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Anhur the Desert King

12 3 37,276
by Onyx updated October 30, 2012

Smite God: Anhur

Build Guide Discussion 4 More Guides
Tap Mouse over an item or ability icon for detailed info

Anhur Build

King's

Build Item Heartseeker Heartseeker
2
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
2
Build Item Warrior Tabi Warrior Tabi
2
Build Item The Executioner The Executioner
3
Build Item Qin's Blades Qin's Blades
3
Build Item Deathbringer Deathbringer
3
Build Item Titan's Bane Titan's Bane
3

Alternate 1

Build Item Warrior Tabi Warrior Tabi
3
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
Build Item The Executioner The Executioner
3
Build Item Qin's Blades Qin's Blades
3
Build Item Deathbringer Deathbringer
3
Build Item Golden Bow Golden Bow
3
Build Item Brawler's Beat Stick Brawler's Beat Stick
3

Alternate 2

Build Item Warrior Tabi Warrior Tabi
3
Build Item Healing Potion Healing Potion
Build Item The Executioner The Executioner
3
Build Item Qin's Blades Qin's Blades
3
Build Item Deathbringer Deathbringer
3
Build Item Ankh of the Golem Ankh of the Golem
3
Build Item Soul Eater Soul Eater
3

Anhur's Skill Order

Shifting Sands

1 X Y
Shifting Sands
2 8 11 12 13

Impale

2 A B
Impale
1 4 6 7 10

Disperse

3 B A
Disperse
3 15 16 18 19

Desert Fury

4 Y X
Desert Fury
5 9 14 17 20
Shifting Sands
2 8 11 12 13

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
3 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 14 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

Items

Alright so here we have Anhur on of the best physical carries in the game. He can fill several roles although his primary strength is straight up, in your face, smashmouth offense. To fullfill that role we start off with Heartseeker, giving you both movement speed and those ever important stacks. Health/mana pots will give you more sustainability in lane early game, allowing you to push most enemies back before you even have to consider doing so yourself. Staying in lane until ~Lv 6 to 7 will allow you to go back and finalize your Heartseeker and pick up level 1 Warrior Tabi.

Now this is an important concept that most players don't seem to pick up on. ONLY GET LVL 2 Warrior Tabi. The movement speed/crit chance/power you gain is minimal when compared to starting on Executioner, and can always be picked up later. In addition you already have +10% movement speed from your Heartseeker. You'll actually be faster than most other gods (unless they bought Boots of Celerity).

Keep working your lane and get enough for a Executioner. It should be around level 10-12 when you hit this item and by then Anhur will be more than capable of jungling and roaming. If your team needs a gank this is the time to start dominating other lanes. Maul everything in your path and move onto Qin's Blade. This item will give you magical damage on top of an already high physical. It'll help against those tanks that have built physical protection against you.
You'll also notice your attack speed is becoming your main weapon, which will lead straight to Anhur's bread and butter Deathbringer.

After 80+ game with Anhur I can safely say he has the highest potential for a basic attack to critical hit out of any god in the game. Deathbringer highlights this ability. With Qin's Bldea and Executioner augmenting attack speed, Deathbringer turns Anhurs right arm into a literal cannon of death. Finally, assuming you haven't made the other team rage quit yet, pick up Titan's Bane for the physical penetration. After all theres no downside to physical penetration...

To wrap this up, on a full Heartseeker (60 stacks) with the suggested King's Build your critical's will be hitting at 800+ damage, augmented with a +51% attack speed every third hit of a basic attack. You can 4-5 shot any squishy enemy god that has full health with just basic attacks to kills them. Tanks take more, but Titans Bane neutralizes most physical defense items, and you can insta-kill most gods within 10-15 seconds.

Now that the main Build is taken care of we move onto the Alternates. Alternate 1 is a heavy focus on critical hit chance and just straight up damage. Late game every other basic attack hit will be doing 600+ damage at +51% attack speed with a higher chance to hit for those all important criticals. Just stupid amounts of damage can be done to unaware gods in seconds. It is important to note that this build will require more gold, and should only be considered in longer games, or when soloing mid lane.

The Second Alternative build is one that focuses more on a sustainable Anhur, more balanced, but not able to deal as much damage. High health vampirism will allow you to last longer in team battles, as a trade off for higher instant damage. Criticals will still hit for 500+ damagae late, but not as often.

