Anub’arak The Nerubian Assassin Item Build Guide and Strategy
Anub’arak The Nerubian Assassin Item Build – DotA Hero Abilities Build, Skills Build, Items Build and Strategy. The Nerubian Assassin starts off by wearing his opponents down early on, burning their Mana for damage, keeping them fairly useless and vulnerable. With a Vendetta against living things, he can become invisible, travel faster, and deal great damage to the next thing he hits. Following up with his powerful line stunning impale and then Mana Burn is a combo most will instantly fall victim to-hard to see it coming and difficult to escape. His Scarabs can spy the lay of the land to alert him to danger or his next victim. Want to know more about Anub’arak The Nerubian Assassin Item Build Guide and Strategy? Let’s see post below!
Anub’arak The Nerubian Assassin background story. Anub’arak was once the greatest champion of the Nerubians, but fell in the Second War of the Spider. He was resurrected by the Lich King Ner’zhul, who promised him eternal undeath in exchange for his unswerving loyalty. When threatened, he shoots these spikes through enemies, maiming and disorienting them. He channels his dark powers into a bolt of disarming negative energy, and those who witness him blending into the shadows of the frozen tundra have never lived to tell the tale.
Anub’arak The Nerubian Assassin Advanced Statistics
Affiliation: Scourge
Attack Animation: 0.46 / 0.54
Damage: 49 – 53
Casting Animation: 0.4 / 1.1
Armor: 3.66
Base Attack Time: 1.7
Movespeed: 300
Missile Speed: Instant
Attack Range: 128 (melee)
Sight Range: 1800 / 800
Anub’arak The Nerubian Assassin Abilities Build
1. Impale (Hotkey: E)
Slams the ground with massive claws, shooting spiked tendrils out in a straight line, dealing damage and hurling enemy ground units into the air in their wake.
Level 1 – 80 damage, .75 second stun.
Level 2 – 140 damage, 1.25 second stun.
Level 3 – 200 damage, 1.75 second stun.
Level 4 – 260 damage, 2.25 second stun.
- Damage type: magical
- The wave of tendrils moves at 1600 units per second.
- Hit units will fly for 0.52 seconds before the real stun is applied.
- Casting range: 500
- Area of Effect: 150
Mana Cost: 95/115/135/155
Cooldown: 11
2. Mana Burn (Hotkey: R)
Sends a bolt of negative energy that burns a target enemy unit’s mana based on its Intelligence. Burned mana combusts, dealing damage to the target equal to the amount of mana burned.
Level 1 – Burns Mana equal to 4 times the target’s Intelligence.
Level 2 – Burns Mana equal to 4 times the target’s Intelligence.
Level 3 – Burns Mana equal to 4 times the target’s Intelligence.
Level 4 – Burns Mana equal to 4 times the target’s Intelligence.
- Damage type: magical
- Damage dealt is proportional to mana lost
- Casting range: 600
Mana Cost: 90/110/130/150
Cooldown: 35/25/15/5
3. Spiked Carapace (Hotkey: D)
Temporarily enhances the Assassin’s chitinous armor with organic barbs, causing him to prevent and reflect the next player based damage instance and stuns the target. Lasts 2.75 seconds.
Level 1 – Maximum of 2 Scarabs.
Level 2 – Maximum of 3 Scarabs.
Level 3 – Maximum of 4 Scarabs.
Level 4 – Maximum of 5 Scarabs.
- Scarabs have 450 movement speed, 200 HP, 6 armor, 1400/1400 normal vision, 400/400 burrowed vision, and 26-38 bounty.
- Scarabs are immune to magic.
- Infestation silences and deals 40 non-stacking damage per second in a 300 AoE for 3 seconds.
- Burrowed Scarabs are invisible and immobile.
- If you order infestation to be cast while having multiple Scarabs selected, only one will cast instead of all of them.
- Casting range: 900
Mana Cost: 40/30/20/10
Cooldown: 26/19/12/5 Seconds
4. Vendetta (Hotkey: V)
The Nerubian Assassin turns invisible for a short period of time, and can break his invisibility with an incredibly damaging attack.
Level 1 – Deals 225 backstab damage, 10% movement speed, lasts for 20 seconds.
Level 2 – Deals 375 backstab damage, 15% movement speed, lasts for 35 seconds.
Level 3 – Deals 525 backstab damage, 20% movement speed, lasts for 50 seconds.
Mana Cost: 160/210/260
Cooldown: 90/75/60
- Damage type: normal
- If Nerubian Assassin’s invisibility expires, the bonus damage will not be dealt to the next target.
- Nerubian Assasin is revealed when he damages the target, not at the beginning of his attack.
Anub’arak The Nerubian Assassin Skills Build
1. Impale
2. Mana Burn
3. Mana Burn
4. Impale
5. Impale
6. Vendetta
7. Impale
8. Mana Burn
9. Mana Burn
10. Stats
11. Vendetta
12. Stats
13. Stats
14. Stats
15. Stats
16. Vendetta
17. Spiked Carapace
18. Spiked Carapace
19. Spiked Carapace
20. Spiked Carapace
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
Anub’arak The Nerubian Assassin Items Build
Empty Bottle (600)
Active: Regenerate
Restores 135 HP and 70 mana over 3 seconds. Effect ends if you take damage. When used, Magic Bottle 3/3 changes to 2/3, 2/3 changes to 1/3, and 1/3 changes to Empty Bottle. Can’t be used when Empty Bottle. 0.5 second cooldown.
