Anivia

The Cryopheonix

How this differs from the live game

  • Frostbite (E) doesn't have Chill passive
  • Glacial Storm (R) slow also affects attack speed

Build

Mid lane
Summoners
FlashIgnite
Start470g
Doran's RingHealth Potion2Yellow Trinket
Core7,900g
Rod of Ages1Tear of the Goddess2Sorcerer's Shoes3Rabadon's Deathcap4
Full build15,455g
Sorcerer's ShoesRod of AgesArchangel's StaffRabadon's DeathcapZhonya's HourglassVoid Staff
Situational
Abyssal ScepterMorellonomiconRylai's Crystal ScepterBanshee's VeilDeathfire Grasp

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60

Magic penetration marks are for Flash Frost, Frostbite, and Glacial Storm, all of which deal magic damage and scale with AP. Armor seals protect the weak early lane, flat MR glyphs cover mage matchups, and AP quints strengthen Q-E trades.

Rune page

Mid lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
0/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
1/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is the standard 21/0/9 Season 3 AP mid page: deep offense for AP, magic penetration, and Executioner, with utility for Flash cooldown, mana sustain, and Runic Affinity. The utility tree has exactly 8 points above row 2 before taking Runic Affinity.

Skill order

ultimate at 6, 11 and 16

Rebirth

Flash FrostQ
CrystallizeW
FrostbiteE
Glacial StormR
  • Flash Frost (Q) takes points at levels 1, 8, 10, 12, 13.
  • Crystallize (W) takes points at levels 3, 14, 15, 17, 18.
  • Frostbite (E) takes points at levels 2, 4, 5, 7, 9.
  • Glacial Storm (R) takes points at levels 6, 11, 16.

Max E first because chilled Frostbite is Anivia's reliable burst spell, then Q for lower cooldown and higher stun-combo damage, leaving W for utility ranks. Start Q for level-1 safety and catch potential, then take E and W to unlock the full combo by level 3.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startDefault into most mid lanes: it gives AP, health, mana return on last-hits, two potions, and a warding trinket within 475 gold.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse into heavy poke or lanes where you expect repeated recalls to be bad; Flask lets Anivia keep enough health and mana to farm toward Tear or Catalyst.

  • Sapphire CrystalHealth Potion2Yellow Trinket

    Sapphire Crystal startGreedy scaling start when you can safely rush Tear of the Goddess and do not need Doran's early combat stats.

Corein buy order

  • 1

    Rod of Ages2,800gRod of Ages was Anivia's defining first major item, giving health, mana, AP, and level-up sustain while it stacked.

  • 2

    Tear of the Goddess700gTear of the Goddess solves Anivia's extreme mana demands from waveclear and repeated spell rotations, then upgrades into Archangel's Staff.

  • 3

    Sorcerer's Shoes1,100gSorcerer's Shoes add the early magic penetration Anivia needs for Q-E burst before enemy MR items are finished.

  • 4

    Rabadon's Deathcap3,300gRabadon's Deathcap turns her strong AP ratios, especially chilled Frostbite and Glacial Storm, into late-game fight control and burst.

Situationalonly when the game asks for it

  • Abyssal Scepter2,560gBuy Abyssal Scepter against double-AP teams or short-range comps where you can safely fight close enough for the MR-reduction aura.

  • Morellonomicon2,200gBuy Morellonomicon when the enemy team relies on healing and you need Grievous Wounds without delaying cooldown reduction and mana sustain too much.

  • Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when you need more health and extra sticking power for Glacial Storm zones, especially against melee-heavy teams.

  • Banshee's Veil2,750gBuy Banshee's Veil when one spell decides fights and you need protection from long-range engage or pick tools.

  • Deathfire Grasp3,100gBuy Deathfire Grasp when snowballing against squishy targets and your team needs single-target burst more than defensive utility.

One build, written by a player. Newest first.

Write a Anivia build
Anivia - Ice Ice Baby [In-Depth]by VynertjeWritten by a player, not generated · its own page

Build

Mid lane
Summoners
FlashIgnite
Start390g
Faerie CharmHealth Potion4Mana Potion2
Core16,760g
Boots of Speed1Tear of the Goddess2Rod of Ages3Sorcerer's Shoes4Rabadon's Deathcap5Seraph's Embrace6Liandry's Torment7Zhonya's Hourglass8
Full build16,060g
Zhonya's HourglassLiandry's TormentSeraph's EmbraceRabadon's DeathcapSorcerer's ShoesRod of Ages
Situational
Mercury's TreadsWill of the AncientsAbyssal ScepterVoid StaffWarmog's Armor

Runes and masteries

Runes

      Rune page

      Mid lane

      Statistics

        Masteries30 points21 / 0 / 9
        Offense21
        1/1
        0/4
        4/4
        0/2
        0/4
        4/4
        0/1
        3/3
        0/1
        1/1
        0/2
        0/2
        3/3
        0/1
        0/1
        0/3
        4/4
        1/1
        Defense0
        0/1
        0/3
        0/4
        0/2
        0/3
        0/3
        0/1
        0/2
        0/2
        0/1
        0/1
        0/1
        0/3
        0/3
        0/1
        0/3
        0/1
        0/1
        0/1
        Utility9
        1/1
        0/3
        3/3
        0/1
        0/1
        2/3
        3/3
        0/2
        0/4
        0/1
        0/3
        0/1
        0/2
        0/4
        0/3
        0/1
        0/1
        0/3
        0/1

        Not the author's. This is a 21/0/9 AP mid page: Sorcery, Blast, Arcane Knowledge, Archmage, and Executioner follow the Sorcerer's Shoes, Rabadon's Deathcap, Liandry's Torment burst/control build, while Meditation and Expanded Mind support the Tear of the Goddess into Seraph's Embrace mana plan. Inferred from the build and text they did publish.

        Skill order

        ultimate at 6, 11 and 16

        Rebirth

        Flash FrostQ
        CrystallizeW
        FrostbiteE
        Glacial StormR
        • Flash Frost (Q) takes points at levels 1, 8, 10, 12, 13.
        • Crystallize (W) takes points at levels 4, 14, 15, 17, 18.
        • Frostbite (E) takes points at levels 2, 3, 5, 7, 9.
        • Glacial Storm (R) takes points at levels 6, 11, 16.

        Why these items

        Openingsall within the 475 starting gold

        • Faerie CharmHealth Potion4Mana Potion2

          StartThe opening as the guide publishes it.

        Corein buy order

        • 1

          Boots of Speed325g

        • 2

          Tear of the Goddess700g

        • 3

          Rod of Ages2,800g

        • 4

          Sorcerer's Shoes1,100g

        • 5

          Rabadon's Deathcap3,300g

        • 6

          Seraph's Embrace2,700g

        • 7

          Liandry's Torment2,900g

        • 8

          Zhonya's Hourglass3,260g

        Situationalonly when the game asks for it

        • Mercury's Treads1,200g

        • Will of the Ancients2,550g

        • Abyssal Scepter2,560g

        • Void Staff2,295g

        • Warmog's Armor3,000g

        Notes

        the author's own words

        Anivia - Ice Ice Baby [In-Depth] — rated 9.5/10 from 188 votes on MOBAFire.

        What the guide does not publish: the guide shows its rune page as an image and never names the runes.

        Build by Vynertje, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/anivia-ice-ice-baby-in-depth-233054).

        Abilities

        per rank
        P

        Rebirth

        Upon dying, Anivia will revert into an egg. If the egg can survive for six seconds, she is gloriously reborn.

        Q

        Flash Frost5 ranks

        Anivia brings her wings together and summons a sphere of ice that flies towards her opponents, chilling and damaging anyone in its path. When the sphere explodes it does moderate damage in a radius, stunning anyone in the area.

        Passthrough Damage
        60 / 90 / 120 / 150 / 180 + 50% AP
        Explosion Damage
        60 / 90 / 120 / 150 / 180 + 50% AP
        Cooldown
        12 / 11 / 10 / 9 / 8s
        Cost
        80 / 100 / 120 / 140 / 160 Mana
        Range
        1075
        W

        Crystallize5 ranks

        Anivia condenses the moisture in the air into an impassable wall of ice to block all movement. The wall only lasts a short duration before it melts.

        Cooldown
        25s
        Cost
        70 / 90 / 110 / 130 / 150 Mana
        Range
        1000
        E

        Frostbite5 ranks

        With a flap of her wings, Anivia blasts a freezing gust of wind at her target, dealing a medium amount of damage. If the target has been slowed by an ice effect, the damage they take is doubled.

        Damage
        55 / 85 / 115 / 145 / 175 + 50% AP
        Empowered Damage
        110 / 170 / 230 / 290 / 350 + 100% AP
        Cooldown
        5s
        Cost
        50 / 60 / 70 / 80 / 90 Mana
        Range
        650
        R

        Glacial Storm3 ranks

        Anivia summons a driving rain of ice and hail to damage her enemies and slow their advance.

        Damage Per Second
        80 / 120 / 160 + 25% AP
        Empowered Damage Per Second
        240 / 360 / 480 + 75% AP
        Cooldown
        6s
        Cost
        75 Mana + {{ manacostpersecond }} Mana per second
        Range
        625

        Matchup against

        62 champions, one-on-one
        • Ahri

          AhriEven

          Anivia controls the ground fight, but Ahri can dodge Flash Frost and punish missed cooldowns with Spirit Rush.

          Watch for Spirit Rush: lets Ahri sidestep Flash Frost and stay in range long enough to land Charm or finish through Rebirth.

          How to beat

          Hold 600 range and make Ahri spend Orb of Deception for wave or poke before you commit. Do not throw Flash Frost first unless Spirit Rush is down or she is boxed by Crystallize; wall her path, force a predictable dash, then Q-E while Glacial Storm cuts off the exit.

