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Huskar

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Huskar
Huskar.png
Strength
21 + 2.4
Agility
15 + 1.4
Intelligence
18 + 1.5
Level 1 16 25
Hit Points 549 1271 2012
Mana 234 546 962
Damage 42‒51 80-89 119‒128
Armor 1.1 4.32 8.6
Attacks / Second 0.71 0.86 1.05
Movement Speed 300
Turn Rate 0.5
Sight Range 1800/800
Attack Range 400
Missile Speed 1400
Attack Duration 0.4+0.5
Cast Duration 0.3+2.4
Base Attack Time 1.6
Collision Size 24

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 doesn't 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 HP 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.

Bio[edit]

Huskar Huskar, the Sacred Warrior
Play "Those who are given more in life must not cling to it but risk it all in every moment."
Role: Pip carry.png Carry / Pip initiator.png Initiator / Pip tank.png Durable
Lore: 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.
Voice: Dave Fennoy (Responses)

Abilities[edit]

Inner Vitality
Not blocked by Spell Immunity. Can be purged. Play
Q
V
Inner Vitality icon.png
Ability Affects
Target Unit Allied Heroes
Unlocks the regenerative power of a friendly unit, with healing based upon its primary attribute. If the target is below 40% it will heal faster. Lasts 16 seconds.
Cast Range: 550
Health Regen Bonus: 10
Main Attribute as Regen Above Threshold: 5%/10%/15%/20%
Main Attribute as Regen Below Threshold: 20%/40%/60%/80%
Health Threshold: 40%
Duration: 16
Cooldown 25/22/19/16 Mana 170
While Huskar has little use for magic, this minor enchantment was learned from the Dazzle and the Dezun priests, to be used in times of great injury.

Notes:

  • The HP percentage and the primary stats are checked periodically and the regeneration adjusted instantly.
  • Over the full duration it will heal 160 health and between 80%/160%/240%/320% to 320%/640%/960%/1280% of their primary attribute.

Burning Spear
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
W
R
Burning Spear icon.png
Ability Affects Damage
Autocast Enemies Magical
Huskar sets his spears aflame, dealing damage over time with his regular attack. Multiple attacks will stack additional damage. Each attack drains some of Huskar's health. Lasts 8 seconds.
Cast Range: 450
Health Cost: 15
Damage per Second: 5/10/15/20
Duration: 8
The Sacred Warrior ignites his weaponry after marking it with his own blood - causing far greater pain than he himself feels.

Notes:

  • Burning Spear icon.png 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.
  • Huskar cannot kill himself using this ability.
  • Cannot be dispelled by anything.
  • Deals a total of 40/80/120/160 damage per burning spear instance.

Berserker's Blood
Not blocked by Spell Immunity. Cannot be purged. Cannot be used by illusions.
E
B
Berserker's Blood icon.png
Ability Affects
Passive Self
Huskar's injuries feed his power, giving increased attack speed and magic damage resistance based on missing health.
Attack Speed Bonus per Stack: 14/16/18/20
Magic Resistance Bonus per Stack: 4%/5%/6%/7%
After losing his birthright, Huskar gained a lethality in physical combat that is only heightened as his own blood is spilled.

Notes:

  • Huskar's size increases, his skin color darkens and he glows red, the more stacks he has. At 25% hp 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 HP. Each following stack is added for each 7% max hp missing.
  • The maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum HP, which will provide bonus 196/224/252/280 attack speed and 56%/70%/84%/98% magic resistance.
  • The HP percentage is checked periodically and the effects adapted instantly.
  • Doom ability icon.png Doom will disable this passive if upgraded with Aghanim's Scepter.


Life Break
Not blocked by Spell Immunity. Blocked by Linken's Sphere. Can be purged. Play
R
F
Life Break icon.png
Ability Affects Damage
Target Unit Enemies Magical
Huskar draws upon his health to break an enemy's life, leaping at a target within attack range to shatter a percentage of that hero's current health, and slowing them. While leaping, Huskar is spell immune.
Cast Range: 550
Current Health as Cost: 35%
Target's Current Health as Damage: 35% (65%*)
Move Speed Slow: 40%/50%/60%
Slow Duration: 4/5/6
Cooldown 12 (4*)
Blocked by Linken's Sphere. Blocked on impact. However, Huskar takes no damage.
Can be purged. The slow can be purged.
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases damage dealt, reduces cooldown.
No matter the danger, Huskar thrusts himself into melees that only he can survive.