Active: Rune Capture
Stores a rune in an Empty Bottle. When a rune is used, this item is refilled to Magic Bottle 3/3. Stored runes are automatically used after 120 seconds. Can’t be drop if it has a rune stored.
Note: This item is refilled to Magic Bottle 3/3 when near the fountain.
Dagon (2705)
13/15/17/19/21 Intelligence
3 All Atributes
9 Damage
Active: Energy Burst
Deals 400/500/600/700/800 damage to a target unit. 180/160/140/120/100 manacost. 40/36/32/28/24 seconds cooldown. 600/650/700/750/800 cast range.
Note: Buy recipe to upgrade (5 levels).
Null Talisman + Staff of Wizardry + Dagon Recipe Scroll
Necronomicon (2700)
15/21/24 Intelligence
8/12/16 Strength
Active: Demonic Summoning
- Summons a Necronomicon Warrior and a Necronomicon Archer to fight for you, their strength and abilities are dependant on the Necronomicon’s level
- Lasts 35 seconds
- 50 manacost
- 80 seconds cooldown
Note: Buy recipe to upgrade (3 levels).
Summoned Units:
Necronomicon Warrior
- 400/600/800 HP
- Melee Damage: 21/41/61
- Mana Break: burns 25/50/75 mana per hit, 60% burned mana dealt as damage
- Spell Resistance: 40% against spell damage
- Last Will: 400/500/600 pure damage dealt to the killing unit on death
Necronomicon Archer
- 400/600/800 HP
- Ranged (350) Damage: 31/61/91
- Mana Burn: burns 125/175/225 mana on target, 20 seconds cooldown, 600 cast range
- Endurance Aura: 3%/6%/9% movement and attack speed bonus, 400 AoE
- Spell Resistance: 40% against spell damage
Belt of Giant Strength + Staff of Wizardry + Necronomicon Recipe Scroll
Observer Wards (200)
Active: Place Ward
Places a ward to give 1600 vision. 200 HP. Invisible. Lasts 6 minutes.
Note: Maximum stock of 2 in store. Store stock takes 6 minutes to replenish. Stacks with itself in inventory. 2 charges.
Anub’arak The Nerubian Assassin Strategy
Early Game
This is the farming phase of the game for NA and although he is a ganker, he still needs to farm his core items. So your performance in this phase will affect your future gameplay. Last hit creeps and deny to shorten your opponent’s exp. If you are using a bottle, for example if you lack hp but are at full mana cast a nuke at the enemy hero (Impale or Mana Burn) and then use your bottle. This is called Mana Management. Quickly take the rune you spotted to refill your bottle. When you hit level 6 you may want to attempt a kill on the mid hero. Assuming you have harassed him a lot he will lack hp, this will make it easier to kill him (especially if he’s a str hero). The important part here is, don’t let him notice you used Vendetta. Get away from creeps sight range and cast it there. Approach the enemy, hit with Vendetta and immediately cast Impale, now during the stun time first cast Mana Burn. Now for the second important part, don’t just activate SC like a dumbass, wait until he decides to retaliate with a spell (wait for a spell or casting animation). Doing it the wrong way would mean that the enemy will just wait for the 4.5 seconds to pass and then use his spell. This will surely kill your target or at least giving him a trip to his base, thus underleveling him.
Mid Game
It’s time to gank all around the map. You should leave the farming to your carry now and just gank. Choose your targets carefully, ask yourself these questions:
- Is there an ally with powerful nukes/disables who can help?
- Is the target at full, half or red hp?
- Is the target near or away his tower?
- Does the target have an escape mechanism, say, some sort of invi and I don’t have dust?
Check your mana before you gank. Look at your mana pool and think – will you have enough mana for a succesful gank? Also when you gank with Vendetta take in notice the cooldown of your spells. Is Impale/Mana Burn on cooldown? For example, if you have used Impale and it’s on cooldown wait for the cooldown to finish and then break invisibility. Vendetta’s main purpose is to gank so try not to use it for a different purpose at levels 1-2 of it. Calculate the odds, see if you can stun more targets with Impale and escape, if going invisible to survive is a must, then in that case use Vendetta to escape.
Late Game
This phase of the game will wary depending on how well you did the last two phases. If you have farmed luxury items like Ethereal Blade, Heart of Tarrasque, Linken then it won’t be a problem one-shotting carries and int heroes and in some rare cases even tanks too. Mana Burn will now be like a secondary Dagon with very low cooldown, spam it if you can’t kill with only one cast of it. Assuming you have Ethereal Blade now, your combo should be slightly different: Vendetta then Impale then the rest. But “Why Impale before Ethereal Blast, its damage is magical?” you ask. Well, it’s safer to cast Impale before Ethereal Blast, between the time of your casts, in those miliseconds the enemy can react and escape you. You can choose to cast Impale after Ethereal Blast but I recommend in most cases that you do it this way.
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