Warlock's Sash
Warlock's Sash
This item is crucial on Anubis. It offers lots of raw stats, including substantial amount of HP which is a thing Anubis definitely lacks, as well as a good chunk of magical power.
On purchase it provides 300 HP, 400 mana and 50 magical power, but also starts the progression of earning stacks. 1 stack is gained every minion or jungle monster kill, and delivering final blow to the enemy player grants 5 stacks, with every stack giving additional 3 points of HP and 0.6 points of magical power.
Stacks cap at 100, at which point Warlock's Sash is providing 600 HP, 400 mana and 110 magical power.
I would strongly recommend getting used to this item on every mode that isn't extremely fast paced like Arena or Assault, as the advantages it gives are well worth their price. Also, Sash is at best bought quite early into the game, in order to start stacking it as soon as possible.
Book of Thoth
It is a stacking item like Warlock's Sash with the same way of gaining stacks, but instead of being a Jack-of-all-Trades, it simply increases magical power and mana. However, the increase is a drastic one, and can serve as a part of glass-cannon one-shot builds. Upon purchasing, it gives 100 magical power and 125 mana, with + 10 mana every stack, stacking up to 75. Oh, and it also gives a passive which grants additional magical power equal to 3% of maximum mana.
On lvl 20 with maximum stacks Anubis will have 2315 mana (can be more of course if one decides to buy more mana increasing items) which will mean an additional 69 power from the Book's passive, giving 169 magical power from a single item.
There's an option of combining this item with Warlock's Sash, called double-stacking which is an extremely late-game oriented tactic providing a great deal of power upon completing all stacks.
Its downside on the other hand is the fact of these items being very expensive, and buying them will put you in a disadvantage as the opponent will most likely have finished 1 or even 2 more items already. Only attempt it if you feel confident at efficient farming and know for sure that you won't lose your lane.
Bancroft's Talon
Its stats are beneficial for Anubis; it offers raw 100 Magical Power and 12% magical lifesteal, + a situational passive. The way the passive works is that it increases owner's magical power by 1 point per every 0.75% of health missing (giving additional 100 power when being at or below 25% HP).
Sounds good doesn't it?
The only problem is that for the passive to become relevant Anubis must have lost a lot of his HP, 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 due to increased power.
However, 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 starting overwhelming the opponent. I wouldn't recommend this tactic for beginners though.
On the other hand,
Bancroft's Talon has proven extraordinary helpful on Arena (
Great guide to which mode has been provided by Branmuffin17)- due to its layout Anubis has even less chances to escape than normally, which forces him to put up almost every fight. Because of that he'll often find himself lacking HP, which increases the Bancroft's passive value.
Pythagorem's Piece
This item is most of the time a better option than
Bancroft's Talon (even more with its buffs- now it is even as cheap as Bancroft's) simply because of its reliability and utility. It offers 60 magical power, 15% magical lifesteal and 10% cooldown reduction.
At this point it would already be totally worth buying, but it also applies an aura giving additional 30 magical power and 15% magical lifesteal. Aura is definitely a subtle help to every magical based ally nearby, but it applies to the wielder as well. Remember Anubis' passive,
Sorrow which increases magical lifesteal from items?
It means that this single trinket will effectively give Anubis 60% of magical lifesteal, since its buff to lifesteal in 3.16 patch, giving him a lot of sustain and incomparably greater 1v1 potential. It is worth mentioning that the quite popular tactic of buying double-lifesteal items is probably no longer worth it, as 65% is the cap for ths stat.
Gem of Isolation
This item is best bought on modes like Arena and Assault as a substitute for the Warlock's Sash, as it provides 250 HP, 250 mana and 90 magical power, but doesn't require any stacking.
However, its main asset is the passive: every time an enemy is damaged by Gem owner's ability, he suffers from a 25% movement speed slow for 2 seconds. Ouch. Just imagine how it works combined with the 25% slow from the
Grasping Hands- it means that your victim will move with approximately 56% of his unhindered movement speed (as the penalties are multiplicative, not additive).
Buy this if you want to cripple enemy's mobility, granting your team positioning advantage, need a mean of "escaping" or just feel like watching everyone trudge trough your abilities.
The 25% slow provided by the
Gem of Isolation can additionally have a great positive impact on confirming the damage from
Death Gaze and
Plague of Locusts, making it a lot harder for the enemies to escape their areas of influence- it'll be refreshed with every single ability tick.
(
Gem of Isolation is also a core item on Anubis jungle build- yes, it is a viable strategy, and a fun one also. It requires a good deal of practise with
Mummify, though)
&
Shoes of the Magi / Shoes of Focus
Even more with the cooldown reduction nerfs at the beginning of Season 3, and their
Shoes of Focus counterpart providing only 10% cooldown reduction,
Shoes of the Magi are in general the best choice for a pair of boots for Anubis, aspecially in the early to mid game phases.
