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[Champion] Anivia

Forum Index > LoL Strategy 1 2 3 4 5 All
 
 Amui   Canada. January 02 2012 09:09. Posts 3173
Profile Blog # 
[image loading]



Anivia the Cryophoenix is an extremely strong mage with heavy burst and teamfight positional control. With blue buff she is possibly one of the strongest AP’s throughout the game, farming quickly and easily, dealing significant damage and most importantly, bringing the ability to control terrain to force favourable fights.


[image loading] Rebirth - Upon dying, Anivia will revert into an egg and will get an armor and magic resistance modifier of -40 / -25 / -10 / +5 / +20. If the egg can survive for six seconds, she is reborn with the same percentage of health that her egg had left. This can only happen once every four minutes.

This passive is extremely good. It gives you a free GA, and utilizing it correctly is important. Unlike GA you are still vulnerable during the rebirth phase so during laning phase you need to ensure that if you are going to be egged, you do so under the safety of the tower. It can be good for baiting purposes to duel people to the death, but remember it's a long cooldown, and doesn't restore mana.

[image loading] Flash Frost - Anivia brings her wings together and summons a single piercing shard of ice that flies on a line, chilling, slowing movement by 20% and damaging anyone in its path. When the shard explodes or is detonated by Anivia it deals magic damage in a radius, stunning anyone in the area for 1 second. The magic damage done by both the shard and the detonation is the same.

Cost: 80/100/120/140/160 Mana
Cooldown: 12/11/10/9/8 seconds
Magic Damage: 60/90/120/150/180 (+0.5 per ability power)
Range: 1100 (detonation radius 150)

Pre-6 it's your only way of applying chilled. It's a two part skill, use it sparingly early to either stop creeps from piling up(last hitting under turret is an absolute chore with anivia) or when you think your opponent has mispositioned. Blindly shooting it out is very unlikely to work because of how slow the projectile is. It happens to be your only way out of a gank early without blowing flash, and it has a long cooldown so be careful with it.


[image loading]Crystallize - Anivia condenses the moisture in the air into an impenetrable wall of ice to block the movement of her enemies. The wall only lasts a short duration before it melts.
Anivia summons an impenetrable wall of ice 400/500/600/700/800 units wide, blocking all movement. The wall lasts for 5 seconds before it melts.

Cost: 70/90/110/130/150 Mana
Range: 1000

See wall section for details on proper usage.


[image loading]Frostbite - Anivia blasts her target with a freezing wind, dealing magic damage. If the target has been chilled by Anivia's other abilities, they will take double damage.

Cost: 50/60/70/80/90 Mana
Cooldown: 5 seconds(all levels)
Magic Damage: 55/85/115/145/175 (+0.5 per ability power)
Range: 650

Anivia's nuke. Early on if you assume your opponent isn't going to get hit by Q, you might as well use this to last hit, especially if you're getting pushed. It does roughly equivalent damage to an auto attack at level 1 to unfrozen targets, and goes up from there. It is one of the strongest nukes in the game against chilled targets though, make sure to use it on CD in teamfights on targets, preferably chilled.


[image loading]Glacial Storm - Anivia summons a driving rain of ice and hail to damage her enemies, slowing their movement and attack speed by 20% for 1 second, and chilling them.
Cost: 75+50/70/90 Mana Per Second
Cooldown: 6 seconds upon toggle off
Range: 625 (radius 300)

This is why Anivia is one of the heaviest blue buff users in the game. It gives you unparalleled pushing ability, something to run through when somebody is on your back, and denies a huge area to your enemies. Once you get this skill you can
E->R during projectile time for healthy amounts of almost instantaneous damage. It's your farming, sieging, defending, zoning and soft-CCing tool.


Skill order QEE(Q/W)ER, R>E>Q>W
Honestly it's up to you when you want to put a point into W. A point in W at level 4 let's you bully extremely hard at level 6, and it could secure a kill or save your life, but it also makes waveclearing much slower without a second point in Q. If you aren't confident in your wall usage, skip it until later, because making plays with a small wall takes a LOT of practice.

