While Anaria is dead, she reveals a 1000 range area around her dead body.
COST: 70 / 80 / 90 / 100 / 110 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Active: Anaria shoots an energy bolt towards a target location, dealing magic damage in a 300-radius area and leaving behind an anchor that reveals the area of impact. If cast when an anchor has been placed, the bolt will be fired from the anchor instead, consuming it in the process. The anchor disappears when Anaria dies.
Active: Anaria dashes a fixed distance towards her anchor, stopping early if she reaches it and leaving behind a light path that reveals the area of the dash. Enemies hit by the dash are dealt magic damage.
Active: Anaria sends forth her spirit, creating an invulnerable pet that can be controlled and drains mana each second, but Anaria herself can't act while the spirit is being controlled, except for casting Spirit Retrieval. If the spirit makes contact with an enemy champion, it attaches itself to that champion until another command is given, revealing that champion and its surroundings while dealing magic damage each second. The spirit's movement speed starts at 1000 when cast and decays down to Anaria's movement speed over 2 seconds. Anaria can't regain mana while it is being drained by her spirit.
Active: Anaria commands her spirit to return to her, causing it to move to her location with 1000 movement speed. When it enters her body, she regains her ability to act and the spirit leaves behind a bright explosion that deals magic damage to all enemies in a 500-radius area around Anaria and blinds them for 1 second.
Active: Anaris bathes the battlefield in strong sunlight after 3 seconds, dealing magic damage and revealing all enemy champions hiding in the fog of war or in brushes over 5 seconds. Stealthed champions are unaffected by the sunlight. Enemies are immune to the damage effect while in Anaria's or one of her allied units' field of vision.