OverviewNAME: Husk AbilitiesRSL_AoE_EnemyMaxHp Obtain fromAncient Shard Blessings RecommendationCruelty (Debuffer) |
Grinding★✰✰✰✰ Campaign Dungeons★★★★✰ Minotaur Potion★★★✰✰ Arcane Keep Doom Tower★★★✰✰ Floors |
Husk Skills
Burning Iron
Attacks 1 enemy 2 times. Has a 20% chance of placing a [Provoke] debuff for 1 turn.
Level 2: Damage +5%
Level 3: Buff/Debuff Chance +5%
Level 4: Buff/Debuff Chance +5%
Level 5: Damage +5%
Level 6: Buff/Debuff Chance +10%
Damage Multiplier: 2.8 ATK
Despair (Cooldown: 5 turns)
Attacks all enemies. Has a 35% chance of placing a [Stun] debuff for 1 turn.
Level 2: Damage +5%
Level 3: Buff/Debuff Chance +5%
Level 4: Buff/Debuff Chance +10%
Level 5: Buff/Debuff Chance +10%
Level 6: Cooldown -1
Damage Multiplier: 0.1 Enemy MAX HP
Retaliate (Cooldown: 4 turns)
Attacks 1 enemy. Damage increases according to this Champion’s current HP.
Level 2: Damage +10%
Level 3: Damage +10%
Level 4: Cooldown -1
Damage Multiplier: 0.33 HP
Aura
Increases Ally HP in the Arena by 30%.
Husk Build Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars | |
Recommended ArtifactsPvE: Bloodthirst, Lifesteal |
Stats AllocationWeapon (ATK) |
Stats PriorityHP Nuker & Debuffer: HP%, C.RATE, C.DMG, SPD, ACC |
Husk Mastery Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars
Offense
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Defense
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Husk Champion Lore
Among necromancers there is no greater art than that of Husk construction. To craft the perfect warrior from the bodies of the dead requires a skillful eye and a delicate touch. Not just any corpse will do. To craft an effective Husk, one must scour a recent battlefield and select only the choicest parts from the newly-slain. The arm of a swordsman, the legs of a shield-bearer, the skull of a general… disparate pieces combined into a merciless whole.
But finding the right pieces is only the first step in a grueling process. The body must be assembled according to certain rites and stitched together with thread woven from the hair of a hanged man. Armor and weaponry scavenged from barrows and tombs is then attached to the body by means of sutures and hooks.
The most difficult part is saved for last. The wretched she” must be imbued with Undeath. There are many possible methods of accomplishing this unholy deed. A necromancer can employ the vital forces of the natural world, often in the form of lightning, to fill the Husk with motive power. They draw these forces into the carcass using forbidden technologies or taboo rituals, and then trap them within the Husk. Or they can use a variety of elixir of restoration made from the blood of Demonspawn or Skinwalkers, combined with various alchemical tinctures, to infuse the monstrosity with something resembling life.
The most common method, however, involves trapping the souls of slain warriors and magically fusing them into a cohesive, if not entirely stable, essence. This is also the most dangerous way of accomplishing the empowering of a Husk. If the magics binding them falter for even a moment, the fused souls will attempt to rip themselves apart, inevitably leading to the destruction of the Husk, or worse. Such an occurrence often results in the tormented Husk running amok, slaying its creator, and going on a rampage until it is destroyed.
While the majority of Husks exist only for a short period of time due to being composed largely of rotting bodies, some persist for years, grotesquely outlasting even the putrefaction of their own flesh. One such Husk was the creature known as the Butcher. Crafted from the remnants of a skirmish between a band of Orcs and Kaerok soldiery by an ambitious necromancer, the Butcher was sent to slaughter more warriors in order to assemble a stockpile of fresh parts for its master to experiment with. In the weeks that followed, it slew dozens of foes; Orc champions, knights of Kaerok, and servants of the Sacred Order, who were actively hunting for the Husk’s creator. It took pieces from each person it killed, using the gory trophies to repair itself.
The necromancer hoped to create an army of Husks, of which the Butcher was but the first. But the souls that empowered the Butcher grew more fractious with every battle, and it became less and less responsive to its creator’s commands, though the latter paid little attention to this, being more concerned with creating more Husks. Finally, there came a day when the Butcher turned on the necromancer, tearing him asunder with its bare hands and destroying his lair in an orgy of bloody violence. Those who’d been hunting it and its master assumed that it had perished with its creator.
But it is said by some that the Butcher continues to roam the battlefields of Kaerok and the surrounding kingdoms, mindlessly continuing its collection of body parts in order to keep itself functioning.
Husk Updates
Husk Videos
ASH: Most Underrated Champ: What Husk Can Do!
StewGaming: Husk Is Good! Lvl 60 Gameplay. Review Guide Masteries!
Awesome thank you
I figured he was a good fit for both
@fergyjr420: I have added Husk’s rating for Sand Devil and Phantom Shogun.
Where’s the rating for sand devil & shogun?
talk about a hidden gem. this guy is perfect for hydra. easily 20m damage on higher difficulties. also he is pretty good to keep the cleansing head at bay with his provoke on a1.
he MVP for Hydra, AOE enemy Max HP and HP based
A few comments have said this guy is similar to Royal Guard, and I thought I’ll weigh in. While their A2s are similar, the whole package is very important for both characters.