Items


Open either
[image loading] + [image loading] x3 OR [image loading] + [image loading]x2+[image loading]

First opening is slightly safer against ganks(you go from slowest champion in game to roughly equal to most junglers)
Second opening gives you much more laning power because you get 120+36mana/min to use, along with an extra pot worth of HP.

First back
[image loading] OR [image loading] + [image loading]

Midgame goals
[image loading]+[image loading]+[image loading] OR [image loading]

Lategame Offensive items
[image loading], [image loading], [image loading], [image loading], [image loading]

Lategame Defensive items
[image loading], [image loading], [image loading], [image loading], [image loading]

Tear builds are the strongest offensively lategame, and with the seraph upgrade, very strong defensively as well. Fast Athene's gives you a stronger mid-game due to CDR capping early, as well as enough mana regen to constantly stay in lane and push. I generally prefer to get frozen heart or banshee's with tear builds, and the other defensive items with chalice builds. You want to build to 30%+ CDR with blue buff to maximize damage and utility. For boots choices prioritize surviving lane>Sorcs(eg. build tabi's vs bruiser mid & merc's vs AP assassin's)


Masteries
http://www.finalesfunkeln.com/s3/#7aK7zllUvdmq3vE
1 point into CDR or AP is up to you, rest of it is pretty standard. Spellsword is good because you are going to auto good opponents much, much more than you are going to hit them with spells.


Runes
Red - Mpen - no other choice here really. I guess you could take an AD mark or two to make last hitting easier.
Yellow - HP/lvl, Flat armor, AP/lvl
Blue - Flat MR, Flat AP, Scaling AP
Quints - Flat AP, MS

Laning
Pre-6 play passive and farm unless other guy is bad and gets hit by Q's. Auto whenever possible(you outrange almost every other AP).
Post 6 ult the wave, then either roam(only along paths where you have vision), farm wolves/wraiths, or harass the other guy at tower(if you warded both sides). If you warded the sides, abuse vision to try to land blind stuns.

how to 100-0 people in lane without being fed

The combo is ERQ<->W(ignite here if stun lands)E, autoing whenever possible.
To pull it off, E->R as you would normally. Then either
- Wall them into your ultimate, slightly off center, then fire Q the way they are going(easier way, but also easier to avoid)
- Fire Q slightly off target. Then wall them so that the AI will force them into the q without warning. This is MUCH MUCH harder to do, but will force a flash EVERY time, or else kill.

Walling
Use it on chokepoints, to buy time, to catch people, to set up Q, to force people off of towers, etc. Wall also gives vision, so you should never facecheck if you have wall up. If you wall perpendicular directly between you and a monster(ie blue), it will glitch and sit there patiently, without regening HP or attacking you. If you wall at a correct time, you will be able to wall some dashes from completing(trist, corki). I personally smartcast with dumbcast on ctrl modifier, because there will be times when you will want to use one or the other.


Matchups
+ Show Spoiler +

+ Show Spoiler [what you do if you fall behind in lane] +
+ Show Spoiler [Update notes] ++ Show Spoiler +
Last edit: 2012-12-18 11:47:52
Porouscloud - NA LoL
Old Post

 
 arthur   United Kingdom. January 03 2012 04:24. Posts 431
Profile # 
Okay...

1. Always start boots + 3 pots. Always.

2. Never pick anivia vs cassi or karthus, your slow move speed and your slow animations make it really easy for them to land there Q on you. Never pick anivia vs Kassadin for obvious reasons. Pick Anivia vs everyone else.

3. Archangels... Real? That items garbage. You will have blue buff for 75% of the game, and if you can't manage your mana that other 25%, well practice.

The item build you should use:

boots > catalyst > roa > hextech > sorc shoes > rabadons > voidstaff > wota > most suitable defensive item > merc treads.

