Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Anhur guides

Anhur - Fury Of The Sands / Duo Lane ADC/Hunter guide

2 1 10,965
by Bojanx2x updated December 27, 2013

Smite God: Anhur

Build Guide Discussion 3 More Guides
Tap Mouse over an item or ability icon for detailed info

Anhur Build

Core Items

Build Item Death's Toll Death's Toll
Build Item Warrior Tabi Warrior Tabi
Build Item Heartseeker Heartseeker
Build Item Qin's Sais Qin's Sais
Build Item Malice Malice
Build Item Deathbringer Deathbringer

Additional / situation based items

Build Item Hastened Fatalis Hastened Fatalis
Build Item The Executioner The Executioner
Build Item Bloodforge Bloodforge
Build Item Jotunn's Wrath Jotunn's Wrath

Actives are usually based on the situation but the first 2 are the most effective for most situations

Build Item Shielded Teleport Shielded Teleport
Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Aegis Amulet (Old) Aegis Amulet (Old)
Build Item Aegis Pendant Aegis Pendant
Build Item Heavenly Wings Heavenly Wings

Anhur's Skill Order

Shifting Sands

1 X Y
Shifting Sands
3 8 11 12 14

Impale

2 A B
Impale
1 4 6 7 10

Disperse

3 B A
Disperse
2 15 16 18 19

Desert Fury

4 Y X
Desert Fury
5 9 13 17 20
Shifting Sands
3 8 11 12 14

Shifting Sands

1 X
Anhur erects an obelisk from the ground, blocking all player movement. The surrounding sands Slow enemies and increase the damage of Anhur's Basic Attacks against targets in the sands.

Ability Type: Circle, Debuff
Slow: 15 / 20 / 25 / 30 / 35%
Damage Buff: 8 / 11 / 14 / 17 / 20%
Lifetime: 7s
Range/Radius: 70/30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Impale
1 4 6 7 10

Impale

2 A
Anhur hurls his spear with great might. If the spear hits a god, they take damage and are knocked back. Gods knocked back into a wall are Stunned. Enemies hit by the pushed god take damage. The spear passes through minions, doing damage to them as well.

Ability Type: Line, Crowd Control, Damage
Damage: 105 / 170 / 235 / 300 / 365 (+80% of your Physical Power)
Stun Duration: 1.1 / 1.2 / 1.3 / 1.4 / 1.5s
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 12s
Disperse
2 15 16 18 19

Disperse

3 B
Anhur leaps to his ground target location, doing damage and knocking back all enemies in the radius where he lands.

Ability Type: Circle, Leap, Damage
Damage: 70 / 110 / 150 / 190 / 230 (+60% of your Physical Power)
Range/Radius: 55/15
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Desert Fury
5 9 13 17 20

Desert Fury

4 Y
Summoning the fury of the desert, Anhur hunkers down and throws empowered spears that pass through everything, doing damage to all enemies in their path. He is immune to Crowd Control for the duration.

Ability Type: Line, Damage
Damage Per Spear: 65 / 90 / 115 / 140 / 165 (+30% of your Physical Power)
Spears Thrown: 8
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Introduction

Hello there and welcome to my overall 20th guide and it will be on Anhur is a Hunter who has high single target damage mobility and decent CC he is usually seen in the duo/long lane with a tank usually/ideally Sobek, Athena,or Ymir due to there high CC and synchronization with anhur and his kit.



i will assume that you know the basics of what AA FG GF AD and AP mean as well as AoE MIA CD and CDR but just in case:

AA - Auto Attack

FG - Fire Giant

GF - Gold Fury

AD - Attack Damage

AP/MP - Ability Power/Magic Power

AoE - Area Of Effect

MIA - Missing In Action

CD - Cooldown

CDR - Cool Down Reduction

HP - Hit Points/health bar

MP - Mana Points

HP5 - Health/hit Point Regeneration per 5 sec

MP5 - Mana point regeneration per 5 sec

DoT - Damage Over Time

HoG - Hand of gods

ADC - Attack Damage Carry

APC - Ability Power Carry

Rotation/Rotation's - The Act Of following a enemy when they act outside of there lane(go to gank/invade buffs/move into other lanes ect...)

vs/v - Versus

LoS - Line of Sight

Pros / Cons


Pros:

+ Strong Early game penetration due to his passive Enfeeble

+ very mobile with his Disperse which also knows targets up

+ his Impale has great damage/clear and is a knock back with a stun if they collide with terrain

+ His Shifting Sands is a wall on demand with a slow around it as well as a damage boost

+ his ultimate Desert Fury grants him immunity to CC while firing

+ very strong synchronization with many gods

+ strong self synchronization

+ his Shifting Sands pillar can block various skills in the game

+ if mastered becomes a great nightmare to deal with with his super soldier like kit




Cons:

