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King of Cats

7 0 57,662
by azureblaze4 updated July 25, 2015

Smite God: Anhur

Build Guide Discussion 3 More Guides
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Anhur Build

Starter Items

Build Item Death's Toll Death's Toll
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Multi Potion Multi Potion

1st Back -- Buy Full Devourer's Gauntlets

Build Item Death's Toll Death's Toll
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Multi Potion Multi Potion
Build Item Mana Potion Mana Potion

Full Build -- Who's the King Baby?!

Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Warrior Tabi Warrior Tabi
Build Item Hastened Fatalis Hastened Fatalis
Build Item The Executioner The Executioner
Build Item Rage Rage
Build Item Deathbringer Deathbringer

Anhur's Skill Order

Shifting Sands

1 X Y
Shifting Sands
4 8 11 12 14

Impale

2 A B
Impale
1 3 6 7 10

Disperse

3 B A
Disperse
2 15 16 18 19

Desert Fury

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

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 3 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
2 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 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

Introduction

Sup peeps!

I'm Azure Blaze, a Masters-level player, and I'm here to help you rock the King of Cats. Einstein and I share the same philosophy:

Pros / Cons


PROS
As a late game carry, it's up to you to finish the game for your team! As an ADC you have one of the highest-sustain damage outputs with lifesteal -- in other words, you're someone who can rack up Pentakills in the late game (if you play your cards right). Anhur can also be a very strong lane bully in the early game. He can zone enemies out of gold and XP and make the enemy team fear his damage capabilities, allowing you to last-hit minions for 50% more gold.

Enfeeble Anhur's physical protection debuff. It increases damage vs. targets by approximately 7%.

Shifting Sands Great in team fights, it provides both a slow and a small obelisk wall.

Disperse This ability can be used to engage or disengage. It provides a knock-up and helps to set up stuns. Great as a countermeasure for dodging ultimates.

Anhur has good crowd control for a hunter.


CONS
Anhur is very mana hungry. You'll mainly use Impale to clear lane and you'll need to use your other abilities sparingly when you set up kills. When you have time, rebuild your mana pool on enemy waves when you don't need to instantly clear.

Desert Fury isn't as strong as his auto-attacks late game. Once you reach that point, it should only be used as a source of damage that can pass through walls and enemies to hit desired targets, or as crowd-control protection during its animation.

It's easy for Anhur to get caught out of position if you are trying to land his Impale in order to pin an enemy to a wall or his obelisk.

Disperse can also be countered by cripple effects such as Shackles, Stinger, or Whirlpool. It can also be countered by Gravity Surge, and there's also a slight animation delay that can allow a quick opponent to interrupt Anhur's jump. In addition, an opponent with Purification Beads can become immune to cripple and crowd-control effects, effectively countering Disperse.

Skills

Enfeeble Shifting Sands Impale Disperse Desert Fury

Level and max his Impale first. This is Anhur's wave-clear ability and vital to winning your lane in the early game.

Next you should level Desert Fury as this is your kill-secure ability, providing your main source of damage against enemy gods. This can also be used as a defensive maneuver to make yourself CC immune for its duration -- however, I do NOT recommend doing this if you can avoid it, since it has far more value in securing kills.

Shifting Sands and Disperse are for utility and can be leveled to your playstyle.

Creeping / Jungling

You should be buying at least one ward when backing and a Healing Potion or Mana Potion, depending on how good at dodging you are.

Use a Ward to help your support if they fail to place a ward in a key location (see map below). These areas get the most traffic, and having vision here is crucial for your team. Wards help keep duo lane safe for you and your support.

Keep a sharp eye on the enemy jungler and middle laner. Try to check on their locations every couple of seconds. Not knowing where they are can leave you vulnerable to a surprise gank!

If you start on the other side of the map then do the same thing, warding in the same general areas above Gold Fury at the intersections near the enemy base. I recommend only buying Sentry Ward when you are ahead or can guarantee a kill. I don't endorse putting a sentry at Gold Fury unless your team plans to attack it immediately, otherwise it will likely get countered by the enemy team's own sentry.

