Anivia Rework

Tiniest Turtle··1 votes·1,036 views

Passive: Winter Boon

Chill: Anivia's damaging abilities inflict Chill for 1.75 seconds, slowing by 25% plus 5% AP.

Rebirth: While below 25% health, half of mana spent becomes gray health which lasts until an ability hasn't been cast for 20 seconds. Upon reaching 0 health, Anivia's gray health is converted back into health. Once healed, this ability goes on cooldown until all of Anivia's basic abilities become available to cast at the same time again. Anivia's gray health has a cap.


Q: Frostbite 12/11/10/9/8s cooldown Cast a frost bolt that deals damage to all enemies it passes through and stops when it hits an enemy champion, dealing increased damage and Chilling. Deals double damage to enemy champions already Chilled by Anivia's abilities.


W: Crystallize 20/18/16/12/10s cooldown Create an outwards curved wall of ice perpendicular to you that blocks movement and lasts up to 4 seconds. Crystallize can be reactivated early to break the wall.


E: Flash Frost 12s cooldown Call a frost nova down on the target location, dealing magic damage and Chilling enemies after 1.1 seconds. Enemies already Chilled are stunned for 1.75 seconds.


R: Freljord's Breath 120/100/80s cooldown After 1.1 seconds, deal significant magic damage to enemies in a broad and long path before you, Chilling them for 2.5 seconds. Enemies already Chilled take true damage instead.


Essentially Anivia now functions similarly to brand, where all damaging abilities are influenced by the effect your abilities inflict, meaning your combo is everything. Do you go Q to slow to land your stun to guarentee your ult, or do you slow with E so you can crit with Q and follow up with ult for maximum damage? There are many more combos now than just Q into E. Your W supplements the fact that you won't have a slow to help land your first ability. It can help wall people into an E or ult. All of Anivia's abilities have a large delay or can miss, meaning it's challenging to hit the first ability, but because of the slow applied, the remainder of your abilities can be landed more easily. Your passive makes you a monster vs sustain damage enemies who can't burst you 100 to 0. The longer they have to leave you on low health, the more of it you're going to get back when they go in to finish the job. It won't heal you for as much as it potentially could before, but now it's less likely to get you killed and it has more play built around Anivia's "revive."

6 Comments

Kaìju3 votes

Interesting idea, but why does she need a rework? Anivia is a classic favorite of mine and her W and R are extremly iconic to her kit.

Tiniest Turtle1 votes

{quoted}

Interesting idea, but why does she need a rework? Anivia is a classic favorite of mine and her W and R are extremly iconic to her kit.

She doesn't need one, but I feel she could benefit from one immensely to add variety to her combos and even more depth to her kit. It would also be an opportunity to update her visuals and give her an ultimate that allows her to be pushed against.

Kaìju1 votes

While her Q and E could do with some change to give her more skill expression, her W and R are very much her identity. She is the poster child for some control mage. Nobody does it better than her, just like Maokai is the poster child of a health based tank, or Zed is for AD assassins. Her wall is what gives her a high level of skill expression outside if her binary damage pattern on double hit Q and E, and her R is her main source of power since its a damaging CC field. Removing her W and R would be like taking away Cass' W and R, both are tied thematically to her kit and are very iconic spells, removing them would change her greatly.

I agree Anivia could use some more skill expression but even so her demand for skill is in how squishy and immobile she is. And if you didn't know she's very soft because her passive actually removes 25 armor and MR early game making it even easier to kill the egg. It only starts giving her resistances at level 11 or so, until then it's negative or even stat wise.

Tiniest Turtle1 votes

{quoted}

While her Q and E could do with some change to give her more skill expression, her W and R are very much her identity. She is the poster child for some control mage. Nobody does it better than her, just like Maokai is the poster child of a health based tank, or Zed is for AD assassins. Her wall is what gives her a high level of skill expression outside if her binary damage pattern on double hit Q and E, and her R is her main source of power since its a damaging CC field. Removing her W and R would be like taking away Cass' W and R, both are tied thematically to her kit and are very iconic spells, removing them would change her greatly.

I agree Anivia could use some more skill expression but even so her demand for skill is in how squishy and immobile she is. And if you didn't know she's very soft because her passive actually removes 25 armor and MR early game making it even easier to kill the egg. It only starts giving her resistances at level 11 or so, until then it's negative or even stat wise.

Her W is actually still there. It's just a curved wall now which makes it more effective for preventing people from running and also makes it better for essentially halving the directions an enemy can run in to dodge your E for example. As for the ult I really get that the constant aoe is something she's known for, but for the sake of making her wave clear less oppressive and adding a "big moment" to her ult along with making her ult something you have to think about when you use I wanted to make it into a real cooldown.

Kaìju1 votes

I get that but her R is designed to let her wave clear. You have to play a battle of attrition against her, make her run out of mana. Anivia can't sustain R unless she has tear, but not everyone gets tear. If you remove her DPS she becomes another generic burst mage, rather than as the more control DPS mage she is supposed to be. I think her Q and E should instead be changed to reflect that. And she's a Phoenix so the rebirth passive is thematic and makes sense.

Ok sure but why1 votes

I think her passive %health threshold should scale with AP, to reward AP over tank

More from Gameplay

More by Tiniest Turtle