          Later Finished Ahri is better at picking side targets, while Anivia is stronger in grouped fights and sieges. In side lane, clear safely and keep wall for her dash path; in teamfights, deny her flank with Storm and punish any Spirit Rush charge used forward.

          • Do not stand on the return path of Orb of Deception after trading E.
          • Wall behind Ahri after her first Spirit Rush to make the next dash angle worse.
          • If Charm misses, you can walk forward aggressively until it returns.
          • Egg is not safety if Ahri still has Spirit Rush charges nearby.
          BuyBanshee's VeilMercury's TreadsQuicksilver Sash
        • Akali

          AkaliUnfavoured

          Akali's repeated targeted dashes and shroud make it hard for Anivia to keep the fight at spell range once Akali has Shadow Dance charges.

          Watch for Shadow Dance: closes through Anivia's spacing and lets Akali reattach after Flash Frost or Crystallize disengage.

          How to beat

          Before level 6, punish every last-hit with auto attacks and Frostbite, and keep the wave away from her shroud. After 6, save Flash Frost for the dash arrival rather than throwing it at max range; if she drops Twilight Shroud, put Glacial Storm over it and wall the exit instead of walking in.

          Later Akali wins isolated side-lane duels if she reaches Anivia with multiple charges, but Anivia is much better in front-to-back teamfights. Stay near allies or towers, use Storm to reveal the shroud zone by threat, and force Akali to dive through layered control.

          • Flash Frost behind yourself when Akali dashes in, not at where she started.
          • Crystallize the edge of Twilight Shroud to cut off the nearest escape path.
          • Do not burn E into shroud if you cannot keep vision for the follow-up.
          • Egg dies quickly if Akali has Shadow Dance charges saved.
          BuyZhonya's HourglassBanshee's VeilMercury's Treads
        • Alistar

          AlistarFavoured

          Alistar cannot threaten Anivia alone unless she lets him get into Headbutt-Pulverize range, and her slows and wall stop his follow-up.

          Watch for Headbutt-Pulverize: displaces Anivia into a short melee CC chain and can push her away from her own Storm zone.

          How to beat

          Stay outside Headbutt range and punish his slow approach with Glacial Storm and Frostbite. If he uses Headbutt to start, drop Crystallize between you and his path afterward; if Unbreakable Will is active, stop spending burst and kite until it expires.

          Later Alistar is not a side-lane duelist, but his teamfight engage can break Anivia's formation if she is careless. Anivia should wall off his follow-up carries rather than waste everything on the ulting Alistar.

          • Do not wall Alistar toward yourself after he commits.
          • Unbreakable Will removes crowd control, so wait before relying on Q stun.
          • Storm behind him forces him to choose between retreating through slow or walking forward alone.
          • His sustain matters only if you let the trade reset repeatedly.
        • Amumu

          AmumuEven

          Anivia beats Amumu at range, but one Bandage Toss can put her into Curse of the Sad Mummy and Despair long enough to lose the duel.

          Watch for Bandage Toss: gives Amumu the engage he otherwise lacks and sets up his full melee damage and ultimate.

          How to beat

          Keep minions between you and Amumu and make him walk through Glacial Storm before he can Q. If Bandage Toss misses, wall his retreat and trade hard with Q-E; if it hits and Curse is available, use Crystallize after the stun to separate before Despair grinds you down.

          Later Amumu is more valuable as a multi-man engage, while Anivia is stronger at controlling choke points before he starts the fight. In side lane, Anivia can clear and disengage; grouped, stay spread enough that Curse does not catch both you and your frontline.

          • A minion wave is your best shield against Bandage Toss.
          • Do not stand close enough for Curse unless Bandage Toss is already down.
          • Walling Amumu after he Qs in often strands him away from his team.
          • Liandry's is especially punishing while he walks through Storm.
          BuyLiandry's TormentMercury's TreadsBanshee's Veil
        • Annie

          AnnieEven

          Annie has the cleaner instant burst if she reaches stun range, but Anivia outranges and out-controls her when Pyromania is tracked.

          Watch for Pyromania Tibbers: instant AoE stun and burst that can kill Anivia before she finishes a spell rotation.

          How to beat

          Count Annie's Pyromania stacks and back up when she can hold stun. Trade only when she spends stun on a minion or misses the Tibbers window; use Crystallize to keep her at the edge of Flash Frost range, where Anivia can Q-E without eating the full combo.

          Later Annie's teamfight engage is faster, but Anivia controls zones longer and defends objectives better. In side lane, respect flash-stun burst; in grouped fights, stay off your carries' stack and punish Annie after Tibbers is down.

          • Do not walk up for Frostbite when Annie is holding four stacks.
          • Tibbers can finish egg if you die with him still active nearby.
          • Wall can force Annie to flash if she wants stun range.
          • A blocked Tibbers engage usually leaves Annie with no duel threat.
          BuyBanshee's VeilMercury's TreadsQuicksilver Sash
        • Ashe

          AsheFavoured

          Ashe can kite with slows, but she is immobile and loses badly if Anivia lands Flash Frost or walls her into Glacial Storm.

          Watch for Enchanted Crystal Arrow: starts the fight from long range and gives Ashe time to stack slow autos before Anivia can answer.

          How to beat

          Do not give Ashe a straight line for Arrow; fight around minions or angles and keep enough distance that Volley does not chip you for free. Once Arrow is down, wall behind her and force her to walk through Storm, then Q-E when Frost Shot cannot save her from the zone.

          Later Ashe scales better as sustained teamfight DPS, but she still hates Anivia's choke control. In side lane Anivia can kill her if Arrow misses; grouped, wall Ashe away from protection or use Storm to force her out of auto range.

          • Crystallize behind Ashe is stronger than walling between you if she has no Flash.
          • Do not chase in a long lane while Frost Shot is active unless Q is ready.
          • Arrow into egg can still let Ashe finish you, so avoid low-health all-ins.
          • Storm makes Volley trades bad for Ashe if she has to stand still to fire.
          BuyZhonya's HourglassNinja TabiGlacial Shroud
        • Blitzcrank

          BlitzcrankFavoured

          Blitzcrank only wins by landing Rocket Grab, while Anivia wins any controlled fight where he has to walk through her spells.

          Watch for Rocket Grab: pulls Anivia out of her zone and sets up Power Fist plus Static Field before she can kite.

          How to beat

          Play behind minions and never spend Crystallize in a way that removes your own cover. After Rocket Grab misses, he has no reliable way to reach you; drop Storm under him, wall his retreat, and save Flash Frost for Overdrive's run-in.

          Later Blitzcrank is a pick support, not a real side-lane threat, but one hook can decide a teamfight. Anivia should clear waves from behind minions and use wall to split Blitz from his team after a failed hook.

          • A bad wall can give Blitzcrank a clean hook lane, so place it after Q is down.
          • Mana Barrier can bait lethal calculations; keep Storm ticking before committing E.
          • Overdrive is not enough if Flash Frost is saved for his approach.
          • Egg usually dies if he hooks you into his team, so positioning matters more than items.
          BuyBanshee's VeilQuicksilver SashMercury's Treads
        • Brand

          BrandEven

          Brand's raw damage is dangerous, but Anivia has better terrain control and can punish his immobility if she dodges the stun setup.

          Watch for Sear after Blaze: stuns Anivia and guarantees Brand's Pillar of Flame and Pyroclasm damage.

          How to beat

          Never stand still after Brand tags you with Conflagration or Pillar of Flame, because Sear becomes the real threat. Fight at max spell range, use Crystallize to trap his immobile path, and commit only after Sear is down or blocked by minions.

          Later Brand is lethal in clustered fights, while Anivia is stronger at separating teams and defending choke points. Side lane is playable for Anivia if she avoids stun; grouped, spread before Pyroclasm and wall Brand away from bounce targets.

          • Minions can block Sear, but Pyroclasm punishes standing near them at low health.
          • Walling Brand sideways after Pillar of Flame makes his next Sear angle predictable.
          • Do not egg near your wave if Pyroclasm is still bouncing.
          • Abyssal Scepter is strong only if fights happen inside its aura range.
          BuyBanshee's VeilMercury's TreadsShushei's Mana Jug
        • Cho'Gath

          Cho'GathEven

          Anivia can kite Cho'Gath indefinitely at range, but Rupture into silence and Feast can end the duel if he reaches her.

          Watch for Feral Scream: silences Anivia long enough to stop Flash Frost, Frostbite, or wall during Cho'Gath's kill window.

          How to beat

          Stay just outside Feral Scream and make Cho'Gath use Rupture from too far away. If Rupture misses, turn on Storm and wall his retreat; if he is walking at you with Feast threat, use Crystallize defensively and do not greed for E range while silenced.

          Later Cho'Gath becomes harder to burst and stronger at anchoring side lanes, while Anivia remains better in sieges and objective fights. Build to burn health, clear waves, and force him to walk through Storm instead of trying to one-cycle him.

          • Feast true damage makes low-health egg form unreliable near Cho'Gath.
          • Do not cast Q while silenced by Feral Scream; wait and use it to stop his follow-up.
          • Wall behind Cho after a missed Rupture can trap his huge model in Storm.
          • Liandry's gets high value because Storm keeps refreshing damage while he tanks.
          BuyLiandry's TormentBanshee's VeilMercury's Treads
        • Corki

          CorkiEven

          Corki has steady poke and Valkyrie to escape, but Anivia can win if she forces Valkyrie first and then traps his landing.

          Watch for Valkyrie: lets Corki dodge Flash Frost or cross Crystallize while leaving damage that punishes direct chase.

          How to beat

          Hold enough range that Corki cannot freely Gatling Gun while trading Phosphorus Bomb and missiles. Bait Valkyrie with Storm or wall pressure before throwing Flash Frost; once Valkyrie is down, wall his retreat and burst him before sustained autos take over.

