Мид
МидUse W to change the route before you worry about the combo: slightly off-center walls that force people to walk longer through R, plus saving Q for the dash or real commit, are core Anivia habits rather than small optimizations
Once R is online, Anivia often wins mid by making bad exits and bad roams expensive through wave control and choke setup, so your first instinct should be to lock the lane and punish the timer rather than race every move yourself
Treat side lanes like cleanup work, not your home base: catch the safe wave, then get back to mid, river mouths, and ramps where wall and storm can actually make the map feel cramped
Use W once you know which path matters. In lane, that usually means after the opponent has committed to a side of the wave or used movement, so the wall either pins them in R or forces a longer retreat through it. In skirmishes, wall the route that brings help, not always the target you are already hitting. Against divers, place it slightly behind or beside them so they have to keep walking through your storm instead of getting a clean exit. If you wall too early, people just choose a different route. If you wall late, they already reached the fight they wanted.
Upon taking fatal damage, Anivia reverts to an egg and is reborn with full health.
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.
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.
With a flap of her wings, Anivia blasts a freezing gust of wind at her target, dealing damage. If the target was recently hit by Flash Frost or damaged by a fully formed Glacial Storm, the damage they take is doubled.
Anivia summons a driving rain of ice and hail to damage her enemies and slow their advance.