Anara by Lillmy

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Anara

By: Lillmy
Last Updated: Jun 28, 2021
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Anara

Spirit Healer

Anara, Spirit Healer, is a ranged Support from the Warcraft universe. As a spirit healer with no allegiances but her own sense of duty and righteousness, she dedicates herself to guide those who are in need of aid to find their way back to life. Anara is a ranged Support that brings back the souls of the dead to fight once again.


Background


Spirit Healers are Val'kyr who chose not to aid Helya after the sealing of the Halls of Valor. Instead of following her, they disappeared into the Shadowlands. The few of these val'kyr who still had nobility in their souls dedicated themselves to watching over the physical world, and from within the Shadowlands, they would occasionally guide the dead back to the realm of the living.

Anara is one of the Val'kyr who decided not to follow Helya and went her own path. Still a noble soul, she now finds herself in the Nexus, ready to aid those who need her assistance, and punish those who stand against her allies.


Gameplay


Anara is a ranged support that brings back those who have died to fight once more. By leading the souls of dead ones into battle, she can create big armies and be a great asset in teamfights, or be an amazing pusher.


With the ability to bring back minions to life, she's able to keep pushes going on for longer or summon minions to aid in teamfights, both being very valuable options. Her mana costs are high and she requires timing and reading what abilities the enemy have available.

If her Spirit Units die in teamfights, her only damage choices are Basic attacks and (Q)Nine Lights, neither dealing really high damage unless she focuses on her (Q)Nine Lights. Knowing when to use her (W)Spirit Realm is very important as it could either be a big fail or a big success.

Spirit Realm: In World of Warcraft, this is where you go when you die as a player.
Spirit World: Where souls go when they die in the Warcraft universe.




Health: 1340(+4% per level)
Health Regen: 3.0625(+4% per level)
Attacks per second: 1.2
Ranged: 5.5
Damage: 60
DPS: 72



PROS/CONS

+ Summons
+ Great Teamfighting
+ Can bring back dead allies as less powerful heroes
+ Great Pusher

- No Escape
- AoE Damage
- Mana hungry

- Low direct damage

Combat Trait

1
Soul Compass
Passive:
Minions that die become Ghosts.

Nearby Ghosts will start to walk towards Anara at 35% movement speed and if they come in contact with her, they are resurrected with 25% of their maximum health.

Minions that have been resurrected once can't be resurrected again.

If a Ghost doesn't reach Anara within 10 seconds, the Ghost is lost in the Spirit World.



(Only Melee Minions and Ranged Minions become Ghosts upon dying.)
(Ghosts can pass through walls.)
(Resurrected Minions don't grant any experience.)
2
Persuade Soul
Cooldown: 3 Second
Activate:
Anara persuades the Soul of a Ghost and binds it to her in the Spirit Realm for 60 Seconds.

Anara can have a maximum of 10 Souls bound to her.
If you have 10 Souls and bind yourself to a new one, the oldest one is destroyed.

Activate (W)Spirit Realm to summon all Soul that are currently bound to her.



(If Anara has claimed the souls of 4 Ranged Minions and 6 Melee Minions, when she activates (W)Spirit Realm, she summons 4 Ranged Minions and 6 Melee Minions as Spirit Units.)

Primary Abilities

1
(Q) Nine Lights
Cost: 60 Mana
Cooldown: 8 Seconds


Anara opens a portal at the targeted location that explodes 9 times over 1 seconds. Each explosion deals 25 damage to enemies and heals allies for 15 health.


Type: Spell damage / Healing
Scaling: 4.00%
Affects: Enemies / Allied Heroes & Minions, Self
Targeting: Point target
Properties: Area of Effect
Cast time: Instant
Range: 8
Area of Effect: Circle
Radius: 4
Initial delay: 0.5 seconds
Wave interval: 0.11 seconds

('Nine Lights' is a reference to the 9 Val'kyr that remained after the fall of the Lich King.)
2
(W) Spirit Realm
Cost: 20 Mana for each soul stored with (D)Soul Compass
Cooldown: 0 Seconds
Range: 10


Anara calls forth all her stored Souls to fight for her as Spirit Units that last for 15 seconds.