- can be a bit squishy at times

- depends on skill shots for best effects and results

- requires good positioning to properly land Impale for its stun

- his combos require good aim and judgement for most efficient effects

- a lack of many cons can make some Anhur players overaggressive

- his Impale needs time to get used to

- his ultimate Desert Fury is quite hard to properly land at mid - long range

- his ultimate Desert Fury is hard to land on moving and high speed targets

- his Impale can at times save your enemy's by knocking them away and near wall but stop before the actual wall thus saving them

Skills

Passive: Enfeeble is a great passive which grants his AA's 15 bonus pen which is quite strong early in combination with Warrior Tabi its near true damage till enemy gods hit LvL 13 - 16+.



spell 1: Shifting Sands is a great ability that lets anhur call forth a pillar that acts as a wall for 7 sec around it will be shifting sands that slow enemy gods and make you deal more damage to those gods while on the sands it works great with his Impale and Disperse as somewhat helps hitting the spears of his ultimate Desert Fury not to mention it can block some spells and ultimate such as Mercury's Sonic Boom and it placed well can block GF for its duration giving you a lot of free hits... this is the ability we max 2nd.


spell 2: Impale is a line based skill shot that deals decent damage has a knock back effect and stuns if the target collides with terrain works well with the rest of our kit this is the ability we max first.


spell 3: Disperse is our jump with a knock up effect and some amount of damage we max this ability 3rd


spell 4: Desert Fury is our ultimate and its a line based nuke that makes us immune to CC while shooting we get this when we can

Items - valid for both competitive and casual play

the item order for your purchases should be ---> at rank 1 ---> full(we rush this) ---> ---> ---> ---> ---> this is a example full build now ill explain the items them items:



this item Death's Toll is a decent pick up for the early game offers some sustain and early stats that are useful to us thus we pick it up.


we start the game off with rank 1 Tabi and then make those into Warrior Tabi after we finish our rushed Heartseeker.


we rush this as our 2nd item and finish it first the reasons for so being are that it gives a large amount of AD but also movement speed and its rather cheap so even if you lose stacks you can regain them if your careful.


this is our 3rd item and we get it for its great stats and passive it has everything a ADC/Hunter would need out of a item....


we get this as our 4th item for its obvious high critical strike chance though its other stats are fair as well


we get this as out 5th item for its boost to critical strike damage and its other high stats as well


this is our last final item and is gotten for its great stats and penetration based passive this item is a not a must as the final item of the build and other items can take its place such as

  • Hastened Fatalis its attack and movement speed bonus make our anhur very fast and with his kit being very mobile this can be quite annoying to deal with and its passive makes chasing easy if your good at landing those AA

  • Bloodforge this item is a valid pick additional damage and life steal per AA done is quite decent but as the ADC you should not be in a position to take damage so great that you would need heavy life steal for it but can be useful to players still new to the role

  • Jotunn's Wrath this item is a optional last item if you need your ultimate up more often for whatever reasons or need your spells up faster then normal usually compliments a very fast and aggressive Anhur though this one is not recommended for competitive play as the ADC/hunter should not be going with such risks and ect... but instead go with his team and so forth

  • Titan's Bane we can get this item if we need penetration on every hit and ability usually this is what we would get if the enemy is a high defense type this can also synchronize if some one on your team has The Executioner as its passive penetration is reduction based and lowers the enemy protections for the whole team you could ask your warrior or assassin to get if its needed depending on the type of warrior or assassin
    of course

Gameplay

Here i will cover your Start your Early,Mid and Late Game

Start



When the game starts we grab our Death's Toll and rank 1 Tabi and potions of choice and we head out with our lane partner to check if we can steal the enemy blue if this is not possible we get our own blue and hit the lane i would recommend not picking a starting spell until you confirm the situation examples:

1 - going for a invade(you would get Impale for its damage and stun)

2 - defending your buffs from a invade(this would usually mean getting Impale)

3 -running away from a invade(this would usually involve getting Disperse and jumping a wall)

Early Game



This part starts as soon as you get into the lane usually depending on the situation your actions here will very and depend on your judgement.

But in most situations you want to clear the wave and check the enemy blue buff in case there on it and that its low you can try to steal it with Impale and AA's and get out with Disperse if things go south(bad).

if not you go into lane and farm while poking the enemy gods along with your partner as you work up gold for the Heartseeker after that turn Tabi into Warrior Tabi unless you stayed in lane really long and have enough for a rank 2 or full Qin's Sais then its optional to get those instead... but usually this never happens...

