Huskar

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Huskar
Radiant Hero
Attributes
Strength
21 +2.4
Agility
15 +1.4
Intelligence
18 +1.5
Damage
21 - 30
Armor
1.1
Movespeed
300
Stats
Base Stats
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
Magic Resistance 25%
Turn Rate 0.6
Level Changes
Level 1 15 25
Hit Points 549 1,176 2,012
Mana 234 507 962
Armor 1 4 6
Damage 42-51 75-84 119-128
Less Most played as More
 
Position 1 2 3 4 5

Huskar, the Sacred Warrior[edit]

Recommended Roles
Hero roles Carry Hero roles Initiator Hero roles Durable

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.

Abilities[edit]

Inner Vitality
Ability: Target Unit
Affects: Allied Heroes
Unlocks the regenerative power of a friendly unit. If the target is below a threshold of health it will heal faster.
QV
170
25 / 22 / 19 / 16
HP Regen Per Second:
Bonus Heal Per Second:

Bonus If Below 40% HP:


Duration:

Cast Range:
 10
 5% / 10% / 15% / 20%
 of total Primary Attribute
 20% / 40% / 60% / 80%
 of total Primary Attribute
 16
 550
 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 HP percentage is checked every second and the regeneration adjusts accordingly.
  • Can be purged.
Burning Spear
Ability: Target Unit
Affects: Enemy Units
Damage: 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.
WR
Damage Per Second:
HP Cost:
Duration:
Cast Range:
 5 / 10 / 15 / 20
 15
 8
 450
 The Sacred Warrior ignites his weaponry after marking it with his own blood—causing far greater pain than he himself feels.
  • Can be set to Auto-Cast.
  • Total damage: 40 / 80 / 120 / 160.
  • Burning Spear instances stack independently, allowing the enemy unit to be burned multiple times per second.
  • Huskar's self-damage is HP Removal. Huskar cannot die from this skill.
  • Cannot be dispelled.
  • Blocked by Spell Immunity.
Berserker's Blood
Ability: Passive
Affects: Self
Huskar's injuries feed his power, giving increased attack speed and magic resistance for each threshold of missing health.
EB
Attack Speed Per Stack:
Magic Resist Per Stack:
Stack Gain:
Maximum Stacks:
 14 / 16 / 18 / 20
 4% / 5% / 6% / 7%
 1 per 7% of missing HP
 14
 After losing his birthright, Huskar gained a lethality in physical combat that is only heightened as his own blood is spilled.
  • First Stack lasts from 100%-87% HP.
  • The maximum 14 stacks are achieved when Huskar is at less than 3% HP.
  • The bonus Magic Resistance stacks additively with itself. Stacks multiplicatively with other sources.
  • Huskar becomes visibly larger and gains a more pronounced redness effect on himself per stack.
  • When at 40% HP or lower, Huskar's skin becomes covered in dark blue markings.
Life Break
Ability: Target Unit
Affects: Enemy Units
Damage: Magical
Huskar draws upon his health to break an enemy's life, leaping at the target to slow and inflict a percentage of that hero's current HP at the cost of Huskar's own vitality. Upgradable by Aghanim's Scepter.
RF
12
Damage Taken:
Damage Dealt:

Movement Slow:

Slow Duration:
Cast Range:
Scepter Cooldown:
 35% of current HP
 35% of current enemy HP
 65% of current enemy HP
 40% / 50% / 60%
 4 / 5 / 6
 550
 4
 No matter the danger, Huskar thrusts himself into melees that only he can survive.
  • Huskar can use items during the leap.
  • Huskar is spell immune while leaping toward the target.
  • If Huskar is disabled during the leap or the target moves more than 1400 units in 0.015 seconds, the leap stops.
  • Damage blocked by Spell Immunity, the slow and self damage are not.
  • Blocked by Linken's Sphere on hit, after Huskar's leap.
  • The slow can be purged.

Recommended Items[edit]

Standard Build
Starting Items Early Game Core Items Situational Items
Healing Salve Tango Iron Branch Boots of Speed Magic Stick Urn of Shadows Power Treads Magic Wand Armlet of Mordiggian Black King Bar Satanic Aghanims Scepter
Gauntlets of Strength Gauntlets of Strength Helm of the Dominator Assault Cuirass Heart of Tarrasque Pipe of Insight
Shadow Blade Heavens Halberd Mekansm

General Strategy[edit]

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Version History[edit]

See also[edit]

External links[edit]

Introduction[edit]

Guides[edit]

WC3 DotA Version[edit]

References[edit]


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