Spirit Units spawn with 50% of their maximum health but can be healed back to full health.


Type: Summon
Targeting: No target
Cast time: 0.25 seconds

(Spirit Units follow Anara and will attack nearby enemies but will prioritize the target Anara is attacking.)
(If "Distant Calling" is taken at Tier 5, Spirit Units will guard the targeted position instead of following Anara)
3
(E) Body and Soul
Cost: 70 Mana
Cooldown: 20 Seconds
Range: 4

Bring back the soul of a dead ally hero to fight again in the body of Ghost hero. Depending on their class and damage dealt, they are brought back as a different unit.

Ghost heroes die when the player respawns.



Ghost Warrior (Tank, Bruiser)

Ghost Archer (If most Hero damage is from Attacks.) (Ranged/Melee Assassin)

Ghost Mage (If most Hero damage is from Abilities.) (Ranged/Melee Assassin)

Ghost Healer (Healer, Support)


Ghost Warrior
Health: 1000
Health scaling: 4.00%
Basic Attack damage: 45
Damage scaling: 4.00%
Attack Speed: 1.0
Attack Range: 1.0
Sight radius: 7
Unit radius: 0.875


Ghost Archer
Health: 800
Health scaling: 4.00%
Basic Attack damage: 60
Damage scaling: 4.00%
Attack Speed: 1.0
Attack Range: 5.5
Sight radius: 7
Unit radius: 0.625


Ghost Mage
Health: 850
Health scaling: 4.00%
Basic Attack damage: 50
Damage scaling: 4.00%
Attack Speed: 1.0
Attack Range: 5.5
Sight radius: 7
Unit radius: 0.625


Ghost Healer
Health: 700
Health scaling: 4.00%
Basic Attack damage: 35
Damage scaling: 4.00%
Attack Speed: 1.0
Attack Range: 5.5
Sight radius: 7
Unit radius: 0.625



Type: Summon
Targeting: Ally Soul
Cast time: 1 second

Secondary Abilities

1
(Q) Whirlwind (Ghost Warrior)
Cooldown: 5 seconds

Spin to deal 50 damage around you to nearby enemies every second for 5 seconds.


Type: Spell damage
Scaling: 4.00%
Affects: Enemies
Targeting: No target
Properties: Area of Effect, Mobile channel
Cast time: Instant
Area of Effect: Circle
Radius: 2
Tickrate: 2/second (x10)


(Shares cooldown with Mighty Blow.)
2
(W) Mighty Blow (Ghost Warrior)
Cooldown: 5 seconds

Deal 110 damage to the targeted enemy and slow them by 25% for 1 second.


Type: Spell damage, Crowd Control
Scaling: 4.00%
Affects: Enemies
Targeting: Unit target
Cast time: Instant
Range: 1


(Shares cooldown with Whirlwind.)
3
(Q) Hail of Arrows (Ghost Archer)
Cooldown: 3 seconds

Bombard the area with 3 waves of arrows, dealing 50 physical damage each.


Type: Damage
Scaling: 4.00%
Affects: Enemies
Targeting: Point target
Properties: Area of Effect
Cast time: 0.1 seconds
Range: 6
Area of Effect: Circle
Radius: 2
Initial delay: 0.25 seconds
Wave interval: 0.25 seconds


(Shares cooldown with Focused Shot.)
(Acts as a basic attack so it can be blocked by e.g. Block)
4
(W) Focused Shot (Ghost Archer)
Cooldown: 3 seconds

Launch an arrow in the targeted direction, dealing 225 physical damage to the first enemy it comes in contact with.


