Anat

## Skills:

Shadowmeld**: [D]**

* Effect: Blend into the shadows, grants +50% physical and magical evasion and +1000 bonus movespeed and breaks movespeed cap while active.
* Consume Shadowmeld to remove fade or cast time.
* Duration: 1 seconds.
* Cooldown: 10 seconds.

**Backstab:** [Passive] Attacks from behind the target:

* have (Physical/Magical Critical Chance)x2

**Shadow Mastery:** [Passive] After using a skill (except T or F), create a Shadow at your current location. Movement skills also create a Shadow at your destination if Death Perception (F) is active.

* Max 12 Shadows
* Shadows outside 4000 range are lost

**Shadowstrike: [Q]**

* Effect: Vanish behind the enemy, then land a lethal strike at the target's vital with a guaranteed critical hit.
* Deals ATKx6 AGIx70 INTx70 bonus physical and magical damage with Physical/Magical Critical Damage Increased by (Physical/Magical Critical Chance x0.75)
* Receives Backstab bonuses
* Range:**750**
* Cooldown: 6 seconds.

**Delusional Strike: [W]**

* Effect: dashes up to 750 units to a targeted point, dealing Top stats x 100, AGI x 125, INT x 75 physical damage in a line.
* Cooldown: 15 seconds.
* Additional info: Unlocks Twin Strikes for 2.5 seconds after casting

**Twin Strikes: [W]** (after Delusional Strike is used)

* **Effect:** dashes up to 750 units to a targeted point, dealing top stats x 100, AGI x 75, INT x 125 physical damage in a line.

**Shadow Ambush: [E]**

* Effect: When enabled, hovering your mouse over a Shadow allows you to dash toward the shadow to consume it, dealing AGI x75 INT x75 physical/magical damage in a line.
* Anat can dash towards a shadow outside the Maximum Dash Range but will only dash for the Max Dash Range.
* Dashing within 300-750 range will deal +50% damage.
* Grants a stackable +5% Physical/Magical Crit Chance for the duration of the skill
* Skill duration increased by 0.1 second upon stacking
* Duration: 7 seconds
* Min/Max Range: 150/750
* Cooldown: 22 seconds.

**Shadows of Death: [R]**

* Effect:deals top stats x 150, AGI x 150, INT x 150 physical damage in 750 aoe.
* Cast delay: 2 seconds.
* Cooldown: 45 seconds.

**OR: Death's Calling: [R]** (requires Death Perception [F] and consumes 1 Shadow Blade)

* Effect:deals top stats x 200, AGI x 200, INT x 200 physical damage in 750 aoe.
* Debuff: enemies receive 6% more physical/magical damage for 9 seconds.

This skill has +50% additional physical/magical critical chance.

* Cast delay: 2 seconds.
* Cooldown: 30 seconds

**Assassinate: [T]**

* **Effect:**Shadows dance forward and backward dealing AGIx100 INTx100 Physical and Magical damage to evreything in their way within 375 AoE.
* Creates 8 Shadows (you will lose Shadows if you exceed the limit)
* Extends Shadow Ambush duration by 3 seconds if active
* Fade Time: 2 seconds
* Cooldown: 75 seconds

**Death Perception: [F]**

* **Effect:** Backstab damage increased by AGIx10 INTx10
* Cooldown of Delusional Strike [W] reduced by 50%
* Gain 10% Physical and Magical Critical Damage
* Each time Shadow Ambush procs, reduce the cooldown of the next Shadowstrike by 1 second
* Duration: 15 seconds
* Cooldown: 60 seconds
* Does not create a Shadow

## **Stats** + **Item Choices**

AGI max is better than INT max damage-wise because the ATK factor on your Q is very important as it is a significant portion of your damage. After maxing out AGI, it is recommended to split your points into STR and INT in order to have better survivability as Anat often takes a lot of damage. It's up to personal preference how you split the points based on how you want to distribute damage between survivability.

Soul: Plethon -> Mephisto -> Crumbling Orb -> Soul Of Fire -> Soul Of Elements

Weapon: Class Weapon -> Apocalypse

Armor: Black Flame Soul Armor -> False Causality -> Hatrous -> Void Armor

Hands: Sloths Magical Power -> Solomon's Hand -> Grim Fury

Accessory: Jable Nine Rank 7 -> Solomon's Fate -> Fate Of Ifrit

Flag: Might(AGI) -> Aurelia Flag

**Grimoires:**

For your Oblivion and Spirituality grimoires, you're looking for things that affect both physical and magical damage as Anat can utilise those very well due to her damage being split 50/50 between physical and magical. Most of the grimoires recommended are hard to get so you can use placeholders with this in mind until you are able to get them.

**Oblivion: Sadistic Masochist**

**Spirituality: Unstable Destruction**

**Salvation: Sacred Life is good pre-endgame. Enslaved Will for endgame.**

## **Tricks**

F does not interrupt skill casts so you can use it at the very end of your R's channel to save a bit of its duration.

