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Anhur Support is Best Support!

0 0 11,346
by TheLostCause updated September 25, 2012

Smite God: Anhur

Build Guide Discussion 5 More Guides
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Anhur Build

Anhur Support(Anti-CC)

Build Item Healing Potion Healing Potion
3
Build Item Reinforced Greaves (Deleted) Reinforced Greaves (Deleted)
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Breastplate of Valor Breastplate of Valor
Build Item Frostbound Hammer Frostbound Hammer
Build Item Magi's Cloak Magi's Cloak
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Ankh of the Golem Ankh of the Golem
Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Elixir of Defense Elixir of Defense
Build Item Ward Ward
2
Build Item Cloak of Meditation Cloak of Meditation

Anhur Support (Anti-Damage)

Build Item Healing Potion Healing Potion
3
Build Item Reinforced Greaves (Deleted) Reinforced Greaves (Deleted)
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Breastplate of Valor Breastplate of Valor
Build Item Frostbound Hammer Frostbound Hammer
Build Item Stone of Gaia Stone of Gaia
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Silverfox Girdle Silverfox Girdle
Build Item Aegis Amulet (Old) Aegis Amulet (Old)
Build Item Elixir of Defense Elixir of Defense
Build Item Ward Ward
2
Build Item Cloak of Meditation Cloak of Meditation

Anhur's Skill Order

Shifting Sands

1 X Y
Shifting Sands
1 8 11 14 15

Impale

2 A B
Impale
2 4 6 7 10

Disperse

3 B A
Disperse
3 12 16 18 19

Desert Fury

4 Y X
Desert Fury
5 9 13 17 20
Shifting Sands
1 8 11 14 15

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 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
3 12 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

Intro to Anhur Support

Why Anhur isn't seen more of a Support and not an AD Carry is beyond me. 3 of his 4 skills have some form of CC and can allow you to feed the living Hel (see what I did there?) out of your actual Carry. Here I'm going to explain why an Anhur Support can actually be an extremely viable build and how to build him.

For anyone confused, the main point of this build guide is to introduce something new in terms of a God Build that is different form the usual meta. Not to say that Anhur as an AD carry is bad, though, personally the other AD carries are better than he is as an AD Carry.

Game Start and Item Build

---1.--- As Support Anhur, you will start with Meditation or HoG depending on whether or not you want to go for the jungle buffs. Also, purchase Reinforced Boots 1 with potions for maximum effectiveness.

---2.--- Once Boots are complete, you will purchase Hymn of Valor for the Protection, Mana that you need in order to cast your CC, and CDR in order to cast them often.

---3.--- Then, you will focus on buying Frostbound Hammer since the 15% Movement slow will allow your teammates to get kills when you land even 1 auto-attack on an enemy.

---4.--- Next, depending on your opponents' team composition, you will build Magi's Blessing to counter any hard, initiator CCs, or you will build Stone of Gaia to counter any High-damage spells or champions.

---5. & 6.--- Lastly, Since Health and Damage are necessities, building an Ankh of the Golem with any health item, such as Gauntlet of Thebes, will allow you to further tank for your team whilst also dealing damage.

---Optional--- Buying an item to fit your teams composition or to counter the enemy's composition is up to you. Hide of Leviathan allows for all around tankiness, Hide of the Nemean Lion can inflict damage on ay AD Carries or Melee Attackers who want to attack you, and Stone of Gaia can increase your lane sustain while allowing you to take damage from multiple AP Carries. Most any Utility/Defensive item can be useful given the situation so that can be up to you.

---Abilities--- Buying Abilities is always necessary but it isn't always easy to determine what to buy and when. For Support Anhur, it is almost always beneficial to start with either Meditation or HoG if you decide to go for the early Buff for your Carry.

Whichever ability you choose, the next ability you should invest in will always be the other ability, Meditation or HoG, whichever wasn't bought first. Buy the second ability as soon as you can.

The last ability you buy is always a tough choice. If the enemy team has lots of CC, its usually always good to go with Purification Beads. If the other team is build more for Burst damage or high damage in general, an Aegis is a good choice. Lastly, if you feel the need to help your team get even more kills (and who wouldn't want that?), a great item to get is Creeping Curse, that combined with a Frostbound hammer can induce a very very strong slow on your opponent.

Whatever your last ability is, purchasing is completely discretionary and there is no "perfect time" to purchase it.

Skill Order(By Level) And Why

---Level 1.--- Starting with Shifting Sands can increase your lane's chances of First Blood since the slow and pillar can allow for easy ganks, especially when the Sand area buffs Anhur's Attack Damage from 4%-20%.