Obviously some tweaks can be made, you have ap top get wota faster, they stack magic resist get void faster etc... But avoid archangels, and stick to these items.

I'd also use flat ap quints and ap/level blues. You have 1.0 ratio Q+E and 0.25 per sec on your R, you cant afford not to get flat ap quints.
Old Post

 
 Ryuu314   United States. January 03 2012 06:20. Posts 5336
Profile # 

On January 03 2012 04:24 arthur wrote:
Okay...

1. Always start boots + 3 pots. Always.

2. Never pick anivia vs cassi or karthus, your slow move speed and your slow animations make it really easy for them to land there Q on you. Never pick anivia vs Kassadin for obvious reasons. Pick Anivia vs everyone else.

3. Archangels... Real? That items garbage. You will have blue buff for 75% of the game, and if you can't manage your mana that other 25%, well practice.

The item build you should use:

boots > catalyst > roa > hextech > sorc shoes > rabadons > voidstaff > wota > most suitable defensive item > merc treads.

Obviously some tweaks can be made, you have ap top get wota faster, they stack magic resist get void faster etc... But avoid archangels, and stick to these items.

I'd also use flat ap quints and ap/level blues. You have 1.0 ratio Q+E and 0.25 per sec on your R, you cant afford not to get flat ap quints.

Archangel isn't bad on anivia. Rushing Archangels is bad, but getting it isn't. Archangels provides the largest single source of AP in the game and Anvia can really use the mana pool. She also charges it up extremely fast. If you're going to get archangels it's best as a 5th or 6th item.
Cogito ergo doleo
Old Post

 
 InvaderUK   United Kingdom. January 03 2012 06:49. Posts 64
Profile # 
Archangels is like the last item I make as I've still got a tear in my inventory. But I'd prioritise any other AP items before that as tear usually is enough manapool once its stacked anyway.
LoL ~ Cheeseen EU-W decent platnarm AP player
Old Post

 
 Alzadar   Canada. January 03 2012 07:30. Posts 984
Profile Blog # 
How do you figure Anivia charges a Tear quickly? You only use one spell to clear an entire wave, and your other spells have significant cooldowns and they're not spells you want to throw away either.
"Don't eyefuck me, I'm dying here!" -Day9
Old Post

 
 Amui   Canada. January 03 2012 07:42. Posts 3173
Profile Blog # 

On January 03 2012 07:30 Alzadar wrote:
How do you figure Anivia charges a Tear quickly? You only use one spell to clear an entire wave, and your other spells have significant cooldowns and they're not spells you want to throw away either.


her ult counts x2, her q counts x2 if manually detonated, and if you r+q to insta kill a wave, you have easily enough time to go kill wraiths or wolves or both for more stacks + gold&exp. Even getting tear after deathcap, it'll charge up to +5-600 with ease because lategame you use q for poking a lot, and r just for positional control. Getting it before deathcap can be dicey because it does delay big damage by a lot, but usually it'll be +1000 by endgame easily.
Last edit: 2012-01-03 07:44:21
Porouscloud - NA LoL
Old Post

 
 Navi   Korea (South). January 03 2012 07:44. Posts 3264
Profile # 
Long post incoming.

People need to be more open minded in this forum, I see too many people being like "THIS IS HOW YOU DO X EVERY SINGLE TIME" as of late

Anivia has extreme flexibility in item choice. Archangel's seems to be looked down upon extremely for whatever reason - there are scenarios where it is viable to get before deathcap. Anivia's base mana regen at level 18 is 17.8, and her base mana is 1211. Tear of the goddess gives 7 mana regen: archangels gives 25. If you are able to consistently get blues and keep them, then deathcap after RoA is indeed optimal because deathcap is so strong as an item. However, not every game plays out that smoothly, and having to play without blue buff or any significant source of additional mana and mana regen is suboptimal and indeed gamebreaking in matchups against another dominant AP with wave clearing potential (gragas etc.) who have less issues managing mana or have a team with better blue control. In these scenarios, getting a tear or even finishing archangels before deathcap is viable, as having a completed archangels is superior to having deathcap components in midgame fights. Anivia has a gamechanging skill in her w, so comebacks are always possible with its appropriate use.