Type: Damage
Scaling: 4.00%
Affects: Enemies
Targeting: Point Target
Properties: Clamping, Skillshot
Cast time: 0.1 seconds
Range: 10
Hitbox: 0.75x1.0
Projectile speed: 50


(Shares cooldown with Hail of Arrows.)
(Acts as a basic attack so it can be blocked by e.g. Block)
5
(Q) Spirit Bolt (Ghost Mage)
Cooldown: 2 seconds

Fire a missile in the targeted direction, dealing 110 damage to the first enemy it comes in contact with.


Type: Spell damage
Scaling: 4.00%
Affects: Enemies
Targeting: Point target
Properties: Clamping, Skillshot
Cast time: 0.125 seconds
Range: 9
Hitbox: 1.25x2.25
Projectile Speed: 15


(Shares cooldown with Soul Blast.)
6
(W) Soul Blast (Ghost Mage)
Cooldown: 2 seconds

After 0.5 seconds, deal 160 damage in the targeted area.


Type: Spell damage
Scaling: 4.00%
Affects: Enemies
Targeting: Point target
Properties: Area of Effect
Cast time: 0.5 seconds
Range: 6
Area of Effect: Circle
Radius: 2


(Shares cooldown with Spirit Bolt.)
7
(Q) Heal (Ghost Healer)
Cooldown: 0 seconds

Casts for 1 second to heal the targeted ally for 75 health.


Type: Healing
Scaling: 4.00%
Affects: Allied Heroes & Minions, Self
Targeting: Unit target
Cast time: 1 second
Range: 7
8
(W) Mass Heal (Ghost Healer)
Cooldown: 4 seconds

Heal all allies in the targeted area for 150 health.


Type: Healing
Scaling: 4.00%
Affects: Allied Heroes & Minions, Self
Targeting: Point target
Properties: Area of Effect
Cast time: 0.125 seconds
Range: 7
Radius: 3


(Using Mass Heal places Heal on a 4 second cooldown.)
9
(E) Preperation
Cooldown: 10 seconds

Reset the cooldown of your (Q) and (W) abilities.

(Ghost Warriors, Ghost Archers, Ghost Mages and Ghost Healers all have Preperation)


Type: Cooldown reduction
Affects: Self
Targeting: No target
Cast time: Instant

Heroic Abilities

1
(R1) Shadowlands
Cost: 85 Mana
Cooldown: 80 Seconds
Radius: 5

After 1 second, tear a rift in the ground beneath you, opening a connection between the physical world and the Spirit World.

Enemy Heroes in the area are slowed by 15% and if they take damage while below 10% of their maximum health, they are pulled into the Spirit World and executed.

Lasts for 10 seconds.


Type: Crowd Control / Execute
Scaling: -
Affects: Enemy Heroes
Targeting: No Target
Properties: Area of Effect, Slow, Execute
Cast time: 1 seconds
Area of Effect: Circle
Radius: 6

(Self inflicted damage does not trigger the execute.)
2
(R2) Angelic Protection
Cost: 85 Mana
Cooldown: 60 Seconds
Radius: 5


After 1 second, channel to heal nearby allies for 60 health per second and make them unkillable.

Can be channeled for 10 seconds.


Type: Healing / Status Effect
Scaling: 4.00%
Affects: Allied Heroes
Targeting: no target
Properties: Area of Effect, Unkillable
Cast time: 1 second
Area of Effect: Circle
Radius: 5
Tickrate: 2/s
Healing per tick: 30

(Anara is not affected by Angelic Protection.)

TALENTS

Tier 1 (Level 1)


(D) Beacon of Light

Quest: Bring 250 Minions back to life with Soul Compass.
Reward: Ghosts will walk towards Anara no matter how far away she is and they travel at 45% movement speed.



(Q) Spirit Bombs

Quest: Hit enemies 225 times with Nine Lights.
Reward: Each Hero hit by Nine Lights increases the damage or healing of Nine Lights depending on if they're an ally or enemy by 15% for the rest of it's duration.



(W) Flesh...