Notes:

  • Huskar leaps at a speed of 1000 and cannot be disjointed.
  • Most debuffs will be removed upon cast.
  • Huskar can use items and spells during the leap, but can't attack.
  • If Huskar is disabled during the leap or the target moves more than 1400 units in 0.015 seconds, the leap stops.
  • With base magic resistance included,the targeted enemy will lose 26.25%(48.75*) of his current HP, if it's not Visage icon.png Visage or Meepo icon.png Meepo.
    • Meepo, with his 35% magic resistance, will lose 22.75% (42.25*) of his current hp.
    • Visage, with his 10% magic resistance will lose 31.5% (58.5*) of his current hp.
      • Visage, with a Level 4 Gravekeeper's Cloak with 4 Layers totaling to a 67.6% magic resistance will lose 11.34% (21.06*) of his current hp.
    • Anti-Mage icon.png Anti-Mage with a Level 4 Spell Spell Shield totaling to a 62.5% magic resistance will lose 13.125% (24.375*) of his current hp.

Recommended items[edit]

Explanation:
Starting:

  • Tangoes and a Healing Salve help Huskar to regain lost health from Burning Spears.
  • Gauntlets of Strength give extra damage and health to draw from when using Burning Spears. They also build into Urn of Shadows.

Early-game:

Core:

  • Armlet of Mordiggian provides bonuses to Huskar's health, damage, and attack speed. It also synergizes with Berserker's Blood by depleting his health.
  • Black King Bar will cause Huskar to take no self-damage from his ultimate, allowing him to use it to initiate with little risk of dying.
  • Satanic allows Huskar to sustain his health while under focus from the enemy team.
  • Heart of Tarrasque gives even more health and damage, and allows Huskar to make liberal usage of Burning Spears.
  • Assault Cuirass gives protection from physical damage, which synergizes well with Berserker's Blood which gives magic resistance.
  • Aghanim's Scepter increases the effectiveness of Life Break.
  • Shadow Blade makes Huskar into a much better ganker. It also gives attack speed for more Burning Spears stacks.
  • Heaven's Halberd gives some Strength and evasion, and it's also able to disarm an attacking enemy.
  • Mekansm can heal Huskar in a pinch, and also provides some armor.

Equipment[edit]


Tips[edit]

