From Dota 2 Wiki
Jump to: navigation, search
Huskar icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
21 + 2.7
15 + 1.4
18 + 1.5
Level Base 1 15 25
Health 200 672.5 1505 2112.5
H. regen amp 0% 14.44% 40.43% 58.99%
Magic res. 25% 26.35% 27.93% 29.05%
Mana 75 291 543 723
M. regen amp 0% 32.4% 70.2% 97.2%
Spell dmg 0% 1.26% 2.73% 3.78%
Armor -2 0.4 3.54 5.78
Att/sec 0.63 0.72 0.84 0.93
Move sp amp. 0% 0.75% 1.73% 2.43%
Damage 19‒24 40‒45 77‒82 104‒109
Base health regen 1.5
Base mana regen 0.9
Movement speed 290
Turn rate 0.5
Vision range 1800/800
Attack range 400
Projectile speed 1400
Attack animation 0.4+0.5
Base attack time 1.6
Collision size 24
Gib type Default

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 magic resistance 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. Inner Vitality magically heals Huskar or his allies, regenerating health each second based upon the target's primary attribute, and healing more when the health is at a critical level. 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.


Huskar minimap icon.png Huskar, the Sacred Warrior
Play "Those who are given more in life must not cling to it but risk it all in every moment."
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.


Inner Vitality
Pierces spell immunity. Play
Inner Vitality icon.png
Unlocks the regenerative power of a friendly unit, with healing based upon its primary attribute. If the target is below 35%, it will heal faster. Lasts 16 seconds.
Cast Animation: 0.3+0.53
Cast Range: 800
Health Regen Bonus: 12
Primary Attribute as Regen above Threshold: 6%/8%/10%/12%
Primary Attribute as Regen below Threshold: 22%/30%/38%/46%
Health Threshold: 35%
Duration: 16
Cooldown: 22/18/14/10
Mana: 140/150/160/170
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.


  • The health percentage and the primary stats are checked periodically and the regeneration adjusted instantly.
  • Restores in the form of regeneration, so it regenerates 1.2 + 0.6%/0.8%/1%/1.2% of primary attribute in 0.1 seconds intervals.
  • Over the full duration it heals 192 health and between 96%/128%/160%/192% to 352%/480%/608%/736% of the target's primary attribute.
  • Can be cast on creep-heroes, applying only the base regen on them, since they have no attributes.

Burning Spear
Not blocked by Linken's Sphere. Partially pierces spell immunity. Play
Burning Spear icon.png
(Talent Pure)
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 (Talent 600)
Health Cost: 15
Damage per Second: 5/10/15/20 (Talent 15/20/25/30)
Duration: 8
Cooldown: 0
Partially pierces spell immunity. Does not pierce spell immunity. Attempts to damage if debuff was placed before spell immunity.
Pierces spell immunity when the required talent is chosen.
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.


  • Huskar cannot kill himself using this ability.
  • Uses Huskar's 400 (Talent 550) attack range when using autocast. Manually casting it uses the 450 (Talent 600) cast range.
  • Burning Spear stacks additively when used multiple times on one target.
    • Each attack places the Burning Spear Debuff 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 Counter debuff is only placed once and refreshed with successive casts.
    • The debuff deals damage equal to 5/10/15/20 (Talent 15/20/25/30) 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 Burning Spear Counter 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 (Talent 120/160/200/240) damage per Burning Spear instance (before reductions).

Berserker's Blood
Partially usable by illusions. Disabled by Break. Pierces spell immunity.
Berserker's Blood icon.png
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%
Partially usable by illusions. Everything but the magic resistance bonus works for illusions.
After losing his birthright, Huskar gained a lethality in physical combat that is only heightened as his own blood is spilled.


  • 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 the 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%/62.5% when below 10% health.

Life Break
Cannot be disjointed. Blocked by Linken's Sphere. Pierces spell immunity. Play
Life Break icon.png
Enemies / Self
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 Animation: 0.3+0.5
Cast Range: 550 (Talent 950)
Current Health as Cost: 34%/39%/44%
Target's Current Health as Damage: 34%/39%/44% (Upgradable by Aghanim's Scepter. 65%)
Move Speed Slow: 40%/50%/60%
Slow Duration: 4/5/6
Cooldown: 12 (With Aghanim's: 4)
Aghanim's upgrade: Increases damage dealt, reduces cooldown.
Pierces 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.
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.


  • Huskar leaps at a speed of 1200.
  • Upon cast, Huskar receives the Life Break Charge buff, which lasts for 5 seconds 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).
    • 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.
  • Life Break first applies the damage, then the debuff.


Hero Talents
Burning Spears Pure Damage25+150 Attack Range
+400 Life Break Cast Range20+15 Strength attribute symbol.png Strength
15% Lifesteal15+10 Burning Spears DPS
+20 Damage10+225 Health
  • The health talent increases maximum health capacity, and keeps the current health percentage.
  • The lifesteal talent stacks additively with other sources of lifesteal.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango helps Huskar regain lost health from Burning Spear.
  • Healing Salve icon.png Healing Salve also restores health to Huskar.
  • Iron Branch icon.png Iron Branch gives cheap attributes and builds into Magic Wand later, or Huskar can use it with Tango to get more healing.
  • Enchanted Mango icon.png Enchanted Mango gives health regeneration to offset the health cost of Burning Spear, and can be consumed for an extra cast of Inner Vitality.

Early game:

Mid game:

  • 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.
  • Morbid Mask icon.png Morbid Mask 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.
  • Black King Bar icon.png Black King Bar negates Life Break's self damage and most enemy disables, letting Huskar jump into the fray with little risk of dying.

Late game:

  • Satanic icon.png Satanic allows Huskar to sustain his 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.
  • Assault Cuirass icon.png Assault Cuirass grants much-needed armor, making Huskar much harder to kill alongside Berserker's Blood, and greatly improves his damage output.

Situational items:

  • Solar Crest icon.png Solar Crest provides both armor and evasion to complement magic resistance bonus of Berserker's Blood, making Huskar difficult to kill in the mid game. He has an option to disassemble it to recycle the Talisman of Evasion for building Heaven's Halberd.
  • Heaven's Halberd icon.png Heaven's Halberd gives some strength and evasion, and provides disarm to halt an attacking enemy.
  • Shadow Blade icon.png Shadow Blade makes Huskar into a much better ganker. It also gives attack speed for more Burning Spear stacks.
  • Aghanim's Scepter icon.png Aghanim's Scepter increases the effectiveness of Life Break.
  • 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 burst down. This also complements an Aghanim's Scepter pickup as it will allow you to use Life Break frequently, even against Roshan or creeps.
  • Mjollnir icon.png Mjollnir procs Chain Lightning frequently with attack speed bonus from Berserker's Blood.
  • Monkey King Bar icon.png Monkey King Bar counters enemy evasion with magical damage proc.
  • Abyssal Blade icon.png Abyssal Blade procs Bash at a decent rate due to Huskar's high attack speed. He can also make use of Overwhelm after approaching enemies with 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.


Roles: Carry Carry Durable Durable Initiator Initiator
Complexity: ★☆☆
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 Dazzle minimap 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 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.
  • 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.