21 + 2.4
15 + 1.4
18 + 1.5
Huskar the Sacred Warrior is a ranged strength hero who is an effective ganker and carry, with both great benefits and risks offered. He is known to be a powerful adversary in most games, as his damage per second can easily kill other heroes at any point in the game assuming no one is near by to save them. Unlike most heroes, he does not use mana much to use his abilities, rather, he sacrifices his own health to inflict the highest damage possible. His passive Berserker's Blood defines the power of sacrifice; he gets more dangerous the more he gets hurt. This gives him increased magic resistance and attack speed depending how much life is missing, and the given magic resistance and attack speed are staggering, potentially having the highest damage output in the earliest stage. Huskar can use his own life force to attack using Burning Spears which scorches foes and gives him an advantage early on. Due to the health cost of Burning Spears, his Berserker's Blood activates, granting him the ability to decimate any target. Inner Vitality magically heals Huskar or his allies, regenerating health each second based upon the target's primary attribute, and heals more when the health is on a critical level. His Life Break is his most dangerous ability and a risky one too. Charging towards his target, Huskar sheds a large amount of life force to cut a target's current health to fractions. This is great to use as an initiation spell, as it deals immense damage based on the target's current health, breaking it down, allowing Huskar and his allies to feel the pain that the Sacred Warrior felt. Courageous and fearless, Huskar is powerful at any stage of the game, and is willing to suffer and face death, for him to contribute and deliver a marvelous victory to his team.
| Huskar, the Sacred Warrior
| Play "Those who are given more in life must not cling to it but risk it all in every moment."
|| Carry / Durable / Initiator
|| Emerging from the throes of the sacred Nothl Realm, Huskar opened his eyes to see the prodigal shadow priest Dazzle working a deep incantation over him. Against the ancient rites of the Dezun Order, Huskar’s spirit had been saved from eternity, but like all who encounter the Nothl he found himself irrevocably changed. No longer at the mercy of a mortal body, his very lifeblood became a source of incredible power; every drop spilled was returned tenfold with a fierce, burning energy. However this newfound gift infuriated Huskar, for in his rescue from the Nothl, Dazzle had denied him a place among the gods. He had been denied his own holy sacrifice. In time the elders of the order sought to expand their influence and Huskar, they agreed, would be a formidable tool in their campaign. Yet becoming a mere weapon for the order that denied him his birthright only upset him further. As the first embers of war appeared on the horizon, he fled his ancestral home to find new allies, all the while seeking a cause worthy of unleashing the power his total sacrifice could bring.
|| Dave Fennoy (Responses)
- The health percentage and the primary stats are checked periodically and the regeneration adjusted instantly.
- Restores health in form of health regeneration, so it regenerates 0.1 + 0.5%/1%/1.5%/2% or 0.1 + 2%/4%/6%/8% of primary attribute in 0.1 second intervals.
- Over the full duration it heals 160 health and between 80%/160%/240%/320% to 320%/640%/960%/1280% of their primary attribute.
- Can be cast on creep-heroes, but it has no effect on them, wasting mana and cooldown.
- Huskar cannot kill himself using this ability. When Huskar is at less than 15 health, he cannot use Burning Spears.
- Casting Burning Spears manually uses the 450 cast range. Attacking normally with Burning Spears on autocast uses Huskar's default 400 attack range.
- Burning Spear stacks additively when used multiple times on one target.
- It places 1 debuff on the target, which shows how many instances are stacked on the target (a number is visible on the icon).
- Every instance's duration is completely independent from other instances. They do not prolong or refresh each other.
- The damage however is summed up to 1 damage instance and happens every second after the 1st attack which placed the debuff.
- This means that 4/2/2/1 stacks are enough to make the dot cancel consumables.
- Deals a total of 40/80/120/160 damage per burning spear instance (before reductions).
- Huskar's size increases, his skin color darkens and he glows red, the more stacks he has. At 25% health or less, he also stops using his attack stance and use his default animations.