          Later Corki scales into stronger mobile DPS and side-lane pressure, but Anivia is better at defending towers and controlling grouped fights. Do not duel him in open space after he has items; make him fight through minions, walls, and Storm zones.

          • Do not chase through Valkyrie's fire trail unless Flash Frost is guaranteed.
          • Wall slightly behind Corki to force Valkyrie early instead of after your Q.
          • His 550 range means your auto range can tag him, but prolonged autos favor Corki.
          • Storm clears missile poke wars by forcing him to move before lining up shots.
          BuyZhonya's HourglassNinja TabiGlacial Shroud
        • Dr. Mundo

          Dr. MundoEven

          Anivia can kite Dr. Mundo, but his regeneration and cleaver slows make him hard to finish without anti-heal and sustained burn.

          Watch for Sadism: restores enough health to erase Anivia's burst window and lets Mundo keep walking through Glacial Storm.

          How to beat

          Keep maximum distance and dodge Infected Cleaver first; if cleaver lands, disengage with wall rather than trading while slowed. Commit after Sadism is down or when Morellonomicon can cut the healing, then keep Storm on his path instead of trying to burst through him instantly.

          Later Mundo becomes a stronger side-lane sponge and frontliner, while Anivia remains more decisive around objectives and wave defense. She should buy healing reduction, kite him through zones, and avoid isolated long-lane chases where cleavers keep landing.

          • Morellonomicon matters most when Sadism starts, not after he has already healed.
          • Walling Mundo sideways is often better than walling behind him because he only needs to keep walking forward.
          • Do not egg inside Burning Agony range if he can stand on you.
          • Cleaver slow turns a winning kite into a losing chase if you take one before Q is ready.
          BuyMorellonomiconLiandry's TormentBoots of Swiftness
        • Evelynn

          EvelynnUnfavoured

          Evelynn's stealth approach and fast melee burst punish Anivia before she can set up the clean control pattern she wants.

          Watch for Shadow Walk: hides Evelynn's approach until she is close enough to Ravage and Agony's Embrace before Anivia has spacing.

          How to beat

          Respect fog and keep the wave close enough that Evelynn must reveal into Flash Frost range. When she appears, cast Q through her path instead of away from her, drop Storm under yourself, and wall after Agony's Embrace slow so she cannot keep sticking.

          Later Evelynn is better at side picks and flanks, while Anivia is better when the fight starts in vision. Group around wards and chokepoints; if Evelynn cannot enter unseen, Anivia's Storm and wall make her engage much worse.

          • Twin Shadows can expose Evelynn before she chooses the angle.
          • Do not use Flash Frost for poke when Evelynn is missing.
          • Wall behind yourself after Ravage can buy enough space for Q to detonate.
          • Egg is fragile against Evelynn if she starts the fight with cooldowns saved.
          BuyTwin ShadowsBanshee's VeilMercury's Treads
        • Ezreal

          EzrealEven

          Ezreal can dodge Anivia's stun and poke safely, but Arcane Shift has a long enough window for Anivia to punish if it is forced early.

          Watch for Arcane Shift: dodges Flash Frost or Crystallize and turns the missed spell into a free poke trade.

          How to beat

          Fight behind minions to reduce Mystic Shot pressure and avoid throwing Q while Arcane Shift is ready unless you have wall pressure. Use Crystallize to force Shift, then place Storm on his landing path and Q-E before his cooldowns cycle back with Mystic Shot hits.

          Later Ezreal is safer in side lanes and poke setups, while Anivia is stronger at holding towers and blocking objective entrances. Do not chase him through open space; make him spend Shift to leave a zone, then turn the fight around that cooldown.

          • A wall behind Ezreal often forces Arcane Shift before he wants to use it.
          • Standing behind minions denies Mystic Shot cooldown resets during the duel.
          • Trueshot Barrage can finish egg from range, so do not assume Rebirth saves a close trade.
          • Storm under a shifted Ezreal makes him choose between damage ticks and losing DPS.
          BuyZhonya's HourglassGlacial Shroud
        • Fiddlesticks

          FiddlesticksEven

          Fiddlesticks can win with fear into Drain or Crowstorm, but Anivia can interrupt and zone him if she keeps cooldowns for his channel windows.

          Watch for Terrify: stops Anivia from interrupting Drain or escaping Crowstorm's first seconds.

          How to beat

          Stay outside Terrify range until you are ready to trade, and save Flash Frost to interrupt Drain or stop Crowstorm's arrival. If he fears first and cannot channel afterward, wall his retreat and punish his short range with Storm plus E.

          Later Fiddlesticks is more dangerous from fog with Crowstorm, while Anivia is stronger in visible front-to-back fights. Ward flanks, keep Q for his channel or landing, and wall him away from priority targets once he commits.

          • Do not waste Q on poke if Drain is available and you are in range.
          • Dark Wind silence can stop your answer, so avoid fighting near isolated bounce targets.
          • Crystallize can keep Crowstorm damage off your backline after he lands.
          • Twin Shadows is valuable for checking Crowstorm angles before objectives.
          BuyTwin ShadowsBanshee's VeilMercury's Treads
        • Gangplank

          GangplankFavoured

          Gangplank can cleanse one control effect, but he is still a melee champion Anivia can kite and punish after Remove Scurvy is spent.

          Watch for Remove Scurvy: clears Flash Frost stun or Storm slow and denies the first trap attempt.

          How to beat

          Do not stack all your control into his W; chill him with Storm or threaten wall first and make him cleanse before the real Flash Frost. Keep him at spell range, wall his escape after Remove Scurvy, and avoid extended low-health trades where Parrrley and Cannon Barrage can finish egg.

          Later Gangplank has stronger global pressure and physical scaling, while Anivia is better in grouped choke fights. Side lane is manageable if she respects Cannon Barrage slows; in teamfights, force his cleanse early and control the space around his carries.

          • Bait Remove Scurvy with Storm slow before committing Q.
          • Cannon Barrage can make egg impossible to defend if you die inside it.
          • Do not let Parrrley poke reset for free while you hold all spells.
          • After W is down, wall plus Q is very hard for Gangplank to cross.
          BuyZhonya's HourglassGlacial Shroud
        • Garen

          GarenFavoured

          Garen cannot touch Anivia without Decisive Strike, and her wall, slow, and stun punish his linear melee approach.

          Watch for Decisive Strike: removes slows and gives Garen the speed to reach silence range before Anivia can cast again.

          How to beat

          Keep him at the edge of 600 range and do not rely on Glacial Storm slow while Decisive Strike is active. Let him spend Q movement, then wall his path and hit Flash Frost as he commits; once silence is down, he has no answer to Storm and Frostbite kiting.

          Later Garen can side-lane against many champions, but Anivia's waveclear and terrain control make it hard for him to force a clean duel. In teamfights, ignore him during Courage unless he reaches your carries, then wall him out and punish after his cooldowns fade.

          • Do not cast Q too early into Decisive Strike movement; wait for his path to narrow.
          • Silence can stop your wall, so place it before he reaches melee range.
          • Perseverance only matters if you stop tagging him with Storm or autos.
          • Egg dies to Demacian Justice setups if you let him reach you at low health.
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        • Gragas

          GragasEven

          Gragas can break Anivia's spacing with Body Slam and Explosive Cask, but Anivia wins extended ground control if he spends those cooldowns poorly.

          Watch for Explosive Cask knocks Anivia out of Glacial Storm or into Body Slam range, ruining her control setup.

          How to beat

          Hold just outside Body Slam range and make him spend Barrel Roll for farm or poke before you walk up. Do not root yourself in a full Glacial Storm unless Explosive Cask is down or you have wall angle to cut off his escape. Commit after Body Slam misses, because Flash Frost into Frostbite is much easier when he cannot dash through the missile.

          Later Finished Gragas is better at starting messy teamfights with Explosive Cask, while Anivia is stronger at defending zones and punishing clumped entries. In side lane, neither cleanly kills the other unless a major cooldown is wasted; Anivia should waveclear, keep distance, and force him to engage through wall and storm.

          • Place Crystallize behind Gragas after Body Slam, not before it, so he cannot simply dash through the choke.
          • If he channels Drunken Rage in vision, step up for Flash Frost timing before he can Body Slam forward.
          • Do not stand between Gragas and your tower when Explosive Cask is available.
          • A slow from Barrel Roll makes Flash Frost harder to reposition around, so respect the follow-up Body Slam.
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        • Heimerdinger

          HeimerdingerEven

          Anivia can clear turrets and out-control space, but Heimerdinger punishes predictable storm placement with grenade stun and constant turret chip.

          Watch for CH-1 Concussion Grenade stuns Anivia in turret range and gives Heimerdinger time to layer rockets and turret shots.

          How to beat

          Fight at the edge of turret range and use Glacial Storm to clear the nest before trying to hit Heimerdinger himself. Bait grenade by stepping toward a turret then sidestepping; if it misses, Flash Frost and wall can trap him away from his setup. Avoid long trades while multiple H-28G Evolution Turrets are alive.

          Later Anivia is the more reliable teamfight champion because her wall and storm affect the whole fight, while Heimerdinger is strongest when enemies walk into prepared turrets. In side lane, she can answer his push, but she should not chase him through turret fields without vision.

          • Do not throw Flash Frost through turrets unless you are sure it reaches Heimerdinger; they can soak your pressure by forcing awkward angles.
          • Glacial Storm can erase turret nests, but standing still in it invites grenade.
          • Crystallize is best used to separate Heimerdinger from his turrets, not to trap him inside them.
          • When he has no grenade, his turrets are much less scary to clear.
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        • Janna

          JannaFavoured

          Janna lacks the damage to kill Anivia alone, and Anivia's wall and storm eventually force her out if Monsoon is not saving an ally.

          Watch for Monsoon knocks Anivia out of position and resets any trap or Glacial Storm commit.

