Anivia Rework Concept

Tiniest Turtle··2 votes·1,827 views

Anivia as I see her is an immobile combo oriented mage who provides high damage and excellent control, but lacks in personal defense outside of her control. In my rework I wanted to maintain her combo mage feel but open up some options for comboing outside of just Q -> E. Her current ultimate is a staple, however it can be oppressive as a wave clear tool and is always up for trades provided she has mana which in my opinion makes it an unfun ability despite how strong it is. I wanted to give her a big moment on her ultimate and give her something that has a place in her combo so I decided to change it along with making her passive something less potentially strong, but also less likely to actually get you killed and also make it something you play around and interact with.


Passive: Rebirth Anivia's damaging abilities inflict Chill for 1.75 seconds, slowing by 25%.

Upon taking damage that causes you to drop below 25% hp or taking damage while below 25% hp, gain grey health equal to the difference between your current hp and your previous hp% plus any further damage you take during the next 2.5 seconds. After 2.5 seconds, heal for the amount of grey health you have. Rebirth then goes on cooldown until Anivia spends mana equal to the amount of health restored.

Q: Frostbite Launch a frost bolt that stops on the first enemy champion it encounters. All enemies hit take magic damage and the first champion struck takes additional damage and is Chilled. Enemy champions affected by Chill or Bitter Chill take double damage.

W: Crystallize Send forth an outwards curving wall of ice from your location that knocks enemies away and lingers as impassable terrain for 2.5 seconds.

E: Flash Frost Call down a frost nova at the target area after a second delay, dealing magic damage to enemies in an area and Chilling them. Enemies affected by Chill or Bitter Chill are Frozen solid and Stunned instead for 1.75 seconds instead.

R: Freljord's Breath Create a broad path of frost before you for 1.75 seconds that Chills enemies in the area. After 1.75 seconds, enemies in the path take magic damage and are inflicted with Bitter a Chill which slows by 50% for 1.75 seconds. Enemies already affected by Flash Frost's Freeze or Chill or are Chilled by Frostbite take True Damage instead of Magic Damage.

Feedback is much appreciated ~

14 Comments

Calec1 votes

Your new set up fixes none of the problems your brought up

Tiniest Turtle1 votes

{quoted}

Your new set up fixes none of the problems your brought up

I wanted to fix her linear combos which I feel I accomplished by giving Q -> E a space as her CC combo and E -> Q a space as her damage combo. Freljord's Breath allows her to pull off a number of combos. For instance the main combo I'd see people using is R into E for the freeze to land the true damage from ult and then finish off with Q or land it while they're stunned. Her ulti now has a proper cooldown so her wave clear is less oppressive. Her passive now doesn't involve and egg form and instead just gives her a window to build up a chunk of gray health before she dies to give herself a second wind which isn't a full heal like before, but instead doesn't get her killed since it's an instant heal. It also gives her a niche as a pick into sustain mages who can't burst her down in time.

Calec1 votes

Well from a m5 Anivia player I would say she is very balanced and still a super good pick for mid laners. Every one has their counter picks, and their niches. she has wave clear, cc, zoning, and good outplay potential. You just cant get caught out as it is with most squishy immobile champs. She is like an Aurelion Sol or Singed. Its not about survivability, its about how you survive.

Tiniest Turtle1 votes

{quoted}

Well from a m5 Anivia player I would say she is very balanced and still a super good pick for mid laners. Every one has their counter picks, and their niches. she has wave clear, cc, zoning, and good outplay potential. You just cant get caught out as it is with most squishy immobile champs. She is like an Aurelion Sol or Singed. Its not about survivability, its about how you survive.

I don't think she's bad, I just think she could be a lot more interesting and fun to play and wanted to get my idea for what an updated and modernized Anivia would look like out there.

Calec1 votes

Yes, I would say its about time she has some tweaking done to her kit. But I feel it will be a lot less impactful than other reworks. She is one of the few champs who's kit hasnt changed since season 1

Tiniest Turtle1 votes

{quoted}

Yes, I would say its about time she has some tweaking done to her kit. But I feel it will be a lot less impactful than other reworks. She is one of the few champs who's kit hasnt changed since season 1

Do you find my updated kit less appealing than her current kit and does it seem like it would be worse? Also to clarify, I didn't intend to "fix" her status as an immobile mage who lacks great self survivability. My view of what she is is just my view of what she is and what I tried to adhere to in my redesigning of her.