D is very poweful, it can get you out of most dangerous situations in the game and it is not needed to deal damage unlike your other mobility spells.

At the start of the game, you currently start with 2 charges of your Q for its first cast(probably a bug).

Your dashes make you take a lot of damage when you are using them offensively, but when used defensively you can avoid a boss for a very long time. However, your damage dealt will be minimal if you play this way.

It's possible to negate many autoattacks if you use your dashes correctly.

Your shadows won't actually disappear while you are outside of their range unless you use an ability. This can potentially be relevant if you die in a fight with a lot of shadows up.

To avoid unintentional dashes with your E you can place your mouse around the edges of the screen or move your camera further away from the shadows.

## **Playstyle & Tactics**

**General Playstyle:**

As Anat your job is to deal as much damage as possible. She is very flexible compared to other DPS characters due to her damage being split between magical and physical and having a lot of mobility, therefore she shines in smaller lobbies where she can fill many DPS roles at once. The downside is that this makes her a jack of all trades and thus not amazing at any one role. Anat is hard to play and hard to master because her damage is tied to her dashes, of which she has many, and inexperienced players will often mess up as there is a lot of decisions to be made about how to dash, where to dash, and when.

Combos: As Anat you have 2 primary combos, one for when your F is up and the other when its on cooldown.

Since E now has a 22 second cooldown, you should try to keep track of your amount of shadows and use as many of them as possible during your E otherwise they will now stack up too much to the point where they will overflow.

Short combo:

Make sure you are facing in front of the target, then do the following while also dashing between your shadows on each ability cast: Q E(dash,dash)W(dash)W(dash). This will put you directly behind the target at the end of the combo if the target hasnt changed direction, where you can proceed to backstab the target while waiting for cooldowns. You can also weave in a D and position yourself around with it during this combo.

Long combo:

Make sure you get as close to the target as possible, then do the following: F R(wait 2 sec for channel) E D T. At this point it becomes a complicated mess where you have to dash from shadow to shadow while weaving in Q's and W's (remember to utilise the Q cooldown resets as much as possible, don't let it overflow) while trying to make as many dashes as possible connect with the target. You'll keep on doing this as much as possible for the 15 seconds your F lasts at which point you can slow down again. This combo is very hard to pull off succesfully and you will likely fail a lot. You'll also need the target to be right in the middle of all your shadows to hit as many as possible so if he moves away at any point it will be costly for your damage output.

**Mephisto:**

By far the worst fight for Anat. In the Meph fight specialized DPS roles are important as meph himself has alot of magic resist and his minions also have either physical or magical resistance, so your damage will consistently be reduced a lot. Your main use in this fight will be using your long combo for either Sitael, Thirst or Slaughter depending on what your team needs DPS for the most, as your long combo is still capable of dealing significant damage to Meph's minions. Careful as you are quite squishy and can easily die while channeling F+R. Ask for stuns or tanks if you are relied upon to kill any of the minions. Make sure you utilise your dashes to avoid Sigils or to take Sigils away from your teammates if you have it on you.

**Diablo:**

This is the fight where Anat truly shines. You deal a lot of damage to Diablo and can easily make use of both your short and long combo. Make sure you save your long combo for when breath is on cooldown and none of the other DPS'es in the fight are about to proc embers so the duration does not go to waste while you are dodging these abilities. Use your dashes to put yourself in better positions to avoid embers, breath and hellfire but be very careful to not kill your teammates with your mobility. Save your D to get yourself out of melee range of Diablo in a pinch, but DO NOT use D if you are targeted by embers or breath unless you know what you are doing as you will likely kill your teammates. If you get clawed you can still survive certain death from the slow by dashing at the right times. Do not dash into Diablo while his Fury is up, you will likely die instantly if you do not get out immediately after. Circles are your biggest enemy in this fight, you can often end up dashing right into them so be mindful of where you target your dashes. Getting stunned while channeling F+R is especially frustrating.

**Solomon:**

Anat has a lot of merits in this fight but ultimately she's a double edged sword here. You cannot juggle properly if your E is on so keep track of Sleep and Phantom Blade cooldowns so you are ready to juggle for your team. You can quite easily end up damaging Solomon during his Touch accidentally with your E dashes or your F+R channel, so always keep an eye on what the other DPS characters are doing. You can proc the first sleep of Solomon and then dash away at the fight, and you can also proc Solomon's mana upon reentries with your mobility(currently this is not reliable as the hitboxes on W and E are bugged). Dash away from Taste True Power, Fool, Phantom Blade and Sleep if you are too close to Solomon when he uses them. You can also dash away from Solomon's clones if they are too close to you. Coordinate with your other DPS characters on when you can use your long combo to avoid using it while someone else is proccing Touch. If you get hit by Illusive Strikes, prepare to immediately dash away as it will often put you in danger.