- First stack is gained at 100% - 87% of Huskar's maximum health. Each following stack is added for each 7% max health missing.
- The maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum health, which will provide a bonus 196/224/252/280 attack speed and 42%/56%/70%/84% magic resistance.
- The health percentage is checked periodically and the effects adapted instantly.
- Huskar leaps at a speed of 1000 and cannot be disjointed.
- Upon cast, places a modifier on Huskar, which lasts for 1 second or until reaching the target, whichever is shorter. The modifier is not displayed in his status bar.
- This modifier turns him spell immune, disarms him, and forces him to face the target. The spell immunity dispels debuffs upon cast.
- Since the modifier has a set max duration, it can expire while leaping, continuing the rest of the leap without spell immunity, disarm and locked facing.
- If Huskar is disabled during the leap or the distance between the target and Huskar becomes more than 1400, the leap stops.
- With base magic resistance included, the targeted enemy loses 26.25% ( 48.75%) of its current health, if it is not Visage or Meepo.
- Meepo, with his 35% magic resistance, loses 22.75% ( 42.25%) of his current health.
- Visage, with his 10% magic resistance loses 31.5% ( 58.5%) of his current health.
- Huskar becomes more powerful with less health due to Berserker's Blood, but can still die. Figure out when enough is enough.
- Berserker's Blood is Huskar's signature ability and passively gives him heavy magical resistance and attack speed when low hp. Thanks to this, Huskar is very potent against heavy magic damage teams. Additionally, Inner Vitality gives Huskar a very powerful heal when below 40% hp, making him very durable. However, due to his low base Armor, he is susceptible to physical burst damage. Good examples of this is Clinkz and Sven as well as any carry who has a Daedalus or Desolator completed.
- Keep in mind the cast range of Burning Spear is 450, but Huskar's attack range is only 400. Therefore you can increase your range by 50 when manually casting Burning Spear. However, putting Burning Spear on autocast will not increase your range.
- Huskar's abilities synergizes well with each other, Burning Spear and Life Break both use up health, and feed your Berserker's Blood increasing your damage output while Inner Vitality makes you more durable.
- Remember that Burning Spears will stack on an enemy. You can manual cast them repeatedly on laning phase to harass enemies without drawing creep aggro. When you can regenerate health enough to sustain Burning Spear, switch it to auto-attack and burn them down!
- If you are low on health, you can turn it off at times to recuperate health if you have lifesteal.
- Inner Vitality provides huge amount of regen especially when at a low HP, you can use it on yourself or your allies before jumping into a fight to increase their durability.
- Do not worry about casting it too early before a team fight as it has a fairly long duration and its cooldown at max level is just as long as its duration. This will reduce the chances that you are caught off-guard and become disabled long enough before being able to cast it. This will also increase the chance that you can re-cast it during a fight in case that you are Purged or another team mate is in dire need of regeneration.
- Always use Inner Vitality before using your ultimate to increase your chance of surviving and reduce the toll on your HP done by your ultimate.
- With enough mana regeneration, you can even use Inner Vitality constantly, mitigating the need to return to base. This makes heroes such as Crystal Maiden and Keeper of the Light a good ally of Huskar.
- Soul Ring is also a viable situational item if you find yourself constantly out of mana because the static HP regeneration of Inner Vitality alone is enough to recuperate the loss of HP from Soul Ring even at level 1 while also providing a net excess of stat-based HP regeneration. Having a constant source of mana will also enable Huskar to cast Inner Vitality to his teammates who might need it at the time.
- The ability to reduce Huskar's HP on demand also provides a tactical advantage that can be used before a fight. However keep in mind that the HP removal is not mitigated by Berserker's Blood and as such is dangerous to be used when at a really low health.
- Life Break lowers the target's current health by about 1/4 (1/2 if upgraded), and lets Huskar jump to his target rapidly. Consider between chasing a wounded enemy and dealing damage to a tough one.
