terms of experience lost from minions. For the best result, try to deep-ward after shoving the wave.
DEEP WARDING VISUAL
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❄️ Objective warding
So let's move on to the objectives and where to place your wards around them. Things are pretty simple, you definitely want a Control Ward in the middle of the said objective. Sure you can put a Stealth Ward there too, but that really isn't ideal. Your enemies will try to gain vision over it and Control Ward is the only ward that can prevent them from doing so effectively. Then just place your regular Stealth Wards behind & around the objective on the side your enemies play on. Depending on whether or not the explosive flower is on the side of their enemies or yours, you might want to destroy it. Usually, you would have to walk your way all around, which oftentimes isn't even possible as there are enemies on the other side, However Anivia has 600 range on her auto attacks, meaning that she can possibly destroy them from the dragon/baron pit!
OBJECTIVE WARDING VISUAL
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❄️ Don't put Stealth wards to waste
Once your World Atlas upgrades into Runic Compass, you immediately get 1 free Stealth Ward so use it before you recall. From now on every time you recall up to 3 extra Stealth Wards will be stored in your support. This means that you will no longer need your regular Stealth Wards and you can convert them into Oracle Lens next time you recall. First, however, you need to make sure that you don't hoard 2 charges of Stealth Ward. That's because Oracle Lens has just a single charge and if you convert your 2x Stealth Wards into 1x Oracle Lens, you end up wasting 1 Stealth Ward. So make sure you use that on Stealth Ward before you convert to a different vision trinket.
❄️ Oracle Lens Okay you have your Runic Compass with 3 Stealth Wards inside and you have Oracle Lens as your main trinket. But what even are these Oracle Lens? To put it simply, Oracle Lens creates a red circle around you for few second that reveals nearby traps, invisible champions but mainly enemy Stealth Wards - allowing you to destroy them. So the way you use Oracle Lens is that you cast it where you think/know enemy wards are, so you can destroy them. If you don't have any clue where you should start, take a look at this heatmap I made. It gives you a basic overview of where enemy Stealth Wards probably are, the warmer the colors are, the higher is the likelihood that your Oracle Lens spots something there. But of course, a lot better way of using Oracle Lens is when you actually know that there is a Stealth Ward instead of just guessing. |
ORACLE LENS HEATMAP
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❄️ Okay but how can I know?
I know what you are thinking "But Flowey, those Stealth Wards are invisible, how can I know where they are? :d" I totally understand your struggles. After all most players are placing their Stealth Wards in bushes, so they are camouflaged even for the first 2 seconds of their lifespan. But that doesn't mean it is impossible. The best way to tell if the bush is warded is to watch the movements of your enemies. If they randomly come close to the river bush, pause for a few milliseconds and then come back to lane, it's with 98% certainty that they just placed a ward there. You might not have seen the ward itself, but you saw their suspicious movements, you saw that small pause of aiming their ward and you saw them come back right after. You can also track enemy Control Wards. If the enemy comes back to lane, you can check their inventory and see how many Control Wards have they bought. Then if they randomly disappear from the lane and return with 1 less Control Ward in their inventory then you know for a fact that they just placed it somewhere. "But where Flowey?" Good question. The answer to this question lies in the time they spent out of vision.
- Did they disappear for 1 second? That means they just warded the nearest bush.
- Did they disappear for 7-10 seconds? They probably warded the dragon
- Did they disappear for quite a while? They placed the Control Ward somewhere deep in the jungle
❄️ Oracle lens in mid-late game?
Later on, the game becomes a lot less predictable. Both teams scatter themselves all around the map and it will be a lot harder to track where your opponents & their Stealth Wards are. Try to think about what objective might be contested soon. Maybe enemies already placed some wards there. Or perhaps some important jungle corridor or river path? Try to think in real-time. Imagine yourself in the body of your enemy. Where would you place that Stealth Ward if you were in their place? With that said, if you really aren't sure, keep in mind that you don't have to cast Oracle Lens at all. Sometimes it is better to save it for later - when it will be actually needed. And even if you don't reveal anything with it, it's not necessarily a bad thing. You know that enemies have no vision there. This means you can exploit this information in any way you and your teammates see fit.
