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 because his damage-per-second attacks can easily kill almost all heroes at any point in the game, assuming no one is nearby to save them. Unlike many other heroes, Huskar does not require much mana to use his abilities; rather, he sacrifices his own health to inflict additional damage. His passive, Berserker's Blood, defines the power of sacrifice: Huskar gets more dangerous the more he gets hurt. This ability gives him increased health regen and attack speed depending on how much life he is missing. Combined with the DPS from Burning Spear, the increased attack speed from Berserker's Blood allows Huskar to output colossal damage, which can be used to gain an advantage over the enemies early on during the game. His Life Break is his most dangerous ability, but also his riskiest one: charging towards his target, Huskar sheds a large amount of his life force to cut an equal amount of the target's current health. This is great to use as an initiation spell as it deals a guaranteed percentage damage, 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 the greater good of taking his allies to victory.
- The knockback is not a set distance. It pushes every enemy so they are 550 range away from Huskar's cast location. So the minimum knockback distance is 50.
- The knockback duration is always 0.6, so the speed varies between 83.33 and 916.67, depending on the knockback distance.
- Enemies are not disabled during the knockback, and are, besides moving and attacking, able to act freely during it.
- Can push units over impassable terrain. Any tree a knocked back unit collides with gets destroyed.
- Does not knock back , but does damage and disarm him.
- Inner Fire first applies the damage, then the debuffs.
Pierces spell immunity when the required talent is chosen.
- The health cost is direct HP Removal, and is not lethal.
- Uses Huskar's 400 ( 550) attack range when using autocast. Manually casting it uses the 450 ( 600) cast range.
- Burning Spear stacks additively when used multiple times on one target.
- Each attack places the 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 debuff is only placed once and refreshed with successive casts.
- The debuff deals damage equal to 5/10/15/20 ( 11/16/21/26) times the number of stacks, starting 1 second after the debuff is applied.
- The damage is decided by the level of spell upon placing the debuff. Therefore, placing new stacks with higher level of the spell on targets with old stacks still uses the old damage value.
- Choosing either of the related talents upgrades already placed stacks immediately.
- Deals a total of 40/80/120/160 ( 88/128/168/208) damage per Burning Spear instance (before reductions).
- 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.
- The bonuses grow exponentially, ramping up faster the lower his health is.
- The benefits ramp up to approximately 50% at 40% health and 75% at 25% health.
- No bonuses are applied at 100% health and the maximum is applied when strictly below 10% health.
- The health percentage is checked periodically and the effects adapted instantly.
- Huskar leaps at a speed of 1200.
- Applies a basic dispel on Huskar upon cast.
- Upon cast, Huskar receives the buff, which lasts for 5 seconds or until reaching the target, whichever is shorter.
- Huskar can use items and spells during the leap. However, position changing effects like cancel it.
- The damage to self is magical as well. Thus, it can be reduced by magic resistance.
- The self-damage is not lethal, no matter how strong it gets amplified. Huskar cannot deny himself with Life Break.
- The self-damage is applied on impact, it's not applied if the leap is interrupted prematurely.
- If Huskar is disabled during the leap or the distance between the target and Huskar becomes more than 1450, the leap stops.
- When upgraded with taunts the target, forcing them to attack Huskar. ,
- Cannot target couriers.
|Pure Damage||25||+150 Attack Range|
|+12 Damage||10||+175 Health|
- The attack range talent also affects the cast range of .
- This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.
- The health talent increases maximum health capacity, and keeps the current health percentage.
- The lifesteal talent stacks additively with other sources of lifesteal.
- Level 10 left talent: +15 attack damage reduced to +12.
- Level 10 right talent: +225 health reduced to +175.
- Level 15 left talent: 20% lifesteal reduced to 15%.
- Level 15 right talent: +8 damage per second reduced to +6.
- Level 20 left talent: +400 cast range reduced to +325.
- Level 20 right talent: +20 strength reduced to +16.
- Level 25 right talent: +175 attack range reduced to +150.
- Reduced max attack speed from 140/200/260/320 to 130/190/250/310.
- Level 15 right talent: +10 damage per second reduced to +8.
- helps Huskar regain lost health from Burning Spear.
- also restores health to Huskar.
- gives cheap attributes and builds into Magic Wand later, or Huskar can use it with Tango to get more healing.
- gives health regeneration to offset the health cost of Burning Spear.
- give Huskar some extra damage and armor, while allowing him to chase a little better.
- health in a pinch. helps Huskar recover
- helps Huskar restore health after a gank.
- 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 the enemies do not have abilities that deal damage over time.
- allows Huskar to lifesteal from attacks, sustaining the health cost of Armlet of Mordiggian and Burning Spear. It upgrades to Satanic in the late game.
- negates Life Break's self damage and most enemy disables, letting Huskar jump into the fray with little risk of dying.
- health while under focus from the enemy team. It provides strength, damage, and lifesteal. Its active could also be used in a pinch to keep yourself from dying. allows Huskar to sustain his
- grants much-needed armor, making Huskar much harder to kill alongside Berserker's Blood, and greatly improves his damage output.
- status resistance, amplifies the health regen from beserker's blood, and provides disarm to halt an attacking enemy. gives some strength,
- attack speed for more Burning Spear stacks. makes Huskar into a much better ganker. It also gives
- gives Huskar a pseudo-disable, helping him finish fleeing hero, or cancel TP/channeling.
- 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 burst down.
- procs Chain Lightning frequently with the attack speed bonus from Berserker's Blood.
- counters enemy evasion with magical damage proc.
- procs Bash at a decent rate due to Huskar's high attack speed, even with the reduced chance, and Overwhelm is a powerful follow-up to Life Break.
- protects Huskar from magical burst damage, as Berserker's Blood no longer does so, and can upgrade to to benefit the team.
- gives Huskar an edge against high-damage opponents by turning their damage output against them.
- provides armor reduction to let Huskar focus down targets faster and bonus armor to make him more resilient.
|Roles:||Carry Durable Initiator|
|Playstyle:||Rescued against his will from the Nothl Realm, the revived Huskar found supernatural strength in his own living essence. The Sacred Warrior marks Burning Spears with blood, setting both weapon and lifeforce alight before throwing them at his foes. By sacrificing a portion of his health with Life Break, Huskar lunges towards a single target, causing it to lose an even greater portion of health. With every blow sustained, Berserker's Blood redoubled the Sacred Warrior's speed and made him ever more resilient to magic, facing down his opponent in a bloody fervor until he emerged triumphant.|
- 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 , who is a Shadow Priest (fits in the Native American shaman role).
- Before 6.79, you could use a and then manually cast on enemies. You would take little magic damage since the magic resistance provided by reduced the incoming magic damage significantly, while also being immune to physical damage because of the ethereal state.
- In The Lab, a VR game by Valve, there are some Bendie soldiers who wield Huskar's throwing spears in the minigame Longshot, along with other Dota 2 weapons like Axe's war axe, Dragon Knight's sword and Stout Shield.
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