They provide solid 45 points of magical power (5 more than
Shoes of Focus), but their main asset is the 10 points of magical penetration, which is quite a valuable stat, cooperating well with
Sorrow stealing enemy's protections.
Shoes of Focus are still a solid choice though, what is even more true if Anubis' penetration item happens to be an
Obsidian Shard (more below).
With the increase to magical power by 10 points in patch 3.17 though,
Shoes of Focus can ultimately replace
Shoes of the Magi in the late game build, as the utility provided by 10% of cooldown reduction will probably be more helpful than 10 flat points of penetration, considering percentage penetration is generally preferred after opponents reach high enough defence levels.
Spear of the Magus
With the
Spear of the Magus nerf in patch 3.2 (it no longer reduces target's protections by a percentage, but only by a flat amount) it is no longer the best penetration item for every single scenario, but thanks to the Anubis mechanics it still remains a preferable choice in many cases.
It gives 50 magical power and 15 magical penetration, and further reduces enemy magical protection by 10 points for 5 seconds every time they are hit with your ability, up to 3 times- what works well with all of Anubis abilities being tick-based, meaning that the 3 stacks of debuff on the enemy are going to be very easily achievable.
Obsidian Shard
It is more of a late-game and anti-tank option for a penetration item, providing 60 magical power and 33% of magical penetration (it means that an enemy with 100 magical protection will take damage as if he had only 67, with 200 as if he had 134 and so on).
As a side note,
Obsidian Shard will provide noticeably more damage against structures (towers and phoenixes).
Considering its efficiency against players, take a look at a little theorycrafting paragraph at the bottom of the section.
Rod of Tahuti
Well, this item is a mage's best friend. It gives 125 magical power on its own, as well as passively increasing total magical power by 25% (and because of that its base magical power increase is actually 156), + regenerates 15 mana per 5 seconds.
There's absolutely no reason not to buy it, as after the purchase damage done by all abilities is going to be vastly improved, what is an even more desirable outcome on Anubis, who is all about the damage.
Its only downside is quite an exorbitant price, so it's best to wait until late game before buying it (as it will also provide the best effects from its passive then).
Chronos' Pendant
Gives 75 magical power, restores 25 mana per 5 seconds and lowers the cooldown on all abilities by 20% (take care, as more than 40% cooldown reduction cannot be achieved). Useful on hectic modes based mainly around constant fighting like Arena, Assault or Clash.
Breastplate of Valor
Gives 75 points of physical protection, 300 mana and reduces cooldown on all abilities by 20%. Extremely useful against physical damage-heavy teams, as suddenly Anubis has 135 physical protection taking thus considerably lower damage. (which is even more true since the initial levels of protection are giving the most percentage damage reduction, as visualised on this graph:
Damage Dealt/Protection
-defence is a subject to diminishing returns, meaning that the higher the current damage reduction, the more protection points will it take to further reduce damage taken by 1%)
With 135 protection (achieved purely by buying
Breastplate of Valor, which also offers some helpful utility stats) enemies with no penetration would deal only about 43% of their damage against Anubis, and a typical hunter with common Season 3 build with
Titan's Bane providing 33% of physical penetration would deal about 54% of his potential damage.
One thing is certain, if there's a
Loki on the enemy team, I would strongly recommend buying
Breastplate of Valor, in order for him not to be able to just one-shot Anubis with his ultimate combo.
Spirit Robe
I have to admit that defensive items on mages are quite 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 regading this item choice.
This life-saving cloak gives 40 points of physical and magical protections, as well as reducing duration of crowd control effects on the owner by 20% (which with Anubis' passive achieves the 40% cap of this stat), but 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 current crowd control-heavy meta.
Let's imagine:
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 the total effective health.
Another example: even though
Serqet's ultimate,
Last Breath, deals true damage thus ignoring target's protections, it still is a subject to damage reduction effects,
and because of also being a 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 increasing survivability.
After all, you're not going to be dealing any damage while being dead, are you?
Mantle of Discord
An honorable mention;
Mantle of Discord can be considered as a late game defensive item, potentially as a replacement for
Spirit Robe due to its increased protections (60 physical and 60 magical) and cooldown reduction (15% as opposed to 10%).
Yet its passive isn't always a straightforward upgrade over
Spirit Robe, I'd consider it more of a sidegrade- instead of providing damage mitigation when hit by hard CC effects, this cloak grants CC immunity for a short while and unleashes a small radius AoE stun when its owner's health goes below 30%. Cooldown on this passive is pretty high though, activating only every 90 seconds- but it can prove really helpful during that last late game teamfight; allowing to survive an otherwise fatal situation.