Quest: Summon 175 Spirit Units.
Reward: Spirit Units start with 100% of their maximum health and when a Spirit Unit attacks, it's lifetime is increased by 1 second.




Tier 2 (Level 4)


(Passive) Heavy Cloth


Increase your maximum health by 35% but lose 10% movement speed.



(Passive) Guidance


Gain 10% movement speed. Nearby allied Heroes and Minions that move towards you gain 10% movement speed. (Radius: 12)



(Q) Fatigue & Vigor


Enemies hit by Nine Lights are slowed by 5% for 1 second and allies hit by Nine Lights gain 5% increased movement speed for 1 second. Can stack up to 5 times.



(Q) Shackling Light


If an enemy is hit by 5 explosions of Nine Lights, they are rooted for 1 second.




Tier 3 (Level 7)


(W) Blessed Arsenal


Spirit Units deal 100% increased damage.



(W) Blessed Armor


Spirit Units gain 100% increased health and size by 50%.



(W) Spawn Protection


Spirit Units are invulnerable for 3 second when spawned.




Tier 4 (Level 10, Heroic Abilities)


(R1) Shadowlands


Cost: 85 Mana
Cooldown: 80 Seconds
Radius: 5

After 1 second, tear a rift in the ground beneath you, opening a connection between the physical world and the Spirit World.

Enemy Heroes in the area are slowed by 15% and if they take damage while below 10% of their maximum health, they are pulled into the Spirit World and executed.

Lasts for 10 seconds.



(R2) Angelic Protection



Cost: 85 Mana
Cooldown: 60 Seconds
Radius: 6


After 1 second, channel to heal nearby allies for 60 health per second and make them unkillable.

Can be channeled indefinetly.




Tier 5 (Level 13)


(D) Apparitions


Whenever a Ghost passes through an enemy, it emits a small burst of energy, dealing 70 damage and slowing enemies hit by 30% for 3 seconds. This can only occur once for each enemy.


Type: Spell damage / Crowd Control
Scaling: 4.00%
Affects: Enemies
Targeting: No Target
Properties: Area of Effect
Area of Effect: Circle
Radius: 2




(D/1) Soul Bomb


Cooldown: 10 seconds
Launch the nearest Ghost at the targeted location, once it has reached the destination, it explodes for 150 damage.


Type: Spell damage
Scaling: 4.00%
Affects: Enemies
Targeting: Point target
Properties: Area of Effect
Travel Speed: 15
Search Radius: 10
Range: 6
Area of Effect: Circle
Radius: 1.5




(W) Distant Calling


(W)Spirit Realm can now be cast at any visible location. But Spirit Units take 2 seconds to warp to the location.

(When Spirit Units warp in, they can take damage but can't attack.)



Tier 6 (Level 16)


(Passive) Restored Soul


Upon dying, nearby enemy Minions drop 1 Soul Fragment and enemy Heroes drop 5 Soul Fragments. Soul Fragments can be picked up to gain 0.5% Spell Power per Fragment. Lose all Soul Fragments upon dying.
Quest: Collect 50 Soul Fragments.
Reward: When you die, you instead disappear into the Spirit Realm. You appear in a more "ghastly" form. While in the Spirit Realm you can cast untalented versions of (Q)Nine Lights.

Enemy Minions and Heroes no longer drop Soul Fragments, and Soul Fragments are no longer lost on death.
Ghosts do not walk towards you while in the Spirit Realm.



(E) ...and blood

Increase the health of Ghost heroes by 50% and grant them 25% spell power.
Quest: Summon 3 Ghost heroes.
Reward: If a hero is resurrected while they control a Ghost hero, the Ghost hero doesn't die, but instead acts as a pet for that hero for 60 seconds and will follow them around. The Ghost hero is teleported to the hero when they are resurrected.