Dark Nephthys1 votes

She really doesn't need a rework all that badly, I mean yea its an old kit but its not a kit that is super broken, or hard to balance so she shouldn't get one over others. Also I personally don't like this rework idea as an Anivia main and some one who has been playing her since Season 3.

First I really don't like your idea on her passive. Her current passive fits her theme perfectly and has been an iconic part of her. Yes some times her egg feels really weak or useless and other times it could be really strong and annoying to deal with but it's a good part of her kit and requires strategy on how to properly use it like if you wanted to use it with summoner 12 or having champions on your team to help stall out the timer of the egg. What you want to change it into is basically a weak discount version of TahmKench's W with no real feeling of control or strategy.

The changes to Q will make her feel much more annoying to play in team fights. Not being able to have it pass through some one and activate on a bigger threat like the enemy mid laner/ADC would be a huge hit to her, especially since it looks like you are going to load a large portion of her damage onto that Q. Having it stop on the first champion will make her laning phase really annoying if she wanted to just hit the minions behind an enemy champion but can't because it can't pass through them and hit the minions...Which was also why I mentioned it'll hit her hard in team fights. So if a big Maokai or any tank really, jumps on you into your face and they had an ADC behind them (a few steps back) you basically can't use your Q to hit that carry since it'll stop on the tank which would really lower her damage.

Her W seems to be mostly the same but with the wall being curving and maybe knocking enemies away (In live, it could just slightly move if used on them)

So are you basically taking her ultimate and putting it into her E, or is this just a 1 initial cast and done spell (Like Brand's pillar of flame?).

Ultimate: I don't like this, it just feels to similar to Rumble's ultimate but instead of a spot you pick, its in front of you. Also basically all of Anivia's wave clear she has now in her current form is in her ultimate, and removing that (unless you did add it into her E) will basically kill her theme and would make playing her Mid lane really hard as she would have poor wave clear.

Also you never added any other information like any Cool downs, damage, and any other stat changes or mana cost etc. It's much harder to really get a feel fully from your rework with just ability descriptions, as even if some people liked some of these ideas for abilities, they might like it more or less when knowing what your idea of the CD or damage it is. Mainly your new E and Ultimate as those are the 2 abilities that you changed around a lot.

Personally, a rework (or at least a good rework) should aim to take a champion and make them more modernized while still keeping their play styles still remotely similar to the old one. This rework would take her unique abilities and basically replace it with ones that are similar to ones that are already out on other champions, and in the end makes her play style much much different then what she is right now.

Tiniest Turtle1 votes

[{quoted}](name=Dark Nephthys,realm=NA,application-id=3ErqAdtq,discussion-id=XLFE6dPF,comment-id=0001,timestamp=2018-01-18T06:41:54.602+0000)

She really doesn't need a rework all that badly, I mean yea its an old kit but its not a kit that is super broken, or hard to balance so she shouldn't get one over others. Also I personally don't like this rework idea as an Anivia main and some one who has been playing her since Season 3.

First I really don't like your idea on her passive. Her current passive fits her theme perfectly and has been an iconic part of her. Yes some times her egg feels really weak or useless and other times it could be really strong and annoying to deal with but it's a good part of her kit and requires strategy on how to properly use it like if you wanted to use it with summoner 12 or having champions on your team to help stall out the timer of the egg. What you want to change it into is basically a weak discount version of TahmKench's W with no real feeling of control or strategy.

The changes to Q will make her feel much more annoying to play in team fights. Not being able to have it pass through some one and activate on a bigger threat like the enemy mid laner/ADC would be a huge hit to her, especially since it looks like you are going to load a large portion of her damage onto that Q. Having it stop on the first champion will make her laning phase really annoying if she wanted to just hit the minions behind an enemy champion but can't because it can't pass through them and hit the minions...Which was also why I mentioned it'll hit her hard in team fights. So if a big Maokai or any tank really, jumps on you into your face and they had an ADC behind them (a few steps back) you basically can't use your Q to hit that carry since it'll stop on the tank which would really lower her damage.

Her W seems to be mostly the same but with the wall being curving and maybe knocking enemies away (In live, it could just slightly move if used on them)

So are you basically taking her ultimate and putting it into her E, or is this just a 1 initial cast and done spell (Like Brand's pillar of flame?).

