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Heroes/Huskar
Huskar
StrengthRanged

Huskar

CarryDurableInitiator

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. <br><br>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.

Base STR

23 +3.3

Base AGI

10 +1.5

Base INT

18 +1.5

Move Speed

295

Attack Range

400

Base Armor

1

Attack DMG

21–26

Projectile

1400

Blood Magic

Blood Magic

PassiveInnate

Huskar does not have mana. Mana costs of items are converted into health costs.<br/><br/>Huskar's Health Costs are Magical Damage and can be reduced by Magic Resist.

Inner Fire

Inner Fire

No Target

Cooldown

17 / 15 / 13 / 11s

In a fiery rage, knocks all nearby enemies away from you to a fixed distance, dealing damage and silencing them.

HEALTH COST:

75 / 100 / 125 / 150

DAMAGE:

105 / 170 / 235 / 300

RADIUS:

500

DURATION:

1.5 / 2 / 2.5 / 3

KNOCKBACK TO:

400

MOVEMENT SLOW:

0%

HERO DAMAGE AS HEAL:

0%

NON-HERO DAMAGE AS HEAL:

0%

Not even Huskar's own flesh can contain the unending expansion of his life force.

Burning Spear

Burning Spear

Unit Target

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.

CURRENT HEALTH COST:

4%

MAX HEALTH COST:

0%

BURN DAMAGE:

5 / 10 / 15 / 20

MAX HEALTH BURN:

0%

DURATION:

9

  • ·Burning Spear stacks additively when used multiple times on one target. There is no cap.
  • ·Huskar cannot kill himself with this skill.
  • ·Incendiary does not deal extra Max Health Burn Damage to Roshan.

The Sacred Warrior ignites his weaponry after marking it with his own blood - causing far greater pain than he himself feels.

Berserker's Blood

Berserker's Blood

Passive

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:

170 / 220 / 270 / 320

MAX STR REGEN:

25 / 40 / 55 / 70%

MAX MAGIC RESIST:

15 / 20 / 25 / 30%

HP FOR MAX BONUS:

10%

CURRENT HP COST:

0%

COOLDOWN:

0

CAUTERIZE DELAY:

0

MAX HP HEAL PER DEBUFF:

0%

  • ·Bonuses are provided linearly, no bonus at Full HP and full bonus at strictly less than hp_threshold_max HP.

After losing his birthright, Huskar gained a lethality in physical combat that is only heightened as his own blood is spilled.

Life Break

Life Break

Unit Target

Cooldown

16 / 14 / 12s

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 60%% increased magic resistance. DISPEL TYPE: Basic Dispel

DAMAGE DEALT:

32 / 38 / 44%

DAMAGE TAKEN:

32 / 38 / 44%

MOVEMENT SLOW:

-60%

ATTACK SPEED SLOW:

60 / 100 / 140

SLOW DURATION:

3 / 4 / 5

TAUNT DURATION:

0

CAST RANGE BONUS:

0

SPLASH RADIUS:

0

HEAL RADIUS:

0

  • ·If Huskar is disabled during the charge or the target moves more than 1400 units in 0.015 seconds, the charge stops.
  • ·Slow works on Spell Immune units.
  • ·Life Break cannot be disjointed.

No matter the danger, Huskar thrusts himself into melees that only he can survive.