Anub'Arak is still one of the strongest Heroes available in Heroes of the Storm.  He has two stuns, a reasonable health pool and can build his talents to sustain his health through fights: he can even Cocoon enemies to disable them completely. Although he has fallen down the pecking order in recent months, recent updates to his talents have ensure he's first picked by many. He has a lot of crowd control to disrupt the enemy and can often freely escape with very little risk. What makes Anub'Arak particularly powerful is his ability to dive in and out of combat and counter mage based assassins who are on the back line.

Updated: 1 July 2016



A good health pool allows you to stay in extended fights

Locusts can help enemies heal (Thrall, Illidan)

Two sources of stuns provides heavy CC

No real mobility when Burrow Charge is on cooldown 

Can build to sustain himself for long periods of time

He can't position enemies like Diablo or E.T.C. can

Reasonable damage output for a warrior 

His sustain is weaker than it once was 

High mitigation against mage's  


Scarab Host (Trait) - For Anub'arak's trait, he spawns a beetle each time you cast an ability. As a free source of damage, the beetles will assist you in attacking Heroes as well as other priority targets. Their usefulness is not that limited however, as they can be used to block incoming skillshots, waste tower ammunition, and tank mercenaries as well.

Impale (Q) - As your main source of crowd control, Impale can be used to initiate fights, interrupt enemy channels, or secure your escape by stunning anyone chasing you down. Due to a fairly long cooldown, this ability should not be spammed mindlessly. Pick your spots wisely to get the most out of this stun. It's particularly valuable after you've arrived at an enemy from using Burrow Charge. 

Harden Carapace (W) - This skill is part of what helps make Abub’arak an effective tank. A decent shield on a low cooldown goes a long way towards winning trades, especially early game. As your ability with the lowest cooldown and mana cost, it’s the most effective way to mitigate incoming damage and maximise your trait. 

Burrow Charge (E) - Burrow Charge is quite flexible, as it can be used both as initiation or an escape tool. High mobility is always valuable, but you’re rewarded for using this on the offensive. When you surface, any enemies in a small area around you become stunned briefly. If you’re near an enemy and need a quick stun, you can press E immediately after descending. Given the long cooldown, make sure that if you’re using this ability to dive into a fight that you know you can get out alive.

Locust Swarm (Ultimate) - The damage of Locust Swarm can quickly add up over time, either shredding a squishy Hero or slowly melting the enemy team as you get in the middle of them. The healing you get back from it, in addition to your shield, means you can effectively burn down your enemies while keeping yourself alive. Its healing isn't as effective as it once was but it does provide Anub'arak with some valuable sustain. 

Cocoon (Ultimate) - A very strong Ultimate ability that will essentially remove an enemy Hero from a team fight, turning things into a 5v4 conflict for 8 seconds. This can be very effective if there’s just one Hero that your team simply can’t deal with, but remember that if they’re important enough their allies might take the time to break the Cocoon. However and if they do that’s time that they’re not spending attacking your team. Always try to Cocoon high priority targets such as Kael'thas or Lt. Morales. 


This section of our guide contains a list of Anub'Arak talents, which upgrades you should choose (and when) as well as what those upgrades are for. 

Level 1: Dampen Magic

Anub'Arak is unquestionably the best Warrior to deal with mage assassins (Jaina, Chromie, Li Ming, Kael'thas) so taking Dampen Magic and having incoming ability damage reduced by 50% every 8 seconds for 1.5 seconds is significant and will keep you alive for much longer periods.

Variable:  Extended Spikes is a good alternative if your team is needing greater poke. A 25% range and damage increase is fairly significant, especially on objective based Battlegrounds that require interaction. 

Level 4: Underking

Underking increases the range of Burrow Charge by 20% and its damage by 100%. Your ability to escape and engage just got significantly better - you can now dive deeper without worry and deal respectable damage on surfacing (470).  

Level 7: Chitinous Plating 

While Hardened Carapace is active and when receiving damage you'll reduce the cooldown of your skill by 0.75 seconds up to a maximum of 3 seconds. It effectively allows you to use Hardened Carapace every 4 seconds. Considering the shielding your W provides, Chitinous Plating provides much needed mitigation and sustain. 

Level 10: Cocoon

Cocoon allows you to snare an enemy in a web making them invulnerable but unable to act for 8 seconds. Enemy heroes can attack the web to free their comrades earlier but for some reason people seem to completely ignore it.  

