Shoes of the Magi / Shoes of Focus
Shoes of the Magi
is not the strong choice it was in seasons past. As of the start of Season 7, it no longer carries a flat penetration stat, which makes it much less appealing for early game function.
That said, Anubis
' abilities DO scale extremely well, which makes the 20 higher power of Shoes of Focus
at least partially helpful. However, it isn't my suggested option, which falls to Focus.
Shoes of Focus
provides 55 power and 10% CDR along with the movement speed. The 10% CDR is what sells the item, as it allows Anubis to cast his abilities more often. Choose this if you have any indecision on which shoes to pick up.
Its stats are synergistic with Anubis' kit; it offers raw 100 Magical Power, 150 mana, and 15% magical lifesteal, plus a situational passive. The passive increases the owner's magical power as he is damaged, maxing at an additional 100 power and 20% bonus lifesteal at or below 25% health.
Sounds good, doesn't it? The only problem is that for the passive to become fully relevant, Anubis has to be extremely hurt, at which point he is an easy prey for the enemy jungler. But there's always a possibility of it being extremely useful, for example when ganked, with most of the HP gone - the only option for Anubis is to stand his ground, which might result in killing the attacker and surviving, due to the increased power and lifesteal.
Bancroft's is quite cheap and thus can, depending on the situation (like for example when starting with Talon Trinket
), provide an early power spike granting the possibility of snowballing. I wouldn't recommend this tactic for beginners though.
On the other hand, Bancroft's Talon
has been proven extraordinarily helpful in the Arena mode (a great guide in which info has been provided by Branmuffin17)
- due to its layout Anubis has even less chance to escape than normal, which forces him to stand his ground in almost every fight. Because of that, he'll often find himself lacking HP, which increases the Bancroft's passive value regularly.
For significantly enhanced lifesteal function, pair this item with a later Typhon's Fang
supports Bancroft's Talon
by enhancing total lifesteal, and also provides 10% penetration.
It also provides 70 power and 200 mana, and besides enhancing total lifesteal, boosts power by twice the amount of lifesteal you have, making this a solid power item as well.
This should be considered a core lifesteal / penetration item for him, and should be built in every mode, typically in the mid-game.
Book of Thoth
A stacking item, this one comes with both high risk and high reward. Compared to Warlock's Staff
, it's 150 gold
more expensive, and has no health to improve survivability. In addition, the stats are fairly weak in the early game, and starting with this item can put you behind.
The payoff is much higher power at full stacks, and provides a huge mana pool. Upon purchasing, it gives 80 magical power and 250 mana, with +10 mana for every stack, maxing at 75. Its passive grants additional magical power equal to 6% of the max mana you gain from items. At max stacks, the passive power increase from item-based mana increases to 9%.
As an example, using the "High-Damage Build," the mana contribution from Book of Thoth
, Bancroft's Talon
, Book of the Dead
, and Typhon's Fang
is 1,550 mana (can be 250 more if you get Shoes of Focus
). This equates to a bonus which equals an additional 140 power from the Book's passive, making Book of Thoth
's magical power contribution in that example build a massive 220 magical power from a single item (242 if you get Focus).
Without additional health, however, he is extremely squishy. He can rely on his lifesteal to keep his health up. Consideration should be given to Book of the Dead
when getting Book of Thoth
, as it is a perfect companion, providing a health shield based on total mana (around 600 health when triggered in the Thoth build example).
This stacking item offers lots of functional raw stats, including a substantial amount of HP (which Anubis definitely lacks), as well as a decent chunk of magical power.
At 0 stacks, it provides 150 HP, 200 mana, 65 magical power, and 10% penetration. 1 stack is gained for every minion kill, and 5 stacks for a god kill. Each stack gives an additional 1 point of HP and 1 point of magical power. Stacks cap at 75, at which point Warlock's Staff
provides 225 HP, 200 mana, 10% penetration and 140 magical power.
The negative aspects of this item include its price (2,650 gold
) and its relatively low starting power, making it more difficult for your early game. You may want to call for support often in the early game when choosing this item.
If you choose to bypass this item, you have 2 viable alternatives. 1) You can move directly into lifesteal to support your sustain, usually via Bancroft's Talon
. 2) An alternative stacking item is Book of Thoth
To further enhance the survivability aspect, consider adding one protection item, such as Spirit Robe
or Mantle of Discord
Gives 90 magical power, restores 20 mana per 5 seconds, and lowers the cooldown on all abilities by 20%. In addition, the passive subtracts 1 second from all abilities currently on cooldown every 10 seconds. Useful on hectic modes based mainly around constant fighting like Arena, Assault or Clash, or if you're focusing on ult spamming, you'll see great use from this item.