❄️ Protecting your wards from Oracle lens Oracle Lens can be your biggest friend but also your biggest enemy. Keep in mind that the enemy team can use them just as easily as you. The best way to protect your wards from Oracle Lens is simple. Try to place your wards in unexpected or hard-to-reach positions. So instead of putting your Stealth Ward in the river bush, you put it in front of the dragon pit. Instead of putting your Stealth Ward in the tribush, you put it next to a red buff. This will also give you information about enemy jungler a bit sooner - giving you more time to react and escape back to safety. With that said this technique has it's cost. |
By putting wards in different places you might be increasing their safety but the price for that is their reduced efficiency. Few ganking routes enemy jungler can use become unwarded and thus your safety is reduced. Whether or not this is a worth trade I'll leave up to you. Sometimes this technique can be really useful, other times it can cost you your life.
❄️ Fake-warding
Fake warding is a really funny strategy. Simply walk to the nearby bush (most preferably tribush or river bush) and pause for like 3 milliseconds. Then return to the lane and act like nothing happened. Make sure that enemies can see you while fake-warding but also they must not have any vision in that bush themselves. This will make them think that you placed ward there. After all why else would you do that? Warding is the only logical explanation. This may bait enemy support into using their Oracle Lens only to realize that the bush is actually unawarded. It can also make enemy bot duo warn their jungler, convincing them not to gank you. After all the bush is warded. That Anivia walked up to it and stopped for a second. It has to be warded! No reason to gank lane that has vision protection...
This technique is most effective if all your wards are on cooldown. And you need at least some protection. Well, fake Stealth Ward may not be as strong as the real one but it is definitely better than nothing. You would be pleasantly surprised how many people fall for it :D
❄️ How to get the most out of every ward?
So you know where to place your Stealth Wards, but do you know exactly where to place them? After all bushes aren't geometrical points. Just like tables they have height and width. So where exactly should you place your ward? there is no definite answer to this question as every bush is different. However, in this spoiler, you should be able to see the very basics.
WARD EFFICIENCY
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❄️ Is your lane in a good spot? So the very first condition for you to roam is to do so only if your lane is in a good state. "What does that mean Flowey?" Basically you only want to roam after you shove the wave. While you are roaming, the enemy turret will slowly kill all your minions and enemy minions begin to hoard. Then when enemy minions clash with your next wave, they will slow-push towards your turret. That is because when enemy minions hoard, the next time they clash their attacks become a lot more coordinated and they begin to naturally push the lane. By the time you return, enemy minions will be right in front of your turret and only very few resources end up lost. If you feel like you don't quite understand how this works, check out this spoiler. |
ROAMING FROM LANE
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If you are asking why should you shove before you roam, the reason is pretty simple. If you leave your ADC alone, they will have to play extremely safe. Enemy support will try to zone them away from the CS and it's gonna be pretty tough. However the fact that enemy minions will slow-push towards your ADC means, that the wave will eventually get to them. They won't have to risk their lives while desperately trying to last hit. Your ADC can just wait before the minion wave arrives at them. And by that time you will be back. And even if not, your ADC can still just freeze the minion wave under their turret and safely farm.
❄️ Is the midlane in a good spot? So you shoved the lane and you are ready to head mid. Now you have to ask yourself: Is the lane even gankable? Naturally, it is easiest to roam to a midlaner that is getting shoved by the enemy midlaner. That means that the enemy midlner is exposed and very far from the safety of their own turret. On the other hand, if your midlaner is shoving the enemy midlaner under their turret then your roam has an extremely low chance of working out. After all enemy midlner is very safe under the turret. To put it simply the more enemy midlaner is exposed the easier the gank will be. |
STATE OF MIDLANE
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❄️ Is it even safe?
The most important question of them all: Is it safe? That mostly depends on the jungle. Is your jungler nearby clearing monsters on your side of the jungle? Go ahead and roam. But is your jungler somewhere far away on the other side of the map? Well, now things are getting dangerous. You see, if an enemy jungler ambushes you while you are roaming - if your jungler is nearby to hold your back, it's 2v1 - you can win that. However, if you are totally alone and Kayn jumps at you, chances are you will probably die. Especially if the enemy midlaner helps him out. Of course, this isn't an issue if you know that enemy jungler is also on the top side of the map. But if you don't know where enemy jungler is, or if you know that they are on the bot side of the jungle, then you better not roam at all or walk a safer route.
This roaming condition is way more important than all others. If you roam to mid lane but their lane state is bad, you can just return back to lane. Yeah, you wasted some of your time for no reason, but it's not the end of the world. If you roam mid while your lane is in a terrible state, your ADC might lose some CS but again, no biggie. But if you roam to mid lane and you get killed in the process, then you put yourself, your jungler AND your ADC very behind. Do not underestimate the danger enemy jungler represents. You might be able to protect yourself with Flash Frost + Crystallize for a while, but you are still just a support - behind in levels and items - 1v1 with the enemy jungler isn't a duel in your favor.