Divine Ruin
Situational lifesteal item, bought when countering a healer like
Aphrodite,
Guan Yu or
Hel is necessary, and no one in the team built healing reduction items like
Pestilence or
Brawler's Beat Stick.
It gives 65 magical power, 15% magical lifesteal and 150 mana, but the only reason why you should ever consider buying it is its passive: whenever you damage an enemy with one of your abilities, it reduces all healing and regeneration effects on them by 40% for 8 seconds (this includes lifesteal effects).
Purchasing it can also be considered when enemy team has many characters with self heals like
Hercules or
Tyr as it will cripple their sustain. It used to be a very inefficient item regarding pure stats until its buff in 3.16, but now with 15 additional power it probably won't give the feeling of having an almost empty item slot in a finished build. Nevertheless, the issue of healing reduction should still be first handled by supports buying
Pestilence and/or warriors with
Brawler's Beat Stick as these items are well itemised, providing the valuable passive at the same time.
VS
Spear of the Magus VS Obsidian Shard
To Spear or not to Spear
With recommended items;
Spear of the Magus itself providing 15 magical penetration and reducing target's magical protection by 30 points,
Shoes of the Magi granting 10 magical penetration and Anubis'
Sorrow stealing 21 protections from the target, that equals a total of 76 magical protection ignored on the enemies, allowing to deal true damage to enemies without any magical protection items (mages, hunters and assassins most of the time), as well as being more efficient against enemies that have only 1 magical defence item.
Let's take a look at a typical warrior; on lvl 20 he has base 31 + 0.9 per level magical protections and is likely to have bought a
Bulwark of Hope giving an aditional 60 points, resulting in 108 points of magical protection. With Anubis ignoring 76 points the warrior is left with 32 points, whereas in case of
Obsidian Shard (ignoring 33% of total protection) he would have (108- 21 from the passive)*(0.67) - 10 from
Shoes of the Magi = 48 points left.
However,
Obsidian Shard provides percentage penetration, meaning that at high enough level of target's protections it'll surpass the flat amount provided by the Spear.
That will happen when
(X-21)*(0.67)-10<X-76 (with X meaning target's protection level) function will become true, and this will be the case when X exceeds approximately 157 points.
Of course in terms of effective damage this function will prove true at some lower levels of protection, because of
Obsidian Shard giving an additional 10 magical power over the Spear, what's even more true thanks to the increased magical power scaling from
Rod of Tahuti but it depends on many other variables as the ability scaling with power for example, and would require separate calculations for every single ability.
All in all,
Spear of the Magus is still the first choice for a penetration item for Anubis, unless the enemy frontline builds more than one magical protection item and contains the majority of the enemy team, or happens to be a greater threat that must be dealt with with a higher priority than the typical damage dealers like hunters and mages. However, in case of a prolonged game where every enemy built defence items
Obsidian Shard will provide better overall damage thanks to its percentage scaling, and increased power over the Spear.
Therefore, my recommendation would be to replace
Spear of the Magus with
Obsidian Shard as one of the last item purchases late into the game.
I used to main Anubis around a year ago when I was still playing smite. Now that im getting back into it I stumbled upon your guide. Quick question... When I used to play people would max Q last and only leave 1 point in it since it did enough dmg at rank 1 already. So I would max R>E>W>Q . What changed?
So, generally speaking skill levelling can be quite flexible, but I had to set some "default order" as a reference; mainly for beginners as people who know what to do already will have one of their own most likely- because of that I decided to propose the option of prioritising damage over utility, as it yields instant benefits allowing for faster wave/camp clear etc.
That being said, it's generally recommended to put second point in Mummify earlier, as then its effects are optimal; a thing worth noting is also the buff that was given to this ability somewhere mid-season- it used to have 18s cooldown reduced down to 14 at max rank, now its 16 to 12; and because of that on approximately second ability level its cooldown is similar to the max rank one back in the day.
But there are games where things can change depending on lane opponent/team composition when longer stun can be needed more; sometimes you might also want to level basic abilities before ultimate as you'll get more value out of using them more often.
One thing though: Do you have any tips against an Ah Puch? I fought one earlier today and I couldn't even get close enough to land my hits because of his 1+3+2 combo.
Your question is a good one; I didn't include some of the mages in the matchups section as I found them unpopular (from my experiences at least) and to be honest, I don't think I ever played against an Ah Puch or Nox in mid. But I know well from other modes what it means to fight against Puch as an extremely immobile god.
I would say, you have two general options as to play such matchup, which will probably also depend on the junglers and their possibilities.