- Be wary of heroes who has high natural magic resistance like Anti-Mage due to his Spell Shield because using Life Break against them might deal more damage to you than to them. Same can be said against heroes who usually build Hood of Defiance or Pipe of Insight.
- You should also be warned not to use your ultimate on a hero who has an active spell immunity or else you lose a percentage of your health while the target does not. However, the slow will still pierce through spell immunity.
- Black King Bar is important to keep in mind on Huskar since you do not lose a percentage of your health when you use your ultimate while spell immune.
- As Life Break deals magical damage to an enemy relative to his current health, it is possible to kill any enemy in one hit with the help of damage amplification, provided it is not spell immune or has access to very high magic resistance (e.g. Spell Shield).
- It is possible to use certain combinations of items and heroes together with Huskar to kill any hero instantly. For example applying the effects of Veil of Discord, Ethereal Blade and Orchid Malevolence to a target and then hitting them with an Aghanim's Scepter upgraded Life Break will cause an instant death. However building all these utility items onto Huskar himself will destroy a great deal of his carry potential. This same effect can be achieved using Soul Catcher instead of Veil of Discord or Decrepify instead of Ethereal Blade.
- Beware of heroes with Blade Mail as they can destroy you if you use Life Break on them recklessly.
- A special mention goes to Axe who can use Culling Blade immediately after countering your Life Break.
- A similar case is Nyx Assassin who can reflect Life Break using Spiked Carapace and then follow up with any of his other abilities to finish you off.
- Also it is worth noting that any hero using Blade Mail with sufficiently high health will kill you if you use Life Break on them assuming that you do not have spell immunity.
- Building an Aghanim's Scepter enables Huskar to destroy enemy heroes with high health very quickly. The reduced cooldown will allow Huskar deal magical damage equal to 73.74% of the enemy's health in 4 seconds if he is able to use Life Break twice in succession. You can also use Life Break on multiple different enemies in a team fight making it easier for the rest of your team to finish them off. It is also worth noting that building an Aghanim's Scepter will enable Huskar to constantly apply a 60% slow that pierces through spell immunity.
- If timed just right, Life Break can be used to chase an enemy with a Blink Dagger or a similar escape skill. In most cases, if an enemy hero used their escape skill while Huskar is airborne, Huskar will still be able to finish his jump.
- An Aghanim's Scepter will also allow Huskar to reposition in teamfights frequently. In the event that you are being focused on by a melee carry who happen to have spell immunity, you can jump to other ranged or far off enemy heroes. This will give you a chance to kill them off and resulting into an even trade, stall enough time so that the duration of the melee carry's spell immunity runs out, remove debuffs, recast Inner Vitality and if you have an Armlet of Mordiggian, toggle Unholy Strength twice to regain some HP. Even without an Aghanim's Scepter, this tactic can be used if you did not initiate with Life Break.
- The most important part of this tactic is the ability to remove debuffs. Since Huskar is really vulnerable to debuffs, jumping to another enemy while you are slowed, rooted or disarmed will give you a chance to turn the tables against your enemy. An example of this would be Silver Edge's Break which removes Huskar's magic resistance for quite a duration.
- Berserker's Blood increases Huskar's survivability significantly. At 30% health, and level 4 Berserker's Blood, you have 83% magic resistance, allowing you to keep your health in place while taking physical attacks if you have lifesteal and decent damage from items. It is also worth noting that with enough stacks and health left, it can help you survive finishing spells that deal magical damage such as Thundergod's Wrath, Assassinate and Reaper's Scythe.
- While with Berserker's Blood Huskar is nigh impossible to be killed by magical spells alone, be very cautious of pure damage. Dealing with heroes such as Bane and Timbersaw can result in death, as using your ultimate in their presence can have dire consequences, since some of their spells are not reduced by magic resistance.
