Anub'arak
Build: Beetles
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
Scarab Host spawns a beetle every time Anub'arak uses a skill. Beetles have a small health pool and last 10 seconds. Beetles will attack whatever Anub'arak is attaching and do a small amount of damage on every attack which can really add up in a teamfight if the beetles stay alive. They are really good for doing camps and pushing. Talents can also give Anub a heal based on their damage, further increasing his tankiness. The beetles can also be very annoying by keeping enemies from channeling mounting or turn in and granting vision to your team. |
Impale stuns all enemies in a line for 1 second and does a small amount of damage. Can be used for engage if you can hit it on a couple targets or for follow-up CC after using your burrow. |
Harden Carapace gives you a pretty large shield on a short cooldown and low mana cost. This is your main form of tankiness to make up for your small health pool. |
Burrow Charge lets you travel a long distance in a straight line underground (but still targetable by enemies) and then surface, doing a large amount of damage to and briefly stunning anyone in the area. This skill can be reactivated to surface early. Aiming and timing this skill takes some practice to get down and is what makes good Anub'araks good. |
Extended Spikes is a good choice if the enemy team has some heroes that sit way back in fights and you need the extra range to reach them. Your burrow is usually enough to get to where you want in fights and lock down the opponents, but combined with Bed of Barbs this can add more CC if that is you're your team needs. |
Persistent Carapace adds 3 seconds to your shield. In most cases your base shield will be down or almost down when the time runs up, so not a very useful talent. |
Assault Scarab increases the damage on your beetles by 25%. Beetles are a significant source of your damage, so picking this talent really increases your damage. Combined with Leeching Scarabs this also will make you tankier. |
Regeneration Master requires you to collect health globes all game to stay relevant. Assault Scarab will give you more healing after you pick up Leeching Scarabs at level 7 too and doesn't really ever catch up so I don't take this talent. |
Underking adds range and lowers the CD of your burrowing charge. The CD reduction helps you switch targets more quickly after destroying their backline after your initial engage. I rarely have a problem getting in range to use my burrow without this skill, but if you find that you're having that problem this talent might fix that. |
Superiority is useful for tanking neutral camps, which you don't really need help with, or towers, which you have beetles to do anyways. |
Locust Needles gives you AoE damage on your auto attacks. Only really useful for waveclear and you don't really need that. |
Legion of Beetles gives you another beetle every 8 seconds. Adds more damage to any Anub build. Really helpful for bosses too. I take this most games even when I'm not doing a beetle build. |
Shed Exoskeleton gives you a movespeed buff when you use your shield. You have Impale and Burrow to stick to your opponents, so this isn't really necessary. |
Urtricating Spines adds AoE damage to your shield. It's not a bad talent, but is outclassed by the other talents I take at 7. |
Bed of Barbs adds a slow and damage to the path of your Impale for 3.5 seconds. This is a useful talent when you're looking for more zone control in a teamfight. You can use it trap enemies after stunning them and makes it hard to disengage from your team. Take Extended Spikes at 1 if you plan on taking this talent. |
Leeching Scarabs gives you a heal from your beetle damage. You'll get out a lot of beetles in a teamfight and combined with your shield and locust swarm you are almost impossible to take down in a teamfight unless the enemy team bursts you completely down. Also good for healing up after a fight. Take this unless you need the CC from Bed of Barbs. |
Mercenary Lord helps for pushing with mercenaries, but you'll be grouped to push by this time and don't need this. |
Locust Swarm gives you AoE damage and a heal based on how many enemies are being damaged. The heal includes minions too, so it's actually a huge amount in many circumstances. This gives you a lot of damage and tankiness all in one and I take it most games. |
Web Blast lets you wrap a single enemy in a cocoon that slowly loses health over the duration. After it reaches zero health the enemy is freed. It lasts for at most 8 seconds and can be damaged by the enemy team to decrease the duration. It is useful if the enemy team has one champ they are focusing their teamcomp around (like an Ilidan comp) or if you need to suppress one member of their team in order to focus the others. If you feel like this is more useful and you don't need the extra damage and tankiness from Locust Swarm pick this up. |
Burning Rage adds a little extra AoE damage. Strong in teamfights and helps with waveclear and doing camps too. I take this skill if I don't think I need Spell Shield. |
Chitinous Plating adds a lot to your shield. You'll already have a lot of sustained tankiness by this point and if you need better protection from burst spell shield is the better option usually. |
Symbiotic Armor gives a shield to your beetles when you use it. Your usually combo is shield, burrow, impale, so the shield isn't going to be as effective as it seems. The damage you get from burning rage is a lot more significant than the damage you get from keeping your beetles alive a little longer. |
Spell Shield reduces ability damage for 4 seconds every 30 seconds. Take it if they have a lot of spell damage (usually do) otherwise go burning rage. |
Epicenter increases the damage and area of your burrow by 85%. I haven't played around with this much because BfB is so good, but could be effective with Underking. |
Beetle, Juiced gives your beetles a damage and health boost and refreshes their duration and health if they kill an enemy. Adds a little extra sustained damage, but I like the burst from BfB more, so I never take this. |
Imposing Presence lets you slow the auto attacks of anyone who is attacking you. BfB is the better option unless they have a couple heavy auto attackers (Valla, Raynor, Ilidan) and even then BfB is better if you can burst one of them down. |
Blood for Blood gives you a large damage burst and steals movespeed from a single enemy. Gives Anub a lot of burst on a single target if he hits his full combo and pretty much take them out of the fight. This skill is really broken on a tank and I get this pretty much every game. |
Hive Master gives you a locust that does a small amount of single target damage and heals you a pretty large amount. Grab this if you want even more sustained tankiness. |
Cryptweave allows you to channel on the Web Blast to increase the duration. You can't do anything while you're channeling and Anub does an awful lot in teamfights, so don't take this talent. |
Hardened Shield reduces damage to you by 75% for 4 seconds. Since you get up in everyone's face in a teamfight this really helps you survive that initial burst they'll throw at you when you burrow and your sustain will carry you through the rest of the fight. This is usually the best talent to take at 20 for him. |
Rewind resets your cooldowns once a fight. Can add a lot of damage from your spells and beetles and gives you a lot of lockdown too. I find that my mechanics aren't quite good enough to make really good use of this talent, but if you're quicker than me it could be the best talent here for you. |
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