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Radiant Hero
21 +2.4
15 +1.4
18 +1.5
21 - 30
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.


Inner Vitality
Ability: Target Unit
Affects: Allied Heroes
Unlocks the regenerative power of a friendly unit. If the target is below 40% it will heal faster. Lasts 16 seconds.
HP Regen:
Bonus From Attribute:
Bonus If Below 40% HP:
Cast Range:
 2 / 4 / 6 / 8
 5% / 10% / 15% / 20%
 30% / 45% / 60% / 75%
  • Can be cast on magic immune targets.
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. Lasts 7 seconds.
Health Cost:
Cast Range:
 5 / 10 / 15 / 20
  • Can be set to Auto-Cast.
  • Huskar's self-damage is HP Removal. Huskar cannot die from this skill.
  • Blocked by Magic Immunity.
Berserker's Blood
Ability: Passive
Affects: Self
Huskar's injuries feed his power, giving increased attack speed and magic resistance for each 7% of missing health.
Bonus Attack Speed:
Bonus Magic Resistance:
 8 / 12 / 16 / 20
 4% / 5% / 6% / 7%
  • First Stack lasts from 100%-87% HP
  • Maximum of 14 stacks achieved at less than 3% HP.
  • Bonus Magic Resistance stacks additively with itself.
Life Break
Ability: Target Unit
Affects: Enemy Units
Damage: 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.
45 / 30 / 15
Damage Taken:
Damage Dealt:


Slow Duration:
Cast Range:
Scepter Cooldown:
 40% / 35% / 30%
  • Huskar is magic immune while leaping toward the target.
  • Damage blocked by Magic Immunity, the slow and self damage are not.
  • Blocked by Linken's Sphere.
  • The slow can be Purged.

Recommended Items[edit]

Standard Build[edit]

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

General Strategy[edit]

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Version History[edit]

See also[edit]

External links[edit]



WC3 DotA Version[edit]


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