- Huskar is a great counter against heroes that rely mostly on magical damage like Skywrath Mage, Sand King and Zeus. If an enemy team consist of mostly or even entirely of spellcasters consider maxing Berserker's Blood first.
- It is important to remember that the magic resistance from Berserker's Blood DOES NOT equate to magic immunity, a common mistake for new players is to treat it as such. Huskar is still vulnerable to huge burst of magical damage when at nearly full health. Examples of this would be Requiem of Souls at point blank range (most likely after using Life Break) with the maximum amount of souls and stacks of Remote Mines both of which could kill Huskar even at full health. Berserker's Blood works best against gradual magical damage or damage spread over multiple instances like Rot, Life Drain, Mystic Flare, Static Storm, Epicenter, Echo Slam, and Poison Nova, all of which are almost impossible to be used to kill Huskar since their damage will be greatly reduced. But keep in mind that some of these also provide debuffs like stun, slow and silence that could hinder Huskar.
- Berserker's Blood also gives Huskar a huge attack speed bonus when at a low enough health. This enables Huskar to deal a significant amount of damage with Burning Spear and damage increasing items. Shallow Grave or False Promise makes Huskar even more dangerous at team fights because it enables Huskar to maintain the maximum number of stacks for a short duration before dying.
- Maelstrom or Mjollnir is a good item to pick to proc Chain Lightning as much as possible and to increase your farming potential.
- Diffusal Blade is a decent item if against low mana pool heroes such as Wraith King to prevent them from using their abilities. However this is not recommended as it does not provide neither strength nor damage and is quite a hefty investment.
- Monkey King Bar is a good pickup due to its 35% chance to deal a 100 damage mini-stun and if against heroes with evasion like Phantom Assassin, Brewmaster or any carry who is planning to or already built evasion items like Heaven's Halberd or Butterfly.
- Skull Basher and Abyssal Blade are also viable items because Huskar will proc Bash at a decent rate due to his attack speed. When Skull Basher is upgraded to Abyssal Blade, he can make use of Overwhelm after using Life Break. Keep in mind that melee carries will still proc it more even if you have the same attack speed, you do however have the range advantage.
- Keep in mind that the attack speed from Berserker's Blood is unreliable as it depends on your current health. If you are your team's main carry, consider building attack speed items like Mjollnir and Assault Cuirass to further boost your DPS.
- Huskar's armor is relatively low even until the middle stages of the game and thus if your ultimate is used carelessly the enemy team will only require one or two disables to allow their own carries to kill you. In this respect you must pay special attention to heroes with long duration disables like Bane, Alchemist, Shadow Shaman, Dragon Knight etc. or invest in items that increase your durability so that you could survive such encounters and even use yourself to bait out the enemy's skills to make it easier for the rest of your team.
- Helm of Iron Will could be bought first when planning on building a Helm of the Dominator. Due to Huskar's reliance on Burning Spears for damage and not from physical basic attacks which you rarely use against creeps in lane, an early Helm of Iron Will offers more benefits than buying an early Morbid Mask and will allow Huskar to regenerate more in the laning phase. You can even buy 2 Helms if you plan to build an Armlet of Mordiggian too, a +10 in armor and the bonus 6 HP regeneration will reduce damage in the laning phase significantly and will allow you to spam Burning Spear.
- Mekansm provides regeneration, armor, and burst heal that could make a significant difference when low in health. Since Huskar only has one skill that uses mana, Mekansm gives a way to utilize Huskar's remaining mana and in higher tier games, Mekansm on Huskar is not unheard of. It could also be paired with a Magic Wand to further add to Mekansm's burst heal.
- Huskar in general is very vulnerable to disables due to his tendency to be low in health, and if he is using life steal he is dependent on his ability to attack to survive fights. Black King Bar will allow Huskar to attack relentlessly during its duration and hopefully will last long enough to kill off the enemy disablers. Linken's Sphere's spell block will also work better in some situations such as against Doom, Fiend's Grip or Focus Fire.
