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: | |
Adjectives: | Fiery, NicePecs, Undead, Nose Legs ( 2 )
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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
Damage: 120/180/240/300
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.
Not even Huskar's own flesh can contain the unending expansion of his life force.
- Inner Fire first applies the damage, then the debuffs.
- The disarm and movement speed slow are 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 until they reach 400 distance from the cast location.
- The knockback duration is always 1, so the speed varies between 1 and 400, depending on the knockback distance.
- Inner Fire now applies a movement speed slow and heal.
- The disarm modifier is also responsible for the movement speed slow.
- Always heals for the full amount per instance, regardless of how much damage the target(s) takes.
- Treats illusions and clones as heroes, and creep-heroes as creeps.
- Heals Huskar for 12/18/24/30 health per creep hit and for the following values per hit hero:
- LEVEL 160/120/180/240/300 health.
- LEVEL 290/180/270/360/450 health.
- LEVEL 3120/240/360/480/600 health.
- LEVEL 4150/300/450/600/750 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.
Duration: 9
Modifiers [?]
modifier_huskar_burning_spear_self
Undispellable
modifier_huskar_burning_spear_debuff
Death
modifier_huskar_burning_spear_counter
Death
Uses the caster's current attack range when Autocast.
Manually casting it uses the cast range.
Manually casting it uses the cast range.
The Sacred Warrior ignites his weaponry after marking it with his own blood - causing far greater pain than he himself feels.
- The 3% current health as cost counts as setting health.
- Current health as cost is non-lethal. Therefore, this ability can be cast even with 1 health.
- Burning Spear's cast range can only be further increased by attack range bonuses of the same range as the caster. However, it is not affected by cast range bonuses.
- Uses Huskar's Lua error in Module:Show at line 24: attempt to index field '?' (a nil value). attack range when Autocast is active. Manually casting it uses the 450 cast range.
- 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 number of stacks, visible to everyone.
- The stacks' durations are independent of 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 1 second after it is applied, and can be defined as:
- 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 uses the old damage value.
- Can deal up to 45/90/135/180 ( 81/126/171/216) damage per Burning Spear instance (before reductions).
- TALENTBoth the damage per second increasing and the pure damage talents immediately update all current active Burning Spear stacks.
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%
After losing his birthright, Huskar gained a lethality in physical combat that is only heightened as his own blood is spilled.
- 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 not showing enough decimals, each missing point of health grants bonuses.
- The bonuses grow exponentially, ramping up faster the lower his max health is.
- The benefits ramp up to approximately 50% of the ability values at 40% max health and 75% of the ability values at 25% max health.
- Stacks multiplicatively with other magic resistance sources.
- Increases Huskar's magic resistance up to 32.5%/36.25%/40%/43.75% at 10% max health.
- While leaping during Life Break, it can further increases the magic resistance 66%/68%/70%/72%.
- No bonuses are applied at 100% max health and the maximum bonus values are applied when strictly below 10% max health.
- The health percentage is checked periodically and the effects are 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 slow both their movement and attack speed. While leaping, Huskar is Debuff Immune and has 50% increases magic resistance.
Move Speed Slow: 60%
Attack Speed Slow: 60/100/140
Current Health as Damage: 32%/38%/44%
Magic Resistance Bonus: 50%
Max Debuff 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.
- Launches an invisible projectile and periodically drags Huskar along with it at a speed of 1200 upon cast.
- Applies a basic dispel on Huskar upon cast.
- Huskar receives a hidden charge buff, which lasts for 5 seconds or until reaching the target, whichever is shorter.
- This modifier grants Huskar debuff immunity, magic resistance bonus, 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.
- Stacks multiplicatively with other magic resistance sources (e.g. Berserker's Blood).
- Increases Huskar's magic resistance up to 62.5% while leaping.
- With the magic resistance bonus from this source, every 10 points of intelligence further increases the total magic resistance by 0.5%. [?]
- Huskar does not need to turn in order to cast targeted abilities or items during the leap.
- However, the following effects are able to stop the leap:
- When Huskar is disabled during the leap.
- Position change effects (e.g. Blink) or affected by other forced movement sources.
- When the distance between the target and Huskar becomes greater than 2440 at any time during the leap.
- However, the projectile itself does not stop. If re-cast before the projectile reaches the target, Life Break's effects are still applied on Huskar and that target.
- However, the following effects are able to stop the leap:
- The following effects are applied on the target and Huskar upon Life Break connecting:
- Life Break first applies the damage on the target, the damage on Huskar, the movement speed slow debuff, then the taunt debuff.
