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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.
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AAAAAAAAAAAAAAAAAAA
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.
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❄️ 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! |
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❄️ 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.
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❄️ 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.
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❄️ 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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BLUE SIDE
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RED SIDE
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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.
 LEVEL 1 WAVE PULL VISUAL
Notice that I accidentally missed 1 ranged minion there. This gave my enemies extra time to catch their experience which isn't good. This shows that this technique isn't all that easy and you have to time things well if you want to master this strategy.
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❄️ 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. |
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❄️ 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.
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❄️ 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.
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❄️ 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. |
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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.
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❄️ 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.
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❄️ 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.
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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.
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❄️ 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. |
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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.
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❄️ 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.
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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.
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❄️ 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. |
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They also tend to have pretty low attack range, meaning that you should use your auto attacks a lot. Things get a lot more tricky if they have an enchanter to protect them. In that case you will have to either pierce through their line of defense by coordinating your trades with your ADC. Or you can on the other hand just not trade at all and instead look at other strategies like all in-ing, roaming or baiting.
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❄️ 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.
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❄️ 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.
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❄️ 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.
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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!
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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. |
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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.
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❄️ 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.
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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
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BLUE SIDE WARDING
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RED SIDE WARDING
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Instead of stupidly defending the camp and risking your life you can just ward it. This will give your
jungler the information about where the enemy
jungler is. Yours can then react to the situation accordingly.
❄️ 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.
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❄️ 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. |
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 LANE WARDING VISUAL
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STEALTH WARDS
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CONTROL WARDS
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Notice that there are a lot more Stealth Ward spots compared to Control Ward spots. That is because Control Wards are way more expensive, important and effective than regular trinkets. So you can't just place them in whatever bush you like. You have to make sure that the ward is safe first.
Also notice that most if not all Stealth Ward spots are red-blue marked, meaning that these spots aren't directly affected by the side you're playing on. This doesn't mean that all these places are always viable no matter the side - of course there are preferences to be made based on the current lane state, enemy jungler, situation, etc - but overall the side you're playing on isn't quite as important here as other factors.
On the other hand most Control Wards are color differentiated here. That's because as I said, they are way more important and fragile - and depending on which side you're on, some places will be more exposed than others. You should always focus on Control Warding the bush closer to your side to make it easier to protect and harder to access - on the other hand, warding opposing river bush might in most situations lead to your ward's short lifespan.
Last thing to notice is that our dragon Control Ward is in the pit, while the dragon Stealth Ward is in the river. The answer is simple - Stealth Wards are invisible so you can place them in the middle of the river for extra vision without many issues. Control Wards aren't invisible and must be properly hidden deep in the dragon pit to survive.
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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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RED BUFF
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BLUE BUFF
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In either of the cases, you can ward the river bush. This gives vision both to bot lane and the midlane and it's a great place for Control Ward.
❄️ Blue buff
Deep warding is all about getting vision over the most frequently used corridors of the enemy jungle. That will 80% of the time be between blue buff and Gromp. This gives you a vision of 2 monster camps and 6 different ways enemy jungler can go. However, you can also ward the bush behind the midlane rock. Way less efficient bush and if I were to be honest, noticeably worse than the first one. With that said in some games, it does the trick. It can provide some really useful vision to your midlaner, especially if they are playing aggressively and shoving the lane.
❄️ Red buff
In the case of red buff you can ward raptor bush if you want to help your offensive midlaner gain some vision. But the best ward on the map is definitely the red buff one. It gives you information over red buff and 2 different paths enemy jungler can take to gank you.
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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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BARON
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DRAGON
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After you place the Control Ward in the middle of the pit, don't attack any Stealth Wards it reveals!! You might get really tempted to do it, gain some gold, vision score, and get rid of those wards. But keep in mind that Control Ward already disabled them. Those Stealth Wards aren't providing anything to the enemy team. There is a literal dragon/baron you have to take down right now. Focus on that!
 TAKING DOWN EXPLOSIVE FLOWERS
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BARON FLOWER
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DRAGON FLOWER
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Taking down the Baron explosive flower is always easy, however, taking down the Dragon explosive flower is very very hard. If I were you I'd definitely try it out in the Practice tool first.
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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.
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❄️ 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.
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 ORACLE LENS HEATMAP
WARDING HEATMAP
🟦 - Never warded
🟩 - Almost never warded
🟨 - Sometimes warded
🟧 - Warded often
🟥 - Warded every game
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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
This way you can know where and how far they placed their
Control Ward. Even if it were to be out of your reach, you can still at least send your teammates a signal that the area is warded.
❄️ 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.
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❄️ 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.
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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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TOO INNEFICIENT
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GRAY SPOTS
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These two wards are both terribly placed. The first one is way too close to your lane, meaning it spots the enemy jungler too late and you won't have enough time to react to gank. And the second ward leaves a gray trail of fog of war on the side. Smart junglers can just walk through it.
This ward on the other hand is perfect. It doesn't have any gray spots and is relatively far away from your lane. You can even see that the vision circle appears to be larger than the other two!
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THIS ONE SPARKS JOY
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THIS ONE DOESN'T SPARK JOY
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As you can see, rules of vision efficiency apply to all bushes.
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HIGH VISION
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HIGH SAFETY
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❄️ Situational ward placements
Now that I told you that there are good and bad ward placements I will twist your head once again. There are also "situational" ward placements! Take a look at the first ward. It covers the entire river and the dragon! Meaning that its efficiency is crazy high, but it's also super exposed. However what about the other image? There the ward is very hidden at the very edge of the dragon. This means the ward is protected from Control Wards your opponents may place (if they place them too far from the pit - happens quite often). But its area of effect is very small. So which one is better? Which one should you use? The answer is both and neither :D As you can see both ward placements have their advantages and disadvantages. Which one you use depends totally on the situation.
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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.
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 ROAMING FROM LANE
The lane is shoved, enemy minions begin to hoard together under enemy turret, they begin to slow push. Andy by the time you come back, only 2 minions were lost, and those still got to be collected by your ADC!
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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.
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❄️ 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. |
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 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.
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❄️ 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!
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❄️ 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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ROAMING FROM LANE
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ROAMING FROM BASE
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⬜️ WHITE PATHS - Standard ones, can be dangerous if enemy jungler is nearby.
🟦 BLUE PATHS - Safe ones, provide increased protection from enemy jungler.
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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.
❄️ What to do when you get there
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.
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❄️ 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. |
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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.
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❄️ 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. |
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❄️ 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.
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❄️ 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.
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❄️ 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.
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❄️ 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. |
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❄️ 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.
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❄️ 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.
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❄️ 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!
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❄️ 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.
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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.
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❄️ 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. |
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❄️ 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.
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