  • Remember that Huskar icon.png Huskar becomes more powerful with less health, but can still die. Figure out when enough is enough.
  • You can use Inner Vitality icon.png Inner Vitality on yourself before jumping into a fight to counteract the damage you take.
  • Burning Spear icon.png Burning Spear and Life Break icon.png Life Break both use up health, and feed your Berserker's Blood icon.png Berserker's Blood.
  • 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 HP enough to sustain Burning Spear, switch it to auto-attack and burn them down!
  • Life Break icon.png Life Break lowers the target's current HP by 1/4 (1/2 if upgraded), and lets Huskar jump to his target immediately. 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 icon.png Anti-Mage due to his Spell Shield icon.png Spell Shield because using Life Break against then might deal more damage to you than to them. Same can be said against heroes who usually build Hood of Defiance icon.png Hood of Defiance or Pipe of Insight icon.png 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 pass through spell immunity.
    • Black King Bar icon.png Black King Bar is important to keep in mind on Huskar since you don't lose a percentage of your health when you use your ultimate.
  • Huskar is effective at dealing with lone targets, but often time struggles when enemies are grouped up. Don't get too cocky, even if you can take on anybody on the enemy team. It's 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.
  • Huskar's Berserker's Blood icon.png Berserker's Blood increases your survivability significantly. At 30% health, and level 4 Berserker's Blood icon.png Berserker's Blood, you have 83% magic resistance, allowing you to keep your HP 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 HP left, it can help you survive execution spells that deal magic damage such as Sniper icon.png Sniper's Assassinate icon.png Assassinate and Necrophos icon.png Necrophos' Reaper's Scythe icon.png Reaper's Scythe.
  • While with Berserker's Blood icon.png Berserker's Blood Huskar is nigh impossible to be killed by spell casters, be very cautious of pure damage and HP removal. Dealing with heroes such as Bane icon.png Bane and Timbersaw icon.png Timbersaw can result in death, as using Life Break icon.png Life Break in their presence can have dire consequences, since their spells aren't reduced by magic resistance.
    • Huskar is a great counter against heroes that rely mostly on magical damage such as Skywrath Mage icon.png Skywrath Mage, Sand King icon.png Sand King and Zeus icon.png Zeus. If an enemy team consist of mostly or even entirely of spellcasters consider maxing Berserker's Blood icon.png Berserker's Blood first.
      • Pudge icon.png Pudge is a special case since the ability he uses to initiate Meat Hook icon.png Meat Hook deals pure damage but the abilities he uses to secure a kill Rot icon.png Rot and Dismember icon.png Dismember deals 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 icon.png 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.
      • Bloodseeker icon.png Bloodseeker is a dangerous counter to Huskar due to Thirst icon.png Thirst, Blood Rite icon.png Blood Rite and Rupture icon.png Rupture. If Huskar is Ruptured then uses Life Break, it will remove a huge portion of his health because it deals pure damage and the fact that Life Break makes Huskar travel a significant distance.
      • Doom icon.png Doom is arguably the most dangerous counter to Huskar because his ultimate Doom ability icon.png Doom disables Berserker's Blood when upgraded. Not only does it deal pure damage, it also removes Huskar's durability against magic damage, reduces his attack speed significantly and prevents him to use Burning Spear and Lifebreak, essentially reducing Huskar's ability to deal damage akin to a creep and rendering him useless in a fight.
      • Phantom Assassin icon.png Phantom Assassin deals a huge amount of physical damage and her Blur icon.png Blur makes Huskar's attacks miss by 50% effectively reducing the number of times he can stack Burning Spear icon.png Burning Spear and lifesteal.
      • Lina icon.png Lina is a dangerous hero to face if the match reaches the late game. Her Laguna Blade icon.png Laguna Blade when upgraded with an Aghanim's Scepter icon.png Aghanim's Scepter deals 950 pure damage and her Fiery Soul icon.png Fiery Soul makes her a decent hitter. Be cautious and don't 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 icon.png Light Strike Array.
  • Berserker's Blood icon.png Berserker's Blood also gives Huskar a huge attack speed bonus when at a low enough HP. This enables Huskar to deal a significant amount of damage with Burning Spear icon.png Burning Spear and damage increasing items like Daedalus icon.png Daedalus. Dazzle icon.png Dazzle's Shallow Grave icon.png Shallow Grave 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.
  • Use Inner Vitality icon.png Inner Vitality before you use Life Break icon.png Life Break because Inner Vitality has a fairly long duration.
    • 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 icon.png Crystal Maiden and Keeper of the Light icon.png Keeper of the Light a good ally of Huskar.
  • 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 such as Bane icon.png Bane, Alchemist icon.png Alchemist, Shadow Shaman icon.png Shadow Shaman, Dragon Knight icon.png Dragon Knight etc.
    • This can be mitigated by buying Helm of Iron Will icon.png Helm of Iron Will early when planning on building a Helm of the Dominator icon.png Helm of the Dominator. Due to Huskar's reliance on Burning Spear for damage and not from physical basic attacks, 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 Helm of Iron will if you plan to build an Armlet of Mordiggian icon.png Armlet of Mordiggian, a +10 in armor will reduce physical damage in the laning phase significantly.
  • As Life Break icon.png Life Break deals Magical damage to an enemy relative to his current HP, it is possible through damage amplification to kill any enemy in one hit provided it is not spell immune or has access to very high Magical resistance (e.g. Spell Shield icon.png 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 icon.png Veil of Discord, Ethereal Blade icon.png Ethereal Blade, Orchid Malevolence icon.png Orchid Malevolence to a target and then hitting them with an Aghanim's Scepter icon.png Aghanim's Scepter upgraded Life Break icon.png 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 Shadow Demon icon.png Shadow Demon's Soul Catcher icon.png Soul Catcher instead of Veil of Discord or Pugna icon.png Pugna's Decrepify icon.png Decrepify instead of Ethereal Blade.
  • BEWARE of heroes with Blade Mail icon.png Blade Mail as they can destroy you if you use Life Break on them recklessly.
    • A special mention goes to Axe icon.png Axe who can use Culling Blade icon.png Culling Blade immediately after countering your Life Break.
    • A similar case is Nyx Assassin icon.png Nyx Assassin who can reflect Life Break using Vendetta icon.png Vendetta and then follow up with Vendetta.
    • Also it is worth noting that any hero using Blade Mail with sufficiently high HP will kill you if you use Life Break on them assuming that you don't have spell immunity.
  • Building an Aghanim's Scepter icon.png Aghanim's Scepter enables Huskar to destroy enemy heroes with high HP very quickly. The reduced cooldown will allow Huskar deal magical damage equal to 73.74% of the enemy's HP in 4 seconds if he is able to use Life Break icon.png 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 icon.png Aghanim's Scepter will enable Huskar to constantly apply a 60% slow that pierces through spell immunity.
  • If timed just right, Life Break icon.png Life Break can be used to chase an enemy with a Blink Dagger icon.png 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.

