
A guide to
Anub'seran - the Nerubian Weaver
Written for 6.61b

Anub'seran - the Nerubian Weaver
Written for 6.61b
Table of Contents:
1. Introductions
2. Overall Stats
3. Pros and Cons
4. Skill - Skill Build
5. Item Build
6. Learning your role
7. Strategy
A. Laning
B. Combat
8. Who to joke about and who to look out for
Introduction:
The Nerubian Weaver has always been a top pick of my choice in pub games and it has been that way for quite a while. Why? Mainly because he is a pian in the @$$ for the opponent (pubbers of course). He's freakin' annoying and hard to kill, even with invisibility detectors (Gem of True Sight, Track etc.). But this guide is not just for pub. It is for better understanding of this hero's true power and his viability to be picken in even tourneys as a serious pick.
Story
Overall Stats and Skills
Strength: 15 + 1.5
Agility: 14 + 2.5 (Primary)
Intelligence: 15 + 1.8
Damage: 41-51
Movement Speed: 290
Base Armor: 2
Attack Range: 425
BAT (Base Attack Time): 1.7 seconds
Pros and Cons
Pros:
-One of the best chaser in the game
-Low cooldown invisibilty skill a.k.a Wind Walk
-Great escape mechanism
-Almost all of his skills make him very hard to kill
-A decent DPS late game even though most people don't like it
-Benefits double from damage items
-Don't need shoes that much
-Low cooldown and mana cost skills
-Decent laning capabilities
Cons:
-Low damage
-Low stats
-Horrible attack animation
-Low base armor
-Item dependant
-Ultimate hard to use
-Requires both micro and macromanagement to be played well enough to carry
Skills - Skill Build
One of the skills which requires decent micromanagement in the game. Its low cooldown and mana cost makes it a great scouting tool throughout the game. Though it doesn't have the movement speed nor sight of the old summon (Which are Watchers), they are now not totally used if the opponent gets Radiance (Scarabs are immune to magic). They also can be used for combat, especially with an army of scarabs. However, how to use this skill in combat or even gank/escape gank has to explained further during the guide.
The Weaver's signature skill. Can be used to harass, help last-hitting, chase and escape. With remarkable low cooldown (Practically 2 seconds with lvl 4 Shukuchi) and acceptable manacost (60), Weaver can spam this skill like no end. This skill's viability is what make it so good. It has damage, increase maximum movement speed and instant-invisibility.
This orb is, however it may look, NOT a tool for last hitting! Now taking this skill or not or when to take it solely depends on the situation. At the laning phase, usually, I wouldn't recommend taking this. Shukuchi is always a must and at the early stage of the game, Scarabs are just so much more valuable. However, if you just can't use Scarabs right, or find yourself in a VERY easy lane (No stun/nuke + opp melee), you might consider this skill to harass your opponent VERY HARD. Remember, it DEPENDS! Late game with decent items, this orb hits hard! Since it is a 100% garantee 2x Critical Strike with full damage from Items and Auras! The cooldown is, however, rather annoying early on.
A very interesting and annoying ultimate. It "warps" you into the past. Despite how it might sound, it is not that easy to use or aim. Always assure that this skill must be manually activated. The right time to use this skill would be to run away(You run left, opponent follow you, use ultimate to return and run right). Or, to recover health from substantial damage from nukes or even chain stuns (most of the time they would actually kill you. but you just keep pressing T for that miracle). THis skill is spammable due to its low cooldown(at later levels) and mana cost (at later levels also).
Skill Build
I/The Cookie-Cutter Build:
1.Shukuchi/Urna Swarm
2.Urna Swarm/Shukuchi
3.Shukuchi
4.Urna Swarm
5.Shukuchi
6.Time Lapse
7.Shukuchi
8.Urna Swarm
9.Urna Swarm
10.Geminate Attack
11.Time Lapse
12.Geminate Attack
13.Geminate Attack
14.Geminate Attack
15.Attribute Bonuses
16.Time Lapse
17-25.Attribute Bonuses
II/The R*** Build:
1.Shukuchi
2.Geminate Attack
3.Shukuchi
4.Geminate Attack
5.Shukuchi
6.Time Lapse
7.Shukuchi
8.Geminate Attack
9.Geminate Attack
10.Urna Swarm
11.Time Lapse
12.Urna Swarm
13.Urna Swarm
14.Urna Swarm
15.Attribute Bonuses
16.Time Lapse
17-25.Attribute Bonuses
I/The Cookie-Cutter Build:
1.Shukuchi/Urna Swarm
2.Urna Swarm/Shukuchi
3.Shukuchi
4.Urna Swarm
5.Shukuchi
6.Time Lapse
7.Shukuchi
8.Urna Swarm
9.Urna Swarm
10.Geminate Attack
11.Time Lapse
12.Geminate Attack
13.Geminate Attack
14.Geminate Attack
15.Attribute Bonuses
16.Time Lapse
17-25.Attribute Bonuses
II/The R*** Build:
1.Shukuchi
2.Geminate Attack
3.Shukuchi
4.Geminate Attack
5.Shukuchi
6.Time Lapse
7.Shukuchi
8.Geminate Attack
9.Geminate Attack
10.Urna Swarm
11.Time Lapse
12.Urna Swarm
13.Urna Swarm
14.Urna Swarm
15.Attribute Bonuses
16.Time Lapse
17-25.Attribute Bonuses
Remeber, be CREATIVE. You can swap any of the skills for Stats early on (except Shukuchi of course) to improve Weaver's poor stats gain. And what to use depends on the current situation.
