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Huskar the ultimate sacrifice. A guide by F.E.A.R.

September 10, 2014 by F.E.A.R.0
Comments: 15    |    Views: 123764    |   


Hero Build

DotA2 Hero: Huskar






Huskar the ultimate sacrifice. A guide by F.E.A.R.

F.E.A.R.0
September 10, 2014


Introduction



Hero Introduction
Huskar is unique in being an aggressive strength hero with a regular ranged physical attack, giving him the advantages of a ranged hero and the survivability of a strength hero. Although he is a powerful force at all stages, Huskar is especially dangerous early in the game when his Burning Spears can quickly decimate any foe. Huskar can find his life quickly drained away by this ability, and must be careful to balance harassment and defense. Due to his Berserker's Blood passive, Huskar is at his most deadly when he is injured: as he gets more and more damaged, he gains attack speed and increased magic resistance. Combined with his Inner Vitality healing spell, Berserker's Blood can quickly turn what may have appeared to be a losing situation into a resounding victory. His powerful Life Break ability emphasizes this suicidal fighting style, causing immense magic resistance to Huskar himself. However, while Huskar increases in power the more damage he takes, it is unlikely that his unlucky target can say the same.

Background Story
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.

Pros/Cons

Pros
  • Best harassment skill early
  • Great ganker
  • Good passive
  • Hard to take him out with magic damage
  • Strong healing ability
Cons
  • Burning Spear and Life Break drain his own life
  • Vulnerable to Physical, Pure and HP Removal damage type, Silence, Stun and Disarm
  • Item dependant

Advanced Statistics



21 + 2.415 + 1.418 + 1.5
42-513001.1

  • Affiliation: The Radiant
  • Health: 549
  • Mana: 234
  • Damage: 42 - 51
  • Armor: 1.1
  • Movespeed: 300
  • Attack Range: 400
  • Turn Rate: 0.5
  • Attack Animation: 0.4 / 0.5
  • Casting Animation: 0.3 / 2.4
  • Base Attack Time: 1.6
  • Missile Speed: 1400
  • Sight Range: 1800 / 800


Abilities



Inner Vitality


Inner Vitality Ability Type:

Targeting Type:

Active

Self
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.


Level

1

2

3

4
Mana

170

170

170

170
Cooldown

25 seconds

25 seconds

25 seconds

25 seconds
Casting Range

550

550

550

550
Area of Effect

N/A

N/A

N/A

N/A
Duration

16 seconds

16 seconds

16 seconds

16 seconds
Allowed Targets

Self / Allied unit

Self / Allied unit

Self / Allied unit

Self / Allied unit
Effects

5(30*)% of main attrib + 2 hp regen per sec

10(45*)% of main attrib + 4 hp regen per sec

15(60*)% of main attrib + 6 hp regen per sec

20(75*)% of main attrib + 8 hp regen per sec

Notes:
  • (*) These values are used if the target is below 40% of its maximum hp.
  • The HP percentage is checked every second and the regeneration adjusted accordingly.
  • Over the full duration it will heal 32/64/96/128 health and between 80/160/240/320% to 480/720/960/1200% of their primary attribute.
  • Can be cast on magic immune units.


Burning Spear


Ability Type:

Targeting Type

Damage type
:
Active

Self

Magical (target), HP Removal (self)
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.


Level

1

2

3

4
Mana

Healthcost: 15

Healthcost: 15

Healthcost: 15

Healthcost: 15
Cooldown

0

0

0

0
Casting Range

450

450

450

450
Area of Effect

N/A

N/A

N/A

N/A
Duration

8 seconds

8 seconds

8 seconds

8 seconds
Allowed Targets

Enemy unit

Enemy unit

Enemy unit

Enemy unit
Effects

5 damage per second

10 damage per second

15 damage per second

20 damage per second

Notes:
  • Burning Spear is not a unique attack modifier.
  • Damage type on self is HP removal.
  • Burning Spears stacks additively when used multiple times on one target.
  • Huskar cannot kill himself using this ability.
  • Cannot be dispelled by anything.
  • Deals a total of 40/80/120/160 damage per Burning Spear instance.


