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Obsidian Anhur ADC Build

Carry Conquest
6 0 3,636
8.6
by TottiGR updated February 25, 2025

Smite God: Anhur

Build Guide Discussion 0 More Guides
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Anhur Build

Starter Build

Notes Bumba's Golden Dagger is the best starter right now for an attack speed based build because it will provide you with high jungle camp clear and sustain.

Axe will evolve into Bragi's Harp.

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Notes

Bumba's Golden Dagger is the best starter right now for an attack speed based build because it will provide you with high jungle camp clear and sustain.

Axe will evolve into Bragi's Harp.

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Build Item Bumba's Golden Dagger Bumba's Golden Dagger
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Full Build

Notes Bumba's Spear it is a really good starter because provides you with good sustain when killing objectives or jungle camps, penetration, power and one of the most important things for an ADC, couldown reduction.

Bragi's Harp provides you with strength, intelligence and attack speed, really compact item for ADC's.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Bumba's Spear it is a really good starter because provides you with good sustain when killing objectives or jungle camps, penetration, power and one of the most important things for an ADC, couldown reduction.

Bragi's Harp provides you with strength, intelligence and attack speed, really compact item for ADC's.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Bumba's Spear Bumba's Spear
Build Item Bragi's Harp Bragi's Harp
Build Item Qin's Blade Qin's Blade
Build Item The Executioner The Executioner
Build Item Odysseus' Bow Odysseus' Bow
Build Item Titan's Bane Titan's Bane
Build Item Dominance Dominance
Build Item Purification Beads Purification Beads

Critical Items

Notes In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought instead of Odysseus' Bow and Titan's Bane.

Notes

In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought instead of Odysseus' Bow and Titan's Bane.

Build Item Demon Blade Demon Blade
Build Item Deathbringer Deathbringer

Alternative Relics

Notes Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Notes

Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Build Item Phantom Shell Phantom Shell
Build Item Aegis of Acceleration Aegis of Acceleration

Defensive Alternatives

Notes Shifter's Shield can be a great choice if they are focusing you during late game fights because will provide you of good defensive stats and high power! It is an alternative to Dominance in the last item spot.

Berserker's Shield is an alternative to Dominance in case you want attack speed and have some protections for late game fights over objetives.

Notes

Shifter's Shield can be a great choice if they are focusing you during late game fights because will provide you of good defensive stats and high power! It is an alternative to Dominance in the last item spot.

Berserker's Shield is an alternative to Dominance in case you want attack speed and have some protections for late game fights over objetives.

Build Item Shifter's Shield Shifter's Shield
Build Item Berserker's Shield Berserker's Shield

God Aspect Activated

Aspect of Pride

Enfeeble no longer Debuff enemies but dealing damage to the same enemy god with Basic Attacks provides you up to 100% bonus Attack Speed.

Anhur's Skill Order

Shifting Sands

1 X Y
Shifting Sands
3 7 11 14 15

Impale

2 A B
Impale
1 4 6 8 10

Disperse

3 B A
Disperse
2 12 16 18 19

Desert Fury

4 Y X
Desert Fury
5 9 13 17 20
Shifting Sands
3 7 11 14 15

Shifting Sands

1 X
Summon an obelisk, surrounded by shifting sands.
  • Enemies in the sands are Slowed and take additional damage from your basic attacks.
  • The obelisk acts as a Wall.
Slow: 15%
Additional Slow: 15%
Increased Damage Taken: 8 / 11 / 14 / 17 / 20%
Lifetime: 7.5s
Cooldown: 14s
Range: 10.4m
Radius: 9.6m
Cost: 40 / 50 / 60 / 70 / 80
Cooldown: 14s

Additional Notes:
  • The Slow stacks with an additional Slow when closer to the Pillar.
  • Reactivate to destroy the Pillar early.
Impale
1 4 6 8 10

Impale

2 A
Throw a large spear, dealing Physical Damage in a line.
  • The first God hit is Pushed.
  • If the God hits a Wall, they are Stunned.
Damage: 125 / 185 / 245 / 305 / 365
Damage Scaling: 85% Strength
Stun Duration: 0.9 / 0.9 / 1 / 1.1 / 1.1s
Range: 8.8m
Radius: 0.5m
Cooldown: 12s
Cost: 50 / 60 / 70 / 80 / 90