❄️ Roaming from base You can also roam from your base. Since you will travel through your jungle you don't have to be afraid of getting ambushed by enemy jungler so it's a very safe form of roaming. You can just shove the wave, recall, buy Boots, gank mid and then come back to bot. Sure you might lose some minions this way, but your ADC can handle it. With that said you really shouldn't base-roam if enemy bot lane can dive your ADC. You see, base-roaming takes a lot more time and your ADC is likely to last hit minions under turret for some time before you return. But if the enemy bot lane duo is very aggressive (think of Leona + Draven) - and your ADC has no way of surviving the dive, then never base-roam! |
❄️ Jungle routes
Now let's talk about what path should you follow while roaming. And this is not an easy question. There are a lot of variables you need to take into account. Like, Do enemies have scuttle ward on bot side river? Then you will be better of walking around it to not get caught. What about Stealth Wards? Did your mid-laner ping "Enemies have vision here." in any of the 3 mid lane entrances? Then avoid it. This graphic should give you a general overview of the most important roaming routes. With that said be ready to take different improvised routes based on the current situation.
JUNGLE ROUTES
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❄️ More Variables
Often times the decision of whether you should or should not roam isn't exactly black or white. There are much more variables that may or may not affect your judgment but you should definitely consider them before any gank:
- Can your midlaner follow up? After all if you gank Malphite things are gonna be a lot easier with Unstoppable Force on your side.
- Can enemy midlaner dash away? Image trying to gank LeBlanc :D
- How about ultimate abilities? If your midlaner has their ultimate down while the enemy can still use it, your roam has a higher likelihood of failing.
- Summoner spells? Does enemy midlaner has their Flash? What about your midlaner? And what about you? Summoner spell can turn the tides of gank on either side.
- Do you have good ganking tools? In case you are running stuff like Solstice Sleigh, Celerity, Waterwalking or Relentless Hunter, roaming becomes a tiny bit easier.
Simple. Just do your best to hit your Flash Frost. You can wait for your midlaner to root/stun/slow them first to make it easier for yourself. Cut the enemy off with Crystallize and cast empowered Frostbite. Respect enemy midlaner's escape tools ( Flash/ Distortion/ Shunpo/...) and try to predict them or bait them out. Simply try your best to try your best.
❄️ Basics of Trigonometry Huh, you probably haven't thought that advanced geometry and League of Legends can be combined in one, am I right? :D Don't worry it's not that hard to understand - though it is quite abstract. Imagine a triangle between you, your ADC, and the nearest enemy. And now imagine a second triangle between enemy support, enemy ADC, and your teammate that is closest to them. Are you keeping up so far? Good. Now compare those 2 triangles. The one that is more stretched is usually the less efficient one. Okay so let's look at why. |
On this image you can see that the red triangle between your enemies and their nearest target is a lot more stretched when compared to your blue triangle. This means that when Lux throws her Light Binding > Lucent Singularity onto Miss Fortune, Kog'Maw won't have any influence and won't be able to follow up in time. In other words, less damage for the enemy team because their triangle is more stretched than yours. On the other hand though, if you were to hit Lux with Flash Frost > Frostbite > AA, Miss Fortune will be able to immediately follow up with at least 2 auto attacks and Make it Rain. The less stretched your triangle is, the more coordinated you and your ADC can be and the more damage you can dish out in lane.
❄️ Maintaining Trigonometry Okay so you understand trigonometry, now let's talk about how to control & maintain it. The easiest way to do so is to copy your ADC's movements. However, you have to keep accounting the position of your nearest target too. By mimicking their movements in direct parallel to your nearest target you are successfully maintaining a nice and clean triangle. If you struggle to comprehend this, imagine a circle around your enemy. I know right, I just keep adding more geometric shapes AAAAAA xdd. If your ADC moves left along the perimeter of the circle, you do the same. If your ADC retracts from the circle, you do the same. And so on and so on. |
❄️ Breaking the Trigonometry
Congratulations, you understand trigonometry. Or maybe you don't and you just decided to keep reading despite that? Anyway, trigonometry shouldn't by any means be your go-to, every game, nonstop positioning strategy. Sure it has its advantages, but it also limits your other movements. Sometimes you have to dodge a skillshot. Sometimes you want to go for trade by yourself. Whatever it is you need to break trigonometry every once in a while to do other just as if not more important moves.
