Normal Skill Order
R > Q > E > W
In standard Mayhem ARAM, you max Glacial Storm (R) whenever available, then prioritize Flash Frost (Q) for the cooldown reduction and burst damage. Frostbite (E) takes second max because the double-damage trigger on chilled targets gives reliable single-target damage, and Crystallize (W) stays last since the wall duration does not increase with rank.
This order fits a control mage playstyle. You want Q up more often to fish for stuns in the constant teamfight chaos. Lower Q cooldown means more chances to set up E double damage or enable your team to follow up. R provides the sustained damage zone that forces enemies to reposition or take heavy damage over time.
Why Q First Over E
- More utility: Q is your only hard CC outside of items. Ranking it lowers the cooldown, letting you stun more often in extended fights.
- Better wave interaction: In Mayhem's fast-paced environment, Q passes through minions. You can poke and stun through the wave without waiting for a clear.
- Setup dependency: E needs a chill source to deal double damage. Maxing Q first gives you more chill uptime, which indirectly buffs your E damage anyway.
Why W Last
Crystallize ranks only increase wall width slightly and reduce a small amount of cooldown. The wall's power comes from placement, not stats. One point is enough to block paths, interrupt channels, or peel divers. Skill points are better spent on damage and cooldowns.
Augment-Influenced Skill Order
Augments that change how Anivia plays can shift the priority. The most common shifts happen when you get augments that empower specific abilities or change your damage profile.
Scenario 1: Empowered E Augments
R > E > Q > W
If you roll an augment that significantly boosts E—such as adding execute damage, reducing its cooldown on chilled hits, or making it AoE—swap to E max second or even first after R. The logic is simple: when E becomes your primary damage source, you invest in it. This is rare but happens with certain damage-focused augments.
Trigger this adjustment when:
- E gains a multiplier effect from the augment.
- The augment adds a secondary effect to E that scales with rank.
- You have a team comp that applies chill constantly (e.g., multiple ice or slow-heavy allies), letting you spam E without relying on your own Q.
Scenario 2: Cooldown or CDR-Focused Augments
R > Q > E > W remains standard, but the pacing changes.
With CDR augments or mana-sustain augments, Q's lower cooldown becomes even more valuable. You can spam stuns and chill applications. Do not swap to E max just because you have more mana; Q's utility still outweighs raw E damage in most fights.
Scenario 3: W-Centric Augments
R > Q > E > W still applies in 99% of cases.
Even if an augment makes W wider or adds a slow, the wall's core function is terrain manipulation. You do not need more points to block a choke or peel an assassin. Only consider early W points if the augment adds direct damage to the wall itself, which is extremely uncommon.
Adjustment Triggers
Watch for these in-game conditions to know if you need to adapt:
- Enemy dive heavy: If assassins or bruisers are constantly on you, keep Q max priority. The stun is your only real self-peel. Do not greed for E damage if you die before casting it.
- Enemy squishy backline: Q max lets you fish for stuns on immobile carries. One good Q leads to a full combo and a kill. E max is overkill on targets that die to Q-E-R anyway.
- Chill synergy teammates: Allies like Lissandra, Ashe, or Sejuani apply chill or related CC. In this case, E becomes more reliable. You can consider E max second if your Q accuracy is low or if teammates set up chill for you.
- Snowball pressure: Mayhem's Snowball (Mark/Dash) means enemies close gaps fast. Q's stun stops dashes mid-flight if timed right. Prioritize Q to interrupt engages.
Cost of Choosing the Wrong Order
Skilling incorrectly hurts Anivia more than many mages because her kit is interdependent.
Maxing E First Without Chill Support
E without the double-damage trigger is weak. If you max E but cannot consistently apply chill—because Q is on cooldown, R is down, and teammates lack chill—you lose a huge portion of your damage. You become a single-target poker with no wave clear and no CC. The enemy outsustains you and pushes in.
Maxing W Early
Points in W give marginal width and minor CDR. You sacrifice Q's stun frequency and E's burst for a slightly wider wall. In Mayhem's tight ARAM lane, a wider wall rarely changes outcomes. You lose kill pressure and become a utility bot with no damage threat. Enemies ignore you and dive your carries.
Ignoring R Levels
Some players delay R to finish Q or E. This is a mistake. R is Anivia's sustained damage and zone control. Each rank increases the damage tick and expands the radius. In Mayhem's teamfight brawls, R is your primary threat. Skipping R points to buff Q by a small amount costs you the ability to control the fight's space.
Wrong Order into Divers
If you prioritize E over Q into a dive comp, you have no answer to engages. Q's stun is your only instant response. Without it, you die or burn Flash. The cost is not just your life—it's your team losing their zone control and wave clear while you wait for egg resurrection or respawn.
Summary
Default to R > Q > E > W. Adjust to R > E > Q > W only when augments or team chill synergy makes E your primary damage tool. Never early W. The right order keeps your stun uptime high, your burst reliable, and your zone control oppressive. The wrong order leaves you without peel, without damage, and without relevance in Mayhem's non-stop fights.
