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This is a sort of fun mid god to play in the Throwing Dagger Meta. Anhur's good early game always gave him high outplay potential in duo lane, but throwing dagger allows him to hold his own against almost every mid laner in clear. This was first played in SPL by PrettyPriMe of Hungry for More.
Besides just being a fun pick that most mid laners won't see coming, Anhur can abuse early game advantages. He synergizes very well with Thor, Odin, and Ymir jungle, as walls can very much help with hitting Impale more often.
Anhur is all about the early game, so if you know you are a decent Anhur player or just flat out better than your lane opponent, he can be a viable choice. The goal is to abuse your opponent, take the tower as early as possible, and rotate for objectives or ganks.
Because he is physical and more single target oriented, I recommend drafting Anhur with a Sol or Chronos as the ADC for better teamfights and crucial magic damage. Ao Kuang in the jungle is also a great pairing if your ADC prefers to go a hunter.
In general, avoid picking Anhur mid against team compositions with excessive amounts of cripples (like Ares or Poseidon), knock-ups and extended poke ( He Bo ). Also never pick Anhur mid against Awilix as her ult is a hard counter to Disperse your main getaway skill, and can easily kill you at level 5.
Although he is a hunter, and usually the Qin's tank-shredding build is much more viable than critical strike, Anhur can excel with early crit in mid as it adds a bunch of burst to his kit. Your goal as Anhur mid is to be a physical burst "mage", and crit helps you do this more so than tank shred. However, it is still alright to play the traditional build, similar to how you would play Chiron mid.
Throwing Dagger is a must have on Anhur mid. Along with some potions this gives him very viable clear in the early game. Anhur is also nice as he can hit both the damage camp and back harpies in the early game with Impale. However, be warned that with Throwing Dagger it is easy to screw-up the minion wave and can make you tank back-archer damage at very key times.
Next item will always be Warrior Tabi. Anhur thrives off of the early physical power spike, plus Ninja Tabi is generally bad on most hunters in any role.
Afer this the build splits. The best build is the crit build that makes you function as a pseudo-burst mage, but if the enemy team is incredibly tanky (I'm talking like Zhong Kui mid, Athena jungle and Vamana solo) then the more traditional penetration hunter build can be taken, which is mapped out above in the build section.
The crit build starts with Rage. Early on this gives a giant physical power and critical strike chance spike, which is very nice for following up on your Impales. The reason you get this over deatbringer or Malice is because Rage is far more cost-efficient early game, even if it provides less damage mathematically.
Next will be either attack speed or lifesteal. If you are dominating your lane attack speed first is almost always the better choice. In this case, get Ichaival first. This is a super-cheap item with tons of attack speed and penetration and really gives you a lot more opportunity for crits. For lifesteal always build Asi. Combined with lucky crits it's passive can save your life. Otherwise this item gives crucial attack speed and penetration, which your other crit-heavy items tend to lack.
Later on in the game look towards getting Deathbringer as this ups your burst damage immensely. Afterwards more crit through Malice and more penetration through Titan's Bane allows for even better damage.
For your last item sell Ichaival for executioner if you want a lot more attack speed and penetration, Odysseus' Bow for extra sustained team fight damage, brawler's beatstick for anti-healing, or The Crusher for extra pen and tons of tower damage.
Passive: Enfeeble is very easy to manage. Simply make sure you are auto-attacking like a hunter should be and you will get extra penetration. Simple as that.
1. Shifting Sands : This ability can be used for the slow to secure kills, block an enemy's path with it's pillar, or most importantly combo with your second ability, Impale, to deal gross amounts of burst damage and CC to a single enemy by putting the pillar in the direction the enemy is running, and instantly stunning them onto it with Impale. This also serves as a good blocking and zoning tool for mid camp and gold fury fights.
2. Impale : This ability is your main source of clear early-game and CC throughout the game. With red buff this should full-clear the wave except for large minions at around level 6 or 7. Look to pin enemies towards walls, Shifting Sands' pillar, or player made objects like Thor's wall.
3. Disperse : This leap is your main form of escape but can also be used to engage with a good knock-back that can help confirm the stun on Impale. Get good at using it quickly to get out of sticky situations or chase a low-health enemy. Be careful, as this ability is crippled very easily by Ares and other gods. Additionally never jump near Awilix unless you know her ultimate is down, as she can pull you into trouble.
4. Desert Fury : Your ultimate is great at bursting people down and doing tons of burst damage to piled up and CC'd enemies. Be wary of wasting it, as it's range sometimes isn't as far as you would think. Use when enemies are pinned in place by CC, or to secure kills just out of reach. Additionally, the CC immunity on it makes it a great defensive tool against CC like Ares ultimate and can function as a second purification due to its relatively low cooldown.
Anhur mid is a fun flavor pick that can be advantageous to draft when looking for hard early-game snowball. Anhur's unique kit has a slow, stun, knock-back, and CC immunity for himself with considerable burst damage as well. His synergy with critical strike damage makes you essentially a high-power, bursty physical damage "mage".
Thanks for reading.
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