Berserker's Blood


Ability Type:

Targeting Type:

Passive

N/A
Huskar's injuries feed his power, giving increased attack speed and magic resistance based on missing health.


Level

1

2

3

4
Mana

N/A

N/A

N/A

N/A
Cooldown

N/A

N/A

N/A

N/A
Casting Range

N/A

N/A

N/A

N/A
Area of Effect

N/A

N/A

N/A

N/A
Duration

N/A

N/A

N/A

N/A
Allowed Targets

Self

Self

Self

Self
Effects

8% IAS and 4% spell resistance per stack

12% IAS and 5% spell resistance per stack

16% IAS and 6% spell resistance per stack

20% IAS and 7% spell resistance per stack

Notes:
  • There will be a special visual effect when Berserker's Blood is giving a large bonus (60% missing health). This also indicates when Inner Vitality gains increased healing.
  • First stack lasts from 100% to 87% of Huskar's maximum HP.
  • Maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum HP, which will provide 112/168/224/280 attack speed and 56%/70%/84%/98% magic resistance.
  • Doom skill will disable this passive.


Life Break


Ability Type:

Targeting Type

Damage type
:
Active

Unit

Magical
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.


Level

1

2

3
Mana

0

0

0
Cooldown

45 (4*)

30 (4*)

15 (4*)
Casting Range

550

550

550
Area of Effect

N/A

N/A

N/A
Duration

5

5

5
Allowed Targets

Enemy unit

Enemy unit

Enemy unit
Effects

Huskar pays 40% of his current hp to cast.

Huskar pays 35% of his current hp to cast.

Huskar pays 30% of his current hp to cast.

Notes:
  • Partially blocked by Magic Immunity. Will block damage but not the slow. Huskar still takes damage.
  • Slow can be purged.
  • Increases damage dealt, reduces cooldown.
  • Scepter cooldown: 4
  • Scepter damage dealt: 65%
  • Life Break cannot be disjointed.
  • Huskar will charge up to his target, becoming magic immune, before doing the effects.
  • Self-inflicted damage to Huskar is Magical damage. Thus, it can be reduced by magic resistance (including the effect from Berserker's Blood), or blocked by magic immunity.

Skill Explanation



Inner Vitality

You can use Inner Vitality on yourself before jumping into a fight to counteract the damage you take. Use Inner Vitality before you use Life Break because Inner Vitality has a fairly long duration.




Burning Spear uses up health, and feed your Berserker's Blood. Remember that Burning Spears will stack on an enemy. Switch it to auto-attack and burn them down! Pick up an early Morbid Mask later Helm of the Dominator and eventually Satanic. You will absorb HP and deal damage with Burning Spear at the same time.




Huskar's Berserker's Blood increases your survivability significantly. At 30% health, and level 4 Berserker's Blood, you have 98% magic resistance, allowing you to keep your HP in place while taking physical attacks if you have lifesteal and decent damage from items. While with Berserker's Blood Huskar is nigh impossible to kill by spell casters, be very cautious of pure damage, physical and HP removal. Dealing with heroes such as Bane, Timbersaw, and Bloodseeker can result in death, as using Life Break in their presence can have dire consequences, since their spells aren't reduced by magic resistance.




Life Break uses up health, and feed your Berserker's Blood. Remember that Life Break can sometimes put you in a bad situation, so be clever when using it. Life Break lowers the target's current HP to 1/2 (1/3 if upgraded), and lets Huskar jump to his target immediately. Consider between chasing a wounded enemy and dealing damage to a tough one.