          How to beat

          Do not overchase through Howling Gale; walk her down slowly with Glacial Storm zones and wall her after she uses Zephyr speed to reposition. Save Flash Frost until she commits to a predictable shield or tornado channel animation. Once Monsoon is down, she cannot contest a real duel.

          Later Janna is far more valuable protecting carries in teamfights than dueling in side lanes. Anivia should not waste key cooldowns trying to solo-kill her through disengage; instead, wall off the carry Janna wants to save and make Monsoon defensive.

          • Wall behind Janna after she starts moving away, because her base escape is movement speed rather than a dash.
          • Do not detonate Flash Frost early into Eye Of The Storm unless the stun secures Frostbite.
          • If Monsoon is available, expect your first catch to be reset.
          • In real games, punish the ally she is shielding more than Janna herself.
        • Jarvan IV

          Jarvan IVEven

          Jarvan can force melee range with Cataclysm, but Anivia can punish failed flag-drag engages with wall, stun, and sustained storm damage.

          Watch for Cataclysm traps Anivia in melee range and can force her egg before she gets space to kite.

          How to beat

          Stay far enough back that Demacian Standard into Dragon Strike cannot start for free, and keep Flash Frost for the moment he commits. If he uses Cataclysm, wall or Flash Frost the exit path after the arena drops rather than panicking all spells at once. Commit only when his knock-up combo is down, because Jarvan without it has to walk through Glacial Storm.

          Later Jarvan threatens better hard engage in teamfights, but Anivia punishes his team if they follow through narrow terrain. In side lane, he can all-in if he reaches her, so she should clear from range and keep wall for Cataclysm follow-up rather than using it for poke.

          • A missed flag-drag is your clearest Flash Frost window.
          • Do not stand near your minions if Jarvan can use them to mask Dragon Strike's line.
          • Crystallize can block his retreat after he exits Cataclysm.
          • Egg is vulnerable inside Cataclysm if his damage dealers are nearby, so avoid taking the duel near his team.
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        • Jax

          JaxFavoured

          Jax is dangerous if he sticks, but Anivia's range, stun, wall, and slows deny the repeated attacks he needs to win.

          Watch for Leap Strike closes the gap and lets Jax start Empower and Grandmaster's Might stacking before Anivia has created distance.

          How to beat

          Keep him at 600 range and do not waste Flash Frost until Leap Strike is used or he is forced through a narrow path. Wall between you and Jax after he leaps, then drop Glacial Storm where he must walk to keep attacking. Counter Strike reduces area damage but does not stop your spacing plan, so kite until it ends before using the full Frostbite punish.

          Later Jax becomes a much stronger side-lane duelist once finished, but he still hates approaching Anivia through controlled terrain. In teamfights, Anivia contributes more reliable zone control; keep him off your carries with wall and stun rather than trying to burst him through defensive cooldowns.

          • Do not auto into Counter Strike when you can spend the time moving away.
          • Save Crystallize for after Leap Strike, not before it.
          • If Jax jumps to a minion to dodge Flash Frost, punish the landing path with Glacial Storm.
          • His threat rises sharply when the lane is long and open.
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        • Karthus

          KarthusEven

          Anivia has better hard control and burst windows, but Karthus can match her sustained magic damage and still trade after death with Death Defied.

          Watch for Death Defied lets Karthus keep casting after he dies, so a close all-in can still kill Anivia or her egg.

          How to beat

          Use your superior range and wall to make him walk through Glacial Storm instead of taking a stationary Defile fight. Bait Wall of Pain before committing, because the resistance shred and slow make Lay Waste chains much easier for him. If you kill him, immediately leave his corpse zone unless you are sure Rebirth or health advantage covers the return damage.

          Later Both scale into major teamfight mages, but Anivia controls terrain better while Karthus punishes low-health enemies globally with Requiem. In side lane, Anivia can shove safely, but she should avoid low-health recalls or egg states while Requiem is available.

          • Never stand still inside Defile just to finish a Frostbite cooldown.
          • Wall of Pain is passable, but walking through it makes the duel much worse.
          • After killing Karthus, move first and cast second.
          • Track Requiem when your egg is down; he can convert distant fights into lethal pressure.
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        • Kassadin

          KassadinUnfavoured

          Kassadin's magic damage reduction, silence, and repeated Riftwalks attack exactly the windows Anivia needs to cast and kite.

          Watch for Null Sphere silences Anivia during her combo window, stopping Flash Frost, Frostbite, or Glacial Storm recasts long enough for Kassadin to reposition.

          How to beat

          Punish him before level 6 with autos and Frostbite trades when Null Sphere is down, because post-6 he chooses most engagements. Hold Flash Frost for after Riftwalk rather than throwing it at his starting position. If he stacks Riftwalk aggressively, wall his retreat and force him to spend mana escaping instead of continuing the duel.

          Later Finished Kassadin wins most isolated side-lane fights because he can enter, silence, and leave before Anivia controls the area. Anivia's answer is teamfight terrain: group, keep storm on objectives, and make Kassadin Riftwalk through zones where allies can punish him.

          • Do not cast Flash Frost first at max range after level 6; he can Riftwalk past it.
          • Null Sphere can interrupt the exact spell you needed to survive, so trade after it is used.
          • Crystallize behind Kassadin can punish greedy Riftwalk stacks when his mana is low.
          • Void Stone makes pure burst less reliable than layered control.
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        • Katarina

          KatarinaFavoured

          Anivia has multiple ways to stop Death Lotus and enough control to punish Katarina whenever Shunpo is down.

          Watch for Death Lotus deals lethal sustained burst if Anivia has already spent Flash Frost or wall and cannot interrupt or leave it.

          How to beat

          Keep Flash Frost for Death Lotus or the Shunpo landing spot, not for casual poke. Stand away from low-health minions so Shunpo cannot use them to dodge your line, then wall behind her once she commits. After Shunpo is used, Glacial Storm plus Frostbite forces her to either retreat immediately or die without resets.

          Later Katarina is more explosive in chaotic teamfights if she gets Voracity resets, but Anivia is one of the better champions at denying her first channel. In side lane, Katarina should not win a fair duel unless Anivia wastes stun before the all-in.

          • Flash Frost can stop Death Lotus; do not spend it just because Bouncing Blade hits you.
          • Wall the Shunpo exit path, not the starting position.
          • Keep distance from your own low-health minions to reduce her jump angles.
          • If she uses Shunpo defensively, she cannot force the fight for a while.
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        • Kayle

          KayleUnfavoured

          Kayle's ranged Righteous Fury uptime, movement speed, heal, and Intervention let her ignore Anivia's first burst and keep attacking through the zone.

          Watch for Intervention blanks Anivia's Flash Frost into Frostbite burst and lets Kayle continue hitting during the most important damage window.

          How to beat

          Fight outside Righteous Fury uptime when possible and back away during Intervention instead of feeding autos into immunity. Use wall to break her chase path after Reckoning, because the slow plus Divine Blessing speed can otherwise keep her in range. Commit only after Intervention is forced or unavailable; before that, use Glacial Storm to zone rather than all-in.

          Later Kayle becomes the stronger side-lane threat because she can shred through health bars while denying the key burst spell. Anivia is still excellent in teamfights if she controls Kayle's path and forces Intervention on defense before the real engage.

          • Do not double Frostbite into Intervention; wait out the invulnerability.
          • Crystallize is your best answer to Reckoning into Righteous Fury chase.
          • Kayle can hit from beyond normal melee during Righteous Fury, so respect the extended trade range.
          • If she uses Divine Blessing to approach, she lacks it to escape your wall.
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        • Kennen

          KennenEven

          Kennen can dodge and all-in with Lightning Rush and Slicing Maelstrom, but Anivia outranges his commit if she holds stun for his entry.

          Watch for Slicing Maelstrom stacks Mark of the Storm quickly and can stun Anivia inside Kennen's burst zone.

          How to beat

          Stay outside Lightning Rush engage range and avoid taking free Marks from Thundering Shuriken before the duel starts. Save Flash Frost for Lightning Rush or the moment he starts Slicing Maelstrom, then wall his exit so he cannot simply sprint through your storm. Do not stand in minions when he has W passive ready, because it creates easier mark chains.

          Later Kennen has the stronger flash-style teamfight engage, while Anivia has the stronger sustained zone once the fight is anchored. In side lane, the matchup stays playable if Anivia keeps distance, but a marked Anivia without stun can be killed quickly.

          • Count Marks of the Storm; fighting at two marks is asking to be stunned.
          • Flash Frost is best used as anti-engage, not poke, when his ultimate is ready.
          • Wall after Lightning Rush starts so he cannot path cleanly around it.
          • Do not let Electrical Surge convert a stray mark into a full all-in.
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        • Kog'Maw

          Kog'MawEven

          Anivia wins if she catches Kog'Maw with hard control, but Bio-Arcane Barrage and Living Artillery let him outrange and shred her in open space.

          Watch for Bio-Arcane Barrage gives Kog'Maw the range and percent-health damage to hit Anivia while staying outside easy Frostbite retaliation.

          How to beat

          Do not duel him in a straight open lane while Bio-Arcane Barrage is active; back up and let the cooldown run. Use wall to force a sidestep, then aim Flash Frost where he must move rather than where he is standing. After he is stunned, burst and leave before Icathian Surprise can punish the finish.

          Later Finished Kog'Maw is the stronger sustained damage threat in front-to-back fights, but Anivia can still decide fights by walling him away from protection. In side lane, he can kill her if he keeps range; she should use fog, chokes, and waveclear instead of walking directly at him.