RoA and deathcap are core on her, as an AP mana hog who scales doubly from HP with her passive up. Aside from that, she has a large number of viable choices. WotA, Archangels, Void Staff, DFG and banshees and other various defensive items are all strong on her. She also has a lot of flexibility in boots choice - Anivia benefits even more than other APs from mercs in that she is likely to survive beyond the initial CC that it reduces and she benefits from the mres in both forms, and in general aims for a lategame with void staff (fairly easy with good csing). Sorcerer's boots offers one of the strongest damage increases for a low price along with increased movement, as it does for all APs. She is also one of the APs who can get swifties without getting flamed. The additional 20 movement speed that swifties offers over other boots2 options you puts your movement speed higher than that of most enemies (notably other ADs and APs). This additional movement speed allows Anivia to catch up and wall fleeing or distant enemies as well as to kite incredibly hard with the slows from her ult and her q.

The swifties option was prevalent in season 1 when some of the best Anivia players played her frequently (jiji, manyreason and co). With some of the new champions and the increased numbers of dashes in the game, it has become less popular, but is still viable, especially versus teamcomps with less escapes.

Runes are also very flexible. mpen for reds is fairly straightforward, but everything else can vary. The older mass mpen page with flat mpen blues and quints allowed for increased damage over AP pages for early levels against opponents who did not rune mass MR while allowing for strong damage against squishies while getting swifties, and is the runepage I would run if I planned on getting swifties / mercs. Anivia benefits from hp/lvl on yellows doubly because of its interaction with her egg. She benefits from ap and ap/level as do all APs. Movespeed quints are an interesting option, but if I wanted that movespeed I would probably get it from the utility tree's 2nd tier (while depending on playstyle, I believe that Anivia playing optimally shouldn't be running out of mana at early levels, and past level 6 3 mp5 is usually not gamebreaking). Besides, you rune and itemize to go beyond a certain movespeed threshold (moving faster than your opponents lol), and the only way to really guarantee this as Anivia is to get swifties anyway.

Something that you should probably expand on is playstyle. Pre 6 I have seen some players play extremely aggressive with q + e, flash, and ignite to secure early first bloods, and more passive gameplay using q e as counter-harass. I personally feel that playing very aggressive is only good if you really outclass your opponent in the mindgames and mechanics of landing skillshots. Given a strong opponent who doesn't get creep blocked and can dodge well, this playstyle often screws yourself over if their champion can take advantage of you when your mana pool is low or has extremely fast cast animations.
Playing defensive on the other hand is more flexible as well as a way to secure some baseline of farm for yourself before you get to instaclear status. When an opponent goes for harass with spells or autoattacks, their animation is usually enough to land a q if you can launch it when they begin the animation as the hitbox is fairly large as mentioned in the OP. In trades of q-e, anivia is hard to match in damage given her double damage mechanic, especially at levels 3 and 5 (in a similar vein to the way how zilean is one of the only others who essentially uses two level 2 / 3 spells at those levels, it does a LOT of damage). Anivia's autoattack (600 range) is one of the longest, so if you can get csing with her down, she becomes a very potent and consistent laner with a passive playstyle.

And although it may be very obvious, for newer Anivia players, you can use e and then activate r immediately over an opponent as the e's double damage will activate even if it is cast while they are not frosted as long as the ult reaches the opponent while the e particle is in the air. This is good harass with blue buff and a potent finisher.
Hey! Listen!
Old Post

 
 barbsq   United States. January 03 2012 16:25. Posts 3039
Profile # 
Not an anivia player, or hell, even an AP mid player (easily my worst matchup) but i'll just poke in and say that a rule of thumb that kinda stuck with me (dun remember where i got it from) was that as long as you got AA after roa, it was well worth it in terms of cost efficiency. You also have to want the mana. Those were the conditions i remember.
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
Old Post

 
 InvaderUK   United Kingdom. January 04 2012 10:27. Posts 64
Profile # 
Navi makes alot of really good points above, I'd never really thought of going AA staff first if I can't secure blue earlygame but I think its something I might try out a bit in the future.