Variable: Locust Swarm is a good alternative if you are lacking healing or want greater sustain in a fight, especially if your only Support is Tassadar or Tyrande.

Level 13: Urticating Spines

Urticating Spines allows your Hardened Carapace to deal AOE damage around Anub'arak when he uses the skill, it also now deals double damage to Heroes (352). It's a fairly sizeable AOE burst, especially if you're diving against an enemy Hero and have already surfaced onto them (which also causes damage)

Level 16: Epicenter

Epicenter increases the impact radius of Burrow Charge by 85% and lowers its cooldown by 4 seconds for each Hero hit. Considering you'll often surface against multiple Heroes in a team fight, it's very easy to shave at least 8 seconds from Burrow Charge's cooldown. 

Level 20: Hardened Shield

Most teams are running multiple assassins reducing all damage you take by 75% for 4 seconds is a huge amount of mitigation. Its cooldown might be lengthy but Hardened Shield is a must in the current meta. 

Variable: Having two of everything is never a bad thing. Rewind provides double Hardened Carpace and Burrow Charge. It's often too useful to giveup and allows you dive in and out of combat much more often. 


These Hero Threat Levels (1 being lowest threat and 10 being highest threat) are to help you determine which enemy Heroes can give you a headache. For the Heroes listed here, take extra care as they're particularly dangerous for Anub'arak. 



Brightwing: Brightwing is listed here simply because she can undo a great deal of Anub'arak's diving potential. Upon surfacing from a Burrow Charge she can Polymorph you, cause vulnerability and prevent you doing your job. 


Dehaka: Similarly to Brightwing, Dehaka's ability to disrupt your role is sizeable. His Drag, self sustain and AOE damage can pressure you a great deal. It can also prevent you burrowing away when you need to (if Dehaka times his Drag right).  


Sylvanas: Her mobility and ranged damage will slowly take down your health and if she has Mind Control, she can move you away from your team and force you to Burrow Charge back.  


Falstad: His ranged poke, high spike damage from his Hammerang and mobility make him a constant headache. 


Thrall: His superior healing allows him to beat you in any 1 v 1. Your damage is too slow, his root frustrating and if need be he'll use Sundering. 


Jaina: Her slows, ranged damage and burst from her Trait can cause real issues for Anub'arak. Although you can Burrow Charge away or dive onto her, she's fairly good at kiting and can mitigate your damage if she talents for shielding. 


Zagara: Creep spread and hydralisks can result in her being very frustrating to fight against. Her Maw can also ensure survival if she uses it when you dive her. 


Valla: Her mobility and ranged damage will seriously hurt your health, especially if she pursues a basic attack damage build while taking Giant Killer. 


Tracer: Unless you Cocoon her, you'll never land a skill against a well skilled Tracer and even if you do Burrow Charge away, she's only a Blink behind.  9/10


This section of our guide contains a list of tips and tricks we think will help your Anub'arak play. We'll continue to add to the list as required and if you have any tips you'd like to share, let us know in the comments below and we'll place them here. 

1. Burrow Charge is a great escape, but it is also a great way to engage.

2. Burrow Charge will go under walls, hedges, and short distance scenary.

3. You can use Burrow Charge or Cocoon to interrupt Heroics and important channels.

4. Don't engage alone. You're tough, but not tough enough to 1v5.

5. Rewind allows you to engage twice, don't be afraid to dive back in to help your team.

6. Impale is amazing at preventing players from running away so be sure to save it for retreats rather than always using it for engagement.

7. Try to save Hidden Carapace for when you're activily taking damage rather than before, otherwise it'll go on cooldown. 

8. Ensure you start a fight with Dampen Magic available. It'll mitigate the first round of cooldowns that are fired your way. 

9. Anub'arak excels at diving into a back-line of mage Heroes. You should constantly be harrassing them. 

10. Your damage from Burrow Charge > Impale > Hardened Carapace is very respectable at level 16 and will seriously hurt squishy Heroes. 

11. Remember that both Burrow Charge and Impale cause a small stun upon use. 

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Last Updated: Jul 04, 2016

About The Author

Burnell 1
Lover of all things MOBA, Lewis splits his time between Heroes of the Storm, Paragon and SMITE.