Table of Contents
- +Abilities and Strategy
- ×Talent Build
On this page, we present the viable talent choices for playing Anub'arak in a competitive environment in Heroes of the Storm. For each talent, we explain what they do and why they should or should not be taken.
The other pages of our Anub'arak guide can be accessed from the table of contents on the right.
About the Author
Oxygen is a veteran of the MOBA genre, which he has been playing for nearly 15 years. He has coached some of Heroes of the Storm's most prominent North American players and teams alike, including Team Liquid. As a Master player, he enjoys playing all Heroes and roles.
1. Talent Build
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2. Common Talent Paths
Balanced Build (talent calculator link)
This Balanced Build seeks to provide Anub'arak with a healthy mix of offense, defense, and crowd control. Key defensive aspects of the build lie in Nerubian Armor, and the synergistic interaction between Subterranean Shield and Epicenter to readily generate powerful Shields. Offensively, the build exploits the movement speed reduction and stunning effects provided by Impale, Bed of Barbs, and Burrow Charge to reliably trigger Acid Drenched Mandibles. For crowd control purposes, most of the aforementioned Talents come into play, with Epicenter making team-wide hits with Burrow Charge particularly debilitating. At Hero Level 20, Rewind more or less allows you to double any of the above tricks for one of the game's most powerful power spike.
3. Level 1 Talents
Beetles have 50 Spell Armor.
Every 12 seconds, gain 30 Spell Armor against the next enemy Ability and subsequent Abilities for 1.5 seconds, reducing the damage taken by 30%.
Quest: Gathering a Regeneration Globe increases your Health Regeneration by 1 per second, up to 30.
Reward: After gathering 30 Regeneration Globes, you also gain 500 Health.
Resilient Scarabs provides an insignificant and situational survivability increase to your Beetles. Their Health pool is so small that despite such a large Spell Armor gain, they will still die to incidental area of effect damage.
Nerubian Armor stacks up with Anub'arak's natural 20-point Spell Armor to make him unnaturally difficult to take down for Ability-reliant Heroes. Even against Heroes that do not rely on Abilities as their main damage source, Nerubian Armor will find a way to passively improve your survivability.
Regeneration Master is the alternative to Nerubian Armor. Although it is more versatile, in that its Health Regeneration and later Health bonus "mitigate" more damage types, it needs to be built over time, whereas Nerubian Armor pays off right away. Pick Regeneration Master if the opposing team features absolutely no Ability-reliant Heroes.
4. Level 4 Talents
Create a bed of spikes along Impale's path that slows enemies by 25% and deals 21 (+4% per level) damage per second. Spikes persist for 3.5 seconds.
Harden Carapace grants 30% increased Movement Speed for 3 seconds.
Increases Burrow Charge range by 20% and damage by 100%.
Automatically spawn a Beetle every 8 seconds. Can be toggled on and off.
Bed of Barbs greatly improves Impale by adding a respectable area of effect movement speed reduction effect to it. The value of this Talent becomes particularly noticeable after picking up Acid Drenched Mandibles, which will trigger repeatedly against any foe caught by Bed of Barbs. The Talent also helps with early-game waveclear; simply aim right down a Minion wave with Impale.
Shed Exoskeleton provides Anub'arak with a strong and reliable movement speed increase effect. It does, however, compete with Bed of Barbs, which, for the reasons described above, is an outstanding Talent.
Underking's main factor of appeal is the additional range it provides to Burrow Charge, although the damage increase is not bad by any means. Underking may have situational uses against Heroes with potent channeled Abilities that must be interrupted by a Hero.
Legion of Beetles unconditionally provides you with more Beetles, which translates into a bit more damage and skillshot denial power. However, other Talents available on this tier are simply more impactful.
5. Level 7 Talents
While Harden Carapace is active, taking damage from enemy Abilities reduces its cooldown by 1 second, up to 3 seconds.
Burrow Charge also grants a 345 (+4% per level) point Shield for 5 seconds.
Beetles gain 20% bonus attack damage and they heal Anub'arak for 50% of their damage with each attack if he is nearby.
Chitinous Plating has the potential of nearly halving the Cooldown of Harden Carapace. This translates into more survivability, more Beetles, and, later on, more damage, through Urticating Spines. This Talent is a versatile alternative to Subterranean Shield, when combined with Urticating Spines, if the opposing team relies on Abilities to inflict their damage, and would prevent you from landing Basic Attacks to benefit from Acid Drenched Mandibles.