First of all, you could try avoiding contact with him and not put up many fights; he has to spend most of his burst potential on a wave to effectively clear it, where you can just Grasping Hands it at some point and move onto camps or try some rotating.
Other option would be to play more aggressively as to take advantage of his mediocre early game, when he only has 1 corpse on Undead Surge, which cuts off a considerable amount of his damage- with red buff Plague of Locusts clears the minion wave at first level already, so he'd be forced under tower from early on, from which point you could take advantage of that and secure as many camps with your jungler as possible. And if he tries to poke you while you are casting Plague of Locusts, he'd just be targetted by your minions whereas his would already be gone- in this case if you're quick enough you put a point in Grasping Hands or Mummify, depending on his location, and that either kills him or takes his Sanctuary.
Regarding an actual all-in fight when you both have your ultimates, I think it is possible for Anubis to win it; it would probably require the usage of Sanctuary when he tries to burst you and pops his whole combo- if timed correctly that'd negate majority of his damage, and he wouldn't have any abilities aside from Empty the Crypts (which alone you can live through), while you still have your kit ready- if he has Sanctuary you then pop combo with Grasping Hands, Mummify into Plague of Locusts which will get him low already, and as soon as his Sanctuary (which he's likely to use after Mummify ends) runs out just finish him with Death Gaze. If for some reason he took another active, a full combo of Grasping Hands, Mummify into Death Gaze results in a kill.
When fighting him with more people involved a well placed Mummify can seal the deal as he is as much immobile as Anubis but doesn't even have any cc immunity in his kit; letting your frontline to tank upcoming Undead Surge also positively influences your security in next fight.
Hope this helps in some degree.
It is kind of a bummer that in your tips you rely alot on Sanctuary though, which has a relatively long CD time.
Thanks again.
That sounds like fun! Does it work well enough to use in ranked?
I would say that in general, Anubis has quite a hard time in competitive ranked games- in comparison to all of the Janus, Eset and Sol picks; which are in general more safe and forgiving, but then again it depends on the player and division as well; I don't remember exactly where so I can't quote him, but someone estimated the Gold division to be the reference border.
Below it, Anubis gameplay won't differ much from casual games, but above it people are most likely familiar with the game enough as to counterbuild- a Divine Ruin would cripple such build quite significantly, not to mention the case when the opponents would be on some sort of communication device- the focus would be ridiculous.
To overcome these obstacles one would have to be exceptionally good with positioning- Anubis is unforgiving in that regard. Also, a thing that might prove helpful would be the allied jungler pick- I have found Ne Zha and Fenrir (also Thor to some extent) cooperating really well with Anubis- they can provide many kill opportunities (and some peel) with their stuns, giving Anubis a free aim with Mummify followed by damaging abilities.
A bruiser build may as well be the solution to Anubis' innate squishyness- of course you probably won't be able to do all of the infamous Mummify+ Death Gaze one-shots as in case of a glass-cannon build but the damage would still be relevant, and very stable- allowing to stay in lane/teamfights longer. Actually, in my personal opinion I would say that a defence item on Anubis is rather crucial regardless.
But back to the topic, double lifesteal is quite a popular option in general, yet I have found it unable to help under some circumstances- it won't mean much when CC'd and burst down. That's the reasoning behind Hide of the Urchin- to give that bit of HP and some protections, allowing for better survival potential.
It basically would be a bruiser- Zhong Kui style, with decent protections, and with addition of Sorrow and high lifesteal it might work under some circumstances, I suppose. Plus, literally nobody expects Anubis to be tanky.
That sounds like fun! Does it work well enough to use in ranked?
You should do a lifesteal build. you survive everything
I don't have much time at the moment as to test it in a normal game, but I experimented a bit in Jungle Practise and menaged to assembly a decent build in this theme, in case You were interested.
It basically would be a bruiser- Zhong Kui style, with decent protections, and with addition of Sorrow and high lifesteal it might work under some circumstances, I suppose. Plus, literally nobody expects Anubis to be tanky.
It would consist of:
- Shoes of the Magi
- Bancroft's Talon- passive will have enough time to be useful with increased survivability
- Hide of the Urchin- secret weapon of this build- raises protections of both types to above 100, which yields high damage mitigation overall
- Pythagorem's Piece- It overcaps lifesteal a bit (9%) but paired with Bancrofts' passive it makes Anubis regain his HP at tremendous speed when nearing death, and the other lifesteal choices are sub-optimal
- Obsidian Shard
- Rod of Tahuti- when it comes online damage becomes significant, not much worse than in a normal build
Of course I guess one could swap the item purchase order a bit, as long as Hide of the Urchin would be bought quite early into the game to allow it to stack.
Performed a variety of graphical upgrades- feedback would be greatly appreciated!