          • Track Bio-Arcane Barrage; that cooldown decides whether you can stand near him.
          • Do not chase his corpse after Icathian Surprise starts.
          • Wall beside Kog'Maw to remove his kite path before throwing Flash Frost.
          • Living Artillery reveals you, so low-health fog jukes are less reliable.
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        • Lee Sin

          Lee SinEven

          Lee Sin can kill Anivia if Sonic Wave connects, but he has to enter predictable lines where Flash Frost, wall, and storm can punish him.

          Watch for Sonic Wave / Resonating Strike gives Lee Sin a targeted follow-up that carries him onto Anivia and starts his burst.

          How to beat

          Stand behind minions or wall angles so Sonic Wave cannot start the fight cleanly. If Q lands, save Flash Frost for his Resonating Strike arrival or immediately after Dragon's Rage, when his movement is committed. Once his Q is down, he must walk through Glacial Storm, which is Anivia's fight.

          Later Lee Sin falls off as a pure duelist against controlled zones but remains dangerous at creating picks with Dragon's Rage. Anivia should group around terrain, keep wards on flank paths, and wall him away from follow-up after he dives.

          • Minions are your best shield against Sonic Wave.
          • Do not wall too early; Lee can Safeguard to allies or wards around bad terrain.
          • Flash Frost the landing point of Resonating Strike, not the starting point.
          • Dragon's Rage can kick you out of your storm, so recast positioning matters after the displacement.
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        • Leona

          LeonaFavoured

          Leona has strong lockdown but not enough solo damage to beat Anivia unless she lands everything with outside follow-up.

          Watch for Zenith Blade lets Leona attach to Anivia and chain Shield of Daybreak into Solar Flare crowd control.

          How to beat

          Keep minions and lateral movement between you and Zenith Blade, because her duel only starts if E connects. When she commits, wall behind her and drop Glacial Storm under the retreat path; she is too slow to exit cleanly without help. Save Flash Frost until after her dash completes so the stun cannot miss due to the travel.

          Later Leona is much more relevant as a teamfight engager than as a side-lane opponent. Anivia should respect her initiation range, but if Leona dives without teammates, wall can isolate her and turn the engage into a trapped tank.

          • Sidestep Zenith Blade first; punishing after it misses is easy.
          • Do not use Flash Frost before her dash finishes.
          • Crystallize behind Leona often matters more than walling in front of her.
          • Her Sunlight needs allies to cash out, so the true danger rises near her team.
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        • Lulu

          LuluEven

          Lulu can deny Anivia's burst with shields, Polymorph, and Wild Growth, but she struggles to kill Anivia without repeatedly winning poke trades.

          Watch for Whimsy interrupts Anivia's spell timing by polymorphing or speeding Lulu out of the Flash Frost and Glacial Storm setup.

          How to beat

          Trade from max range and do not force all-in until Help, Pix! or Whimsy has been used. Wall after Lulu spends her speed tool, then place Glacial Storm where Glitterlance-slowed paths are limited. If Wild Growth is available, expect the first kill attempt to fail and use it as a cooldown trade rather than overcommitting.

          Later Lulu is better as a carry enabler than a duelist, while Anivia is better at controlling the fight space itself. In side lane, Anivia can push her out slowly, but in teamfights she should bait Lulu's defensive spells before trying to burst the protected target.

          • Whimsy can ruin your combo even if Flash Frost already looks good.
          • Do not throw Frostbite into Help, Pix! shield unless the chill burst still wins the trade.
          • Wild Growth's knock-up punishes standing too close after walling her.
          • Pix changes Glitterlance angles, so watch the faerie's position, not only Lulu's.
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        • Lux

          LuxEven

          Lux outranges Anivia's poke and can burst from bind, but Anivia wins the ground fight if Light Binding misses.

          Watch for Light Binding roots Anivia long enough for Lucent Singularity and Finales Funkeln to land before she can reposition.

          How to beat

          Stay behind minions and move diagonally so Light Binding has to choose between wave and champion. If Lux misses Q, walk forward immediately with wall and Glacial Storm because her remaining spells are easier to zone around. Do not chase in a straight line through Lucent Singularity slow; it sets up her second spell rotation.

          Later Lux remains better at long-range picks and siege poke, while Anivia is better once teams fight through a choke or objective zone. In side lane, the duel is skill-based: whoever lands the first binding or stun gets control, but Anivia should prefer waveclear and terrain over open-range poking.

          • Light Binding can hit through one target, so standing behind a single minion is not always enough.
          • Wall can force Lux sideways after she misses Q, making Flash Frost easier.
          • Do not stand in Lucent Singularity waiting for it to pop.
          • Finales Funkeln can finish egg if you die in a visible, fixed spot.
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        • Malphite

          MalphiteFavoured

          Malphite can start with Unstoppable Force, but he lacks the sustained damage to beat Anivia if she survives the first engage and kites through storm.

          Watch for Unstoppable Force knocks Anivia up from long range and can force Rebirth before she has placed control.

          How to beat

          Keep enough health that Unstoppable Force into Seismic Shard cannot instantly decide the duel. After he ults, wall his retreat or his path forward depending on whether he committed fully, then keep Glacial Storm under him while he has no dash left. Do not waste spells into Granite Shield before the real trade if you can poke it off first.

          Later Malphite is more threatening as a teamfight initiator than as a solo killer, especially if allies can hit Anivia's egg. In side lane, Anivia clears safely and wins long fights; in teamfights she should spread from teammates and be ready to wall off Malphite's follow-up after he ults.

          • Pop Granite Shield with a light trade before spending the full Flash Frost into Frostbite combo.
          • If Unstoppable Force is down, Malphite has to walk through your entire kit.
          • Seismic Shard speed steal makes greedy chasing awkward, so let storm do the work.
          • Do not egg near his team after a Malphite engage; the duel answer changes when allies arrive.
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        • Malzahar

          MalzaharUnfavoured

          Malzahar can force Anivia to stand in Null Zone during Nether Grasp, so the duel swings on whether Anivia interrupts or avoids the suppress setup before it starts.

          Watch for Nether Grasp: suppresses Anivia long enough for Null Zone and Malefic Visions to finish the trade while she cannot reposition or cast.

          How to beat

          Hold just outside his 550 cast range and use Flash Frost to punish Malefic Visions attempts, not to poke randomly through minions. If he walks forward with Voidling pressure and full combo available, back up until Q is ready or your wall can break his path. Commit only after Nether Grasp is down or when you can stun him before he reaches suppress range.

          Later Finished Malzahar is still dangerous in side lane because one suppress can kill or force Egg, but Anivia controls waves better and is stronger around chokes. In teamfights, stay behind your frontline and save wall or stun to interrupt his access rather than dueling him alone.

          • Do not stand on Null Zone to finish a Frostbite trade.
          • Voidlings make straight-line Flash Frost harder; angle Q away from the minion wave.
          • Crystallize can stop him from walking into Nether Grasp range, but it does not save you after the channel starts.
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        • Master Yi

          Master YiUnfavoured

          Highlander removes Anivia's slow-based control and Alpha Strike lets Master Yi dodge Flash Frost, so she must hit the stun or she dies in melee.

          Watch for Highlander: makes Yi immune to slows and gives him the speed to ignore Glacial Storm spacing.

          How to beat

          Keep maximum range and do not throw Flash Frost until Alpha Strike has been used or Yi is locked into running straight at you. Wall behind him after Alpha Strike lands to deny an easy retreat, then stun point-blank and burst with Frostbite. If Highlander is active and your Q is down, kite toward tower or terrain instead of trying to win the DPS race.

          Later Yi wins isolated side-lane all-ins if he reaches Anivia with Highlander, but Anivia is far better in grouped choke fights. Save Q for his post-Alpha location and use wall to split him from resets rather than spending spells on the first target you see.

          • Do not rely on Glacial Storm slow during Highlander.
          • Cast Flash Frost after Alpha Strike reappears, not before he vanishes.
          • Walling Yi away from minions can deny Alpha Strike reset paths.
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        • Miss Fortune

          Miss FortuneEven

          Anivia outranges and controls Miss Fortune, but Double Up and Bullet Time punish any missed stun or bad wall angle.

          Watch for Bullet Time: channels a cone that can shred Anivia or Egg if she is trapped in its line.

          How to beat

          Stand off the minion line so Double Up cannot bounce into you for free. Hold Flash Frost for when Miss Fortune commits to Make It Rain or Bullet Time, because any stun cancels her channel. Wall across her retreat after Strut is broken, then Glacial Storm plus Frostbite wins the short trade.

          Later Anivia usually controls side waves better, while Miss Fortune is more explosive in front-to-back teamfights if Bullet Time is protected. Your job late is to wall her firing angle and interrupt the channel rather than chase kills into her team.

          • Never duel from directly behind a low-health minion.
          • Flash Frost can cancel Bullet Time if you keep it available.
          • Breaking Strut with a light spell makes the wall follow-up much easier.
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        • Morgana

          MorganaEven

          Black Shield blocks Anivia's stun and chill setup, but Morgana has trouble killing Anivia unless Dark Binding lands first.

          Watch for Black Shield: denies Flash Frost stun and prevents the clean Frostbite double-damage window.

          How to beat

          Bait Black Shield with Glacial Storm or wall pressure before committing Flash Frost. Keep enough lateral distance that Dark Binding cannot start the trade, then punish while Shield is down. If she uses Soul Shackles, wall the shortest path and walk out before the second hit.

          Later Neither champion wants a pure side-lane duel late, but Anivia clears faster while Morgana protects engages and picks. In teamfights, force Black Shield on someone else before throwing Q at Morgana or her carry.

          • Do not spend Flash Frost into a fresh Black Shield unless you are breaking it first.
          • Crystallize helps exit Soul Shackles without flashing.
          • Glacial Storm can force Black Shield without risking your stun cooldown.
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        • Nasus

          NasusFavoured

          Anivia can kite and wall Nasus before he reaches sustained melee range, provided she respects Wither into Fury of the Sands.