- Guardian Greaves in theory is the best boots for Huskar to tank up as it will provide a huge amount of armor if he is below 20% HP and the free mana will make it possible to keep Inner Vitality up indefinitely. Keep in mind however that it does not provide significant DPS, its passive works better if you have a huge amount of HP already, and cost whopping 5300 gold in which the components are less useful to build on Huskar save for Mekansm. It is best that you build it after your major HP item or better yet let a more natural carrier on your team build it so that you can build other boots.
- A casual Platemail will drastically improve Huskar's survivability and can be used to build an Assault Cuirass or a Shiva's Guard or both if you plan to stack armor. Since Huskar is already durable against magic damage, Stacking armor will help reduce his second biggest weakness which is physical damage. However if against pure damage heavy lineup, stacking strength or HP items is still the better solution.
- Huskar benefits greatly from strength as each point increases his survivability by increasing his health and regeneration rate from Inner Vitality while also increasing his damage output. However if you only gear for strength, you might not have enough damage to fight effectively in the late game. Also keep in mind that armor will provide you with more effective HP against physical damage than strength in later stages of the match and as such should not be neglected.
- Armlet of Mordiggian provides literally every stat that Huskar needs to be more effective and its Unholy Strength provides a way for Huskar to control his health. If you are able to practice armlet toggling, it will drastically improve Huskar's damage output and allow him to use it to survive fights as long as there is no Heartstopper Aura or Radiance Aura or you are not afflicted by any DPS debuff. An important fact to remember is that its active ability also adds to Inner Vitality's regeneration.
- Heart of Tarrasque gives a massive HP regen bonus from Inner Vitality, it allows Huskar to keep Unholy Strength active indefinitely and it gives enough health to allow you to be at a low enough percentage to increase stacks from your Berserker's Blood but not low enough to be bursted down. This also complements an Aghanim's Scepter pickup as it will allow you to use Life Break sparingly, even against Roshan or creeps.
- Sange and its upgrades Sange and Yasha, Heaven's Halberd, and Silver Edge provides a good amount of strength to cost ratio and gives a fair amount of utility.
- Satanic provides strength, armor and 25% lifesteal. Its active could also be used in a pinch to keep yourself from dying.
- Huskar has no natural escape mechanisms and it makes committing into a fight very risky if it does not go as planned. Consider building escape items like Shadow Blade or its upgrade Silver Edge or even a Blink Dagger because it will provide you immense survivability that no strength, HP or armor item that can replace.
- Huskar is effective at dealing with lone targets, but often time struggles when enemies are grouped up. Do not get too complacent, even if you can take on anybody on the enemy team. It is usually best to let somebody else initiate, and then come into the fight when the enemies are spread out, that way, you can take them on one at a time and most likely win each of the duels.
- When faced with physical damage dealing heroes and you have no counter-pick on your team, it is wise to build items that specifically counter them so that you can duel them such as Blade Mail, Heaven's Halberd or in special cases Orchid Malevolence for heroes with escapes like Storm Spirit or Anti-Mage.
- Huskar has a huge early game presence, however there are many heroes that is difficult for Huskar to fight and as such is a very situational hero to pick. Some hero counters include:
- Pudge is a special case since the ability he uses to initiate Meat Hook deals pure damage but the abilities he uses to secure a kill (Rot and Dismember) deal magical damage. If he uses Meat Hook to initiate a one-on-one fight, Huskar will almost always win assuming he has put levels into Berserker's Blood. However be careful if you initiate with Life Break since Pudge can use Rot and Dismember to reduce Huskar's health to a point where Pudge can use Meat Hook as a finisher. He can also ruin your positioning and disable you long enough so that his team can kill you. When fighting a Pudge, it is best that you wait out his hook and put priority in Berserker's Blood first. In the event that Pudge builds a Force Staff or a Blink Dagger or even walks towards you to initiate, be quick and cast Inner Vitality to yourself, the regeneration will mitigate the damage from Rot and Dismember, and in most cases will save your life from a close range Meat Hook.