(2) Graveyard


Cooldown: 60 seconds
Summon a Gravestone at the targeted location with 1000 health. When a Ghost is summoned, if the Gravestone is closer to them, they will walk towards it instead and be resurrected once they reach it. Lasts until destroyed or another Gravestone is deployed.




Tier 7 (Level 20)


(R1) Gateway of Death


Increase the Radius of Shadowlands by 100% and the execute threshold for Shadowlands is increased to 15% of their maximum health.



(R2) Hour of Peace


When activating and every 3 seconds channeling Angelic Protection, release a wave of life around Anara, healing nearby allies for 300 health and makes them unstoppable for 0.5 seconds.


Type: Healing, Status Effect
Scaling: 4.00%
Affects: Allied Heroes
Targeting: no target
Properties: Area of Effect, Unstoppable
Area of Effect: Circle
Radius: 5

(Anara is not affected by the healing pulse.)




(Q) Infinite Portals


If an enemy Hero is hit 9 times by Nine Lights, cast another Nine Lights at their feet after 1 second.

(Nine Lights created by Infinite Lights can also trigger Infinite Lights. But they can not trigger Shackling Light.)



(Global Effect) Ghost World



All Forts and Keeps have -25 armor and 100% increased damage for the rest of the game.

Talent Idea7Explanation & Builds

Tier 1


Tier 1 Talents are strong mid-late game quest talents.



"(D) Beacon of Light"

Once you finish "Beacon of Light", you will be creating continuous pressure by having minions spawn near you nearly all the time. This is great for maps like Garden of Terror or Infernal Shrines as minions from 2 or maybe 3 lanes will reach you more frequently and create pressure down the lanes or attack enemies in teamfights. Combining Beacon of Light with Tier 5 Talent "Apparitions" or "Soul Bomb" will result in extra damage output potential as well.

This talent can work great in any game. It can either become a potent pushing tool or an infinite supply of Ghosts for (D)Persuade Soul.

"(Q) Spirit Bombs"

Focuses on empowering her (Q)Nine Lights damage and healing to that unit each time they are hit. The damage increase will become very strong if your team has cc to combo with (Q)Nine Lights so the enemy doesn't move out of it's radius. So if you have something like a Jaina or Malfurion on your team, this talent becomes really valuable.

This talent is extremly potent if your team has great set-up and Crowd Control.

"(W) Flesh..."

Focuses on the power of her (W)Spirit Realm and makes the her Spirit Units last longer. By spawning with 100% of their maximum health instead of 50%, they can not be bursted down as quickly and can remain in the fight longer. But then also that whenever they attack, their lifetime is increased, which boosts that idea even further. If they aren't focused in fights, they will not disappear until the fight is over and they will be harder to take down.

This talent works very well if the enemy team lacks strong AoE damage to shut down your Spirit Units when they have more health.


Tier 2


Tier 2 Talents are focused on survivability, mobility and utility.


"(Passive) Heavy Cloth"

Sacrifice mobility for health. Great if you're the primary target in fights (somehow) and can get help from allies to reposition yourself. Very Situational.

"(Passive) Guidance"

Is great if you and your team has to dodge abilities, chase enemies or escape.

"(Q) Fatigue & Vigor"

Grants allies a burst of movement speed or enemies a short slow that grows depending on how many hits they take from (Q)Nine Lights.

"(Q) Shackling Light"

Roots enemies that are hit multiple times by (Q)Nine Lights, making (Q)Nine Lights a powerful crowd control ability.


Tier 3


Tier 3 Talents are focused on choosing what you want your (W)Spirit Realm to be used for.



"(W) Blessed Arsenal"

increases the damage of Spirit Units, making them deal a dangerous amount of damage.

"(W) Blessed Armor"

increases the health and size of Spirit Units, making them very tanky and act as a mini-frontline.

"(W)Spawn Protection"

makes Spirit Units invulnerable when spawned, protecting them against damage and making it less punishable when used at a bad time.


Tier 4


Tier 4 opens up her Heroic Abilities.