Ultimate: I don't like this, it just feels to similar to Rumble's ultimate but instead of a spot you pick, its in front of you. Also basically all of Anivia's wave clear she has now in her current form is in her ultimate, and removing that (unless you did add it into her E) will basically kill her theme and would make playing her Mid lane really hard as she would have poor wave clear.

Also you never added any other information like any Cool downs, damage, and any other stat changes or mana cost etc. It's much harder to really get a feel fully from your rework with just ability descriptions, as even if some people liked some of these ideas for abilities, they might like it more or less when knowing what your idea of the CD or damage it is. Mainly your new E and Ultimate as those are the 2 abilities that you changed around a lot.

Personally, a rework (or at least a good rework) should aim to take a champion and make them more modernized while still keeping their play styles still remotely similar to the old one. This rework would take her unique abilities and basically replace it with ones that are similar to ones that are already out on other champions, and in the end makes her play style much much different then what she is right now.

The new Q really shouldn't be compared to her old Q. It's a new ability and would be balanced around its mechanics. It's still a form of harrass through minions which is actually pretty decent and E allows you to harrass through minions and wave clear too. I don't think that changing the functionality of her Q to not pierce champions would be a noticeable loss in her new kit given its new job.

I definitely would prefer playing with my version of her passive. Currently her passive is a once and a while low interaction perk that leaves you doing nothing and either waiting for them to kill you again or just... Waiting. I feel I could keep the rebirth moment with proper visuals but I think my version of her passive would be much more fun. It would create moments of high energy from Anivia and her aggressor trying to either stay alive in order to get your second life or burst her down before she heals up again, respectively. Plus the upside is that it wouldn't feel slow or tedious for either party.

Her W is mostly the same. I wanted to keep it similar but add a little utility and make it a self peel move as well as a movement denying move.

As for her E, I'm not moving her current ult, I'm just making her E an aoe move that can stun.

Her ultimate is quite different to Rumbles and I really struggle to see much similarity outside of a slowing rectangular area that does damage, but if you were following that logic then Braum's ulti would be too similar to Rumbles. As for her theme, I picture Anivia more as a combo burst mage over the sustain mage she is currently. To me it just makes more sense for the frost mage theme so I steered her ulti in that direction.

I definitely agree that this would shake her playstyle up quite a bit, but it was simply my version of my ideal frost mage in League combined with elements of existing Anivia.

Kaìju1 votes

Anivia has been my go to pick for mid lane since I started the game in season 4. Now it's between her and Sol but regardless, this rework would not be what I want and would mostly kill the champion for me. Her R and passive are iconic, as is her W. Sure her combo is basic but she isn't meant to be super complex. She is the poster child of a zone control mage and your rework takes that away to up the "fun factor" when in reality players like me think her kit is as fun as could be. She has meaningful choices later in the game that not many others have and it really shines in her gameplay.

For example, if I want to maximize damage, I would place R in such a spot that I can then wall, and force the enemy to stand in R. That's fun, that's what she should be. Her E is her bread and butter nuke spell but it falls off against tanks, but her R is what gives her DPS. Taking R away would actually gut how she feels for me.

I understand what you wanted, but if this change were to go through she would very likely be ruined for me as her identity as the posture child for some control would be lost.

Ratpie1 votes

Anivia is one of the most fun champs for me in mid or support. I actually think she is pretty balanced and works very well. The only times, I get "caught" is when I am out of position and being dumb. She has a lot of escape potential for her and her team mates already.

She has a freeze on her Q that is very dynamic as you can decide when it hits. Your suggested change of it hitting the first is no good. Sometimes I want to hit that first person, but sometimes I want to hit the back row. The Q right now allows for both options.

Her W is also more versatile than what you suggest. I can throw it up to block pursuit or to stop runners trying to get away from team, or get out of my R. I have gotten away from so many sticky situations. I had a Kass and a Wu chasing myself and a kat across half the map, and I got us both to safety with the Q, wall, and ult casts, and those are very mobile champs that were chasing us. Your suggestion would only work smoothly for getaways or cancelling ults, which I can already do plus more. Nothing juicier than throwing a wall up as support with a vayne condemning your enemies into the wall.