Subterranean Shield provides Anub'arak with a substantial survivability increase that is conveniently located on his main initiation tool. Subterranean Shield becomes particularly potent when combined with Epicenter.
Leeching Scarabs offers a mediocre amount of self-sustain while out of Player combat. In combat, however, Beetles often die quickly to incidental area of effect damage, making the Talent less than effective then.
6. Level 10 Talents
- Mana: 75
- Cooldown: 100 seconds
Deal 62 (+4% per level) damage per second to nearby enemies. Each enemy damaged restores 21 (+4% per level) Health. Lasts 6 seconds.
- Mana: 70
- Cooldown: 60 seconds
Wraps target enemy Hero in a cocoon, rendering them unable to act or be targeted for 8 seconds. Allies of the Hero can attack the cocoon to break it and free them early.
At this level, Heroic Abilities become available. Both Heroic Abilities have already been described in the abilities section; refer to it for more information.
Locust Swarm makes Anub'arak extremely difficult to take out for its duration, on top of making him impossible to ignore due to the Ability's sheer area of effect damage output. Locust Swarm's only downside is a lengthy Cooldown that reflects its power and versatility. Pick if you do not have an important target to use Cocoon against.
As of the current metagame state, many teams elect to pick a single, powerful single-target healer such as Malfurion or Rehgar. Cocoon can make it difficult for such team compositions to survive, as instantly disabling these Heroes can essentially negate the usefulness of their defensive Heroic Abilities. Avoid picking Cocoon against Tracer and Valla, however, as they possess means of very quickly destroying the Cocoon.
7. Level 13 Talents
Deal 23 damage per second to nearby enemies.
Casting Harden Carapace will also deal 80 (+4% per level) damage to nearby enemies. Deals double damage against Heroes.
Attacking a Hero that is slowed, rooted, or stunned increases Anub'arak's Basic Attack damage by 70% for 3 seconds.
Acid Drenched Mandibles provides Anub'arak with some of the single-target damage potential he so sorely lacks. You need to use as many Basic Attacks as possible against enemies that are affected by crowd control whenever you can to really make the best of this Talent.
8. Level 16 Talents
Increases Burrow Charge impact area by 60% and lowers the cooldown by 1.25 seconds for each Hero hit.
Enemy Heroes hit by Burrow Charge have their Spell Power reduced by 50% for 4 seconds.
Every 3rd Basic Attack against enemy Heroes spawns a Beetle.
The potency of the Cooldown reduction provided by Epicenter cannot be understated, as Burrow Charge and its other related Talents are key to Anub'arak. The increased area of effect is also extremely helpful in reliably hitting more targets, making the Talent synergise with itself.
Debilitation has niche usefulness against team compositions that feature two or more Ability-damage reliant Heroes, such as Alarak, Cho'gall, Gul'dan, Jaina, Kael'thas, Li-Ming, Nazeebo, or Ragnaros. Otherwise, you are likely to get more out of Epicenter.
9. Level 20 Talents
Gain a permanent Vampire Locust that attacks a nearby enemy every 3 seconds. The Vampire Locust deals 153 (+4% per level) damage and returns to heal Anub'arak for 37 (+4% per level) health.
Staying near the Cocoon allows Anub'arak to extend the duration by up to 4 seconds per Cocoon.
- Cooldown: 40 seconds
Activate to gain 60 Spell Armor for 5 seconds.
- Cooldown: 60 seconds
Activate to reset the cooldowns of your Basic Abilities.
Although Hive Master adds a significant amount of damage and self-healing, making Anub'arak one of the strongest duelists, the Talent typically comes into play so late that team fight-oriented talents should be prefered. Still, if you feel that your team sorely lacks damage, Hive Master may be the way to go.
Cryptweave requires Anub'arak to remain relatively close to Cocoon's target for to see any value. However, the Ability is often used specifically against Healers, whom tend to remain away from combat. The only exception to this would be Kharazim, against whom the Talent may be viable as a counter to Divine Palm.
As if Anub'arak was not geared enough to deal with Ability-based damage, Nullification Shield comes to overkill any chance you might have had of dying to Abilities.
Rewind is outstanding and versatile, allowing you to double your short term damage, survivability, and crowd control on demand. Double-casting Impale and Burrow Charge can lead to some of the game's longest crowd control chains, and the possibility of quickly summoning six Beetles to assist you is significant. Simply make sure that you have used all of your Basic Abilities before using Rewind, so as to not waste its effect entirely.
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- ×Talent Build
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