Trivia[edit]

  • 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 icon.png Dazzle, who is a Shadow Priest (Fits in the Native American shaman role).
  • Before 6.79, you could use a Ghost Scepter icon.png Ghost Scepter and then manually cast Burning Spear icon.png Burning Spear on enemies. You would take little Magic damage since the Magic Resistance provided by Berserker's Blood icon.png Berserker's Blood reduced the incoming magic damage significantly.

Update history[edit]

November 18, 2014 Patch

December 12, 2013 Patch

  • Added Huskar icon.png Huskar in CM.

July 12, 2013 Patch

  • Fixed being able to attack while he is leaping in Life Break icon.png Life Break.

June 14, 2013 Patch

  • Fixed Burning Spear icon.png Burning Spear counter logic getting forgotten when purged.

March 28, 2013 Patch

February 28, 2013 Patch

November 08, 2012 Patch

  • Fixed Life Break icon.png Life Break not properly dispelling buffs on you when cast.

September 13, 2012 Patch

August 15, 2012 Patch

  • Fixed Life Break not hurting Huskar Huskar if he jumped on a magic immune unit.

April 26, 2012 Patch

  • Fixed Burning Spear counter being reset by BKB.

April 12, 2012 Patch

  • [Undocumented] Added an injured running animation for Huskar.

February 16, 2012 Patch

  • Fixed Life Break partially ignoring Linken's Sphere.
  • Fixed Life Break continuing to follow a target that teleported away.

January 12, 2012 Patch

December 08, 2011 Patch

  • Fixed Burning Spears working through silence.

November 17, 2011 Patch

November 03, 2011 Patch

October 27, 2011 Patch


Balance changelog[edit]

6.83

  • Inner Vitality icon.png Inner Vitality
    • base health regen from 2/4/6/8 to 10
    • regen bonus when hurt form 30/45/60/75% to 20/40/60/80%

6.82

6.81

6.80

6.79c

  • Added to Captain's Mode.

6.79

6.78

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 IAS per stack
Damage: 2/4/6/8 damage 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% magic resistance
Attack Speed: 8/12/16/20 per stack
  • Removed from Captain's Mode.

6.75

6.72c

6.72

  • Life Break icon.png Life Break changed from a melee range ability to a leap strike with 600 range.

6.71

  • Life Break icon.png Life Break HP cost rescaled from 40/33/25% to 35/30/25%.

6.69

6.67

6.64

6.63

6.60

6.58

  • Life Break icon.png Life Break now properly slows magic immune units.

6.57

6.54

6.52

  • Increased Huskar's attack range from 350 to 400.
  • Improved Huskar's attack animation time slightly.

6.44b

  • Inner Vitality manacost is the same at all levels now (a nerf)

6.44

  • Created.

Replaced Abilities[edit]

Berserker's Blood (Old)
Cannot be purged.
E
B
Berserker's Blood icon.png
Ability Affects
Passive Self
Huskar's injuries feed his power, giving increased attack speed and damage for each 7% of missing health.
Increase Attack Speed: 3%/6%/9%/12%
Bonus Damage: 2/4/6/8
After losing his birthright, Huskar gained a lethality in physical combat that is only heightened as his own blood is spilled.

Notes:

  • There will be a special effect when Berserker's Blood is giving a large bonus (60% missing health).
  • First stack lasts from 100% to 87% of Huskar's maximum HP.
  • Maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum HP.

Gallery[edit]

See also[edit]