          Watch for Wither: removes the spacing Anivia needs and lets Nasus walk through her storm toward Siphoning Strike range.

          How to beat

          Keep the wave away from him and harass when he walks up for Siphoning Strike. If he Withers, wall between you immediately and use Flash Frost only once he has committed to a predictable path. Do not fight inside Fury of the Sands; disengage, let the ultimate tick down, then re-zone him.

          Later Nasus becomes much scarier in a side lane once his Q is stacked, but Anivia can still stall waves and deny tower pressure with wall and storm. In teamfights, peel him off carries and avoid being the Wither target before your stun is used.

          • Wall is strongest after Wither starts, not before he chooses his route.
          • Do not let Fury of the Sands turn the duel into a close-range drain fight.
          • Punish every Siphoning Strike windup with auto, storm, or Frostbite pressure.
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        • Nidalee

          NidaleeEven

          Anivia wins controlled close-range trades, but Nidalee's long-range spear poke and cougar mobility can decide the fight before Anivia ever lands a stun.

          Watch for Javelin Toss: chunks Anivia from outside her answer range and can force Egg before the real duel starts.

          How to beat

          Stay behind minions and avoid brush angles where Nidalee gets free spear lines. Use wall to cut off cougar retreats or pounce paths, then stun when she commits forward rather than chasing through traps. If you dodge spear and she enters cougar form aggressively, Glacial Storm under yourself makes her melee trade costly.

          Later Nidalee is better at side-lane poke and disengage, while Anivia is stronger in grouped sieges and objective chokes. Late, clear waves and force her to walk into controlled terrain instead of chasing through fog.

          • Do not chase through Bushwhack; the resist shred makes her burst much cleaner.
          • Wall can trap cougar Nidalee after Pounce if placed behind her landing spot.
          • A missed spear is your best window to move forward.
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        • Nunu & Willump

          Nunu & WillumpFavoured

          Nunu is durable and annoying, but he lacks the reach to kill Anivia through wall, stun, and Glacial Storm unless she lets Absolute Zero channel.

          Watch for Absolute Zero: punishes Anivia if she stays close after spending Flash Frost or wall.

          How to beat

          Keep medium range and accept small Ice Blast trades while saving Flash Frost for Absolute Zero or his forward walk. Wall him off after Blood Boil movement starts so he cannot keep contact. Once his ultimate is interrupted, he has little threat beyond slowing you while you burn him down over time.

          Later Nunu rarely wins a finished side-lane duel unless Anivia is already low, but his teamfight value comes from buffing carries and threatening a hidden Absolute Zero. Ward flanks, keep Q for the channel, and use storm to control the zone he wants to occupy.

          • Never use Flash Frost casually when Absolute Zero is available.
          • Crystallize can keep him out of Consume sustain targets in lane skirmishes.
          • His Ice Blast slow is annoying, but your wall decides whether he can follow it.
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        • Olaf

          OlafUnfavoured

          Ragnarok lets Olaf ignore Anivia's stun, slow, and wall control long enough to run her down with axes and true damage.

          Watch for Ragnarok: makes Olaf immune to Anivia's crowd control during the window where she normally survives melee champions.

          How to beat

          Before level six, punish missed Undertow with Flash Frost and Frostbite while keeping enough distance that he cannot chain axes. After Ragnarok, do not try to stop him with CC; retreat early, use wall to alter terrain before he activates it, and force him to spend time reaching you. Re-engage only after Ragnarok ends and his axe is not in pickup range.

          Later Olaf wins isolated side-lane all-ins if he starts close, while Anivia is more valuable in teamfights once his ultimate expires. Kite back as a team and save damage for the moment Ragnarok drops instead of wasting your full combo into his immune window.

          • A wall placed before Ragnarok can still make his path longer.
          • Do not stand near his thrown axe; pickup chains keep the chase alive.
          • Flash Frost should punish missed Undertow, not be thrown into active Ragnarok.
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        • Pantheon

          PantheonUnfavoured

          Pantheon's point-and-click stun and early physical burst punish Anivia before she can create a clean control zone.

          Watch for Aegis of Zeonia: closes the gap and stuns Anivia, setting up Heartseeker Strike before she can kite.

          How to beat

          Stay beyond his leap range and use autos or Glacial Storm ticks to remove Aegis Protection before committing Frostbite. If he jumps, cast Flash Frost through his landing point and wall his exit so he cannot finish the combo for free. You win extended trades after his stun and spear are down, but short trades favor him.

          Later Pantheon falls off harder in side-lane scaling, but he can still kill Anivia from fog if she lacks armor or cooldowns. In teamfights, track Grand Skyfall flanks and keep wall ready to separate him after he lands.

          • Do not waste Frostbite into Aegis Protection if it can block the setup damage.
          • Flash Frost is easiest to land immediately after his leap finishes.
          • Armor changes this duel more than extra damage does.
          BuyZhonya's HourglassSeeker's ArmguardNinja Tabi
        • Rammus

          RammusFavoured

          Rammus struggles to reach or kill Anivia alone, and she can interrupt his approach and punish his low damage outside taunt range.

          Watch for Powerball: gives Rammus the only reliable way to enter taunt range and start Tremors damage.

          How to beat

          Stand far enough back that Powerball must travel through open space, then stop or redirect him with Flash Frost and Crystallize. Do not auto into Defensive Ball Curl for no reason; use spells and wait it out. If he taunts you, drop Glacial Storm under yourself and stun as soon as control returns.

          Later Rammus is not a side-lane kill threat unless he catches Anivia far from terrain, but he is dangerous as a teamfight engager. Wall his Powerball path and keep your carries out of Puncturing Taunt range.

          • Crystallize can completely ruin Powerball angles in jungle corridors.
          • Do not give Defensive Ball Curl value with repeated autos.
          • If taunted, storm your own feet before he can drag the fight farther.
          BuyMercury's TreadsBanshee's Veil
        • Ryze

          RyzeUnfavoured

          Ryze's targeted root and rapid spell rotation beat Anivia if he reaches cast range, especially once Desperate Power gives speed and sustain.

          Watch for Rune Prison: roots Anivia in Ryze's spell range and prevents her from spacing out his cooldown cycle.

          How to beat

          Play at max range and make him walk through Glacial Storm before he can Rune Prison. Use wall to break his forward path, then Flash Frost as he steps around it. If Desperate Power is active, disengage unless you have already landed stun and can burst before his spell vamp matters.

          Later Ryze is stronger in a straight finished duel and side-lane chase, but Anivia brings better wave control and terrain denial in grouped fights. Keep him at arm's length, force him to enter through storm, and avoid being the first root target.

          • Do not fight him inside Spell Flux bounce range near minions.
          • Wall buys more time against Ryze than trying to outrun Desperate Power.
          • A missed Flash Frost usually means you must give ground immediately.
          BuyBanshee's VeilMercury's TreadsShushei's Mana Jug
        • Shaco

          ShacoEven

          Shaco can choose the engage with Deceive and boxes, but Anivia wins if she survives the opener and reveals the real path with storm control.

          Watch for Deceive: lets Shaco bypass Anivia's normal range advantage and appear behind her for Backstab damage.

          How to beat

          Avoid fighting near brush or pre-set Jack In The Box nests, and keep Glacial Storm ready to cover yourself when he vanishes. When Shaco appears, wall his escape route rather than where he started, then stun the committed target. If Hallucinate is up, do not dump Frostbite into the clone unless the real Shaco has already shown with positioning or damage.

          Later Shaco is better at picks and split pressure, while Anivia is much stronger when teams group around waves and objectives. Keep defensive vision, clear boxes with spells, and force him to enter visible choke points.

          • Drop storm on yourself when Deceive starts if you cannot track his angle.
          • Jack In The Box fear can ruin your stun timing; do not path through likely trap spots.
          • Wall behind Shaco after he commits is better than walling in front of him.
          BuyZhonya's HourglassSightstoneRuby Sightstone
        • Shen

          ShenFavoured

          Shen is hard to kill quickly, but Anivia controls his approach and outdamages him as long as Shadow Dash does not start the trade.

          Watch for Shadow Dash: taunts Anivia into Shen's melee range and interrupts her spacing plan.

          How to beat

          Hold a diagonal angle so Shadow Dash is harder to line up, and keep wall ready for the path after he dashes. If he misses taunt, punish with Glacial Storm, Flash Frost, and Frostbite while he has no way to stick. Interrupt or punish Stand United only if the duel turns into a map play; in pure 1v1 it mostly means he leaves.

          Later Shen is not likely to kill Anivia in side lane, but he can ignore the duel and impact the map with Stand United. Push waves safely, ping his ultimate windows, and bring wall control to teamfights where his taunt path is predictable.

          • Sidestep Shadow Dash first; the fight is easy after it misses.
          • Crystallize can force Shen to choose between chasing you and channeling Stand United.
          • Do not waste burst into Feint if you can wait a moment.
          BuyMercury's Treads
        • Singed

          SingedEven

          Anivia can zone Singed forever in open space, but one Mega Adhesive into Fling can put her inside Poison Trail and force a losing chase pattern.

          Watch for Fling: flips Anivia behind Singed, breaking her spacing and putting her into Poison Trail.

          How to beat

          Never chase directly behind him; hold side angles and make him cross Glacial Storm to reach you. Save wall for after he commits with Mega Adhesive or Insanity Potion, cutting off the route to Fling range. If he misses Fling or cannot reach it, keep storm under his path and punish with chilled Frostbite.

          Later Singed is harder to kill late and can pressure side lanes by proxying waves, but Anivia can clear and stall him reliably. In teamfights, wall his run-in path and do not follow him away from the objective through poison.

