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Anhur Joust Pubstomper!

1 2 31,409
by Blackclaw185 updated April 27, 2015

Smite God: Anhur

Build Guide Discussion 1 More Guides
Choose a Build: The Ultimate Pubstomper (Penetrating)
The Ultimate Pubstomper (Penetrating) The Ultimate Pubstomper (Speedy)
Tap Mouse over an item or ability icon for detailed info

Anhur Build

Penetrating Crit

Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Greater Meditation Greater Meditation
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
2
Build Item Deathbringer Deathbringer
Build Item Rage Rage
Build Item Malice Malice
Build Item Hastened Fatalis Hastened Fatalis
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Potion of Power Potion of Power
Build Item Elixir of Power Elixir of Power
Build Item Elixir of Defense Elixir of Defense

Alternate Items

Build Item Bloodforge Bloodforge
Build Item Golden Bow Golden Bow
Build Item Titan's Bane Titan's Bane

Anhur's Skill Order

Shifting Sands

1 X Y
Shifting Sands
1 15 16 18 19

Impale

2 A B
Impale
2 8 11 12 14

Disperse

3 B A
Disperse
3 4 6 7 10

Desert Fury

4 Y X
Desert Fury
5 9 13 17 20
Shifting Sands
1 15 16 18 19

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
2 8 11 12 14

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
3 4 6 7 10

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

Thanks for taking the time to read my first guide. I've noticed that most people don't really have pubstomping builds for playing Joust or Arena, so I figured that I would make a guide for some builds that I find to be very dominant.


Anhur is one of the most over powered AD Carrys, so it's only right for people to build him for such.

Pros / Cons

Pros:

- High damage Early, Mid, and Late Game.
- High amount of Utility.
- Quick wave clearing


Cons:

- He's squishy without a healer (Such as Aphrodite).
- Very mana hungry, and generally requires Meditation.
- Slower attack speed than other ADCs.

Items

When playing Anhur, depending on your play style, it's very easy to pick up Early game kills which then leads to feeding. As long as you play smart Early game, it is almost impossible to stop you Mid to Late game. Keep in mind these are all items I find work well for me, but you may not find they work well for you. Most things in the builds can be subbed out for other items.


Both builds start off buying Devourer's Gauntlet, Meditation, two Health Potions, and two Mana Potions.

Devourer's Gauntlet increases your early game survivablity, and allows you to start building stacks immediately. With that being said, you can easily switch this out with Bloodforge if you prefer to have more Physical Penetration.

Since Anhur is so mana hungry, Meditation is a necessary item to allow you to spend as much time as possible outside of your base.

The Health and Mana Potions are to allow you to take aggro on Buff Camps without needing to recall for health and mana.
Once you get Deathbringer and Rage you'll be getting more critical hits, and they'll deal far more damage. This allows you to melt your enemies both Mid, and Late game. In my opinion, neither of these items should be subbed out, as they are necessary for dealing the damage required to deal massive damage to your enemies.
Malice is optional, but I find it works very well with Deathbringer and Rage. At Late game, you're dealing a ton of damage when using all three Critical Strike Chance items, this should have you hitting around 500+ criticals. Now you can sub Malice out for Golden Bow in order to have a bit more Movement Speed and AoE damage.
Hastened Fatalis is an item that I hadn't really tried out until just recently. I find that it helps an ADC character out very much, allowing you to keep up with fleeing enemies, and to better avoid enemy attacks. This item can be switched out with any of the Tabi items, preferably the Ninja Tabi, however they're not as effective for movement speed as the Hastened Fatalis is.
This is where the two builds differ. If you want to have more Physical Penetration, buy Jotunn's Wrath which can also be subbed out for Titan's Bane if you don't mind losing the Cooldown Reduction. If you want to have more Attack Speed, buy Ichaival which can also be subbed out for a Winged Blade or Witchblade if you don't mind losing the Physical Penetration given by Ichaival.

I personally prefer to use Jotunn's Wrath over any of the other options, so that if I get into a tight situation I know that my Disperse will be up to either flee, or go in for the kill. However, Titan's Bane gives you far more Physical Penetration than all of the other options, and will allow you to deal way more damage.

As for the other build, Ichaival is good for doing quickly chained damage, and it gives Anhur the Attack Speed that he needs to keep up with other ADCs (Such as Medusa, Neith, and Artemis). The Winged Blade is very good for getting out of tough situations by increasing Movement Speed, and immuning slows, as well as giving your God more health in order to survive better. The Witchblade increases your Attack Speed and Physical Protection, as well as decreases nearby enemies Attack Speed and Physical Power, thus allowing you to deal damage much faster than your enemies, as well as having you take less damage from their attacks.

Skills

Both of my pubstomping builds have the same skill stacks and upgrade orders. These can all be changed if you think that you'd rather stack something else first.


Passive:

Enfeeble: "Anhur's spear attacks reduce the enemy targets physical protection for 3 seconds".
Skills:

Shifting Sands: "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".

Impale: "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. The spear passes through minions, doing damage to them as well".

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

Desert Fury: "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".
Upgrade Order:

I find that it is very useful to have all of Anhur's skills from the start, so I balance the three out at the beginning. Then immediately start stacking Disperse, thus allowing you to finish kills that would have gotten away, as well as have a good escape route.

Then you want to upgrade Impale to quickly take down enemy minions, as well as having a way better chance of escaping an enemy. Use Impale to knock enemies away, then use Disperse to leap further away from them. This almost guarantees your escape.

Finally you upgrade Shifting Sands to slow, and block enemies. In my opinion, it is the least needed of all of the abilities, simply because Anhur has such raw power, and the damage buff just doesn't add enough damage to matter.

Upgrade Desert Fury whenever it is available, as it's good for rapid fire damage before finishing them off with a basic attack.

Summary

In summary, focus on Lifesteal items, then move onto Critical Strike items, then finally Movement Speed and Physical Penetration/Attack Speed items. A full Physical Protection Guardian is the only one that will be able to slow you down, and with Hastened Fatalis, you shouldn't have an issue outmaneuvering them.


As for skills, focus on Disperse first in order to tower dive, as well as escape, then you'll want to focus on Impale in order to get more minion kills, and it also helps you to escape enemies if necessary, then finally focus on Shifting Sands in order to slow down enemy pushes, and it also helps to damage your enemies with increased Basic Attack damage. Upgrade Desert Fury whenever it is available, this will help get burst damage off and will absolutely melt your enemies.
This is my first every Guide, so let me know what needs to be improved upon, and I'll make sure to do so for my next one!

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1
kwirky88 (1) | May 10, 2015 9:23pm
I don't feel that disperse is a good ability to train first. You're putting yourself in harm's way without much for items to back you up. Impale is a more solid first choice. Coupling meditation with disperse is also pretty bad, too. Disperse will be used so infrequently that med will go unused. Overall this isn't a very good build. Even the auto-build is a vast improvement over this.
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League of Legends Build Guide Author Blackclaw185
Anhur Joust Pubstomper!
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