Skills

Alright now that we have the Basic Item build out of the way, we move onto Anhur's skills. This is where Anhur truly shines, as all of his abilities can be used BOTH offensively and defensively.

First off, we have his 1, Shifting Sands. This ability summons an obelisk with swirling sands dragging enemies towards it's center. It acts as both a AOE slow and well as a damage buff to basic attacks, which plays right back into the items. The sands slow enemies by 20/25/30/35/40% and increase the damage of Anhur's basic attacks by 4/8/12/16/20%. Total effect lasts 7 seconds. For the best effectiveness toss this baby down on retreat slowing enemies, or pin them on a chase. It is also important to note that the obelisk counts as a wall. But I'll get to that later.

Now we move onto Anhur's main ability, his 2, Impale. This one ability defines and sets Anhur apart from every other God in the game. It does 90/155/220/ 285/350 (+80% of your physical power) physical damage and are knocked back. The key there is the knock back ability. Any God hit by this knock back that hits ANY wall as a result is stunned for 2 seconds. This includes your Shifting Sands obelisk as well as Ymir's Ice Wall. I cannot stress enough how important the knock back is. It can be used defensively, saving yourself or a teammate from certain death OR offensively, stunning enemies and enabling you to decimate an easy target. Alternatively come from behind a God an push them back into your eam/tower for an easy assist or kill. It is also important to note that this ability goes through creeps, allowing you to easily clear waves within leveling the ability 4 times.

Third we find Disperse. Anhur jumps in the air and does 50/90/130/170/210 (+50% of your physical power) physical damage and knocking back all enemies in the radius. Now this knockback does not stun enemies, but rahter forces them into the air unable to act or alter course. Once again, this ability can be utilized defensively, for escapes and retreats OR offensively for leading an attack and throwing enemies mid-lane sideways for an easy follow up stun from Impale.

Finally we come to Anhur's Ultimate: Desert Fury. He throws 8 total spears at high doing 75/95/115/135/155 (+15% of your physical power) physical damage to all enemies in their path. The spears pass through any wall in th game as well as multiple enemy gods. Utilized properly, you can absolutely murder any low health enemy. It is also important to note that this ability has a longer range than Impale, and can be used to attack a low health tower camping God with ease. It is important to note that Anhur's ult peak's in effectiveness around level 12, as it does not scale as well late game.

Creeping / Jungling

As I previously stated most of this will occur Mid-Late game, but nevertheless, Anhur can quickly develop into a great Jungler/Roamer. Just lead with a few basic attacks andfollow up with an Impale for a quick buff on your way to a team fight. Late game just auto attack 4-7 times to clear a harpy camp for Blue, Green or Defense buffs. Around level 17 with the items suggested above, it is very possible to solo Fire Giant/Gold Fury with a single health potion or a Defense Buff; freeing up your teammates to engage enemy teams while you sneak away for an easy Fire Giant Buff.

Pros / Cons

Pros

    High Physical Damage Output
    Very High Critcal Hit Chance
    Extremely Good Mid-game
    Effective Mid/Late Game Jungler
    Great for ganks

Cons
    Higher Skill Required to hit Combos
    Can be Squishy early and late game

Summary

In Short, Anhur is one of the most versatile currently in game. Every one of his abilities, minus the pure offense ult, can be used in many different scenario's. Each ability ties intricately into a combo all based around Impale. Lead with a Shifting Sands, hit an Impale and follow up with Desert Fury to kill almost every other God in game(1-2-4 combo). Or intiate with a Disperse, pushing enemies sideways, use an Impale to stun them against a wall and follow up with Desert Fury for a similiar effect(3-2-4 combo). While his ability combo's take some time to get used to, a good Anhur is a deadly weapon for any team.

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1
shadowblok00 | April 26, 2013 5:29pm
Great Guide, im starting to use this almost every Anhur game...keep up the work :D
1
karnige | November 26, 2012 2:52pm
Really good guide. Everything is flat out easy to understand. I suggest more separation of the different aspects and more colors. Other then the 'style' of the guide, it's a very good one.
1
SLeePYG72786 | November 25, 2012 12:11pm
Great guide. +1
1
flyrom99 (9) | October 30, 2012 12:05pm
This is a in depth guide and has multiple builds and explanations. will up vote it.
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