(R1) Shadowlands

Enemy Heroes inside the rift area are slowed and those that take damage while low on health are executed. This is especially good against tanky frontline teams as they are both slowed and their health pools are reduced by 10%.

(R2) Angelic Protection

Heal nearby allied Heroes and make them unkillable. Great if the enemy has a lot of burst damage and you don't have a protective ultimate.


Tier 5


Tier 5 focuses on increased damage output or increased range and versatility of (W)Spirit Realm.



"(D) Apparitions"

Ghost that pass through enemies deal damage to the target and nearby enemies, great for waveclear if you stand in ways so that the ghosts go through the minion wave or as poke damage and a potent slow in teamfights if the ghosts touch enemy Heroes.

"(D/1) Soul Bomb"

Offers a more direct and reliable way to damage enemies in any stage of the game if you have ghosts near you. Great for anything.

"(D) Distant Calling"

Allows you to cast (W)Spirit Realm at any visible location but Spirit Units can't attack instantly upon spawning. Great for split pushing when you still want to have an impact on teamfights.


Tier 6


Tier 6 focuses on resurrection.



"(Passive) Restored Soul"

Grants spell power and allows you to cast (Q)Nine Lights while dead. Great if you end up dying a lot or just want to deal more damage.

"(E) ...and blood"

Increase the health and spell power of allows players whose Ghost hero is still alive when they resurrect to have it follow them around and assist them. Great if you end up having to resurrect a lot of allies.

"(2) Graveyard"

Place a gravestone at the targeted location that attracts and resurrects nearby ghosts. The Gravestone copies Anara's (D)Soul Compass. Great if you want to pressure lanes but need to be at other places.


Tier 7


Tier 7 contains Heroic Ability upgrades, a strong teamfight talent, and a game changing talent.



"(R1) Gateway of Death"

Increases the Radius and Execute threshold of Shadowlands. Great for teamfights where enemies are spread out.

"(R2) Hour of Peace"

Grants Angelic Protection a big healing pulse and makes nearby ally Heroes unstoppable briefly. Great if your team needs a big AoE cleanse/heal.

"(Q) Infinite Portals"

If an enemy is hit by all explosions of (Q)Nine Lights, it will cast again at the targets location after a short delay.

"(Global Effect) Ghost World"

ALL Forts and Keeps have reduced armor and deal double damage. This talent will make teamfights way deadlier as the winner will be able to push faster and further, but they will also take more damage from them. It also makes big waves deadlier and if left alone, can easily destory Forts and Keeps.



Example Builds


"Split pusher focusing on destorying structures"

T1 - Flesh...
T2 - Fatigue & Vigor
T3 - Blessed Arsenal
T4 - Shadowlands
T5 - Distant Calling
T6 - Graveyard
T7 - Anything / Ghost World (If you aren't losing or lost many keeps)



"Teamfight Support with Weak Frontline"

T1 - Spirit Bombs / Beacon of Light
T2 - Fatigue & Vigor / Guidance
T3 - Blessed Armor
T4 - Angelic Protection
T5 - Distant Calling
T6 - ...and blood
T7 - Hour of Peace



"Nine Lights Damage Focused Build (Great for AoE Teamfight damage and poke)"


T1 - Spirit Bombs
T2 - Shackling Light
T3 - Blessed Arsenal
T4 - Angelic Protection
T5 - Distant Calling
T6 - Restored Soul
T7 - Infinite Portals



"Offensive Ghost Build (Poke Damage & Pressure)"

T1 - Beacon of Light
T2 - Anything (Situational)
T3 - Blessed Arsenal
T4 - Shadowlands
T5 - Soul Bomb
T6 - Restored Soul / Graveyard
T7 - Anything (Situational)

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[-]
matrix123mko (8) | March 8, 2020 4:45am
Cool but I would prefer Bwonsamdi.
2
[-]
Lillmy (2) | March 8, 2020 6:30am
Oh yeah, that would make more sense since he's a more known and important character.
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