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
Vote received! Would you like to let the author know their guide helped you and leave them a message?
Starting Warriors is just fine, especially if you plan on being more aggressive. I don't use it often because of how I level my stuff, I don't plan on landing impales except to peel or stun, so I won't proc it as often as I could if I used it more aggressively.
I prefer guardian's blessing just for the way I level my abilities during a match. I'm mostly doing the damage for the first wave or two but I'm not really taking out the minions myself because I don't level the Impale first, so its easier for me to stack the Guardian's Blessing. I also like that it gives just a bit more utility to it.
This build is based on The Other Frost's suggested build on Anhur. The reasoning is like so: build as much cooldown as possible so that your Pillar is putting out constant CC. Pillar lasts for 7 seconds and with reductions you can get the cooldown to around 7.5 - 8 seconds, meaning you'll always have it handy when it despawns in the late game.
I like the build as a foundation and for that reason I'm marking it as the 'standard' build for him.
Same general start, except your entire purpose is to survive those pesky crits. Even with the full standard build a critical build on a Mercury or hunter will tear you apart in the mid and late game. Do NOT underestimate the value Spectral Armor can give you here. Remember, your job here isn't necessarily to be a big walking wall of tankiness, but to constantly be pushing out pillars and crowd control, peeling with your 2, and dispersing people with your 3 if necessary. The build should make you very tanky; most warriors and guardians will still outlast you but you'll be close behind, and with the mobility and crowd control to keep people off you if you need to get away, or living long enough to disperse on the spot, stun into a wall, and let a mage, hunter, or assassin that's coming to help you out finish them off.
You can sell boots for an anti-heal item, more protections, or a cheeky damage item.
Don't wanna build full tanky? Maybe no need to? A nice few damage items can let you wither down enemies with your ranged attacks while remaining tanky enough to not go down when someone sneezes on you or looks at you funny.
I threw on a Jotunn's but you can really put anything you feel for your sixth or seventh items. You could put on a few shields, maybe a full tank item, maybe another damage item.
The idea of this build is to maximize the shred from Anhur's passive with items. For those who don't know, Anhur's passive is that when he hits someone with a basic attack, they get a flat reduction of 20 physical protections.
When combined with Executioner, this further reduces protections for the next three hits by a %. Void Shield reduces protections by an additional 15%. This gives a good balance of offense and defense, keeping your survivability up while you hit the tanks hard and make them less effective in the fight.
I recommend replacing boots with Quin Sais or Toxic Blade for anti-heal.
Contagion/Pestilence is a good choice for anti-heal, obviously. If you can't trust yourself to single out that life-steal assassin, or if you are dealing with more than one life-steal build on the enemy team, its probably better to use these two rather than Toxic Blade.
Lono's Mask will guarantee that you have the tankiness needed for your position but in the late game you can survive just fine most of the time, so I don't personally recommend it. You can get better stats with Thebes without sacrificing any damage output.
The Sledge is a decent choice if you're looking to build more Hybrid. Most hammers are decent on Anhur in any build.
Emperor's Armor helps with those objectives. Anhur being ranged makes it easier for you to help take down those towers, especially if you're winning lane. Throw this on if you just wanna tear through them faster, or if you need to play under your own tower more.
Genji's is not a bad choice from the other item branches of this set. Completely viable to throw it on, especially if you're going for maximum cooldowns available.
I usually use the Ghost Minion strategy with Anhur Support; the ADC finishes purple buff, you take the XP from that as you book it toward the minion wave about to meet, and then hit the ghost with the impale. I've been able to do this consistently and it makes you Level 2 by the end of the first wave. This will usually catch the enemy duo team by surprise (In causals, at least) so that you can stick your long, girthy pillar behind them and impale. Usually guarentees a kill or damages them enough to force a back or to use all their pots. Tons of pressure and that's my favorite way to do it, even if I sacrifice my escape early on.
If you feel safer leveling the 3 first, that's just fine.
I also level the Shifting Sands to 3 first before touching Impale. I do this to make the slow on that as sluggish as possible before my damage starts falling off.
Level the ultimate whenever possible, obviously
Tap each threat level to view Anhur’s threats
Anhur support offers a very unique and fun way of approaching the Support role. I'm not claiming that this is absolutely meta-breaking or that it will always go well in your matches, but with a decent team and a decent Anhur you will have the time of your life.
I've been playing Anhur support for weeks. Win or lose I always have a good time playing him. In fact, I would pretty much prefer to play him as a support rather than as a hunter. The way you approach his kit is so much more different and more versatile I feel than if you were building full damage Carry.
You are very likely to get **** from your teammates, in Causals or Ranked. Its just best to not listen to them. If they try to change to an "Actual Support" last second, you can always wait yourself.
Like with any character that plays 'off-role" you will probably get flamed no matter what you do. Don't let them get to you; a Support is there to do just that, support.
It doesn't matter what support you pick if your team is trash anyway.
So people are lion to themselves if they think Anhur isn't a good support.
Double Hunters in Duo lane is usually laughed at, but Anhur himself has CC in his entire kit; this 1 is a massive slow with a mini-wall that lasts for seven whole seconds. His 2 is a knockback into a stun, and his 3 is a knockup.
A good pillar placement allows for three different ways to peel for your team; you can place your pillar between an enemy and your teammate to slow them and block their direct path behind them. You can use your impale to knock an enemy back, or stun them if you knock them into a wall. You can even use your 3 to plant your Disperse just ahead or slightly behind an ally to knockback anyone chasing them.
A pillar can be placed over walls, out of sight, in front of you, in front of an advancing enemy... This is why I love Anhur in the support position; since you're not focused on getting that pillar stun and just using it to max out your damage, you can instead focus on optimal placement of the pillar to help your teammates. Because you're the support you're not spending all game in Duo farming before the pillars come in clutch; the pillars are providing good CC for the entire match, and have swung teamfights in many of my matches.
People aren't going to want to be stepping into those Shifting Sands, the 30% slow is crippling at highest rank, and if you're whacking them with autos too while you have Frostbound, that's increasing to a whole 50% slow from just one ability and some autos. That gives you a lot of control of the space, and makes their engagements in the jungle so taxing on their movement speed and maneuverability.
Another passive benefit is that, as an Anhur support, the enemy duo team is likely to not take you very seriously. Because of this, they'll likely overextend, and with an aware hunter on your side, you can exploit that. I can't count how many times an enemy support has just walked up in my face, and I just impale-stun into a wall and we both murder them. Anhur can bully in the early game with a good hunter.
His passive also supports indirectly; for every time you land a basic attack, the enemy god you hit gets a 20 physical attack reduction. Throw on an Executioners or Void Shield and you can shred tanks. I've saved many-a carry by putting on Executioners and CCing them into a wall while we both riddle them with basics.
You need to log in before commenting.
Collapse All 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