Wall the route, not the champion model: place W behind the escape angle or between the target and their peel, then throw Q over the forced short path instead of leading with Q and hoping it sticks .
In lane, use long autos to win the level-2 race and treat level-2 W as a real kill spell into immobile duos, because Anivia support gets punished harder than peer mage supports when that early lane turns into a small losing hole .
Rebirth is bait, not a license: put R where the diver has to stand or where your egg will be protected, and force the enemy to overcommit into storm, wall, and peel instead of trusting passive to rescue a bad fight .
In lane, wall once the enemy has already chosen a direction, not while they still have all options open. The cleanest windows are right after they step up for a last hit, commit to an auto on your ADC, or burn their dash so their retreat path is predictable. If they are still drifting side to side, your wall usually just looks clever and does nothing. In fights, the same rule applies: wall the helper or the exit, whichever matters first. If their diver is already in, split them from follow-up. If someone is fleeing, cut the short route and make them walk the long side into Q or R.
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.