Skill Build

Level 1: Burning Spear
Level 2: Berserker's Blood
Level 3: Burning Spear
Level 4: Berserker's Blood
Level 5: Burning Spear
Level 6: Life Break
Level 7: Berserker's Blood
Level 8: Burning Spear
Level 9: Berserker's Blood
Level 10: Inner Vitality
Level 11: Life Break
Level 12: Inner Vitality
Level 13: Inner Vitality
Level 14: Inner Vitality
Level 15: Stats
Level 16: Life Break
Level 17 to 25: Stats

Items








  • Heart of Tarrasque is the best item to buy if you need to be more tanky. Not only it provides you with more than 1000 HP and a passive ability to gain health more quickly when you used Life Break or finished a fight.
  • Satanic grants more Strength, more lifesteal and stacks with Burning Spear, making you both durable and able to deal high damage and quickly regenerate after using Life Break.
  • Eye of Skadi increases your stats, gives you more durability and tankiness and stacks with both lifesteal and Burning Spear.




Lanes and Playing Huskar

Middle Lane and ganking

Huskar is a very strong midder. Burning Spear is a great spell to harass the enemy in the middle lane. Heroes such as Pudge, Mirana and Shadow Fiend won't do much to you with their spells since you got magic resistance. Heroes who drain mana are not a problem to you, even if you're facing Outworld Devourer mid, his Astral Imprisonment won't bother you cause your abilities don't require mana, except Inner Vitality which you don't need it till level 10. You should start ganking when you reach level 6 or 7. I my self prefer level 7 to max your Burning Spear and Berserker's Blood to level 3 and then start ganking. When starting to gank be careful when are you going yo use Life Break, cause like I said it can put you in a bat situation and maybe even death. So try to look around the situation and decide. You will need to activate Burning Spear and so that will it Auto-Cast them and which will stack multiple times and will lead to enemy death.

Bot and Top Lane

If you're going top or bot lane, you will mostly need a healer support and one who can keep you safe from dying since you're spells drain your own life. Necrophos and Dazzle are great supporters to you. Necrophos with Death Pulse can heal you whenever you run on low Hp and his Heartstopper Aura (if leveled up) can cause the enemies to lose Hp and will secure for an easier kill. Dazzle also can heal you with Shadow Wave when you your Hp drops and can save you from enemy kills with Shallow Grave, and can also buff your armor with Weave and you will be hard to take down.

Playing Huskar

You should mostly pick Huskar if an enemy team has a Zeus, Sand King or Phoenix. When starting go mid lane or side lane with a healer support. Pick up a Tango and Healing Salve, to heal from harassment and to heal from Burning Spears since it costs Hp. You have to buy 2 Gauntlets of Strength for the creation of Urn of Shadows. While in lane you should harass the enemy with Burning Spear and morel likely you can get a kill. Till the 8-10 minute you should have made Power Treads and Urn of Shadows. Since you're item dependant, you have to farm up a Helm of the Dominator, after it an Armlet of Mordiggian. This is from the 15 to the 20 min. Please know that do not Initiate first like a suiciding bomber, the chances for you are more to die than to survive. Having someone like Slardar on your team will be great. Let him initiate first, so you can jump after him. Before you start to fight turn on Burning Spear, Armlet of Mordiggian and Inner Vitality. So when you jump with Life Break, Inner Vitality will counteract the damage you take. When you're running really low on Hp turn-off Burning Spear, so that you may heal instantly from Helm of the Dominator and Inner Vitality. You will have an insane life regeneration. Black King Bar is not a core item anymore, thanks to the magic resistance. Buying Black King Bar is very situational and depends against which heroes you're playing. Buy the time you made kills and farm to, your next item should be Daedalus or Monkey King Bar if the enemy team has evasion. You can get both items. Buying Satanic or Heart of Tarrasque will greatly increase your survivability and decrease the chances of dying in fights. Aghanim's Scepter greatly increases the damage dealt from Life Break and also decreases cooldown. Be sure that this is a situational item, and you must buy it against heroes like Bristleback, Centaur Warrunner , Timbersaw to break their life, because it's an anti-tank spell. Be sure that a fed Huskar can kill Timbersaw so you have now worries. You should've won by now.