I think the aggressive playstyle pre-6 isn't very good against decent players as your damage is entirely dependent on hitting a very slow skillshot in lane. Against most decent players they will manage to avoid your Q and counter harass early which leads me to play passively in lane with anivia.

Not much has been said on Wall so far this post, which is probably one of the greatest CC spells in the game, in any forced positioning such as when a team is posturing for dragon or baron, you can cut off 1 or 2 approaching enemies at the chokepoint entrances to jungle and split their team entirely.

LoL ~ Cheeseen EU-W decent platnarm AP player
Old Post

 
 Frolossus   United States. January 04 2012 10:34. Posts 1096
Profile # 

On January 03 2012 07:30 Alzadar wrote:
How do you figure Anivia charges a Tear quickly? You only use one spell to clear an entire wave, and your other spells have significant cooldowns and they're not spells you want to throw away either.

you get two charges for your ult and your Q
Old Post

 
 Akinokaze   Australia. January 04 2012 11:15. Posts 278
Profile # 
What are your thoughts on Rylai's vs RoA? 35% slow (since Rylai reduces aoe slow to 15%) on R seems like a pretty good trade for the mana you lose out on.

edit: always forget that q will have a 35% slow as well with pretty decent range
Last edit: 2012-01-04 11:34:53
In the Emperor we trust
Old Post

 
 Frolossus   United States. January 04 2012 11:21. Posts 1096
Profile # 
rylais is terrible on anivia imho
you already have enough slows/CCs at your disposal to to your job and anivia probably benefits more from the mana on rod than a 15% slow
Old Post

 
 Amui   Canada. January 04 2012 16:14. Posts 3173
Profile Blog # 

On January 04 2012 11:15 midnight.tokyo wrote:
What are your thoughts on Rylai's vs RoA? 35% slow (since Rylai reduces aoe slow to 15%) on R seems like a pretty good trade for the mana you lose out on.

edit: always forget that q will have a 35% slow as well with pretty decent range


Rylai's is worse in basically every way than RoA. Without RoA you'll run oom pretty fast even with blue buff, and without it you'll be completely ineffectual without other mana items. You also don't get any sustain when laning from the catalyst proc.
The slows don't stack as much as you think. it's going to be a grand total of 28% slow for AoE and 40% slow from frostbite applications of rylai's slow. While rylai's proc on frostbite is nice, there are other items I'd much rather have even in my 5th and 6th slots.
Porouscloud - NA LoL
Old Post

 
 Ryuu314   United States. January 04 2012 17:13. Posts 5336
Profile # 

On January 04 2012 11:15 midnight.tokyo wrote:
What are your thoughts on Rylai's vs RoA? 35% slow (since Rylai reduces aoe slow to 15%) on R seems like a pretty good trade for the mana you lose out on.

edit: always forget that q will have a 35% slow as well with pretty decent range

Don't quote me on this but I'm prettyyyy sure that Ryalis slow doesn't stack with Anvia's own slows...even if it does it's not going to increase the slow amount by much.
Cogito ergo doleo
Old Post

 
 Navi   Korea (South). January 04 2012 17:31. Posts 3264
Profile # 
slows do stack, but the strongest slow is applied first and then further slows are applied at a weakened percentage (i think by a flat percentage, 65% came up in a thread when i typed in slow stacking league of legends http://na.leagueoflegends.com/board/showthread.php?t=1487578)

while anivia does benefit doubly from HP, that also means amount of HP at which getting further HP is less efficient than armor / mres is reached much quicker than every other hero when her passive is up. many other damage items are more useful overall for her (wota for team and self in sustained fights, void and dcap for pure damage, rod and AA for efficiency when fully charged) and individual MR/armor survivability items provide more survivability overall (banshee and hourglass), and she doesn't benefit from the cc greatly, so she doesn't want it.
Hey! Listen!
Old Post

