Huskar

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Huskar
Huskar.png
Strength
21 + 2.4
Agility
15 + 1.4
Intelligence
18 + 1.5
Level Base 1 16 25
Health 200 620 1380 2160
H Regen 0.25 0.88 2.02 3.21
Mana 50 266 554 938
M Regen 0.01 0.73 1.71 2.97
Damage 21‒30 42‒51 80‒89 119‒128
Armor -1 1.14 4.43 8.8
Spell Dmg 0% 1.13% 2.66% 4.63%
Att / Sec 0.62 0.71 0.86 1.05
Movement Speed 300
Turn Rate 0.5
Sight Range 1800/800
Attack Range 400
Projectile Speed 1400
Attack Duration 0.4+0.5
Base Attack Time 1.6
Magic resistance 25%
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 nearby 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.

Bio[edit | edit source]

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: Carry Carry / Durable Durable / Initiator Initiator
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 | edit source]

Inner Vitality
Not blocked by Spell Immunity. 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 Animation0.3+0.53
Cast Range: 800
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 22/18/14/10 Mana 170
Modifiers
Buff Inner Vitality: Dispellable with any dispel.
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 health percentage and the primary stats are checked periodically and the regeneration adjusted instantly.
  • Restores in form of regeneration, so it regenerates 0.1 + 0.5%/1%/1.5%/2% 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, applying only the base regen on them, since they have no attributes.


Burning Spear
Not a Unique Attack Modifier. Not blocked by Linken's Sphere. Blocked by Spell Immunity. Play
W
R
Burning Spear icon.png
Ability Affects Damage
Target Unit / 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
Cooldown 0
Blocked by Spell Immunity. Attempts to damage if debuff was placed before spell immunity.
Modifiers
Debuff Burning Spear Counter: Undispellable.
Debuff Burning Spear Debuff: Undispellable.
The Sacred Warrior ignites his weaponry after marking it with his own blood - causing far greater pain than he himself feels.

Notes:

  • Huskar cannot kill himself using this ability.
  • Uses Huskar's 400 attack range when using autocast. Manually casting it uses the 450 cast range.
  • Burning Spear stacks additively when used multiple times on one target.
    • Each attack places the Burning Spear Counter debuff on the target.
    • The number of debuffs are summed up and displayed as one icon on the affected enemy.
    • A number on the icon reveals the amount of stacks. The number is visible to everyone.
    • Every instance's duration is completely independent from other instances. They do not prolong or refresh each other.
    • The Burning Spear Debuff debuff is only placed once, and refreshed with successive casts.
    • The debuff deals damage equal to 5/10/15/20 times the number of stacks, starting 1 second after the debuff was applied.
  • Deals a total of 40/80/120/160 damage per Burning Spear instance (before reductions).


Berserker's Blood
Cannot be used by illusions. Disabled by Break. Not blocked by Spell Immunity.
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.
Max Attack Speed Bonus: 220/260/300/340
Max Magic Resistance Bonus: 20%/30%/40%/50%
Cannot be used by illusions. Visually, illusions are affected. But neither attack speed nor magic resistance works for them.
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 the closer he gets to the max bonuses of Berserker's Blood, up to 35%.
  • Although not visible in the HUD due to it no showing enough decimals, each missing point of health grants bonuses.
  • No bonuses are applied at 100% health and maximum is applied when strictly below 10% health.
  • The health percentage is checked periodically and the effects adapted instantly.
  • Increases Huskar's total magic resistance to 40%/47.5%%/55%/62.50% when below 10% health.