- Bloodseeker is a dangerous counter to Huskar due to Huskar's tendency to stay low on health. Thirst will make it easy for enemies to track Huskar and give Bloodseeker a free buff even if he's away from Huskar, and both of his damaging spells (Blood Rite and Rupture) deal pure damage. If Huskar is Ruptured and then uses Life Break, it will deal a huge portion of damage because it deals pure damage and the fact that Life Break makes Huskar travel a significant distance. It is best to increase Huskar's durability when facing Bloodseeker. Also do not forget to cast Inner Vitality to yourself if you think you cannot dodge Blood Rite because your survivability will be drastically reduced without it.
- Doom is arguably the most dangerous counter to Huskar because his ultimate Doom disables Berserker's Blood when upgraded. Not only does it deal pure damage, it also removes Huskar's durability against magical damage, reduces his attack speed significantly and prevents him to use Burning Spears and Life Break, essentially reducing Huskar's ability to deal damage akin to a creep and rendering him useless in a fight.
- Phantom Assassin deals a huge amount of physical damage and her Blur makes Huskar's attacks miss by 50% effectively reducing the number of times he can stack Burning Spear and lifesteal, and she commonly builds a Black King Bar. However her early game presence is limited, if you manage to build an Aghanim's Scepter and a Monkey King Bar in time, you will have a great chance of defeating her. It is also crucial that you build tanking items like Heart of Tarrasque and Assault Cuirass to prevent her from bursting you down with a lucky hit and living through the duration of her Black King Bar.
- Lina is a dangerous hero to face if the match reaches the late game. Her Laguna Blade when upgraded with an Aghanim's Scepter deals a huge burst of pure damage and her Fiery Soul makes her a decent hitter. Be cautious and do not allow her to farm, press your advantage as she does not pose significant threat to Huskar in the early game save for her lengthy disable Light Strike Array.
- Windranger is a difficult hero to pin down and attack due to her Windrun and her Shackleshot can disable you long enough for her to kill you with Focus Fire. When dealing with her, it is best that you team up with another hero who can prevent her from escaping or build an Aghanim's Scepter to constantly apply your slow. If she is the enemy's main carry, also consider getting a Monkey King Bar. If she does fill in for main carry, try to not go on her in the late game until you obtain it. With an Aghanim's Scepter and a maxed out Focus Fire, her physical damage output far outclasses yours and with her evasion, you are barely able to touch her before she kills you. Lotus Orb can also be considered as it will allow you to reflect either or both Focus Fire and Shackleshot which will give you an enormous advantage against her.
- Axe is a durable semi-carry who can match Huskar toe to toe in the early to mid game. Due to Blade Mail being a commonly build item on Axe, refrain from using your Life Break against him unless you are sure that it is on cooldown. Do not get in range of Berserker's Call and just kite him with Burning Spear. If he manages to build a Blink Dagger, be more wary and do not engage in fights unless you know where he is and use Burning Spear to make his Blink Dagger unusable for a long duration. If he attempts to perform a Backdoor against you in the early game, you can also just kite him because your attack range is greater than the range of Counter Helix and his Battle Hunger deals magical damage which will not be able to kill you.
- Ancient Apparition's Ice Blast is extremely dangerous to Huskar since sacrificing his health can easily bring him to the kill threshold of frostbite. During the frostbite duration, you also cannot heal, preventing recovery by Inner Vitality or Armlet Toggling and making fights even more risky.