Allies and Enemies

Allies


Allies are those who can keep you safe and healed in your lane and sustain longer. Your spells require health except Inner Vitality, these heroes are very much of help.


Death Pulse will heal you in lane whenever you Hp drops. Death Pulse:
Shadow Wave also heals when your Hp is low. Shadow Wave:
  • Shadow Weave will heal you for 80/100/120/140.
Shallow Grave will keep you from any kind of death, including ulties such as like: Reaper's Scythe, Rupture, etc. Weave can decrease enemies armor so it will be easier to kill them or it can buff your armor, so you can be harder to kill. Weave:
  • Weave level 1. Armor reduced 0.75 for 24 seconds or 0.75 buff to you and your allies for 24 seconds. Total armor reduce/buff 18.
  • Weave level 2. Armor reduced 1 for 24 seconds or 1 buff to you and your allies for 24 seconds. Total armor reduce/buff 24.
  • Weave level 3. Armor reduced 1.25 for 24 seconds or 1.25 buff to you and your allies for 24 seconds. Total armor reduce/buff 30.
- Upgraded by Aghanim's Scepter:
  • Weave level 1. Armor reduced 1 for 24 seconds or 1 buff to you and your allies for 24 seconds. Total armor reduce/buff 24.
  • Weave level 2. Armor reduced 1.25 for 24 seconds or 1.25 buff to you and your allies for 24 seconds. Total armor reduce/buff 30.
  • Weave level 3. Armor reduced 1.5 for 24 seconds or 1.5 buff to you and your allies for 24 seconds. Total armor reduce/buff 36.


Living Armor will heal you and keep you from enemy harm, can also save you from death. Treant Protector can use Overgrowth to save you and others or catch the enemy, this also goes through magic immunity. Nature's Guise will let you escape from enemies as long as you're near trees or initiate.

Enemies

Your enemies are the ones who do pure damage, Hp removal, silence and disable you.

Timbersaw's spells do pure damage to you and you don't have enough to go up against him if there is a sleight chance of killing him. Yes there is chance of killing him if you have items and an Aghanim's Scepter. Why Aghanim's Scepter? Cause your Life Break is an anti-tank spell. It's commonly known that Timbersaw will buy Bloodstone and Heart of Tarrasque, and buying Aghanim's Scepter won't be a wrong decision. You will deal 65% damage to him and you will take 30% damage. And of course it will have a 4 seconds cooldown which means if one Life Break wasn't enough, another will do the job.


Bane your pure damage and Hp removal enemy. Your chance of killing him is only 1 vs 1. You're more deadlier in 1 vs 1 than him. Be sure not to cast Life Break before he uses Brain Sap. Cause if you use Life Break you will take self damage and he will also take 300 health from you and heal him self for that amount. Bane is more terrifying in team fights to you, than 1 vs 1. You will use Black King Bar in fights, but his Fiend's Grip goes through magic immunity, which will make you vulnerable even with Black King Bar activated the others will jump in and kill you. Bane's ultimate Fiend's Grip deals magic damage which is not a big harm, only the disable:
  • Fiend's Grip Damage per Second: 100/155/215 for 5 seconds. Total damage 500/775/1075.
- Upgraded by Aghanim's Scepter:
  • Fiend's Grip Damage per Second: 155/215/270 for 7 seconds. Total damage 1085/1505/ 1890.
He won't deal the total damage to you since you got magic resistance.

  • Doom Bringer

Doom Bringer is deadly both 1 vs 1 and in team fights to you. Doom Bringer's Doom disables you and silences also disables Berserker's Blood which will not give you any magic resistance and attack speed. Doom:
  • Doom Damage Per Second: 30/50/70 for 15 seconds. Total damage 450/750/1050.
- Upgraded by Aghanim's Scepter:
  • Doom Damage Per Second: 50/80/110 for 16 seconds. Total damage 800/1280/1760.
This will render you useless in his wake and will lead you to death. The chance of killing Doom Bringer 1 vs 1 is if he used Doom before.


