Hero
Huskar | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Sacrifices his health to deal more damage. | |
Rescued against his will from the Nothl Realm, the revived Huskar found supernatural strength in his own living essence. The Sacred Warrior marks his Spears with blood, setting both weapon and life-force alight before throwing them at his foes. By instantly sacrificing a portion of his health with Life Break, he lunges towards a single target, causing it to lose an even greater portion of its health. With every blow sustained igniting his Inner Fire, the Berserker's Blood redoubled the Sacred Warrior's speed and made him ever more resilient, facing down his opponent in a bloody fervor until he emerged triumphant. | |
Roles: | Carry Durable Initiator |
Complexity: | ★☆☆ |
Contents
Bio[]
▶️ "Those who are given more in life must not cling to it but risk it all at every moment."
Lore:
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.
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.
Voice:
Abilities[]
Inner Fire
Radius: 500
Damage: 100/170/240/310
Max Knockback Distance: 400
Knockback Duration: 1
Lowers Inner Fire cooldown and causes it to apply a movement speed slow and heal Huskar for a percentage of the damage dealt to enemies. Can be cast while disabled.
Spell Immunity Notes:
Disarm persists if debuff was placed before spell immunity and when not dispelled.
Not even Huskar's own flesh can contain the unending expansion of his life force.
Notes:
- Inner Fire first applies the damage, then the debuffs.
- The disarm is applied at the same time as the knockback.
- Enemies are not disabled during the knockback. They can still turn, cast abilities and use items. Channeling abilities are not interrupted.
- Can push units over impassable terrain. Destroys trees enemies come in contact with during the knockback.
- Does not knockback Roshan, but does damage and disarm him.
- The knockback is not a set distance. It pushes every enemy so they are 400 range away from Huskar's cast location. So the minimum knockback distance is -100.
- The knockback duration is always 1, so the speed varies between -100 – 400, depending on the knockback distance.
- With Aghanim's Shard, Inner Fire loses its cast time and backswing, starts slowing enemies, and heals Huskar based on the damage dealt.
- Still interrupts Huskar's channeling abilities upon cast.
- Can be cast while stunned, cycloned, slept, taunted, hidden or during forced movement.
- It still cannot be cast while silenced, hexed or prevented from acting.
- Huskar can no longer ⇧ Shift-queue this ability upon acquiring Aghanim's Shard.
- The disarm modifier is also responsible for the movement speed slow.
- The damage and heal work independently from each other, meaning it always heals for the full amount, regardless of how much damage enemies take.
- Heals for the following amount of health per hero (including illusions and clones, excluding creep-heroes) hit and 10/17/24/31 health per non-hero unit hit.
- 1 Hero Hit: 50/85/120/155 health.
- 2 Heroes Hit: 100/170/240/310 health.
- 3 Heroes Hit: 150/255/360/465 health.
- 4 Heroes Hit: 200/340/480/620 health.
- 5 Heroes Hit: 250/425/600/775 health.
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.
Cast Range: 450
Current Health as Cost: 3%
Duration: 8
Spell Immunity Notes:
Does not pierce spell immunity.
Attempts to damage if debuff was placed before spell immunity.
Modifiers [?]
modifier_huskar_burning_spear_self
Undispellable
modifier_huskar_burning_spear_debuff
Death
modifier_huskar_burning_spear_counter
Death
The Sacred Warrior ignites his weaponry after marking it with his own blood - causing far greater pain than he himself feels.
Notes:
- The 3% current health as cost counts as Health Setting.
- Uses Huskar's 400 attack range when Autocast is active. Manually casting it uses the 450 cast range.
- The cast range can be further increased by other attack range bonuses. However, it is not affected by cast range bonuses.
- Places two debuffs on the target; with each attack, the first debuff gets refreshed, while the second debuff is stacked.
- A number on the first debuff's icon shows the amount of stacks, visible to everyone.
- The stacks' durations are independent from each other. Successive casts do not refresh the duration of previous casts.
- The debuff modifier is only placed once and refreshed with successive casts.
- The debuff deals damage equal to 5/10/15/20 (
9/14/19/24) times the number of stacks, starting 1 second after the debuff is applied.
- The damage is decided by the ability's level upon placing the debuff modifier. Therefore, placing new Burning Spear stacks with a higher ability level on targets with old active stacks still uses the old damage value.
- Both the damage per second increasing and the pure damage
talents immediately update all current active Burning Spear stacks.
- Can deal up to 40/80/120/160 (
72/112/152/192) damage per Burning Spear instance (before reductions).
Ability
Passive
Passive
Affects
Self
Self
Huskar's injuries feed his power, giving increased attack speed, magic resistance and health regen based on missing health. Health regen is a percentage of your strength.
Max Attack Speed Bonus: 160/210/260/310
Max Magic Resistance Bonus: 10%/15%/20%/25%
Max Bonus Health Threshold: 10%
Illusion Notes:
Berserker's Blood is fully functional.
Does not benefit from the bonus magic resistance.