- Sven deals intense physical damage (Especially under the effects of his ultimate God's Strength) and has a high-damage 2 second disable that is typically use for initiation purposes and therefore is likely to throw it before your magic resistance is up. Daedalus is a very common pick for Sven due to his ability to cleave a crit to multiple enemies, dealing gigantic damage, and almost without exception build a Black King Bar which cuts out the damage from Life Break and Burning Spears - As such, in almost any given stage of the game, Sven's damage output is enough to take you out with little problems. If you wish to approach him, do so when his ultimate is on cooldown/unavailable due to low mana, he is at low health, and his black king bar is on cooldown. Alternatively, an Orchid Malevolence could be considered in order to silence him and prevent him from activating his powerful ultimate, as well amplify all damage he takes, giving you a good edge against him in a one on one. However, due to Orchid Malevolence having little synergy with Huskar's kit, you should only do this if you absolutely need to kill him and no one on your team can provide the support necessary for the task.
- Ursa deals almost exclusively physical damage and is among the greatest in this department thanks to his passive Fury Swipes, while his ultimate Enrage reduces all incoming damage for 4 seconds by 80% and dramatically increases the damage of his fury swipes stacks. As such, the best possible source to fighting an Ursa without the help of your team is to buy a Silver Edge and disable his passive in order to cut out a huge portion of his damage and effectively negate the offensive aspect of his ultimate. Until that happens, it is best not to go him, especially if you know his ultimate is off cooldown - In the majority of circumstances, Ursa's damage output will demolish you.
- Troll Warlord deals high physical damage, has incredible attack speed and a passive bash, disabling you for potentially very long periods of time, especially very late in the game when his attack speed is astronomically high.
- Chaos Knight not only has the ability to summon up to four illusions, capitalizing on the fact that Huskar is not good versus crowds, but every single illusion deals just as much damage as the original, effectively multiplying his damage output by x4. Additionally, he has a stun that can last up to 4 seconds, a quick and effective way to close the gap between himself (and his illusions) and you with Reality Rift, and a powerful critical strike that his illusions share, allowing for him to burst you down with ease.
- Phantom Lancer further capitalizes on your ineffectiveness against crowds by releasing an army of illusions which by the end game can kill you just by themselves - Your lack of escape mechanism also hurts you do to his ability to endlessly chase you with his low-cool down slows and speed buffs. Additionally, he gains momentary invulnerability with Doppelganger, allowing him to very easily dodge Life Break.
- Timbersaw is a very special case of a spellcaster hero that can kill you regardless of whatever your Berserker's Blood status is, as all of his abilities (Sans Whirling Death if it does not hit trees) deal pure damage, meaning they will completely ignore your magic resistance and burst you down just as well as it could to anyone else, and going on him can prove quite difficult due to Timber Chain, making him a slippery foe. Meanwhile, his ultimate, Chakram, dealing pure damage per second, slows based on how much health you have missing, effectively capitalizing on your need to be at low health to be powerful to slow you, making your already severe lack of mobility even worse.
- Huskar's name might be derived from the old Norse word "Huskarl", the title given to the highly-skilled bodyguards of important Norse lords and kings.
- His name might also be derived from Huáscar Inca, a leader of the Inca Empire in the 16th century. Huskar's lore also connects him to Dazzle, who is a Shadow Priest (Fits in the Native American shaman role).
- Before 6.79, you could use a Ghost Scepter and then manually cast Burning Spear on enemies. You would take little Magic damage since the Magic Resistance provided by Berserker's Blood reduced the incoming magic damage significantly, while also being immune to physical damage because of the ethereal state.
November 18, 2014 Patch
December 12, 2013 Patch
July 12, 2013 Patch
- Fixed being able to attack while he is leaping in Life Break.
June 14, 2013 Patch
March 28, 2013 Patch
February 28, 2013 Patch
November 08, 2012 Patch
- Fixed Life Break not properly dispelling buffs on you when cast.
September 13, 2012 Patch
August 15, 2012 Patch
April 26, 2012 Patch
April 12, 2012 Patch
- [Undocumented] Added an injured running animation for Huskar.
February 16, 2012 Patch
January 12, 2012 Patch
December 08, 2011 Patch
November 17, 2011 Patch
- Fixed Burning Spear working against wards.