Item Builds:
Core Items:
Extended Items:
Rejected Items
Learning your role:
What is your role on the team? You are many things actually:
1.Map Controller with Scarabs.
2.Chaser with Shukuchi (and Radiance)
3.Damage Dealer with Geminate Attack
4.Damage Tanker (in some way) with Time Lapse
5.Mana Burner with Scarabs
6.AoE damage with a whole lot of things
In a way, you can play Weaver as many things, or perhaps even hybrid. Should you have enough of something to afford, you should do at least 2 or 3 things in the list well.
What you should do is: survive! Survive through the enemy combo, survive through the laning phase. Snatch a kill if able.But don't chase them till the end, since you have shitty armor and HP and your Shukuchi's damage is only substantial early game.
Strategy
InGame:
1.Picking a lane:
Weaver is, in fact, not that good of a lane controller, due to his crappy attack animation. Of course, Shukuchi and your range (somewhat) give you an edge. But unless you're sure of your skills, do not have Weaver as a solo lane. Put him with some baby sitter (Warlock and Dazzle work great on him). Do NOT go mid as solo, you'll get raped easily since there are no room for chasing. I usually start with this, feel free to swap anything with Gaunlet/Clarity/GG Branch, those are all good starting items
2.Early game:Level 1 -7
If you're facing melees, independant of how good a lane controller they are (except perhaps Admiral), you should(should) have no problem. Use your skills wisely as even though they have really low mana cost and cooldown, your mana pool is still too low to spam them recklessly. If you decided to get Scarabs, put them into the nearest rune spot. If you are confident, use it as a ward and put it on the mid lane. But becareful, since the Scarabs are not invisible while moving. Note that I start with a lot of comsumables because when you have enough money, you should consider buy a RoR
When you hit mid game (usually 15-20 minutes depending on the speed of the game, sometimes slower, sometimes faster). If you have no problem, you should have this:
Of course this depends on the phase of your laning.Weaver doesn't need boots early like other heroes, so you might buy it early, you might not.
3.Mid Game: (Level 8-16)
Mid game is perhaps the most difficult for you. You have to spare Scarabs to ward/rune watching and also for some to use in immediate team combat. During this time, you must also be comepleting your Hood (if you decided to go) and further, have to farm for Relic
This is also the time where team combats occur more significantly, I shall talk about this later in the guide. At the end of mid game, you should have this.
4.Late Game: (Level 16+)
Late game, if your farming was good, you should completely your core items in 15-extra minute mark with Radiance. Afterwards, not much heroes can actually take on Weaver. Your double attack are just too powerful of a skill, esspecially with Skadi. When you have HoT, you can easily survive a chain stun and Time Lapse back right in there face! Do combat as any other combat, and push to the finish! Late game you might shine, if you don't, don't blame yourself. Weaver isn't that powerful of a carry to begin with
.Combat:
In the start of the combat. Use Scarabs as scouts to determine the enemy position and, when possible, use them to suicide. They silences the enemy, and that is when your initiator jumps in unharm, even if they don't have Blink Dagger. Now, continue micro your Scarabs if your still have any left. Silences the most dangerous caster and continue wacking them. With Shukuchi, chasing will be a breeze.
There is an alternate way to initiate the combat, with you as the initiator. If you decided to get Blink Dagger, now is the time to use it. But don't Blink in, save it for BLinking out. Shukuchi your way in, with Scarabs around, ready to silence at any moment. Let your enemies use their skills on you. At the point where 4 second has passed or you can't take any more hits, silence them with Scarabs and Time Lapse and Shukuchi at once. If you need to get away, use Blink Dagger, if you don't, save it. Continue wacking the enemies when they have exhausted their skill to trigger 1 ultimate

Good Allies, Formidable Enemies:
Allies:
Disabler:
Everybody's best friend. Not much to say here
Babysitter:
THese guys provide health regen like never before. Esspecially dazzle can garantuee an escape with Time Lapse and Shallow Grave.
Silencer:
Why is this guy so special? When you initiate, Silencer is a good friend to have around. Silence global whenever you need so you can escape.
Enemies:
Disabler:
Everyone's worst enemies, esspecially when they stun simultanously and Weaver can't use his ultimate in between.
Hard Carriers:
They have better carrying potential than you. Late game they shall be your worst nightmare.
Updates:
26.7.2009: Guide Created
4.8.2009: My Birthday

16.8.2009:Updated
23.8.2009:Finished

Author: DotM.Redemption
Map Vers.: 6.61b
I will not die!
Invisible Threat
Last Comment:07/02/2010
Total Votes: 25
Current Rating: 6.84
