Also, keep in mind that trigonometrical positioning should never override the need to play safe. It's not really a positional strategy as much as it is a way to optimize one of them. If the game requires you to def under tower - that's what you should do first and foremost. In other words, it all depends on the matchup.
❄️ Against catchers When playing against champions like Thresh, Nautilus or Morgana, your primary goal is to make reversed movements relative to your minion wave. Enemy Blitzcrank will try to make all sorts of twists and turns around the lane in order to spot an opportunity for Rocket Grab. Just don't let him. If he turns left, you turn right. If he turns right, you turn left. This way there will always be a minion wave protecting you from getting hooked. If he comes too close to the minion wave to proc his Relic Shield, go for a trade. And if he rotates to the nearby bush, you can always place a Stealth Ward there. |
❄️ Zoning
My favorite positioning technique <3 Zoning is all about using your presence to scare enemy ADC away from their farm. Anivia is an extremely dangerous champion in the early game. Your high damage, powerful stun and Crystallize are tools that mean business. To zone your enemy, simply come closer to them and watch them run away in fear. Make sure they don't get near the minion wave to collect gold or experience and give your ADC extra space to last-hit in peace. However, keep in mind that you can't just zone whenever you want to. To zone your enemies you have to be a bigger threat than them. If you try to zone a 6/0/1 Draven you get killed because to him you are no threat. Also, make sure not to waste your Flash Frost on the very first occasion. Once you cast it, your scariest weapon will be down. Without it, enemies won't be afraid of you. Zoning is especially efficient when your ADC freezes the wave or when they setup a slow push. Enemy minions will slowly but surely die to your minion wave/turret, but enemy ADC will be too scared to come and collect them. And if not? Kill them :)
❄️ Play under turret
When you are behind during the landing phase, the safest thing you can possibly do is to just sit under your turret and let your ADC last-hit minions. Chances are you're gonna be a target of a lot of skillshots and it won't be easy for your ADC to collect them all. Try to help them with it. Inspect how much damage does your ADC do with their auto attacks and if you see a minion that may die to your turret, attack it before your ADC does. Now your ADC can safely last hit it. Consider freezing if the enemy bot lane has a bad waveclear.
❄️ Adjust your warding strategy When you are behind you can't under any circumstances put your Control Ward in the river bush nor the tribush. The enemy duo has the lane under control and they can destroy them at any time. You shouldn't put regular Stealth Wards there neither. After all if you are under your turret, you don't have to be afraid of people ganking you from the river (+ it would get insta-destroyed too). Instead, you should place 1 Control Ward in the bush next to your turret. This one will be very hard for your enemies to reach and it's going to protect you from jungler dives. And after you recall, place 2 Stealth Wards as shown on the image before you get back to lane. |
❄️ Stop enemy support from snowballing
Now while you are sitting under turret, not trading with anyone & playing it safe, the enemy support will soon get bored. And by "bored" I mean they are going to start roaming. This is where your 2 Stealth Wards you placed come in handy. If the first ward spots the enemy support, immediately warn your midlaner. And when the second Stealth Ward spots their support you should immediately try to countergank - prevent enemy support from getting other lanes ahead. The reason why we need 2 wards for this is that we need to let our midlaner know in time (that's what the dragon ward is for). But we also need to make sure that enemy support isn't just toying with us. What if he passes through the dragon ward, but then turns around the red buff? You would come right into their trap... The second ward is protecting you from this wicked strategy.
Remember not to mimic enemy support roam at all if you don't have neither of those wards. Enemy support can also just bait you "Bye Anivia I'm gonna roam :)" and when you roam mid to countergank you realize that there's no one there. By the time you were going mid, the enemy support was only faking it. And now they can dive your ADC who is totally alone and unprotected. If you were to place those 2 Stealth Wards you would know that.
