Talk:Anivia The Cryophoenix/@comment-3546228-20110615180425/@comment-2124153-20110615194529

Anivia is generally better at getting away than she is at chasing. But there are things that you can do.

Short-range, stun them, and go from there. The slow travel speed of Q makes it easy to juke at medium range, though, so you're better off dropping a Glacial Storm on the fleeing champ at that point, which will slow them a bit and allow you to get closer for a follow-up Q. At long range, your only option is to drop a wall in front of them, hopefully cutting off the path completely, but this can be effective even if you only slow them down slightly by making them walk around it. Beware though that people with wall-jumpers or Flash can turn this around on you. And, of course, Anivia should always roll with at least one escape Summoner spell, so you can use a Ghost or Flash of your own to get closer to someone.

The biggest problem that Anivia has in chasedowns is her movement speed. Everyone is faster than her, especially since you usually get Sorc boots and not Swiftness, so you quickly find yourself out of range of landing abilties. She also doesn't have any reason to get supplemental MS items like Lich Bane, Force of Nature, Zeal, PD, etc. Not even the Reverie really makes any sense to buy. So for that reason, I usually make sure to get the 3% movement speed in the Utility tree, and 4.5% MS from quints. This puts her MS at just a hair under 400, which is enough to compete for the most part.