In my opinion, the best strategy is to buy regular wards and place them above and around an enemy sentry, providing basically the same vision for less gold. Keep in mind a sentry costs 135 gold, which is basically half a Gold Fury in late game. Early on, a sentry ward costs more then it gives you. While arguably it's a good thing to help your team by putting a sentry at Gold Fury, realistically you can obtain the same results more safely and cheaply with regular wards.

Bear in mind that if your team isn't ahead, the enemy team will be able to counter-ward better than your team since they have more gold. In addition, your team will likely be too weak to fight them effectively, thus you will have wasted a substantial amount of gold on a sentry ward, if not multiple sentries.

Team Work

Shifting Sands Use this in team fights. Drop it underneath multiple enemies or use it to block escape routes.

Disperse Very useful in late game, when the enemy team is trying to burst down squishy targets. It provides an excellent emergency escape route, allowing you to pull off stunts like leaping over a jungle camp wall, healing up to full, and getting back in the fight. It also helps you do your job as an ADC in late game, which is to survive and take down enemy targets with sustained damage. Ideally, you can bait the enemy team to burn all their cooldowns on you while you still have the ability to leap away, heal, and finish them off. (Bonus points if an enemy burns their ultimate.)

Ranked Play

The strategy in ranked is roughly the same as in casuals. The only big difference is you rely more heavily on your support to perform well. If your support under-performs at lane clear then it can put you far behind even if you are a pro ADC. Should this happen, you will need to rotate to middle lane and attempt to get kills with teammates that are performing better.

Look for weak links on the enemy team. For instance, if an opponent is less skilled, farm kills off him repeatedly with your teammates. This will feed your team and lower the enemy team's morale. Fortunately Anhur has one of the highest damage ultimates that is also easy to land, so you can secure multiple kills with little effort.

As you ward, you should mention to your support where you'd like their wards to be placed -- and make sure they pay attention. This goes for the rest of your team as well. If they aren't warding, try to help them understand that wards provide needed vision which helps win games. So make sure you speak up, since you'll be carrying them later on. It's in your favor if you guide them in performing well early, since that means there'll be less problems to clean up later.

Extra Credit

Below are some general tips and common mistakes that I see all the time in League. (They aren't specific to playing Anhur, so you can skip this part if you prefer.)

Don't pick Chaac. His win ratio on smite.guru and SmiteStats prove that he is much more unlikely to dominate in the current meta.

Don't pick Hercules for the solo lane. His win ratio is also poor.

If you have a strong early-game god on your team that's good at invading, always invade! Mathematically there is no reason not to when your team produces twice the DPS output and can make enemies panic and/or burn health pots early.

If you have a Tyr on your team, make sure he levels his Power Cleave ability first. He should not level his Fearless in the beginning. Although he can push jungle camps around with this ability, it leaves him vulnerable in the early laning phase.

Make sure that the jungle paths near middle lane are warded, specifically the top gaps near mid camps. These are the most important areas to be warded! They protect objectives like Gold Fury and Fire Giant, and help prevent half your enemy team's gank potential. No matter what role I play, I always check to make sure these areas are warded. Carry a ward or two on you at all times to make sure these areas are covered. It could mean life or death for you and your team.

Summary

Anhur is a very safe god this meta (as of 7/25/2015). There are a lot of gods now with crowd control, and Anhur is a powerful and safe choice for ADC with his cc-immune ultimate and high damage potential. So with a little practice, you too can rule the game with the King of Cats!

Want More?

Interested in taking it to the next level? Smite can be a complex game and you can't learn everything from youtube videos. I offer personalized mentoring and can teach you how to improve your game with lessons tailored to your playstyle. Contact me at [email protected] and let me help you be awesome!

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1
Minimedarth | February 20, 2016 3:46pm
Awesome build! Personally to fix the mana problems I start transcendence first, then boots, and use ASI as the life steal and just get rage as a crit item. Seems to work for me but I'll give this build a try!! Thanks
1
Croyzz | February 11, 2016 2:43pm
Very nice guide if I must say so, it's worked like a charm so far, thank you so much for this. :)

-From
A Dota Noob.
1
WealthierYeti577 | July 26, 2015 4:58pm
Hey dude,

Love the guide! I'd like to touch base with you via your "contact me" info.. But are you one of those guys that charges for that mess? Haha.
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