DotA2 Huskar (Sacred Warrior): 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.
Huskar Overview
Faction: The Radiant
Primary Attribute: Strength
Attack Type: Ranged
Role(s): Carry, Ganker, Initiator, Durable
Huskar Stats
STR: 81 at 25 (21 + 2.4/level)
AGI: 50 at 25 (15 + 1.4/level)
INT: 55.5 at 25 (18 + 1.5/level)
Health: 1955 at 25
Mana: 962 at 25
Damage: 39 – 48
Range: 400
Armor: 1.8
Movement: 300
Huskar Skills
Inner Vitality (Active) Targetting Method: Unit | Allowed Targets: Self/Allied Units Unlocks the regenerative power of a friendly unit, with healing based upon its primary attribute. If the target is below 40% it will heal faster. Lasts 16 seconds. |
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Cast Range: 800 Duration: 16 Health Regeneration: 10 Bonus Heal Amount: 5% / 10% / 15% / 20% of main attribute Bonus Heal Amount Below 40% HP: 20 / 40 / 60 / 80% of main attribute Mana Cost: 170 Cooldown Time: 22 / 18 / 14 / 10 Notes
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Burning Spear (Active) Targetting Method: Unit | Allowed Targets: Enemy Units 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 8 seconds. |
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Duration: 8 Cast Range: 450 Damage Per Second: 5 / 10 / 15 / 20 Health Cost: 15 Notes
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Berserker’s Blood (Passive) Targetting Method: None | Allowed Targets: Self Huskar’s injuries feed his power, giving increased attack speed and magic resistance based on missing health. |
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Increase Attack Speed: 14 / 16 / 18 / 20 Bonus Magic Resistance: 4% / 5% / 6% / 7% Notes
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Counter Helix (Active) Targetting Method: Unit | Allowed Targets: Enemy units 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. |
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Cast Range: 550 Slow: 40%/50%/60% Slow Duration: 4/5/6 Damage: 35% (65%*) of target’s current HP Self Damage: 35% of Huskar’s current HP Cooldown Time: 12(4*) Notes
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Huskar Skill Build Guide
- Burning Spear (1)
- Berserker’s Blood (1)
- Burning Spear (2)
- Berserker’s Blood (2)
- Burning Spear (3)
- Life Break (1)
- Burning Spear (MAX)
- Berserker’s Blood (3)
- Berserker’s Blood (MAX)
- Inner Vitality (1)
- Life Break (2)
- Inner Vitality (2)
- Inner Vitality (3)
- Inner Vitality (MAX)
- Stats (1)
- Life Break (MAX)
- Stats (MAX)