It can be considered in the middle of a build if you've already covered the more important stats (lifesteal and penetration). Otherwise, it's a useful pickup in the late-game for more uses of his ult.
Gem of Isolation
This item is best bought on modes like Arena and Assault as a substitute for the Warlock's Staff
, as it provides 200 health and 90 magical power, but doesn't require any stacking.
Its main asset is the passive: every time an enemy is damaged by the owner's ability, he suffers a 20% movement speed slow for a second after getting hit. Just imagine how it works combined with the 25% slow from the Grasping Hands
...your enemy will move like they are in molasses.
Buy this if you want to cripple the enemy's mobility, granting your team positioning advantage, a stronger means of "escaping," or just like the feeling of watching everyone trudge through your abilities like they're stuck in molasses.
The 20% slow can additionally have a great positive impact on confirming the damage from Death Gaze
and Plague of Locusts
, making it a lot harder for enemies to escape their areas of influence: it'll be refreshed with every single ability tick.
( Gem of Isolation
is also a good item on the jungle build; yes, it is a viable strategy, and a fun one also. It requires a good deal of practice with Mummify
Spear of Desolation
Spear of Desolation
can be considered as a late game offensive item, potentially as an option for the last item if you don't feel the need for protection.
It gives 100 magical power, 15 magical penetration, 10% cooldown reduction, and a passive that subtracts 2 seconds from all abilities currently on cooldown when earning a kill or assist (which he should be doing often).
Consider if you want some protections, and are getting jumped at close range by junglers.
This is a situational item that is recommended specifically
to counter healers, and only when there's more than one. Anubis
doesn't typically want to fight a war of attrition; his best potential comes from high damage and quick kills, and his damage output should be able to outperform most healing.
Spear of the Magus
This used to be a core item, but due to the S7 change is now a situational late-game item that increases damage per tick on individual abilities. Luckily for Anubis, most of his abilities can deal multiple ticks rapidly, making him the best god for this item.
It provides 75 power and 10 flat penetration, while the passive provides 6% increased damage on subsequent hits of the same ability, stacking 6 times. This means that at the 6th tick, he will deal 36% higher damage.
Now, he can only get multiple max damage ticks from his ultimate, but even getting a few ticks off will provide him with a good damage boost. Consider it as a late game item if you want added oomph to your abilities.
Book of the Dead
This is a situational item that is recommended specifically
when you choose the Book of Thoth
build path. Although this could be considered an offensive item (due to the good power contribution), the main draw is its passive, which provides a situational health shield based on your total mana.
In the midst of a teamfight (or attempted gank), this can prove invaluable, giving you a huge boost of health to survive the initial onslaught and turn the tables on the enemy.
This is currently the best high % penetration item for Anubis (and most other mages). It provides 80 power, 20 MP5, 20% magical penetration, and a passive that provides increased MP5 or 2% movement speed every time you gain a stack (through god kills or assists).
At max stacks of the passive, this means you'll have an additional 48 MP5 and 8% movement speed. In addition, each time you get another kill or assist, you'll get a 5% MS buff or 150 health for 6 seconds.
As such, this not only provides high % pen, but a good amount of functional utility as well, and the MS in particular is appreciated for a god like Anubis who has no escape.
Rod of Tahuti
This item is has received a situational nerf for Season 5, but remains a solid item for pure offense. It gives 150 magical power on its own, and can situationally increase total magical power by 25%.
Its biggest downside is its high price, so it's best to wait until late game before buying it (as it will also provide the best effects from its passive at that point).
Staff of Myrddin
This can be considered in the late game as a source of CDR and power. More specifically, however, you'll purchase this in anticipation of a teamfight.
When you ult, the next ability you cast has 0 cooldown, allowing you to cast it 2 times in a row with no penalties. This can be incredibly helpful, especially for an ability like Grasping Hands
, which gives good AOE damage and the slow for control.
This item is considered more of a bruiser/utility item. It provides 90 power, 200 health, 20% crowd control reduction, and a passive that steals mana and health from enemies. The key here is the base health and the health steal, which can be substantial, especially for a god that is typically squishy.
If you've covered all of your core needs, this can be a great late-game pickup to provide survivability.
Depending on the god, this can be considered as an early-game rush item. The cost is a bit prohibitive, but once it's purchased, it provides not only high power (145), but also a chunk of mana (200) and mana regen (25 MP5), movement speed (6%), and a passive that grants you further movement speed and power when killing minions (or enemy gods).
This is quite helpful when in the laning phase, as you'll be killing minions as your primary function, and the movement speed increase will help you rotate and farm efficiently.
If you are considering Warlock's Staff
as an early game item, you can also consider this instead, though like Warlock's, it delays some of the other core items you'll want to get ASAP.