Necrophos maybe is one of your greatest supporters but, he's also your enemy to. You can kill him 1 vs 1, cause you're more terrifying than him. But in team fights he is more scarier than you. His Heartstopper Aura is a Hp removal and it's bad news for you. Heartstopper Aura:
  • Heartstopper Aura Max Health Lost Per Second: 0.6%/0.9%/1.2%/1.5% of your current Hp within 1000 radius.
Death Pulse deals magic damage and won't cause you that much problem. Even if Reaper's Scythe deals magic damage, in a way you should be afraid of it. Why? You will know right now. Reaper's Scythe: - Upgraded by Aghanim's Scepter: To survive this your hp must be higher that this written here. Cause of your magic resistance, Reaper's Scythe won't do much damage to you, unlike other heroes who base magic resistance is 25%, you will survive this killing ultimate without problem.

Killing Silencer 1 vs 1 to you is not a problem. While he is a problem in team fights to you cause of his silence, Curse of the Silent and Last Word deal magic damage to you and won't that much of a threat, except the silence and disarm from Last Word. Glaives of Wisdom is the only spell who does pure damage and this is the bad thing for you. Global Silence which is pretty much annoying as it is. The silence will keep you out from casting spells and you will be useless. Global Silence: - Upgraded by Aghanim's Scepter:
  • Global Silence level 1. Silences for 5 seconds. With Curse of the Silent applied it will deal 120/210/300/390 damage and drain 48/96/144/192 mana.
  • Global Silence level 2. Silences for 6 seconds. With Curse of the Silent applied it will deal 120/210/300/390 damage and drain 48/96/144/192 mana.
  • Global Silence level 3. Silences for 7 seconds. With Curse of the Silent applied it will deal 120/210/300/390 damage and drain 48/96/144/192 mana.
The damage from Curse of the Silent won't be a threat, but the problem is the silence, Mana and Hp drain.


Axe is a really threat in team fights, but not in 1 vs 1. His Counter Helix deals so much damage and it's a physical damage type so it's kinda bad for you. Counter Helix: If Axe has an Assault Cuirass than the damage of Counter Helix will do approximately between 250-270 damage cause of the -armor.
Axe's Culling Blade deals magic damage, but can kill you with one hit below the kill threshold. Culling Blade:
  • Kill Threshold: 250/350/450
  • Damage: 150/250/300
- Upgraded by Aghanim's Scepter:
  • Kill Threshold: 300/450/625
  • Damage: 150/250/300
  • Cooldown 6 seconds


The thing that bothers you the most from Bloodseeker is his ultiamte Rupture and it's a Hp removal spell. Rupture:
  • Initial damage: 150/250/350
  • Distance moved damage: 20%/40%/60%
If he uses Rupture there is no other choice than to stand still and fight him or unless you want to run and die.

Best versus

Zeus, Sand King, Clockwerk, Lich, Pugna, Phoenix can't do anything with their spells, since all of them deal magical damage, except Sun Ray which is pure. Your a counter to Ember Spirit and Templar Assassin due to the fact that you can break their magic shield absorbation thanks to Burning Spear and Life Break and deal huge amount of damage at the same time.


You counter Bristleback do to your spells, mostly Life Break. Many reasons why Husakr loses so much in pub to Bristleback, is not getting the proper items and maybe even jumping in with Life Break and suiciding. It's always a must to get Aghanim's Scepter against him. The only thing that will bother you is his Quill Spray who deals physical damage, cause your at such low armor. Getting Assault Cuirass will solve the problem.

Guide Update

September 10.09.2014

July 27.07.2014
  • Updated Advanced Statistics and Abilities.
June 07.06.2014 February 07.02.2014 February 05.02.2014
  • Added Butterfly to the purchase order.
  • Made some changes.
February 04.02.2014
  • Changes in Allies and Enemies.
  • Added Desolator to the purchase order.
February 02.02.2014
  • Guide Created.

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