- Deals magical damage to both Huskar and the target based on their current health.
- Since the magic resistance bonus is only granted while leaping, the current health as self-damage value is not affected by Life Break's own magic resistance bonus.
- The self-damage is not lethal, it cannot be used to deny oneself.
- Huskar is then given an attack order on the target, regardless of auto-attack settings.
- Life Break now taunts the target upon cast, forcing them to attack Huskar.
- Does not silence the target, so active attack modifiers with Autocast on are still applied.
- Has the same taunt priority as Berserker's Call, Little Friends and Winter's Curse, but lower than Duel.
- Since the ability upgrade is determined if Huskar has Aghanim's Scepter equipped, the taunt is applied if Huskar has the item equipped while being dragged by Life Break's projectile.
- Deals 53.76%/61.56%/68.64% of current health as self-damage. Huskar ends at the secondary target's location.
Talents[]
Hero Talents | ||
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Burning Spears Pure Damage | 25 | +20% Life Break Damage |
-5s Life Break Cooldown | 20 | +25% Berserker's Blood Regen |
15% Lifesteal | 15 | +4 Burning Spears DPS |
+2s Life Break Slow Duration | 10 | +0.75s Inner Fire Duration |
Notes:
- Stacks additively with other lifesteal sources.
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Increased Burning Spear duration from 8 to 9.
- Life Break now applies a 60/100/140 attack speed slow on the affected target for its duration.
</div> </div>
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.
- Magic Stick can save Huskar from burst damage when he is fighting a very low health.
Early game:
- Power Treads give Huskar some stats and much needed attack speed.
- 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:
- 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 Berserker's blood, and provides disarm to halt an attacking enemy carry.
- Shadow Blade makes Huskar into a much better ganker. It also gives attack speed for more Burning Spear stacks.
- Bloodthorn will give Huskar bonus attack damage, attack speed, bonus intelligence, bonus health regeneration, bonus mana regeneration and bonus magic resistance. And it will also allow him to silence an enemy hero on which he intends to use Life Break, to have every of his attacks have true strike on the affected target, and to weaken spell damage of the enemy heroes he attacks.
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.
- Aghanim's Scepter will give Huskar's Life Break extra cast range and will also allow it to taunt enemy hero affected by it, forcing him/her to attack Huskar.
- Aghanim's Shard will reduce the cooldown of Huskar's Inner Fire allowing Huskar to use it more often, slow enemy movement speed and to heal him whenever it damages enemy hero.
- Silver Edge will give Huskar bonus attack damage, attack speed and the ability to escape while also allowing him to prepare a surprise attack with Life Break and disable passive abilities of enemy heroes. Huskar's Burning Spear will also be able to apply a break on a hero it hits.
Situational items:
- Daedalus will give Huskar great amount of attack damage and will also give his attacks chances to inflict critical strikes, which will proc very often thanks to the attack speed from the Berserker's Blood
- Heart of Tarrasque allows Huskar to keep Unholy Strength active indefinitely and it gives enough health to allow Huskar to be at a low enough percentage to increase stacks from Berserker's Blood but not low enough to be burst down.
- Mjollnir will give Huskar great amount of attack speed and good damage, along with the ability to have his attacks bounce between targets, damaging them. And the Chain Lightning will trigger frequently thanks to the attack speed bonus from Huskar's Berserker's Blood.
- Monkey King Bar will give Huskar bonus attack damage and attack speed, and it will also allow Huskar's attacks to counter enemy evasion and pierce through armor.
- Revenant's Brooch will give Huskar bonus attack speed, bonus armor, bonus intelligence, true strike every 9 seconds and will also increase the attack projectile speed of Huskar's Burning Spears. Revenant's Brooch's active ability will also allow Huskar to have his next five attacks have true strike, deal magical damage that can also weaken enemy heroes's magical resistance by 20% for 3 seconds, making them more vulnerable to Inner Fire's, Burning Spear's and Life Break's magical damage output, and will also allow Huskar to attack ethereal units with Burning Spears.
- 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.
- Blade Mail gives Huskar an edge against high-damage opponents by turning their damage output against them. Blade Mail can be combined with Aghanim's Scepter upgraded Life Break that can cause enemies to carelessly kill themselves by attacking Huskar, similarly to Axe's initiations with Blink Dagger, Berserker's Call and Blade Mail.
- Solar Crest provides armor reduction to let Huskar focus down targets faster and bonus armor to make him more resilient.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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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