Royal Guard was incredibly squishy when I built him and even in videos that are promoting Royal Guard putting a HP chest on him to help get him beefier is recommended. Royal Guard is excellent with some battles like Fire Knight where his multi-hit a3 and a1, and his decrease speed debuff and tm reduction are very useful. Some battles really bring out his squishiness, like spider and doom tower waves.
Husk is similar, but probably most useful where Royal Guard has the most issues. Because Husk is HP based, he is ideal for getting an occasional hit from a boss or a bunch of spiders once in a while. He also has some strong crowd control in his kit, not just slowing and tm reduction, but a solid stun and provoke abilities. I think he is perfect for waves, and many of the newer bosses in doom tower, as well as spider in the classic dungeons where he can take take a hit if needed and will stun little spiders to reduce damage.
So, similarly awesome HP% attack on hi A2, like Royal Guard, but much more resilient and strong crowd control abilities that are useful outside bossfights too. Husk is similar to Royal Guard, but I don’t think either is a replacement for the other. Husk is much easier to keep alive and is able to take on some tough fights with strong AOE damage that would warrant build adjustments to Royal Guard.
dude my athelis at 30k+ power you obviously haven’t built yours correctly.
i think husk is under rated in clan boss,
mine is with:
full resilience set attack/def%/hp and hp/critical damage in his ring and amulet, lvl 50 asc 5 full T1 masteries, 17,5k power
do more damage then my Athel 60 Asc 6 with:
lifesteal and perception set crit rate/atk%/atk% atk/critical damage, full skills 21,5k power
i has using frozen banshee, husk, athel, high khatun and pain keeper.
Am I the only one who thinks Flawless execution might be better here instead of Warmaster?
I’m aiming for 250%+ crit damage for his A3, combined with some def down/weaken it can chunk bosses pretty well.
On regular mobs Warmaster won’t do that much damage as A3 is a 4-turn cooldown
On bosses you have other champs for straight up damage to rely on
Whereas the extra CDMG% will help hit mobs hard with A1 and A2 AND turn the 0.1 enemy max hp into 0.25/0.3, more with debuffs
New Raid player, just have to say your site is incredible!
Thanks for all the hard work, I’ll be sending friends here for sure
His A3 actually scales very well with his HP. It’s 033 x current HP, which is quite strong considering you can bring him to 90k HP if you want to. (Higher base HP than Miscreated Monster)
His A2 is basically the same as for Royal Guard.
0.1 x Enemy Max HP (RG has slightly more due to his Atk adding to the total dmg, but not much)
The 60% chance to stun is something I consider very valuable, so I’m undecided whether to go Accuracy (+ TM boost on expiring debuffs) OR rather for the Leech on stunned enemies..
Could be helpful in Dragon, no?
Mine is currently lvl 50 and I’m farming Masteries.. 220% Crit dmg, 100% crit rate done.. could be 27% higher with 6-star gear, but we don’t want to be greedy here..
@CM_ango: I have updated Husk A3 skill based on your input!
@Timotres: I have updated Husk A3 skill description. For the damage scaling, it is appended after the skill name with either [ATK], [HP], [DEF] or [ENEMY MAX HP]. This makes it easier to see glance through the skill data.
His A2 and A3 texts changed, it says now:
A2
“Attacks all enemies. Has a 35% chance of placing a [Stun] debuff for 1 turn. Damage inflicted is proportional to enemy MAX HP.”
Damaged based on: [Enemy MAX HP]
A3
“Attacks 1 enemy. Damage increases according to this Champion´s current HP.”
Damaged based on: [HP]
Hope this helps 🙂
There are some info missing since his A2 is written that the damage is porpotional to the enemy’s max HP and the damage of his A3 will increase depending on the champion’s HP. Knowing that, he does seem good for CB.
I’d rather go ACC build for Husk. His A2 needs to land stun for crowd control in Dungeons and on arena. Very useful champion. Easy to build him staying alive and doing damage+CC. Also he’s very important in Faction wars
Ayumilove does a great job which is why we all come here in the first place. Some of the ratings are based on theory. Some are based on actual play. If you have a suggestion, Ayumilove usually incorporates it when appropriate. I appreciate the work he or she does.
@ShalokShalom you can possibly start a website, gather all Raid champions and evaluate them in a proper way, including mastery trees based on a deep understanding of each champion’s abilities. Then post the link.
In the meantime, better give some constructive advice. Thanks.
You know that Husk is supposed to be used like a Royal guard?
You do masteries always with a complete lackluster of understandment how the character is meant
Sorry, that is horrible
Husks A1 and A3 are pretty useless, but I don’t have a royal guard yet. I use him and a Pain keeper both in full speed set and the amount of dmg their speed plus CD reduction does is insane on Clan boss.
I agree Husk’s CB Rating should be increased. Probably not a 5*, but definitely a 4*.
I normally don’t agree with in-game ratings but for this character I do, his A2 on the clan boss does insane damage, mines only lvl 40 with 4 star gear and he hits 100k on his A2 skill, I don’t think this author tried the A2 skill on clan boss.
Husk is way under rated. I use him at level 5 to get me thru all Magic dungeon stages. His A2 is similar damage to CH or Royal Guard, and also has a Stun debuff. He should definitely be up in, at least good, if not excellent. Very useful champion.