Life Break
Blocked by Linken's Sphere. Not blocked by Spell Immunity. Play
R
F
Life Break icon.png
Ability Affects Damage
Target Unit Enemies / Self 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 Animation0.3+0.5
Cast Range: 550
Current Health as Cost: 35%
Target's Current Health as Damage: 35% (Can be Improved by Aghanim's Scepter. 65%)
Move Speed Slow: 40%/50%/60%
Slow Duration: 4/5/6
Cooldown 12 (Can be Improved by Aghanim's Scepter. 4)
Not blocked by Spell Immunity. Does not attempt to damage spell immune units.
Blocked by Linken's Sphere. Blocked upon impact. When blocked, Huskar takes no damage either.
Can be Improved by Aghanim's Scepter. Increases damage dealt, reduces cooldown.
Modifiers
Buff Life Break Charge: Undispellable.
Debuff Life Break Slow: Dispellable with any dispel.
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.
  • Upon cast, Huskar receives the Life Break Charge buff, which lasts for 5 second or until reaching the target, whichever is shorter.
    • This modifier turns him spell immune, disarms him, forces him to face the target and is responsible for the leap animation.
    • Since the modifier has a set max duration, it can expire while leaping, continuing the rest of the leap without its effects.
  • Huskar can use items and spells during the leap. However, position changing effects like Blink Dagger icon.png Blink Dagger cancel it.
  • The damage to self is magical as well. Thus, it can be reduced by magic resistance (including the effect from Berserker's Blood icon.png Berserker's Blood​).
    • The self-damage is not lethal, no matter how strong it gets amplified. Huskar cannot deny himself with Life Break.
  • If Huskar is disabled during the leap or the distance between the target and Huskar becomes more than 1400, the leap stops.
  • Considering 25% magic resistance, the target loses 26.25% (Can be Improved by Aghanim's Scepter. 48.75%) of its current health, if it is not Visage icon.png Visage​ or Meepo icon.png Meepo​.
    • Meepo, with his 35% magic resistance, loses 22.75% (Can be Improved by Aghanim's Scepter. 42.25%) of his current health.
    • Visage, with his 10% magic resistance loses 31.5% (Can be Improved by Aghanim's Scepter. 58.5%) of his current health.


Recommended items[edit | edit source]

Starting:

Early-game:

Core:

  • Armlet of Mordiggian (Inactive) icon.png Armlet of Mordiggian provides 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.

Situational:

  • Black King Bar icon.png Black King Bar will cause Huskar to take no self-damage from Life Break icon.png Life Break​, allowing him to use it to initiate with little risk of dying.
  • Satanic icon.png Satanic allows Huskar to sustain his health while under focus from the enemy team. It provides strength, armor and 25% lifesteal. Its active could also be used in a pinch to keep yourself from dying.
  • Heart of Tarrasque icon.png 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.
  • Assault Cuirass icon.png Assault Cuirass gives protection from physical damage, which synergizes well with Berserker's Blood icon.png Berserker's Blood​ which gives magic resistance.
  • Aghanim's Scepter icon.png Aghanim's Scepter increases the effectiveness of Life Break icon.png Life Break​.
  • Shadow Blade icon.png Shadow Blade makes Huskar into a much better ganker. It also gives attack speed for more Burning Spear icon.png Burning Spear​ stacks.
  • Heaven's Halberd icon.png Heaven's Halberd gives some strength and evasion, and it is also able to disarm an attacking enemy.
  • Maelstrom icon.png Maelstrom or Mjollnir icon.png Mjollnir is a good item to pick to proc Chain Lightning as much as possible and to increase your farming potential.
  • Diffusal Blade 1 icon.png Diffusal Blade is a decent item if against low mana pool heroes such as Wraith King icon.png Wraith King​ to prevent them from using their abilities. However, this is not recommended as it does not provide either strength or damage and is quite a hefty investment.
  • Monkey King Bar icon.png 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 icon.png Phantom Assassin​, Brewmaster icon.png Brewmaster​ or any carry who is planning to or already built evasion items like Heaven's Halberd or Butterfly.
  • Skull Basher icon.png Skull Basher and Abyssal Blade icon.png 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.
  • Black King Bar icon.png 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.
  • Helm of Iron Will icon.png 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.
  • Platemail icon.png Platemail will drastically improve Huskar's survivability and can be used to build an Assault Cuirass icon.png Assault Cuirass or a Shiva's Guard icon.png 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, against a pure damage heavy lineup, stacking strength or HP items is still the better solution.
  • Sange icon.png Sange and its upgrades Sange and Yasha icon.png Sange and Yasha,and Heaven's Halberd icon.png Heaven's Halberd provides a good amount of strength to cost ratio and gives a fair amount of utility.


Gameplay[edit | edit source]

Strategy[edit | edit source]

Main article: Huskar/Guide

Counters[edit | edit source]

Main article: Huskar/Counters

History[edit | edit source]

Main article: Huskar/Changelogs

Lore[edit | edit source]

Main article: Huskar/Lore

Trivia[edit | edit source]

  • 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, while also being immune to physical damage because of the ethereal state.

Gameplay[edit | edit source]

Audio[edit | edit source]

History[edit | edit source]

Equipment[edit | edit source]

Gallery[edit | edit source]