- Fixed Inner Vitality being cast-able on yourself when spell immune.
- Fixed the following ability interactions with Repel/Purge: Inner Vitality, Weave, Moonlight Shadow, Overload, Holy Persuasion, Warcry, Shadow Word, Focus Fire, Shukuchi, Berserker's Call, Chilling Touch.
- Added more movement lines for Dazzle, Dark Seer, Dragon Knight, Nature's Prophet, Huskar, Riki, Skeleton King, Slardar, Spectre and Jakiro.
November 03, 2011 Patch
October 27, 2011 Patch
- Reduced Berserker's Blood magic resistance bonus per stack from 4%/5%/6%/7% to 3%/4%/5%/6%.
- Inner Vitality
- Increased cast range from 550 to 800.
- Reduced cooldown from 25/22/19/16 to 22/18/14/10.
- Inner Vitality
- Increased base health regen bonus from 2/4/6/8 to 10.
- Rescaled regen bonus when hurt from 30%/45%/60%/75% to 20%/40%/60%/80%.
- Reduced Inner Vitality cooldown from 25 to 25/22/19/16.
- Increased Berserker's Blood attack speed bonus from 8/12/16/20 to 14/16/18/20.
- Life Break
- Reduced cooldown from 45/30/15 to 12.
- Reduced damage to target from 50% to 35%.
- Rescaled damage to self from 40%/35%/30% to 35%.
- Rescaled Slow duration from 5 to 4/5/6.
- Rescaled Slow from 50% to 40%/50%/60%.
- Increased Burning Spear duration from 7 to 8.
- Inner Vitality
- Increased regen bonus when hurt from 15%/30%/45%/60% to 30%/45%/60%/75%.
- Increased cast range from 450 to 550.
- Old Berserker's Blood:
- Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. First bonus starts at full health.
- Attack Speed: 3/6/9/12 per stack
- Attack Damage: 2/4/6/8 per stack
- New Berserker's Blood:
- Huskar feels each of his wounds and channels the pain, increasing magic resistance and attack speed for each 7% missing health. First bonus starts at full health.
- Magic Resistance: 4%/5%/6%/7% per stack
- Attack Speed: 8/12/16/20 per stack
- Old Life Break:
- Huskar moves into melee range and damages him and the target by a percentage of their lives and slows the target.
- Cast range: 100
- New Life Break:
- Huskar leaps towards the target and damages him and the target by a percentage of their lives and slows the target upon reaching it.
- Cast Range: 600
- Leap speed: 1000 (he cannot be disjointed).
- Huskar is spell immune during the leap.
- When Huskar gets disabled during the leap, it stops and gets canceled.
- Reduced Life Break damage to self from 40%/33%/25% to 35%/30%/25%.
- Reduced Inner Vitality heal interval from 1 to 0.1 seconds (same overall heal).
- Removed the cap on Berserker's Blood (the cap was 7 stacks).
- Fixed lags upon picking Huskar.
- Life Break
- Increased damage to target from 40% to 50% of its current health.
- Reduced cooldown from 45 on each level to 45/30/15.
- Increased attack range from 350 to 400.
- Improved Huskar's attack animation from unknown to 0.4/0.5.
- Added a visual effect to Berserker's Blood when reaching high stacks.
- Increased Inner Vitality manacost from 50/90/130/170 to 170 on each level.
- This ability got reworked into the current Berserker's Blood in the 6.78 gameplay patch.
- Huskar's size increases and he glows red, the more stacks he has. At 25% health or less, he also stops using his attack stance and use his default animations.
- First stack lasts from 100% to 87% of Huskar's maximum health. Each following stack is added for each 7% max health missing.
- The maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum health, which will provide bonus 42/84/126/168 attack speed and 24/56/84/112 attack damage.
- The health percentage is checked periodically and the effects adapted instantly.