Huskar

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.

Recommended items
Starting:
 * es and a help Huskar to regain lost health from.
 * give extra attack damage and health to draw from when using . They also build into.

Early-game:
 * give a nice movement speed boost.
 * helps Huskar recover health in a pinch.
 * helps Huskar to restore health after a gank.

Core:
 * 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:
 * will cause Huskar to take no self-damage from, allowing him to use it to initiate with little risk of dying.
 * 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.
 * 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.
 * gives protection from physical damage, which synergizes well with which gives magic resistance.
 * increases the effectiveness of.
 * makes Huskar into a much better ganker. It also gives attack speed for more stacks.
 * gives some strength and evasion, and it is also able to disarm an attacking enemy.
 * or is a good item to pick to proc Chain Lightning as much as possible and to increase your farming potential.
 * is a decent item if against low mana pool heroes such as 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.
 * is a good pickup due to its 35% chance to deal a 100 damage mini-stun and if against heroes with evasion like, or any carry who is planning to or already built evasion items like Heaven's Halberd or Butterfly.
 * and 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.
 * 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.
 * 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.
 * will drastically improve Huskar's survivability and can be used to build an or a  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.
 * and its upgrades ,and provides a good amount of strength to cost ratio and gives a fair amount of utility.

Trivia

 * 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.