 
 NEOtheONE   United States. January 23 2012 04:52. Posts 1717
Profile # 
I also always start boots + 3 health pots, unless I am confident that i can land some early harass, and I'll switch out one health pot for a mana one so I can get an extra Flash Frost. I play Anivia a lot differently than most people, mainly because I refuse to use flash on the principle of the matter. For non-ranked games I substitute teleport, while in ranked I'll either grab ghost or stick with teleport if the enemy jungler doesn't have a fear or stun. I also play Anivia very differently in pubs than I do in ranked. In pubs, I am a huge fan of boots of mobility. In pubs you generally do not need much in the way of magic pen, and as I have runes for magic pen, I'd rather have the ability to chase and dodge. I play Anivia in pubs as a do not get hit champ. I will stun, wall, and ult you so that you never hit me, and the speed advantage of boots of mobility means I will get away.

For ranked I'll play a lot more like guides say to. So not much to add there.

I do want to comment on Anivia + Sejuani. I witnessed first hand early this morning how disgusting of a combo they make. Sejuani stuns them with Glacial Prison and applies the frost status which means Anivia gets a free Frostbite (at 2X damage) and Flash Frost. Add in the Glacial Storm for the DoT and a halfway decent wall, and you have a fairly easy double kill or better. Throw in an Ashe for overkill and the enemy team is going nowhere. Anivia and Sejuani probably have the best synergy I have ever seen between two champs.
Abstracts, the too long didn't read of the educated world.
Old Post

 
 gtrsrs   United States. January 23 2012 05:16. Posts 4416
Profile # 
anivia's E will not do double damage on frost effects applied by other champions, that was patched out over a year ago i think
TL-LoL's #1 Ahri, even better than Soloside. www.velocityesports.com
Old Post

 
 NEOtheONE   United States. January 23 2012 05:31. Posts 1717
Profile # 

On January 23 2012 05:16 gtrsrs wrote:
anivia's E will not do double damage on frost effects applied by other champions, that was patched out over a year ago i think


Sure did not seem like it last night, regardless, having stationary champions and Anivia free to R+Q+E still means those champs are screwed.
Last edit: 2012-01-23 05:32:03
Abstracts, the too long didn't read of the educated world.
Old Post

 
 dooraven   Australia. January 23 2012 09:05. Posts 1873
Profile # 

I do want to comment on Anivia + Sejuani. I witnessed first hand early this morning how disgusting of a combo they make. Sejuani stuns them with Glacial Prison and applies the frost status which means Anivia gets a free Frostbite (at 2X damage) and Flash Frost. Add in the Glacial Storm for the DoT and a halfway decent wall, and you have a fairly easy double kill or better. Throw in an Ashe for overkill and the enemy team is going nowhere. Anivia and Sejuani probably have the best synergy I have ever seen between two champs.



You haven't seen Anivia + Jungle Alistar then, it's beyond retarded. Alistar knocks back, anivia stuns + e, aliztar pulverizes, anvia ignites and e's again = guranteed kill. Froggen and Snoopeh do this so so much.
EG.League of Legends | Najin Sword | FnaticRC | Team Solomid | Gambit Gaming
Old Post

 
 NEOtheONE   United States. January 23 2012 16:18. Posts 1717
Profile # 

On January 23 2012 09:05 dooraven wrote:

Show nested quote +



You haven't seen Anivia + Jungle Alistar then, it's beyond retarded. Alistar knocks back, anivia stuns + e, aliztar pulverizes, anvia ignites and e's again = guranteed kill. Froggen and Snoopeh do this so so much.


Well as I have yet to see a jungle Alistar, I obviously have not seen this, but I shall make sure to try it with a friend now.
Abstracts, the too long didn't read of the educated world.
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