Stone of Binding
This item is called a bridge item, as it "bridges" the gap between the early and late games. It has reasonably strong stats for a very good value, and is most helpful when Anubis
combines efforts with teammates to get kills.
The passive, when you apply CC (from either Mummify
or Grasping Hands
) places a 5 second protection debuff of 10 on any enemy god you hit.
This is then a perfect item for the roaming Anubis playing Jungler, as he can also use the protections and power this item provides.
Defensive items on mages are a debatable topic, as many people have the opinion that they're supposed to build pure damage, but I'll try to provide some reasonable explanation regarding this item choice.
This life-saving cloak gives 40 points of physical and magical protections, as well as reducing the duration of crowd control effects on the owner by 20% (which with Anubis' passive achieves the 40% cap of this stat), and also reduces the cooldown on all abilities by 10%.
Yet the main asset of Spirit Robe
is its passive: every 15 seconds, whenever you're hit by a hard crowd control effect (these are stuns, silences, fears and all displacement abilities- basically everything excluding slows, roots and cripples) your damage taken is reduced by 15% for the next 3 seconds. This passive can easily mean the difference between life and death in the current crowd control-heavy meta.
Let's consider an example: Ares
hits you with No Escape
and is about to pull you to his team, but both your beads and ultimate are down so you're inevitably going to be displaced to an unfavorable spot. But you then gain the effect from Spirit Robe
's passive, and who knows, maybe are even given a Geb
's Stone Shield
. The considerable amount of HP in that moment paired with the fact of taking 15% less damage greatly increases chances for survival by raising your total effective health.
Another example: even though Serqet
's ultimate, Last Breath
, deals true damage, which ignores target's protections. HOWEVER, true damage is still subject to damage mitigation effects, and because of it also being hard crowd control, you'll take 15% less damage during those 3 seconds.
All things considered, Spirit Robe
is my personal favorite choice for a defensive item against a balanced team, providing various utility stats and increased survivability. After all, you're not going to be dealing any damage while you're dead, are you?
Mantle of Discord
Mantle of Discord
can be considered as a late game, alternative defensive item to Spirit Robe
due to its increased protections (60 physical and 60 magical).
Yet, due to its passive, it's not exactly a straightforward UPgrade over Spirit Robe
. Consider it more of a SIDEgrade; instead of providing damage mitigation when hit by hard CC effects, this cloak grants CC immunity for 1 second and unleashes a small radius AoE stun when its owner's health goes below 30%. Cooldown on this passive is pretty lengthy, activating only every 90 seconds, but it can prove really helpful during that last late-game teamfight; allowing you survive an otherwise fatal situation.
This is a situational item that is extremely helpful to counter dangerous CC abilities when Purification Beads
don't provide enough safety on their own. It provides 300 health, 15 of each protection, and a passive that absorbs hard CC or roots once every 70 seconds (also providing 1 second of CC immunity after being triggered).
The high health is also great for survival, and is great if you didn't get additional health from Warlock's Staff
earlier. If you got Warlock's, you might consider the higher protections from Spirit Robe
or Mantle of Discord
to balance your effective health.
Best when you're facing very high amounts of CC.
Breastplate of Valor
Gives 65 physical protection, 300 mana, 10 mana per 5 seconds, and reduces cooldown on all abilities by 20%. Extremely useful against physical damage-heavy teams, as suddenly Anubis has 125 physical protection (including his base protections at level 20), deflecting a considerable amount of damage. (this is even more true since initial levels of protection give the most percentage damage reduction, as visualized in this graph:
With 125 protection (achieved purely by buying Breastplate of Valor
, which also offers some helpful utility stats), enemies with no penetration would deal only about 45% of their damage against Anubis, and a typical hunter with The Executioner
providing 36% of protection reduction at max stacks would deal about 55% of his potential damage.
Celestial Legion Helm
This item can be considered situationally if faced by extreme threat from physical gods, especially those that deal burst damage from abilities. The stacking physical protection can reach as high as 90, which is the highest contribution of any item.
As it provides at least some power, it's a better choice to keep your damage progressing compared to pure protection items, and can be a valuable anti-gank tool, especially against gods such as Loki
Tyrannical Plate Helm
This is a new item for S7, providing 70 power, 40 physical protection, 100 health, 20% crowd control reduction, and a passive that boosts the health and attack speed of allied minions. In addition, when allied minions die near you, you gain 5 power per stack (max 6 stacks) for 15 seconds.
As such, this serves 2 purposes. 1) It's a functional counter to physical enemies (especially assassin junglers looking to gank you), and 2) it can really help you in pushing your lane.
Consider if you anticipate or are having problems with physical enemies.