Anub'arak

==Summary==
Anub'arak was the last king of the nerubian empire of Azjol-Nerub. He was among the nerubians slaughtered in the War of the Spider and later raised by Ner'zhul the Lich King as an undead crypt lord to do his bidding. When the Lich King began losing his powers, Anub'arak assisted Arthas Menethil in reaching Icecrown before Illidan Stormrage's forces.
For years, the undead nerubian continued carrying out his master's will in the ruins of his former kingdom until he was slain by adventurers. He was later raised once more and relocated to the caverns below Icecrown to plague the Argent Tournament, but the so-called traitor king met his final end at the hands of adventurers partaking in the tournament.Ultimate Visual Guide, pg. 169
==Powers and Stats==
Tier: At least , likely 
Name: Anub'arak, the Traitor King
Origin: World of Warcraft
Gender: Male
Age: Unknown, Possibly Tens of Thousands of years (Nerubians were highly active during the Reign of the troll empire, which happened over 20,000 years before the events of Warcraft III)
Classification: CryptLord, Nerubian, Undead
Powers and Abilities:Azjol-Nerub DungeonTrial of the Crusader Raid
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|-|Abilities=Superhuman Physical Characteristics, Immortality (Types 1 [Undead exist in a state of preserved decay, allowing them to functionally live in undeath foreverDave Kosak on Twitter], 2 [Dismemberment is not able to kill an Undead,Traveler, pg. 220 and they can only be truly killed by being completely burned or by Holy Magic. Arthas in particular was unaffected by ripping out his own heartThe Hunter and the PrinceGambit Tirion's Gambit] and 7), Life Manipulation/Absorption/Darkness Manipulation (All Undead attacks and damaging spells have a chance to drain the target, dealing Shadow damage), Self-Healing (All Undead attacks and damaging spells have a chance to drain the target, healing the Undead for the same amount. Undead are also able to heal by consuming other Undead), Self-Sustenance (Types 1, 2, and 3, Undead can survive underwater indefinitely, and though they may chose to do so out of habit, they do not need air to live,Diving Log do not need sleep or rest,to the Side Effects of Reanimation and do not need to eatCrabulous Feast), Damage Reduction (All Undead take reduced Shadow damage), Bodily Weaponry, Underground Mobility, Large Size (Type 0), Summoning (Via Carrion Beetles and Submerge) Ice Manipulation (Various Trial of the Crusader abilities), Enhanced Senses/Extrasensory Perception (Can detect individuals from 45,720 meters away and can detect invisible individuals as a boss), likely Earth Manipulation (Via Impale), Non-Physical Interaction (All combatants in Warcraft have the natural ability to harm and kill a variety of intangible and incorporeal entities, beings that are physically intangible such as ghosts and spirits and air and fire elementals as well as beings that are elementally intangible such as oozes and slimes and water elementals)
|-|Summons=
*Leeching Swarm: Danmaku, Life Manipulation (Leeches for 30% of the individual's health every second for Anub'arak)
*Carrion Beetles/Scarabs: Small Size (Type 0), Bodily Weaponry
*Nerubian Burrowers: Underground Mobility, Statistics Reduction (Via Expose Weakness), Aura/Empowerment (Via Short Range Aura), limited Regeneration (High-low; When burrowed can heal from the brink of second-death to peak condition in seconds), Teleportation/Darkness Manipulation (Via Shadow Strike)
*Swarm Scarab: Acid Manipulation (Via Acid-drenched Mandibles), Supernatural Willpower/Berserk Mode/Healing/Statistics Amplification/Resistance to Slows and Stuns (Via Determination)
|-|Resistances=Disease Manipulation/Mind Manipulation/Biological Manipulation/Chaos Manipulation/Life Manipulation/Soul Manipulation (ALL nerubians are naturally immune to the Plague of Undeath used by the Lich King,World of Warcraft: Chronicle Volume 3, pg. 29 a disease which contains Fel Energy, a which harnesses the life energy and souls of living things as fuelArthas: Rise of the Lich King, pg. 253 and which turns all who come in contact with it into undead under the Lich King's control), and Mind Manipulation/Fear Manipulation/Ice Manipulation/Transmutation/Plant Manipulation/Status Effect Inducement/Light Manipulation/Empathic Manipulation/Sleep Manipulation/Power Nullification/Telekinesis/Electricity Manipulation/Darkness Manipulation/Vibration Manipulation/Paralysis Inducement/Explosion Manipulation/Statistics Reduction/Curse Manipulation/ (Via being a Boss, Anub'arak is immune to Mind Control, Fear, Polymorph, and the Frost Nova spells, alongside any other Crowd Control abilities in his verse), Pain Manipulation (Undead have a dulled sense of touch and only experience faint sensations of pain or discomfort from most physical stimuliAsk CDev - Round 2)
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Attack Potency: At least Mountain level likely Planet level (Together with Arthas Menethil Fought and killed Sapphiron,The Return to Northrend and an army of Faceless Ones and a Forgotten One.The Forgotten Ones Sapphiron who downscales from Malygos who held enough power to destroy Azeroth ten times over.Eye of Eternity Raid When he was claimed by The Lich King, Anub'arak nearly wiped out Nerubian civilization,World of Warcraft: Chronicle Volume 3, pg. 29 proving himself to be the strongest Nerubian. His fight in the Trial of the Crusader comes after that of Lord Juraxxus, who was one of the three great pupils of Archimonde,Gatekeeper's Challenge: Mastery making than a single unnamed eredar that destroyed the surface of Fanlin'Deskor,World of Warcraft: Grimoire of the Shadowlands and Beyond, pg. 69 a feat which yields this much energy)
Speed: At least Superhuman Movement Speed (Comparable to Arthas who is comparable to Illidan Stormrage, who can keel up with Tyrande's Saber-Toothed Tiger on-foot), At least Massively Hypersonic+ Reactions and Combat Speed (Equal to Illidan and thus should be comparable or superior to the Legion adventurers in speed, who use and can dodge attacks from the Titanstrike artifact weapon, which is directly stated to be infused with natural lightning,Titanstrike and Hunters who can use abilities like Titan's Thunder,Titan's Thunder Ride the Lightning,Ride the Lightning and Surge of the Stormgod,Surge of the Stormgod which project natural lightning)
Lifting Strength: At least Class 100, likely higher (Significantly stronger than fodder Dwarf Mages and Priests who are capable of casually lifting and carrying barrels this heavy)
Striking Strength: At least Mountain level likely Planet level
Durability: At least Mountain level likely Planet level
Stamina: Infinite (As an undead, Anub'arak does not require food, water, air, or sleep in order to function. Even as a Death Knight it has been stated that Illidan and Arthas had the capacity to keep up their fight foreverA Destiny of Flame and Sorrow)
Range: Extended Melee Range physically via sheer size, up to Thousands of Kilometers with abilities
Standard Equipment: None Notable 
Intelligence: Gifted (All Nerubians were stated to be highly intelligent,Ultimate Visual Guide and Anub'arak himself has displayed remarkable intelligence himself during Warcraft III)
Standard Tactics: See N&T
Weaknesses: As an Undead, significantly powerful sources of Holy Magic are able to permanently kill him.