❄️ What is your win-con Think about what is your win condition. How do you plan to turn this around. Maybe your wincondition can be Crystallize > Flash Frost enemy ADC under your turret. Win condition can be your jungler ganking you. Or maybe enemy ADC has no Flash and you just need to land 1 good combo as they won't be able to escape. Try to find a way to turn this all around. Sometimes your win-condition can also be ✨Nothing✨. If your ADC is lategame-oriented, then you don't need to make any flashy plays, eventually, they will carry the game (hopefully). So find your win condition and do whatever you can to achieve it. ❄️ Warn your teammates If the fed enemy bot duo shoves the lane and then recalls, you gotta immediately warn every other lane, because they are in danger. Enemy support can come from any side and roam to any lane. And there probably isn't any Stealth Ward that could spot them in time. |
❄️ Botlane is doomed
If you are really really behind and the lane has been totally lost - 0/7/0 Lucian keeps dying over and over and there is no win-con & botlane is doomed, there is only very little you can actually do. One thing I could recommend you however is to recall before your jungler takes Herald and help them out. This way there will be 1 more champion on your side and you will have a better chance of taking the objective down. Once Herald dies, roam together with your jungler top, pop the Herald and dive their toplaner. Ditch your ADC completely, it doesn't matter whether you are or aren't present on bot lane, the ADC keeps dying anyway - they are no longer your win condition. Focus on other lanes now, you can still have an impact on other lanes.
❄️ Mid & Late game
If you are still behind during mid to late game, there really ain't that many strategies you can do anymore. You can place a couple of defensive wards around the lane your squishy ally is farming on. You can roam around - maybe you will find some 1v1 lane that you magically turn into 2v1. Focus on the objectives, dragons, barons, dragon souls, elder drake - doesn't matter - ward anything that can win you the game. Try to avoid fights, especially if your team is behind as a whole. I know I just said how important epic monsters are but if you can't fight for them, just give them to your enemies. Maybe not an elder drake, but you can totally afford to let go of some weaker dragons or maybe even cloud soul as it's the weakest one. Meanwhile, look for lanes to push. They get the dragon - you get 1 turret. Not the best trade in the world, but it's certainly better than fighting a battle you can't win, dying, and losing the objective.
Keep in mind that even if you die numerous times and are extremely behind - as Anivia you will never be entirely useless. You will always have your insane CC in your kit - allowing you to impact the game despite having no damage. Never lose hope!
❄️ Play from afar You are Anivia a ranged control mage. Your fate is to dominate teamfights. But your fate won't be fulfilled unless you play it safe. Keep your distance, dance around the battlefield on the very verge of Glacial Storm max range. Stay even further away from enemies with long-distance dashes like Camille or Katarina. ❄️ Be cautious of flanks Enemy assassins may attempt to flank you from behind. You can't let that happen because you as Anivia will likely be their main focus. The best way to prevent this is by simply warding the entire area before teamfight starts. This will give you enough vision to see their flank coming and run away while you can. ❄️ Utilize your surroundings Anivia is very strong if she gets into a bush. This allows her to cast easier Flash Frosts (enemy players won't see your casting animation), and also you get to channel your Glacial Storm while being untargettable which is great. You can also use nearby walls and terrain and combine it with your Crystallize/ Glacial Storm. In the river you can also get an extra advantage with Waterwalking. Also Flash Frost is easier to hit while not fighting on an open field. In thinner corridors, it's a lot more dangerous ability. The environment is your biggest friend. |
Teamfights are wild, random, and chaotic. Or are they? If you make a basic overlay on how the teamfight can go, you might be able to foretell enemy moves and prepare your own.
❄️ Crystallize
What do you think is the most optimal way to use Crystallize in an upcoming teamfight? Is there a channeling ability you will need to quickly interrupt like Death Lotus or Bone Skewer? Is there a bruiser who you will need to cut away from your ADC? Is there a dash that your wall can interrupt like Justice Punch or Disdain? Do you have a Poppy or Vayne in your team that you could combo your wall with? How do you plan to get the most value out of Crystallize?
Crystallize is one of the most versatile abilities in the game, but it has a high cooldown. Meaning you gotta be very selective about how you plan to use it. This is something you should establish before the teamfight. Think ahead - not last minute!
❄️ Who should you target?
Naturally, your ideal target should be a combination of squishy, powerful, and immobile. However, things are not always black and white and sometimes it is hard to tell. With that said as long as you don't focus tanks, it doesn't really matter. You have strong AOE damage so instead of looking for that "1 ideal target", you might as well hit multiple less ideal targets at the same time. That's just as good! If possible, don't waste your time trying to hit enemies with tons of mobility. Your Flash Frost is slow, predictable, and very easy to dash away from. Flash Frost that hits a meh target is better then Flash Frost that hits no one.
