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Anhur Support - Lion Friend

1 3 7,477
by ResolutionBlaze updated November 25, 2020

Smite God: Anhur

Build Guide Discussion 3 More Guides
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Anhur Build

Warrior Start

Notes 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.

Notes

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.

Build Item Warrior's Blessing Warrior's Blessing
Build Item Glowing Emerald Glowing Emerald

Guardian Start

Notes 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.

Notes

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.

Build Item Guardian's Blessing Guardian's Blessing
Build Item Glowing Emerald Glowing Emerald

Warrior/Guardian Start (Boots)

Build Item Warrior's Blessing Warrior's Blessing
Build Item Guardian's Blessing Guardian's Blessing
Build Item Boots Boots
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Standard Build (Cooldown)

Notes 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.

Notes

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.

Build Item Frostbound Hammer Frostbound Hammer
Build Item Pridwen Pridwen
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Shogun's Kusari Shogun's Kusari
Build Item Relic Dagger Relic Dagger
Build Item Toxic Blade Toxic Blade

Anti-Crit Build

Notes 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.

Notes

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.

Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Ninja Tabi Ninja Tabi
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Relic Dagger Relic Dagger
Build Item Spectral Armor Spectral Armor
Build Item Pridwen Pridwen

Hybrid Build

Notes 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.

Notes

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.

Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Ninja Tabi Ninja Tabi
Build Item Shogun's Kusari Shogun's Kusari
Build Item Qin's Sais Qin's Sais
Build Item Frostbound Hammer Frostbound Hammer
Build Item Jotunn's Wrath Jotunn's Wrath

Anti-Tank Build

Notes 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.

Notes

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.

Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Ninja Tabi Ninja Tabi
Build Item Shogun's Kusari Shogun's Kusari
Build Item Void Shield Void Shield
Build Item The Executioner The Executioner
Build Item Pridwen Pridwen

Other Items To Consider

Notes 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.

Notes

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.

Build Item Contagion Contagion
Build Item Pestilence Pestilence
Build Item Lono's Mask Lono's Mask
Build Item The Sledge The Sledge
Build Item Emperor's Armor Emperor's Armor
Build Item Genji's Guard Genji's Guard
Build Item Spirit Robe Spirit Robe
Build Item Mantle of Discord Mantle of Discord

Anhur's Skill Order Notes 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

Notes

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

Shifting Sands

1 X Y
Shifting Sands
2 4 6 9 10

Impale

2 A B
Impale
1 7 8 11 13

Disperse

3 B A
Disperse
3 14 15 17 19

Desert Fury

4 Y X
Desert Fury
5 12 16 18 20
Shifting Sands
2 4 6 9 10

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 7 8 11 13

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 14 15 17 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 12 16 18 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

Anhur Threats

Tap each threat level to view Anhur’s threats

Max
1
Major
0
Even
1
Minor
0
Tiny
0

Who Said Hunters Can't Support?

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.

The Benefits of Anhur 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.

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2
Big Damage (37) | November 12, 2020 11:44pm
This looks fun an interesting. In a post @Kriega previously made a pro support player (Genetics) posted this which has builds for almost all support able gods.

My point here being Anhur is on that list with Berserker's Shield and Void Shield so maybe give those a try? Overall looks like a fun time playing someone different such as Anhur Support so good job.
1
ResolutionBlaze | November 14, 2020 2:55pm
Those are good choices. As I said, I play more passively, and I liked The Other Frost's concept of trying to maximize cooldowns, because that 1 is delicious and really helps control the space and the jungle fights.

I would definitely throw those on for a more aggressive build. Void Shield in general is always a good pick though, it synergizes well with his passive.
2
Big Damage (37) | November 14, 2020 7:20pm
Yep and also technically because it's an aura it is supporting because you're reducing the enemies protections for the rest of your team!
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