          • Do not stand in Mega Adhesive while waiting to cast Flash Frost.
          • Wall after he chooses a route, not while he is still baiting movement.
          • If he uses Insanity Potion only to run at you, disengage until the buff loses value.
          BuyBoots of SwiftnessRylai's Crystal ScepterSpirit Visage
        • Sion

          SionEven

          AP-style Sion threatens Anivia with a targeted stun and shield burst, while Anivia wins if she keeps him out and breaks Death's Caress before detonation.

          Watch for Cryptic Gaze: point-and-click stun that guarantees Sion can walk up and detonate Death's Caress.

          How to beat

          Stay outside his stun range and chip Death's Caress before he can deliver it. If he walks forward with shield active, wall his path and force the shield to expire or be detonated out of range. Once Cryptic Gaze is down, he has to choose between retreating through storm or taking the full Flash Frost into Frostbite trade.

          Later AD/lifesteal Sion can become a real side-lane stat check if he reaches melee, but he is clumsy into Anivia's waveclear and terrain. In teamfights, deny his direct walk-up and save crowd control for when Cannibalism makes him commit to basic attacks.

          • Do not let Death's Caress reach you for free just because the stun is targeted.
          • Crystallize can make shield detonation miss by forcing a longer path.
          • After Cryptic Gaze is used, Sion has no subtle way to stay on you.
          BuyBanshee's VeilMercury's TreadsZhonya's Hourglass
        • Sivir

          SivirEven

          Sivir's Spell Shield can erase Anivia's key spell, but her short range makes her vulnerable once the shield is baited.

          Watch for Spell Shield: blocks Flash Frost or Frostbite and turns Anivia's normal burst window into a lost trade.

          How to beat

          Bait Spell Shield with Glacial Storm edge damage or a visible wall threat before throwing Flash Frost. Stand away from the minion wave so Boomerang Blade and Ricochet do not add free damage. When Spell Shield is down, wall her retreat, land chill, and burst before On The Hunt lets her reset the spacing.

          Later Sivir scales better into sustained team DPS and can speed her team past bad terrain, but Anivia controls waves and objective entrances better. Late fights are about forcing Spell Shield early and walling the team path after On The Hunt is committed.

          • Do not open with Flash Frost into an unused Spell Shield.
          • Her 425 range lets you zone her if Boomerang Blade is down.
          • Wall behind Sivir after Spell Shield is gone; otherwise she can shield the setup and run.
          BuyZhonya's HourglassSeeker's Armguard
        • Skarner

          SkarnerFavoured

          Anivia wins if she keeps Skarner outside Impale range because wall, slow, and stun make his straight-line engage unreliable.

          Watch for Impale suppresses you if Skarner reaches melee range and lets him drag you through his team or out of your storm.

          How to beat

          Hold 600 range and make him spend Crystalline Exoskeleton before you commit; once the shield is broken, his approach is much weaker. Use Crystallize across his path, not behind him, then place Glacial Storm where he has to walk and save Flash Frost for when he is forced through the choke.

          Later Skarner is still better at starting fights with Flash or flank Impale, but he cannot side lane into Anivia's waveclear without committing hard. In teamfights, play behind your frontline and wall his path after he starts moving in so he cannot choose a clean suppression target.

          • Breaking Crystalline Exoskeleton removes both his shield and his speed burst.
          • Do not wall after Impale connects; wall before he reaches cast range.
          • Glacial Storm makes Skarner choose between retreating slowly or walking deeper with no gap closer.
          BuyZhonya's HourglassRylai's Crystal Scepter
        • Sona

          SonaFavoured

          Sona cannot match Anivia's burst or zone control in a true duel unless she lands Crescendo from a clean angle.

          Watch for Crescendo stuns you long enough for Sona to unload Power Chord and escape your return combo.

          How to beat

          Stay just outside her 550 poke range and punish every Hymn of Valor step-up with Flash Frost threat. If Crescendo is down, wall behind her, drop Glacial Storm, and force her to spend Song of Celerity defensively instead of kiting freely.

          Later Sona matters far more in grouped fights than in side lanes, where Anivia controls the wave and wins the duel. In teamfights, do not clump where Crescendo can hit you and your carries; use wall to split her from the teammates she is trying to aura and heal.

          • Your 600 attack range lets you test her without eating every Hymn of Valor trade.
          • If she uses Power Chord after W, her damage is lower; that is your best trade window.
          • Walling behind Sona often forces Crescendo defensively instead of offensively.
          BuyBanshee's VeilMercury's Treads
        • Soraka

          SorakaFavoured

          Soraka can stall with heals and silence, but she lacks the damage and mobility to beat Anivia in an isolated fight.

          Watch for Infuse silences you during your burst window and can stop Flash Frost or Frostbite from finishing the trade.

          How to beat

          Do not start the all-in while Infuse is available if you need an immediate Q-E chain. Poke with Glacial Storm and autos first, then commit after silence is used or when she is trapped by Crystallize with no room to walk out.

          Later Soraka is not a side-lane threat to Anivia, but Wish can undo kills elsewhere and her aura makes magic poke weaker around teammates. In teamfights, pressure her position with wall so she has to choose between staying close enough to support allies and staying outside your burst range.

          • Infuse can deny your chilled Frostbite timing, so wait it out when possible.
          • Wish extends the duel but does not solve her lack of escape.
          • Her Starcall range asks her to walk into your storm if she wants real damage.
          BuyMorellonomicon
        • Taric

          TaricFavoured

          Taric is dangerous only if he reaches Dazzle range, and Anivia has too many tools to keep a melee support out.

          Watch for Dazzle stuns you and gives Taric the only reliable way to close into Radiance and Gemcraft trades.

          How to beat

          Play at max spell range and punish his direct walk-up; he cannot threaten you without committing his stun. If Dazzle is used or blocked by spacing, wall his retreat and keep Glacial Storm under him while saving Flash Frost for when he continues forward.

          Later Taric brings armor aura and point-click stun to teamfights, but he still cannot side lane into Anivia's waveclear. In grouped fights, respect Flash-Dazzle angles and use Crystallize to separate him from the carry he wants to protect.

          • His Shatter armor does little against your magic burst.
          • Dazzle deals more damage up close, so never let him start the trade in melee.
          • Walling Taric away from allies reduces the value of Imbue and Shatter aura.
          BuyMercury's Treads
        • Teemo

          TeemoEven

          Anivia wins controlled lanes and visible fights, but Teemo can turn the duel with mushroom control and repeated Toxic Shot trades if she face-checks.

          Watch for Noxious Trap controls the ground around the fight, slowing you and adding poison damage before Teemo commits.

          How to beat

          Keep the fight in lanes you have already swept or watched him path through, and use your 600 range to chip without walking into brush lines. Once Move Quick is broken by damage, wall his escape route and use Glacial Storm to make his short range a liability.

          Later Teemo's side-lane trap network makes chasing him risky, while Anivia is stronger in grouped sieges and defensive fights. Clear waves safely, avoid blind rotations through trap zones, and force fights around prepared vision instead of following him into set ground.

          • Any champion damage turns off Move Quick's passive speed, making your wall much easier to land.
          • Blinding Dart is annoying but does not stop your spell combo.
          • Do not chase a low Teemo through unwarded choke points; make him come back to the wave.
          BuyTwin ShadowsBanshee's VeilMercury's Treads
        • Tristana

          TristanaUnfavoured

          Tristana can jump past Anivia's zone, burst her away with Buster Shot, and later outrange her enough to make clean spell hits difficult.

          Watch for Rocket Jump lets Tristana dodge Flash Frost or jump onto you, then reset the fight's spacing before your storm can punish her.

          How to beat

          Hold Flash Frost until after Rocket Jump whenever possible; throwing it first gives her the easiest dodge and engage. If she jumps aggressively and Buster Shot is not enough to disengage, wall her landing path and drop Glacial Storm under her before using Frostbite.

          Later Finished Tristana wins most side-lane duels if she has room to kite, and she becomes a major teamfight threat from outside Anivia's comfortable range. Your job shifts to waveclear, flank denial, and punishing Rocket Jump resets rather than trying to start on her frontally.

          • Wall behind her after Rocket Jump lands, not where she started.
          • Buster Shot can push you out of Glacial Storm follow-up range.
          • Her passive range scaling makes early equal-level fights less bad than late ones.
          BuyZhonya's HourglassNinja TabiWarden's Mail
        • Tryndamere

          TryndamereEven

          Anivia can kite and stall Tryndamere extremely well, but one missed wall or stun lets him force Undying Rage and run her down.

          Watch for Undying Rage denies your kill window and lets Tryndamere keep attacking through the burst that would normally end a melee duel.

          How to beat

          Do not spend every disengage tool before Undying Rage; you need wall, stun, or Flash to survive the five seconds after he refuses to die. Bait Spinning Slash, wall his follow path, then place Glacial Storm so he must either back out early or commit through the slow.

          Later Tryndamere is the stronger side-lane threat because towers and minions give him room to spin, heal, and force your cooldowns. In teamfights, Anivia is more useful if she walls his flank and stalls his ultimate instead of trying to burst him first.

          • Wall is strongest after Spinning Slash, when his next gap close is not ready.
          • Do not put him into egg while Undying Rage is still active unless allies can cover it.
          • Glacial Storm can outlast his first engage if you kite backward instead of standing to finish.
          BuyZhonya's HourglassNinja TabiWarden's Mail
        • Twisted Fate

          Twisted FateFavoured

          Twisted Fate can poke and roam, but in a straight duel Anivia's burst and terrain control punish his short range and predictable Gold Card setup.

          Watch for Pick A Card Gold Card stuns you, guaranteeing Wild Cards and giving him space to disengage or finish a low-health egg.

          How to beat

          Respect the locked Gold Card and back up until he either throws it or loses the engage window. When Pick A Card is down, wall behind him, start Glacial Storm, and use Flash Frost as he sidesteps rather than while he is freely holding stun.

          Later Twisted Fate's real strength is Destiny and side pressure, not beating Anivia head-on. Keep waves shoved, ping his disappearance, and save wall for the fight he joins so his teleport flank does not become a clean numbers advantage.

          • A visible Gold Card is a timer; do not trade into it just because he is in range.
          • Crystallize can interrupt his escape path after Gate places him behind your team.
          • Your waveclear makes it hard for him to leave lane without losing structure pressure.
          BuyBanshee's VeilMercury's Treads
        • Twitch

          TwitchUnfavoured

          Twitch threatens Anivia from stealth with sustained physical damage, and she often has to survive the opener before she can aim her control spells.

          Watch for Ambush lets Twitch choose the start of the duel and appear inside a range where Flash Frost is harder to land.

          How to beat

          Avoid standing away from minions or vision when Twitch is missing; the duel becomes much worse if he opens with free Deadly Venom stacks. Once he reveals, cast Glacial Storm on yourself or his firing line, wall his chase path, and save Flash Frost for after Venom Cask slow or his first sidestep.

          Later Twitch is more lethal in side-lane ambushes and can shred teamfights with Spray and Pray if he is not revealed early. Anivia should control choke points, carry detection, and use wall to break his firing line rather than chasing him after he stealths.

          • If Ambush is down, Twitch is much easier to trap with wall and storm.
          • Spray and Pray pierces through teams, so do not line up behind your frontline.
          • A defensive wall that blocks his chase is often better than an aggressive wall behind him.
          BuyZhonya's HourglassNinja TabiWarden's MailTwin Shadows
        • Vayne

          VayneUnfavoured

          Vayne's mobility, Condemn, and late-game true damage make it difficult for Anivia to keep her inside Glacial Storm long enough to finish the duel.

          Watch for Condemn knocks you out of your ideal range or stuns you into terrain, breaking your combo and giving Vayne free Silver Bolts damage.

          How to beat

          Fight away from walls so Condemn cannot stun, and do not throw Flash Frost until after Tumble unless she is already boxed in by Crystallize. Your best commit is when Final Hour or Condemn is down; wall her escape angle, not directly on top of her, so Tumble has less room to dodge.

          Later Vayne wins the side-lane duel with finished items if she has space, while Anivia is stronger at controlling grouped fights and sieges. Keep waves near safe terrain, deny flank angles, and force Vayne to enter chokepoints where wall and storm matter more than her dueling footwork.

          • Never duel Vayne with your back near a wall if Condemn is ready.
          • Final Hour stealth makes predictive Flash Frost unreliable; wait for her reveal if you can.
          • Crystallize can deny her chase even when you cannot kill her.
          BuyZhonya's HourglassNinja TabiWarden's Mail
        • Veigar

          VeigarEven

          The duel is volatile because Anivia controls space better, but Veigar can delete her if Event Horizon catches her before she unloads.

          Watch for Event Horizon stuns you on the cage edge and sets up Dark Matter into Primordial Burst, taking away your ability to kite or cast first.

          How to beat

          Stay near the center of Event Horizon if it lands around you and do not panic-walk into the wall. Bait the cage at max range, then punish its cooldown with Crystallize into Glacial Storm and a chilled Frostbite before Primordial Burst can swing the trade.

          Later Veigar's finished burst becomes more dangerous because Primordial Burst scales hard into AP targets, but Anivia offers stronger persistent zone control in teamfights. Avoid isolated fog-of-war duels, carry magic resist or stasis, and force him to use Event Horizon defensively before you commit.

          • Do not hug the Event Horizon edge while trying to dodge Dark Matter.
          • Your wall can trap Veigar after he spends cage, since he has no dash.
          • Rebirth does not save you if Veigar's team can stand over the egg after a cage pick.
          BuyBanshee's VeilZhonya's HourglassMercury's Treads
        • Warwick

          WarwickEven

          Anivia can kite Warwick before six, but Infinite Duress gives him a point-click way to force contact and sustain through short trades.

          Watch for Infinite Duress suppresses you from range and lets Warwick start the fight without walking through Flash Frost or Crystallize first.

          How to beat

          Before his ultimate, keep him at spell range and punish every Hungering Strike attempt with storm and Frostbite. After six, play around his ultimate range: keep health high, hold wall for after the suppression ends, and do not waste Flash Frost while he is unstoppable in the channel.

          Later Warwick can force side-lane picks if Anivia is alone and low, but he struggles to break waves without committing. In teamfights, stand far enough back that Infinite Duress hits a frontline target or can be interrupted by allies, then wall his exit path after he dives.

          • Blood Scent makes low-health recalls and rotations dangerous.
          • Hungering Strike can undo poke, so commit only when you can chain control after it.
          • A post-ultimate wall often traps Warwick deeper than he intended to go.
          BuyZhonya's HourglassBanshee's VeilMercury's Treads
        • Wukong

          WukongEven

          Wukong can dodge and burst with Decoy into Cyclone, but Anivia wins if she tracks the real body and denies his second step forward.

          Watch for Decoy breaks your targeting and can make Flash Frost or Frostbite hit the clone while Wukong repositions for Cyclone.

          How to beat

          Do not instantly cast Frostbite when he uses Decoy; watch for the real Wukong's movement and save targeted damage until he reappears. If Nimbus Strike is used to enter, wall behind him, place Glacial Storm under his retreat route, and hold Flash Frost for the end of Cyclone or his predictable chase line.

          Later Wukong is more threatening in teamfights than side-lane duels because Cyclone can knock up multiple carries from a flank. Anivia should control jungle entrances with wall and storm, forcing him to show before he can Decoy into the backline.

          • Nimbus Strike commits his main gap close, making the next wall much stronger.
          • Do not chase the clone; use Glacial Storm to cover both likely exit paths.
          • Cyclone can interrupt your spacing plan, so keep Flash Frost for after the knockup if needed.
          BuyZhonya's HourglassNinja TabiSeeker's Armguard
        • Zilean

          ZileanEven

          Zilean can kite and reset with Chronoshift, but Anivia's wall and sustained storm can punish him once his speed control is spent.

          Watch for Chronoshift denies your kill and can make you overextend into the revived Zilean after your cooldowns are gone.

          How to beat

          Avoid chasing through repeated Time Bomb trades unless Time Warp has been used defensively. Force Chronoshift with a controlled combo, then back up, keep Glacial Storm covering the revive spot, and save Flash Frost or wall for when he comes back up.

          Later Zilean is more valuable in teamfights because Chronoshift can save a carry, while Anivia is better at holding terrain and waves. In grouped fights, pressure the revive target's location with storm and wall rather than swapping targets blindly after the ultimate is cast.

          • Time Warp can either speed him out or slow you into a bomb trade; track which version he used.
          • Do not spend wall too early if Chronoshift is available.
          • A revived Zilean is vulnerable if Glacial Storm is already controlling the ground under him.
          BuyBanshee's VeilMercury's Treads
        18
        Attack damage
        105.6
        Ability power
        721.39
        Armor
        145.5
        Magic resist
        42.6
        Attack speed
        0.803
        Cooldown reduction
        4%
        Critical strike chance
        0%
        Move speed
        370
        Yellow Trinket
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        2,060
        Health regen
        14.55 / 5s
        Mana
        1,983
        Resource regen
        30.8 / 5s

        Offense

        Attack range
        600
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        24
        Magic pen, percent
        43%

        Ability damage

        at this build's ranks
        • Q

          Flash Frostrank 5/5

          Passthrough Damage
          552
          Explosion Damage
          552
        • E

          Frostbiterank 5/5

          Damage
          546
          Empowered Damage
          1,093
        • R

          Glacial Stormrank 3/3

          Damage Per Second
          347
          Empowered Damage Per Second
          1,041

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second86.5
        Attacks per second
        0.803
        Average hit
        107.7
        Normal hit
        107.7
        Critical hit
        215.4
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +2%
        Time to kill
        11.6s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        105.6
        Ability power
        0
        Armor
        86.5
        Magic resist
        30
        Attack speed
        0.803
        Cooldown reduction
        0%
        Critical strike chance
        0%
        Move speed
        325
        18

        Resources

        Health
        1,610
        Health regen
        14.55 / 5s
        Mana
        1,211
        Resource regen
        17.8 / 5s

        Offense

        Attack range
        600
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        0
        Magic pen, percent
        0%

        Ability damage

        at max rank
        • Q

          Flash Frostrank 5/5

          Passthrough Damage
          180
          Explosion Damage
          180
        • E

          Frostbiterank 5/5

          Damage
          175
          Empowered Damage
          350
        • R

          Glacial Stormrank 3/3

          Damage Per Second
          160
          Empowered Damage Per Second
          480

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second84.8
        Attacks per second
        0.803
        Average hit
        105.6
        Normal hit
        105.6
        Critical hit
        211.2
        Armor after penetration
        0
        Magic resist after penetration
        0
        Time to kill
        11.8s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        105.6
        Ability power
        592.41
        Armor
        136.5
        Magic resist
        30
        Attack speed
        0.803
        Cooldown reduction
        4%
        Critical strike chance
        0%
        Move speed
        370
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        2,360
        Health regen
        14.55 / 5s
        Mana
        2,841
        Resource regen
        30.8 / 5s

        Offense

        Attack range
        600
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        15
        Magic pen, percent
        8%

        Ability damage

        at this build's ranks
        • Q

          Flash Frostrank 5/5

          Passthrough Damage
          486
          Explosion Damage
          486
        • E

          Frostbiterank 5/5

          Damage
          481
          Empowered Damage
          961
        • R

          Glacial Stormrank 3/3

          Damage Per Second
          314
          Empowered Damage Per Second
          943

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second86.5
        Attacks per second
        0.803
        Average hit
        107.7
        Normal hit
        107.7
        Critical hit
        215.4
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +2%
        Time to kill
        11.6s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.