---Level 2.--- Getting Impale next is key because that allows you to initiate fights by pinning enemies to walls and immediatly throwing your pillar in front of them for an almost guaranteed kill. It also allows you to save you teammates when being chased and increase farm capability for your lane since Impale will pass through all minion mobs. Combo-ing Impale with Pillar by pinning Gods to your pillar is also an effective way to initiate.

---Level 3.--- Next, you get your Disperse as it makes chasing much much easier as well as giving you a short airborne stun-throw. It also allows for easy escapes into, and out of, the jungle in case you are being chased.

---Level 5.--- Getting the Ultimate, Desert Fury, whenever it is available is key since you will be needing it as a main source of damage. It is usually to use this in a typical situation whenever an enemy is weak or pinned or CC'd .

---Levels 4,6-20.--- When putting points into skills, Max Impale out first to maximize damage output to enemies. Next max Shifting Sands in order to increase your slow effectiveness and your damage potential. Then, max out Disperse since using disperse is mostly useful as a throwing/escaping utility rather than a damaging skill. Lastly, (of course) max your Ultimate and you will have a fully capable Support Anhur.

Anhur Support as Compared to AD Carries and Supports

First thing to note is AD Carries.

The thing about Artemis is that all of her moves do damage. Her trap has a DoT, Her boar does a good chunk of damage, and her Rain of Arrows has a slight slow, it's not feasible to use her as a support since her CC has longer cooldowns and is more difficult to land effectively since you need to get in close or hope they hit your trap.

Cupid can be a decent support but since his heal scales off AD, theres no reason to build him any other way. Also, he only has 2 CC abilities, his bomb and his Ult and in order to get any CC with his bomb, you need to charge his passive.

Why is Anhur better as a Support rather than an AD Carry?

The thing about Anhur is that his Shifting Sands does no damage but covers a wide range, his Impale can do tons of damage if built as AD, but is relied upon as his main damage aside from basic attacks sin his ult has a 90sec cooldown. Also, Disperse only scales 50% of your AD and only maxes at 210 base damage. Against enemies with average of 2k health, you'll only do just over 12% of their total health, and thats if you're in range to use it. It's not a good initiator if he's an ADC since he'll explode if he jumps into enemy groups.

Why is Anhur Support better than other supports?

Are Guan Yu, Sobeck, Ymir, and Vamana good for a tank/support role? Sure, but they were designed that way. Besides, Vamana is better in a AD Caster role since he only has 1 CC ability. Ymir is a great tank with amazing CC but his Ult can be hard to land and his damage output is much much lower than other tanks. Guan Yu is a great support but actually fits the role of AP Bruiser more since he he has a gap closer and a High DPS ability, with only his Ult giving him his only CC. He is better suited focusing back row Carries. Lastly, Sobeck is...well Sobeck does what Sobeck wants, he's just strong not matter how you build him. :/

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1
PseudoOlale (2) | September 30, 2012 6:00am
Quoted:



I pity someone like you. I honestly do, someone that takes the time out to freak out over a typo, when your guide is filled with grammatical errors as well. Id be happy to point them all out if that is the road you so wish to travel down.


Nah, I just point out obvious ones , mostly because my queue in Smite is taking too long and I have nothing better to do.

That's partially why I come to SmiteFire, to wait out the long queues,look and comment on builds and read some new about Smite.
1
Westighouse (102) | September 30, 2012 5:52am
PseudoOlale wrote:



2rd.....

*twitch* *twitch*


I pity someone like you. I honestly do, someone that takes the time out to freak out over a typo, when your guide is filled with grammatical errors as well. Id be happy to point them all out if that is the road you so wish to travel down.
1
PseudoOlale (2) | September 30, 2012 5:24am
Quoted:

I like what you are trying to do but Anhur currently is the 2rd most effective carry in the game.


2rd.....

*twitch* *twitch*
1
Westighouse (102) | September 30, 2012 4:17am
I like what you are trying to do but Anhur currently is the 2rd most effective carry in the game.
Your examples of the other gods are a bit off in competitive play with people that know this game super super well.

I would look into studying the gods a bit more and more of the "top" players and then going from there to spread out of the "Set in stone" role each God currently has.

No vote, but good work.

meditation is a waste of gold right now and if you want him to be support Hand of the Gods is the best to get.
1
PseudoOlale (2) | September 30, 2012 3:37am
Anhur was meant to be an ASSASSIN.Sure he can be squishy and sure he has good CC skills and can be a good support but to utilize Anhur's skills and use them correctly, that can be a giant game changer.

"introduce something new in terms of a God Build that is different form the usual meta"

You sir are very creative, and I respect that and I also salute you for actually taking time making a support build for Anhur, but I do not understand why would you want to be a support instead of an AD Carry.All the people I know that play Anhur, prefer to be an ASSASSIN, kill stealer type of player and personally, when play it like that, they get loads of kills.

Please , elaborate.
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