Additional Notes:
  • The projectile passes through and damages minions, but stops on walls.
  • The enemy god displaced by this ability deal damage to enemies it collides with.
Disperse
2 12 16 18 19

Disperse

3 B
Leap forward, dealing Physical Damage where you land.
  • Knock Back all enemies from your landing point.
Damage: 70 / 110 / 150 / 190 / 230
Damage Scaling: 60% Strength
Range: 8.8m
Radius: 2.4m
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Cost: 40 / 50 / 60 / 70 / 80

Additional Notes:
  • Enemies are Displaced up and away from your landing location.
Desert Fury
5 9 13 17 20

Desert Fury

4 Y
Hurl a series of empowered spears, each dealing Physical Damage.
  • The final spear deals a burst of Physical Damage.
  • These spears pass through everything.
  • You are CC Immune while using this ability.
Damage Per Tick: 65 / 90 / 115 / 140 / 165
Damage Scaling Per Tick: 45% Strength
Final Damage: 125 / 175 / 225 / 275 / 325
Final Damage Scaling: 115% Strength
Range: 12.8m
Radius: 0.6m
Final Radius: 0.7m
Cooldown: 90 / 85 / 80 / 75 / 70s
Cost: 80 / 85 / 90 / 95 / 100

Additional Notes:
  • Ability fires 4 times, plus the final projectile, over 1.5 seconds.
  • These projectiles pass through and damage all enemies, and pass through walls.

Anhur Threats

Tap each threat level to view Anhur’s threats

Max
1
Major
0
Even
0
Minor
0
Tiny
0

Anhur Synergies

Tap each synergy level to view Anhur’s synergies

Ideal
4
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year. I have peaked 3500 MMR GM/Masters in Ranked Conquest on PC every season since 2017. I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge about guiding about the ADC role. I hope you find this guide as a useful learning resource for playing Anhur as an ADC.


Here are my socials:

Abilities

Anhur's Abilities


Passive - Enefeeble

Enfeeble is what makes Anhur so aggressive against squishies and tanks. Excellent when combined with his Shifting Sands that increases the damage of his basic attacks against enemies inside the area.


Ability 1 - Shifting Sands

Shifting Sands is essential on boxing and escaping from enemy ganks or rotations over duo lane or teamfight. It has a good area of effect, slowing the target and increasing the damage it takes while inside it. The extra damage applies to minions too, and Anhur can use it to block attacks from minions, giving a boost on clear without losing too much HP. Jungle bosses as the Gold Fury can break the pillar if she passes through it.

Using it behind the enemy allows you to combine with Impale, granting great damage and stunning the target.

Shifting Sands is efficient as self peel when running away from enemies. It also may work as a small Ice Wall from Ymir, blocking incoming damage and CCs, as Sobek's Charge Prey, Cabrakan's Tectonic Shift or Geb's Roll Out. You should always be constantly paying attention to use it on the right time, especially when you don't have your jump available.


Ability 2 - Impale

Except the ultimate, Impale is his main boost damage skill, while it is Anhur's best CC to start or end fights or duels, it is also its best self peel, stunning opponents.
During Early/Mid game you should always have in mind that Anhur does not have a good clear wave, the main ability for this task is the Impale, however if the enemy is aggressive at the beginning or the duo takes a gank, without this ability Anhur can be in big trouble, since he will not have his main self-peel and aggressive ability.

In the jungle of the Season 10 map, it is full of short spaces and several walls, and your Impale, without much difficulties, can stun the opponent easily to the walls, so take advantage of fights in the jungle/jungle camps.


Ability 3 - Disperse

This skill is the second-strongest CC (a true hard CC) in Anhur's kit. It has 2 main points, one strong and one weak, which makes the skill not the best escape or aggressive skills, but not bad either.

The strong point is that as an aggressive skill, it provides a strong knockup CC when Anhur lands on an enemy, or during a runaway against enemies who are waiting for Anhur to fall.