Notable Attacks/Techniques:
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|-|Azjol-Nerub=
*Carrion Beetles: Anub'arak summons 2 Carrion Beetles every second for 4 sec.
*Impale: Anub'arak fires a spike through the floor, impaling all players within 4 yards, inflicting Physical damage and knocking them up in the air.
*Leeching Swarm: Anub'arak creates a swarm of locusts to protect him for 15 sec. Locusts inflict Nature damage every second to all players within 60 yards.
*Pound: Anub'arak rears up and smashes down on all players in front of him within 15 yards, inflicting Physical damage and stunning them for 6 sec.
*Submerge: When Anub'arak reaches 75%, 50% and 25% remaining health, he submerges and summons Nerubians to defend him.
|-|Trial of the Crusader=
*Phase One: - Anub'arak on the ground.
**Freezing Slash: Inflicts 25% Froststrike weapon damage (Frost or Physical, whichever will cause more damage to the target) damage to Anub'Arak's target and freezes them in a block of ice for 3 sec. Instant.
**Penetrating Cold: 50,000 yd range — Cast on five random players. Deal heavy frost damage every 3 seconds for 18 seconds. As this falls off the first five players another five will be afflicted. Instant
**Submerge: 2.5 seconds cast - Burrows into the ground. Switches to Phase Two. Will not be cast in phase 3.
***Summon Nerubian Burrower: Summons two (hard mode four) Nerubian Burrowers. Will not be cast in phase 3.
*Phase Two: Anub'arak burrows.
**Pursued by Anub'arak: 50,000 yd range — Anub'arak is pursuing you. Instant
**Pursuing Spikes: Fires a spike through the floor, impaling all targets within 4 yards, dealing 2,828 to 3,172 damage and knocking them up in the air. This attack ignores armor. Instant
**Impale: When Anub'arak reaches his target he will cast this spell. Fires a spike up through the floor above Anub'arak, inflicting 17672 to 19828 Physical damage to anyone within 6 yards. This attack ignores armor, but cannot penetrate Permafrost. Instant
**Summon Scarab: A Swarm Scarab emerges from the ground.
*Phase Three - The leeching swarm.
*Leeching Swarm: 50,000 yd range — At 30% Anub'arak releases a swarm of insects that attack the caster's enemies, leeching 10% (Hard Mode 30%) of each target's CURRENT (not maximum) health every 1 second. A minimum of 250 health will be leeched. This ability heals Anub'arak 1.5 second cast
**Nerubian Burrower: 750,000 HP, melees for about 3,500
***Submerge: Attempts to burrow underground and heal to full. Uninterruptable. Can be stunned. Will fail if on-top of an ice patch.
***Expose Weakness: - Often applied on melee swing. Increases physical damage taken by target by 25%. Stacks up to 9 (225%)
***Short range aura: Increases melee haste casting speed and movement speed for other nearby Burrowers (not self). Similar to Sanctum Sentries for Auriaya.
***Shadow Strike: 8 second cast, attempts to step through the shadows and strike target for 40,000 shadow damage. Interruptable. Cast on a set timer. Appears to prioritize ranged targets. Will not be cast in phase 2.
**Swarm Scarab: Aprox 100,000 HP, weak melee attack. Pursues a random raid target (20k initial threat)
***Acid Drenched Mandibles: Applied on every melee attack regardless of avoidance. Deals nature damage every 3 seconds for 1 minute. Stacks to 99. Deals significantly more damage on hardmode.
***Determination: Random chance to enrage healing scarab to full, increasing movement and attack speed and causing the scarab to become immune to stuns and slows.
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==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Warcraft
Category:Undead
Category:Insects
Category:Insectoids
Category:Neutral Characters
Category:Underground Mobility Users
Category:Immortals
Category:Bodily Weaponry Users
Category:Life Users
Category:Darkness Users
Category:Absorption Users
Category:Large Sized Characters
Category:Kings
Category:Leaders
Category:Healers
Category:Summoners
Category:Ice Users
Category:Damage Reduction Users
Category:Enhanced Senses Users
Category:Extrasensory Perception Users
Category:Earth Users
Category:Non-Physical Interaction Users
Category:Traitors
Category:Fantasy Characters