Her E is the only skill that is not versatile, but it is most of her burst. if they are not frosty, the skill is near useless except to last hit or take down a spell shield. But her other skills are so versatile that I am okay with one that is a dependent on a simple combo attack.

Her R right now is one of her best parts. It gives you such lane control, especially if you can snag a blue and it stays up forever. Also it is amazing slow and AoE for team fights as well as escapes. The short cooldown is insane and makes a lot of map pressure. People are scared as S*** to get in it.

Overall, your rework would make a less versatile watered down Anivia that would take less skill and be less effective. I would not play her anymore with those changes.

edit> Oh, I forgot the passive part. Her egg is 50/50 right now as against assassins in early laning it is an amazing counter pick, how many assassins have died to thinking they can pop in and pop me, only to die under turret and I come back from an egg. Late game it feels near useless and can get teammates killed trying to protect it. Your suggestion for the passive is interesting, but gives her too much up time, and takes away from the identity of the champ.

Tiniest Turtle1 votes

{quoted}

Anivia is one of the most fun champs for me in mid or support. I actually think she is pretty balanced and works very well. The only times, I get "caught" is when I am out of position and being dumb. She has a lot of escape potential for her and her team mates already.

She has a freeze on her Q that is very dynamic as you can decide when it hits. Your suggested change of it hitting the first is no good. Sometimes I want to hit that first person, but sometimes I want to hit the back row. The Q right now allows for both options.

Her W is also more versatile than what you suggest. I can throw it up to block pursuit or to stop runners trying to get away from team, or get out of my R. I have gotten away from so many sticky situations. I had a Kass and a Wu chasing myself and a kat across half the map, and I got us both to safety with the Q, wall, and ult casts, and those are very mobile champs that were chasing us. Your suggestion would only work smoothly for getaways or cancelling ults, which I can already do plus more. Nothing juicier than throwing a wall up as support with a vayne condemning your enemies into the wall.

Her E is the only skill that is not versatile, but it is most of her burst. if they are not frosty, the skill is near useless except to last hit or take down a spell shield. But her other skills are so versatile that I am okay with one that is a dependent on a simple combo attack.

Her R right now is one of her best parts. It gives you such lane control, especially if you can snag a blue and it stays up forever. Also it is amazing slow and AoE for team fights as well as escapes. The short cooldown is insane and makes a lot of map pressure. People are scared as S*** to get in it.

Overall, your rework would make a less versatile watered down Anivia that would take less skill and be less effective. I would not play her anymore with those changes.

edit> Oh, I forgot the passive part. Her egg is 50/50 right now as against assassins in early laning it is an amazing counter pick, how many assassins have died to thinking they can pop in and pop me, only to die under turret and I come back from an egg. Late game it feels near useless and can get teammates killed trying to protect it. Your suggestion for the passive is interesting, but gives her too much up time, and takes away from the identity of the champ.

Her passive has a higher uptime, but has less potential value but I think overall it would be more fun to play with than her current one. Overall I'm aware that I changed Anivia from what her player base enjoys, but that wasn't unexpected. Basically I like the cryopheonix theme and frost mages in general, but I personally dislike Anivia's kit. This was me making her how I would like her, which is a fair bit different to how she is currently.

Ratpie2 votes

[{quoted}](name=Fempered Tate,realm=NA,application-id=3ErqAdtq,discussion-id=XLFE6dPF,comment-id=00030000,timestamp=2018-01-18T07:52:35.762+0000)

Her passive has a higher uptime, but has less potential value but I think overall it would be more fun to play with than her current one. Overall I'm aware that I changed Anivia from what her player base enjoys, but that wasn't unexpected. Basically I like the cryopheonix theme and frost mages in general, but I personally dislike Anivia's kit. This was me making her how I would like her, which is a fair bit different to how she is currently.

Then maybe what you are looking for is just a new champ?

Drumel

Ive been playing anivia for 4 years now with around 600 games On her and ive got from silver to diamond. Her kit as it is now, yes its simple but the way one should utilize it isnt simple at all. Her kit goes perfectly with the fact that she has such low stats (movement speed). So changing her kit will mean that u have to change her stats as well. i think i speak for all the otps outhere when i say JUST CREATE A NEW CHAMP STOP REWORKING CHAMPIONS AND RUINING THE GAME. Ive been playing this game from season 2. As much as i love this game, this rework means a goodbye from me

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