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Huskar

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Huskar
Huskar.png
Radiant icon.png The Radiant
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

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 sets on, granting him power to decimate any target. Inner Vitality magically heals Huskar after he is injured, regenerating health each second based upon its primary attribute, and heals more when the health is on a critical level. It can be used to heal allies as well. 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.

Contents

[edit] Bio

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)

[edit] Abilities

Inner Vitality
Not blocked by Magic Immunity. Cannot be purged.
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
Duration: 16
Health Regeneration: 2/4/6/8
Bonus Heal Amount: 5/10/15/20% of main attribute
Bonus Heal Amount Below 40% HP: 30/45/60/75% of main attribute
Cooldown 25 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 is checked every second and the regeneration adjusted accordingly.

Burning Spear
Unique Attack Modifier. Blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be purged.
W
R
Burning Spear icon.png
Ability Affects Damage
Auto-cast 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. Burning Spears is a Unique Attack Modifier, and does not stack with other Unique Attack Modifiers.
Duration: 8
Cast Range: 450
Damage Per Second: 5/10/15/20
Health Cost: 15
Cooldown 0
The Sacred Warrior ignites his weaponry after marking it with his own blood - causing far greater pain than he himself feels.

Notes:

  • Damage type on self is HP removal.
  • Burning Spears stacks additively when used multiple times on one target.
  • Huskar cannot kill himself using this ability.
  • Cannot be dispelled by anything.

Berserker's Blood
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 magic resistance based on missing health.
Increase Attack Speed: 8/12/16/20
Bonus Magic Resistance: 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:

  • There will be a special visual effect when Berserker's Blood is giving a large bonus (60% missing health). This also indicates when Inner Vitality gains increased healing.
  • First stack lasts from 100% to 94% of Huskar's maximum HP.
  • Maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum HP, which will provide bonus 112/168/224/280 attack speed and 56%/70%/84%/98% magic resistance.
  • Doom skill icon.png Doom will disable this passive.

Life Break
Partially blocked by Magic Immunity. Blocked by Linken's Sphere. Can be purged.
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 inflict a percentage of that hero's current HP, and slow at the cost of his own vitality. While leaping, Huskar is magic immune. Slow lasts 5 seconds. Upgradable by Aghanim's Scepter.
Cast Range: 550
Slow: 50%
Slow Duration: 5
Damage: 50% (65%*) of target's current HP
Self Damage: 40%/35%/30% of Huskar's current HP
Cooldown 45/30/15 (4*)
Partially blocked by Magic Immunity. Will block damage but not the slow. Huskar still takes damage.
Blocked by Linken's Sphere. Huskar still leaps on the target.
Can be purged. 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:

  • Life Break cannot be disjointed.
  • Huskar can use items during the leap.
  • If Huskar is disabled during the leap or the target moves more than 1400 units in 0.015 seconds, the leap stops.
  • Self-inflicted damage to Huskar is Magical damage. Thus, it can be reduced by magic resistance (including the effect from Berserker's Blood), or blocked by magic immunity.

[edit] Recommended items

Explanation:

  • Urn of Shadows helps Huskar regain HP quickly in conjunction with Inner Vitality allowing for increased survivability.
  • Armlet of Mordiggian provides bonuses to Huskar's health, damage, and attack speed. It also synergizes with his passive 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.

[edit] Equipment

[edit] Tips

  • Remember that Huskar becomes more powerful with less health, but can still die. Figure out when enough is enough.
  • You can use Inner Vitality on yourself before jumping into a fight to counteract the damage you take.
  • Burning Spear and Life Break both use up health, and feed your Berserker's Blood.
  • Remember that Burning Spears will stack on an enemy. Switch it to auto-attack and burn them down!
  • Life Break lowers the target's current HP to 1/2 (1/3 if upgraded), and lets Huskar jump to his target immediately. Consider between chasing a wounded enemy and dealing damage to a tough one.
  • You should be warned not to use your ultimate on a hero who has an active magic immunity or else you lose a percentage of your health while the target does not. However, the slow will still pass through magic immunity.
  • Huskar's Berserker's Blood increases your survivability significantly. At 30% health, and level 4 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.
  • 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, and allows you to kill magic-based Heroes like Lion without the risk of death.
  • Some players only skill Burning Spears to level 1 (for early harassment), and then go on to max Berserker's blood and pick up an early Morbid Mask (later Helm of the Dominator and eventually Satanic). You will absorb more HP and deal more damage the lower your hp is, and the Helm of the Dominator is a great tool for jungling, but ever since latest buff to Burning Spears, this build (or not taking the skill at all) is considered outdated.
  • 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.
  • Use Inner Vitality before you use Life Break because Inner Vitality has a fairly long duration.
  • While with Berserker's Blood Huskar is nigh impossible to kill by spell casters, be very cautious of pure damage and HP removal. Dealing with heroes such as Bane and Timbersaw can result in death, as using Life Break in their presence can have dire consequences, since their spells aren't reduced by magic resistance.
  • Also beware that despite his agility gain 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, Alchemist, Shadow Shaman, Dragon Knight etc.
  • As 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 magic immune or has access to very high Magical resistance (e.g. Spell Shield).

[edit] Trivia

  • 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.
  • It is possible to use certain combination of items and heroes together with Huskar to kill any hero instantly. For example applying the effects of Veil of Discord, Ethereal Blade, 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 Shadow Demon's Soul Catcher instead of Veil of Discord or Pugna's Decrepify instead of Ethereal Blade.
  • Before 6.79, you could use a Ghost Scepter and then manually cast Flaming Spears on enemies. You would take little Magic damage since the Magic Resistance provided by Berserker's Blood reduced the incoming magic damage significantly.

[edit] Update history


December 12, 2013 Patch

  • Added Huskar 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


[edit] Balance changelog

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.

[edit] Replaced Abilities

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.

[edit] Gallery

[edit] See also