Slim Natey's Detailed Anub'arak Guide by TheRealSlimNatey

Slim Natey's Detailed Anub'arak Guide

By: TheRealSlimNatey
Last Updated: Jun 16, 2015
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Build 1 of 2

Anub'arak

Build: Beetles

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Anub'arak

Build: Spikes

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

About Me Top

I'm a rank 1 warrior main. I have been playing League of Legends since 2012 and moved over to HotS after receiving the beta invite this spring. I like playing the warrior role because I enjoy being right in the middle of things messing stuff up. I've always enjoyed playing the off meta stuff because I find it more creative and less mundane.

Check out my stream if you want to watch some warrior play or ask some questions or some of my other guides listed below to learn about other warriors.

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Stiches Guide

Anub'Arak Top

Anub'arak is right now far and away the best tank in the game in my opinion. He has 2 good forms of CC that can both hit multiple high priority targets and a good gapcloser. The change to make his beetles smarter gave him a lot of damage for a tank. He has a smaller health pool than a lot of tanks, but also comes with self-heals and a shield to make up for it.

Pros:
Lots of damage
2 stuns
Gapcloser
Strong shield
Self-heals
Strong as all points of the game

Cons:
Small health pool
Beetles are weak to AoE

Skills Top

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.

Builds Top

There are really only 2 main build variants for Anub'arak: Spikes and Beetles. They only differ on what talents you take at level 1 and 7. The rest of his talents can be chosen based on the game situation and are explained in detail in the Talents section below.

Beetles


I find this to be the better build in most situations as it gives you more damage and sustained tankiness. Take Assault Scarab at level 1, Legion of Beetles at level 4, and Leeching Scarabs at 7. Nobody will be focusing the the beetles in teamfights, so this will give you a lot of damage as well as heals from Leeching Scarabs. Locust Swarm is really good with this build and combined with the burst from Blood for Blood it will let you win 2v1s against a lot of heroes. Because of this you will almost always be diving their backline and killing/zoning them letting your team either follow up on your initiate or deal with the enemy frontline while you zone their damage.

Spikes


This build takes advantage of the synergy between Bed of Spikes and Extended Spikes. Because of the long range of this slow field it is effective if the enemy team doesn't have many dashes or gapclosers. They will be forced to either sit on one side of the spikes or walk through and take damage and be slowed, which gives you a lot of zone control over a large area, one of the weaknesses of beetle Anub. Take Web Blast if you want to isolate members of the enemy team even more.

Talents Breakdown Top

In this section:
Green text means I'll take it almost every game for one of the viable builds
Yellow means situational
Red means don't take it

Level 1

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.

Level 4

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.


Level 7

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.


Level 10

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.

Level 13

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.


Level 16

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.

Level 20

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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