Mid Game



This portion here starts around the time your team or the enemy team starts teamfights
and/or towers are lost... and the GF/FG need protection... this can also start as a result of rotations

During Mid Game your goal is to contribute/win teamfights and push objectives after winning a fight or defending objectives if a fight is lost or on the losing side

you only do this if its possible(example if one player is down and 5 player go for the GF 4 of you can try and get the jump on the with a small advantage as the enemy would be using ability's on the GF and might have some spells down)

in case its a 3v5 in the above situation you may consider giving away GF and protecting the towers its rare for a 3v5 to be worth it unless in very specific and unique scenarios

During this phase of the game you would usually finish Malice and be nearing a completed Deathbringer

Late Game



This phase starts and is noticed when the teams are at the end of there builds 5th/6th item and have begun to get 400 gold potions of power and or 3000 gold potions/elixirs of power

during this phase of the game your aiming for final objectives such as pushing a phoenix claiming the FG and killing the Minotaur(winning the game)

your usually done with your core build and should have a finished 6th optional item for yourself

Combos The Basics with some Tips & tricks

As Anhur we have a few combos that we use and here i will list them:

Combos



1. Shifting Sands + Impale

you call forth the pillar behind a foe and Impale them into it then depending on the game phase you will want to either
Early Game

A. use Desert Fury for fast effective burst damage



Late Game

B. Use your AA to take down the impaled/stunned victim


2. Disperse + Impale + Shifting Sands optional = you knock up a target with the Disperse then you either
Option 1

A. Impale the target into a wall then optionally use Shifting Sands and AA him to death(preferable late game)

B. imaple the target into a wall and follow up with Desert Fury for fast burst damage(preferable early/mid game)



Option 2

A. in case we lack a wall or if you think he wont reach the wall it is possible to put up Shifting Sands then Impale the target into into the risen pillar/obelisk instead of a natural wall then

A.use the Desert Fury (if needed)




B. Use your AA to take down the impaled/stunned victim



3. this combo is rather situational and is usually used for when you partially mess up
the combo consists of:

Shifting Sands + Disperse + Impale


this is only used when you miss place your pillar in a 1v1 fight and are near enough to cast Disperse on the target then while there knocked up you aim fast and Impale them into the pillar from the other side then follow up with Desert Fury if early game and will net you a kill or AA if its late game

Tips & tricks



1. Shifting Sands can be used to:

  • block all current dash skills/spells in the game
  • block any skill shot that requires LoS(Line of Sight) with good positioning around the pillar which acts as a wall and will deny LoS
  • Kite AA and juke enemy gods(works wonders vs melee gods even more so if you have a ( Hastened Fatalis)

2. his impale in addition to its usual use can also:

  • cancel out or counter some spells if timed dead on like pushing away a He Bo right as he is about to cast Crushing Wave
  • keep you safe from some spells if well timed(pushing vulcan mid backfire lowers its range if really well timed aka he shots it of but from his knocked back position) similar things may apply to similar spells
  • force players out of position or forcing them to miss skill shots (we can use the above He Bo example but instead of pushing him back lets say you push him to the side and his Crushing Wave hits no one and he is now in the middle of your team)

3. Disperse in addition to its usual use can:

  • be used to jump over some impact areas to avoid there effects( Hovering Death can be jumped over with good timing the Thanatos can then be impaled into a wall or Shifting Sands ect...
  • with good timing in addition to its aggressive or defensive jumps can be used as a counter jump to dash and CC skills with good timing (jumping over a Sobek's Charge Prey)

4. Desert Fury can be used as counter hit or CC resist instead of just damage like spare set of Purification Beads this can be used to counter things such Mercury's Special Delivery if timed well and cast right before it makes contact with you.

Summary

Overall Anhur is a strong pick that can do very well if given a good partner that can help set him up and his kit is very powerful due to its great mobility and versatility to meet and overcome almost any situation

i Hope this guide is of help to you all



Additional Info: i will eventually make a solo lane build/game play section and jungle section for anhur for casual play i may try and get a competitive solo lane Anhur section done latter on as well but i will first wait and see what changes will hit the game before release so it may not make it here fast but will eventually

Leave a Comment

You need to log in before commenting.

Collapse All Comments

1
Subzero008 (112) | January 23, 2014 5:05pm

Build


Build is rather inflexible, but most hunter builds are. But this build is outdated and/or has no lifesteal.

Item Explanations


Bleh. Bland and generic but that's to be expected from a game with so little options like this one.

Skill Explanations


Generic descriptions of the skill. See the detail on Shifting Sands? I want to see more of that. Things like saying Disperse can be used to knock enemies toward a wall, making it easier to stun them, stuff like Desert Fury being great for sniping enemies, stuff like that.

Guiding/Gameplay


Generic, generic, generic. You tell to poke but not how to poke.

"your goal is to contribute/win teamfights and push objectives after winning a fight or defending objectives if a fight is lost or on the losing side"

How utterly unhelpful is that? "Win teamfights?" Where is the how The where and when?

You need to explain what your role is in teamfights.

Also, the combos section is more like a skills section.

Details


Very average and rather disturbing-looking coding, especially the giant head of Anhur. Info is rather...scattered.

Summary


This guide has some solid points, but is severely lacking in any useful gameplay. You provide the how, but not the when and where. I'll downvote, but I was incredibly close to a neutral vote.
1
supercvu | January 7, 2014 5:56pm
i did good just that this stupid freya gave them fire giant.....
1
supercvu | January 7, 2014 4:58pm
this is probably a great guide, i dont know why i never though about using dessert fury at early game /mid game once they are stun... i am hopping into a match and trying it out thanks for the guide. u deserve a +1
Loading Comments...
Load More Comments

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved