Anivia

Anivia Mid Build 16.11

Anivia Mid build in patch 16.11 has a 55.9% win rate over 93 games. This setup focuses on doran's ring is an ap starter built to smooth out early spell usage while still giving meaningful lane presence. it is mainly for mages and ap users who want better early trading, wave interaction, and resource comfort in lane.

Anivia Roles
Patch: 16.11
93 Matches
Win Rate: 55.91% / Pick Rate: 6.56%
Doran's Ring
Health Potion
Health Potion
Rod of Ages
Sorcerer's Shoes
Archangel's Staff
Rod of Ages
Spellslinger's Shoes
Flash
Teleport

Anivia Build Guide & Strategy (Patch 16.11)

About Anivia

Anivia is a control mage who reshapes fights with terrain, punishes movement with stuns and bursts, and slowly suffocates space with her storm until enemies are forced into bad decisions. She is exceptional at defending zones and extending fights on her terms, but her immobility and mana dependence make early missteps especially costly.

Anivia Build Strategy & Items

The item supports spell-driven laning where you pressure with abilities, manage the wave actively, and threaten opponents without running out of gas too quickly. It fits champions whose early game revolves around cast frequency, poke timing, and keeping control of minion states. This item supports lane patterns where you trade, disengage, and then restore enough health to keep contesting the wave. It fits almost any opening that values flexibility, because potions let you absorb mistakes, chip damage, or incidental poke without instantly losing lane control. This item supports more stable lane play into physical harassment by making auto attacks and AD poke less punishing while you continue farming and casting. It fits mages that want to survive difficult matchups, preserve wave control, and reach later AP spikes without bleeding too much health to early pressure. Doran's Ring is an AP starter built to smooth out early spell usage while still giving meaningful lane presence. It is mainly for mages and AP users who want better early trading, wave interaction, and resource comfort in lane. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall. Seeker's Armguard is an AP defensive component meant to protect mages against physical lanes while still keeping their build pointed toward spell damage. It is mainly for champions facing AD-heavy pressure who need armor without fully giving up offensive progression. Archangel's Staff is a scaling AP mana item built for champions that cast constantly and want their resource investment to become real late-game power. It is mainly for mages and battlemages that need a large mana pool to keep their spell patterns intact through long fights. Boots of Swiftness are movement-focused boots built to keep your tempo high and make enemy slows less effective at pinning you down. They are mainly for champions that care about spacing, lane movement, and staying mobile through poke and chase situations.

Anivia Key Strengths

Doran's Ring stands out because it helps both the damage and the usability of your early abilities, which matters more than raw AP alone in many lanes. It also makes farming and lane control smoother for champions that need to cast regularly to keep pressure or secure minions. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Seeker's Armguard is valuable because it solves a specific mage problem: needing early armor without abandoning an AP item path entirely. It is especially strong into lanes where repeated physical chip damage would otherwise force bad recalls or prevent you from contesting the wave. Archangel's Staff is attractive because it solves one of the biggest problems for mana-reliant AP champions: having enough resources to keep casting without sacrificing future damage. It also scales well into later fights, where the large mana base makes sustained spell pressure and defensive breathing room much more reliable. Boots of Swiftness shine when small movement edges decide whether you can dodge, chase, reset lane distance, or arrive to a skirmish before the enemy. They are especially practical against teams that rely on slows to set up follow-up damage rather than on instant hard lockdown. Sorcerer's Shoes are strong because magic penetration often creates a more noticeable real-damage increase than small amounts of AP, especially against low-resistance targets. They are particularly useful when your champion's job is to threaten carries, control lane through spell damage, or make mid-game picks feel lethal. Mejai's Soulstealer is attractive because its upside can far exceed a normal AP purchase when your team is already controlling fights and you are positioned well enough to preserve stacks. It is especially strong on champions that earn participation reliably without needing reckless all-ins, since assists keep the item growing while lowering the risk of overforcing. Swiftmarch is attractive because movement speed affects nearly every phase of play, from collapsing on side skirmishes to slipping out of dangerous terrain before the real engage lands. It is especially strong on picks that already know how to abuse tempo, since a small speed edge often becomes better vision control, cleaner roams, and safer target access. Spellslinger's Shoes are valuable because they turn the boot slot into a meaningful offensive choice for AP champions instead of only a positioning tool. They are especially strong on mages that create advantages through repeated poke, burst follow-up, or zone control, since the upgrade helps translate spell uptime into real threat. Liandry's Torment is valuable because it gives AP champions a better way to stay threatening against healthier targets and long front-to-back fights. It is especially strong on picks that can keep reapplying damage, since the item rewards constant spell presence instead of asking for one perfect combo. Rod of Ages is valuable because it covers several core needs at once, making certain mana users feel much more stable through lane, mid-game skirmishes, and eventual scaling fights. It is especially strong on champions that want to trade some early sharpness for a later state where they are both harder to kill and harder to run dry.

Best Anivia Runes & Spells

Presence of Mind exists to keep resource-dependent champions functioning through repeated trades, skirmishes, and messy extended fights. Its core purpose is not direct damage, but preserving a champion's ability to keep casting when a normal rotation would start running dry. Coup de Grace is a finisher rune that sharpens damage against targets already close to collapse. It is mainly taken to make execution windows cleaner so low-health enemies are less likely to escape after surviving the initial burst or trade. Cut Down is a damage rune aimed at punching upward into healthier opponents rather than cleaning up weakened ones. Its purpose is to improve how well a champion threatens tanks, bruisers, or otherwise high-health targets that would normally soak through standard damage patterns. Relentless Hunter is a tempo rune focused on moving between fights faster rather than hitting harder once a fight starts. Its main purpose is to convert map movement into better roams, quicker setup, and more frequent arrival at skirmishes or objectives. Electrocute is a burst rune made for fast damage spikes from compact hit combinations. Its primary purpose is to reward champions that can reach a target, deliver three quick instances of damage, and turn that window into immediate health loss or kill threat. Cheap Shot adds a small but repeatable burst of true damage when the user damages an impaired target. Its purpose is to convert crowd control, slows, or displacement into a cleaner damage spike during short trades and pick attempts. Grisly Mementos is a utility-focused rune built around collecting value from successful combat and converting it into lingering pressure. Its purpose is to reward players who consistently finish fights or influence takedowns by giving those moments extra strategic payoff beyond the kill itself. Deep Ward is a vision rune aimed at extending map control into enemy territory rather than simply defending your own side. Its main purpose is to reward players who place proactive wards that reveal rotations, jungle paths, and setup windows before a fight starts. Manaflow Band is a resource rune meant to stabilize mana usage so spellcasters can keep trading and pushing without running dry too early. Its main purpose is to support frequent casting and smoother lane control rather than direct combat spikes. Phase Rush is a mobility rune built to swing spacing after a quick burst of interaction. It is mainly used by champions that want to trigger movement immediately after hitting a short combo so they can chase, disengage, or reposition before the opponent can answer cleanly. Celerity is a movement-scaling rune designed to make speed boosts more meaningful and a champion’s overall mobility profile more impactful. Its main purpose is to turn existing movement tools into better spacing, better chase, and smoother repositioning across the map and in fights. Gathering Storm is a scaling rune built for players who are willing to wait for larger stat payoff as the game progresses. Its purpose is to trade away early influence in exchange for stronger damage relevance in longer games. Magical Footwear is an economy rune that delays early boot purchases in exchange for a later movement and gold-efficiency spike. Its purpose is to free up early spending for combat stats or lane tools while still securing stronger baseline mobility once the boots arrive. Approach Velocity is a chase rune built to help players close distance once a target has already been slowed, controlled, or otherwise made catchable. Its purpose is to make successful setup matter more by turning partial access into full contact. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Teleport is a map-wide tempo spell built to convert wave states and timing windows into presence somewhere else on the map. It is mainly used to protect lane economy, answer side pressure, and arrive at fights or objectives without giving up too much structure or farm.

How to Play Anivia (Early, Mid & Late Game)

Anivia Laning Phase (Early Game)

In the early game as Anivia in the Mid lane, prioritize consistent farming and map awareness. Aim to secure your Rod of Ages as quickly as possible to establish a lane advantage and create opening opportunities.

Anivia Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Mid Anivia, your roaming potential and skirmishing power are at their peak.

Anivia Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Anivia, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Anivia Mechanics & Gameplay Tips

Great Anivia players use Crystallize to cut off the path an enemy wants rather than simply placing a wall on top of them, and they sync Flash Frost with Frostbite so the target is chilled exactly when the burst lands. Weak Anivia play wastes wall placement, leaves Glacial Storm running without purpose, or throws stun in straight lines that are easy to sidestep before any real threat develops.