The weak point is it takes significant execution time, making its landing site extremely predictable, giving the enemy time to react. It's important to note that this skill hits in a reasonably sized circle. Enemies hit by it are lifted in the direction of the skill's angle, so if Anhur jumps in front of an enemy he will be thrown forward, if he jumps to the right side the enemy will be thrown to the right and vice versa, if he lands behind the enemy he will be thrown in the opposite direction, use this to control where the enemy will be thrown, like close to walls for example.


Ultimate - Desert Fury

Desert Fury is without a doubt a really strong ultimate. With high damage numbers and a long CC immunity, the last projectile deals a burst of physical damage, however, beware that enemies with movement skills can easily dodge some spears, which may take away much of the damage potential of the ult. Try to use it mainly against enemies affected by some CC, like your stun or in case they have used their dash or escaping ability.

Also, you can use your ult as a counter to other ultimates! In some situations the immunity is useful against: Cupid's Fields Of Love, Cernunnos' The Wild Hunt, Medusa's Petrify, Danzaburou's Uproarious Rocket with a long runtime is easily contained with Desert Fury. So, almost any enemy ADC that relies on CC can be countered by Anhur's fourth skill.

Anhur Aspect

ASPECT OF PRIDE:

It is a really interesting aspect to choose because it changes your passive Enfeeble so that instead of reducing the physical protections, it provides you with a 100% more attack speed when dealing repeated damage to the same enemy with basic attacks. This attack speed increase can make a huge difference by winning most of the trades against the other ADC because when he is casting 1 auto attack you can be casting 2 of yours, that's why I usually use it as an ADC.

Example Combos

Example Combos:

Main Combo:

Shifting Sands > Disperse > Impale -> If needed because you haven't killed the enemy, you can use as last skill Dessert Fury for securing the kill.

Other combo:

Disperse > Impale > Shifting Sands > Dessert Fury
Shifting Sands > Autos > Impale > Autos > Dessert Fury
Disperse > Impale > Dessert Fury > Shifting Sands this last skills is just for slowing the enemies and keep chasing during teamfights or trades against the other ADC.

How to play Anhur ADC

Gameplay Start / Early Game:
  • Start at the purple buff then go to the wave with your support, push two waves so you will get level 2, try always to upgrade if the ADC has a dash or escaping ability, one of it, in this case the Disperse and then if you have won the pressure go to the central buff, do it and then comeback to lane.

  • In case you have lost the pressure try to contest the central buff fighting the enemies or play passively and go to the right neutral camp that will give you some experience and gold.

  • During the early game phase remember to push waves and then do your right back camps because they will give you an small lead over the enemies. Ward duo site of the map and try to fight over the central buff camp.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around the central buff camp or the experience camp in the right site of the duo lane and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can burst easily the the purple buff with your starter item).

  • This ADC has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). I need to clarify that if you don't wave any wards spotted on the map remember you should always take care of it. Just be confident during laning phase, your confidence will play a really good paper on succeeding, so just try it out. If you don't risk you will never achieve :p.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, neutral camps and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other ADC.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Pyromancer for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or neutral buff camp and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER ADC!)

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyromancer as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


[*] If you see there is a potential kill in solo lane and your team has the possibility to take the kill and go fire, you should take the background teleport and join the fight by teleporting to solo, after getting the kill you and your team will decide if it is a good option to do Fire Gigant or go back to your lane!


Late Game:
  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have able your actives: Purification Beads, Aegis of Acceleration or Phantom Shell before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How To Ward As Carry

Normal Early / Mid Game Warding:


I would always try to get this two wards (NORMAL WARDS -> White Colour) because with them you can easily control most of the jungle size around duo lane, avoiding enemy jungler ganks or even support ambushes. You can also control the Gold Fury objetive during the mid game phase of the game and communicate your team anything happening over the duo lane!

Defensive Warding:


Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Ward (GREEN COLOUR CIRCLE) your purple buff and make sure to call your teammates at least 1 minute before spawning.

Offensive Warding:



In case you have a high pressure duo set up (ADC with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade enemy purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared]

Fire Giant Warding:




These two maps are efficient ways to use ADC vision to help your team know the position of enemies before starting a fight around the objective.

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and MID) form what we call as "backlaners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.

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