After losing his birthright, Huskar gained a lethality in physical combat that is only heightened as his own blood is spilled.
Notes:
- Huskar's model 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.
- Increases Huskar's total magic resistance to 32.5%/36.25%/40%/43.75%.
- Despite the ability tooltip, the Berserker's Blood regen
talent does not increase the magic resistance bonus.
- Stacks multiplicatively with other sources of magic resistance.
- Despite the ability tooltip, the Berserker's Blood regen
- No bonuses are applied at 100% health and the maximum bonus values are applied when strictly below 10% health.
- The health percentage is checked periodically and the effects adapted instantly.
Huskar draws upon his health to break an enemy's life, leaping at a target 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
Current Health as Cost: 32%/38%/44%
Move Speed Slow: 60%
Max Spell Immunity Duration: 5
Modifiers [?]
modifier_huskar_life_break_charge
Death
modifier_huskar_life_break_slow
modifier_huskar_life_break_taunt
Death
No matter the danger, Huskar thrusts himself into melees that only he can survive.
Notes:
- Huskar leaps at a speed of 1200.
- Applies a basic dispel on Huskar upon cast.
- Launches an invisible projectile on cast, and periodically drags Huskar along with it.
- Upon cast, Huskar receives a hidden 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.
- If Huskar is disabled during the leap or the distance between the target and Huskar becomes greater than 2440 at any time, the leap stops.
- However, the projectile itself does not stop. If re-cast before the projectile reaches the target, Life Break's effects still get applied on Huskar and that target.
- Huskar can use items and abilities during the leap. However, position changing effects (i.e. Blink) cancel it.
- Deals magical damage to the caster and to the target.
- The self-inflicted damage is not lethal, it cannot be used to deny oneself.
- Life Break first applies the damage on the target, then the damage on Huskar, then the slow debuff, and then the taunt debuff.
- With Aghanim's Scepter, Life Break taunts the target, forcing them to attack Huskar.
- Does not silence the target, so active attack modifiers with Autocast on are still applied.
Talents[]
Hero Talents | ||
---|---|---|
Burning Spears Pure Damage | 25 | +20% Life Break Damage |
-3s Life Break Cooldown | 20 | +30% Berserker's Blood Regen |
15% Lifesteal | 15 | +4 Burning Spears DPS |
+2s Life Break Slow Duration | 10 | +1s Inner Fire Duration |
Notes:
- The lifesteal talent stacks additively with other sources of lifesteal.
Recent Changes[]
Main Article: Huskar/Changelogs
Version
Description
- Reduced Berserker's Blood strength as max health regeneration bonus from 20%/40%/60%/80% to 16%/34%/52%/70%.
- Reduced base agility and gain from 13 + 1.6 to 10 + 1.5.
- Increased Inner Fire cooldown from 14/13/12/11 to 17/15/13/11.
Talents:
- Level 15 right talent: +5 Burning Spear damage per second reduced to +4.
- Reduced base strength and gain from 21 + 3.4 to 20 + 3.3.
- Berserker's Blood now also grants up to 10%/15%/20%/25% magic resistance, based on missing health.
Recommended Items[]
Starting items:
- Tango helps Huskar regain lost health from Burning Spear before Berserker's Blood is leveled up.
- Healing Salve also restores health to Huskar.
- Iron Branch gives cheap attributes and builds into Magic Wand later, or Huskar can use it with Tango to get more healing.
Early game:
- Power Treads give Huskar some stats and much needed attack speed.
- Magic Stick can save Huskar from burst damage when he is fighting a very low health
- 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 the enemies do not have abilities that deal damage over time.
- 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.
Mid game:
- Aghanim's Scepter gives Huskar a pseudo-disable, helping him finish off a fleeing hero, or cancel TP/channeling.
- Black King Bar negates Life Break's self damage and most enemy disables, letting Huskar jump into the fray with little risk of dying.
- Heaven's Halberd gives some strength, status resistance, amplifies the health regen from beserker's blood, and provides disarm to halt an attacking enemy carry.
Late game:
- 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 grants much-needed armor, making Huskar much harder to kill alongside Berserker's Blood, and greatly improves his damage output.
Situational items:
- Shadow Blade makes Huskar into a much better ganker. It also gives attack speed for more Burning Spear stacks.
- Heart of Tarrasque 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.
- Mjollnir procs Chain Lightning frequently with the attack speed bonus from Berserker's Blood.
- Monkey King Bar counters enemy evasion with magical damage proc.
- Abyssal Blade 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.
- Hood of Defiance protects Huskar from magical burst damage, as Berserker's Blood no longer does so, and can upgrade to Pipe of Insight to benefit the team.
- Blade Mail gives Huskar an edge against high-damage opponents by turning their damage output against them.
- Solar Crest provides armor reduction to let Huskar focus down targets faster and bonus armor to make him more resilient.
Gameplay[]
Audio[]
History[]
Equipment[]
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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 Dazzle, who is a Shadow Priest (fits in the Native American shaman role).
- Before 6.79, you could use a 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.
Gallery[]
Low Violence model