❄️ Glacial Storm? Your strongest teamfighting tool. Glacial Storm teamfight placements are what separates good Anivias from the dead ones. Glacial Storm does tons of damage, but it is also very easy to escape out of. Try to place it in an important area of the teamfight. Especially if your teamfight is taking place in the jungle, you gotta find those sweet corridors and cast it there. Keep in mind that the ability doesn't just cause damage, but also protection. Enemies inside are going to have their movement severely impaired and won't get to you as easily. If you get in trouble, try to use the Glacial Storm > Zhonya's Hourglass combo and stall for time. Make sure you select your Glacial Storm destinations with great care. Canceling this ability will put it on a short cooldown and using it again will take some time before the storm fully forms again. |
❄️ Zoning
Anivia is a queen of zoning. Glacial Storm, Crystallize, and Flash Frost are abilities that can allow you to control the teamfight. Where some champions are allowed to go and where not depends entirely on you. Imagine a scenario when you and your team are doing drake. But suddenly enemies pop from the red side jungle and from the river. Most champions would be doomed - but Anivia isn't. All you need to do is put 1 Crystallize to block the entire river. And then Glacial Storm into Flash Frost onto enemies on the red side jungle. And voila - you just blocked the entire enemy team from engaging on yours. Remember that you decide where are which champions meant to be. You can block paths, create areas of heavy slow, and fire dangerous high CC projectiles your enemies will instinctively want to dodge.
❄️ Protect your backline
You have itsy bitsy walls and stuns for days. In teamfight you can enter an offensive damage mode. But if you feel like the protection of your carries is more important in a given moment, focus on that task instead. If the enemy assassin attempts to assassinate your ADC, stun them, root them, push them away with your Crystallize. As long as you respect their movement abilities, you should be able to negate any flanking-attempt enemy assassin attempts.
❄️ Play it safe
You remember what I told you about playing from afar and keeping things nice and safe right? Well now, in the late game, this is twice as important. At this point of the game, dying means being out of the game for 50-60 seconds. If you somehow mess up, miss-position, get caught - and die, it may just cost you the game. To put it simply this is no time for mistakes. Your gameplay needs to be flawless if you want to win. So avoid unwarded areas, always check bushes with your abilities (especially if you have Arcane Comet), and stay even further away during teamfights.
❄️ Reorganize your inventory
Really deep into late game, certain items you might have bought can become less efficient. As you accumulate gold you might also want to spend it. Elixir of Sorcery is a sure thing but what else? You can perhaps sell Banshee's Veil and instead buy Rabadon's Deathcap. Or maybe you used Zhonya's Hourglass last teamfight and now there is another but your Zhonya is on cooldown. Perhaps you can sell it and buy something else which can actually help you win. Make sure you put all that excess gold to a good use.
ALISTAR
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BARD
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BLITZCRANK
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BRAND
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BRAUM
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GALIO
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JANNA
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KARMA
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LEONA
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LULU
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LUX
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MILIO
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MORGANA
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NAMI
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NAUTILUS
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PYKE
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RAKAN
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RELL
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RENATA GLASC
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SENNA
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SERAPHINE
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SONA
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SORAKA
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SWAIN
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TAHM KENCH
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TARIC
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THRESH
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VEL'KOZ
- - - - AND - - - -
XERATH
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YUUMI
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ZYRA
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APHELIOS
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ASHE
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CAITLYN
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DRAAAVEN
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EZREAL
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JHIN
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JINX
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KAI'SA
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KALISTA
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KOG'MAW
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LUCIAN
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MISS FORTUNE
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NILAH
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SAMIRA
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SMOLDER
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SIVIR
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TRISTANA
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TWITCH
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VARUS
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VAYNE
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XAYAH
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ZERI
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I would like to thank all guide creators who inspired me along the way. Especially:
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Great job, you made it to the end of the guide! You made your way through a never-ending series of coding errors, grammar myztakez, and poorly photoshopped images. If you were to have any idea on how to improve this guide, feel free to write it down into the comment section! Don't worry, I may not be the most active member on this site but I read & respond to ALL my comments. In case you enjoyed this big garbage can made by wooden elo trashbag, leave an upvote and/or +rep. It's the thing that motivates me the most (aside from kind comments of course :D). If on the other hand, you didn't like my guide then you can just as easily downvote this guide. But please if you do so, tell me what exactly should I improve and what were your problems with my guide. Perhaps I will change your mind and fix all the issues ;) Okay, I don't really know what else to say guys :D Have a ravishing day summoner and good luck on the rift <3
If I live to see the seven wonders
I'll make a path to the rainbow's end
I'll never live to match the beauty again
The rainbow's edge...
I'll make a path to the rainbow's end
I'll never live to match the beauty again
The rainbow's edge...
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