Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

Huskar by FangzofFuzzy

0 Votes
Rating Pending

Huskar

By: FangzofFuzzy
Last Updated: Aug 3, 2019
Quick Share

Huskar

Rework

"Ah, the potential for sacrifice is great!"

Design

I want to redesign some of Huskar’s abilities for several reasons. First off to contrast Tiny, I want to create a hero with 0 Intelligence and 0 Intelligence gain, and he’s the perfect candidate for it with all his health costs. Don’t think of this as labelling him as an idiot, although a lot of Huskar players would make a strong case for it, think of this more as him losing any spiritual power he had after transcending the Nothl Realm.

On individual abilities specifically, Burning Spear could definitely feel much more sacrificial. Berserker’s Blood is fine but will then need to be able to keep up with this added danger to further encourage aggressive moves. Life Break serves its purpose and could just be made more unique. Meanwhile, Inner Fire feels out of place thematically and mechanically so, will be made into a new ability with a similar philosophy as the rest of his revamped spells.

As a disclaimer, this rework is primarily conceptual as laid out above and less about overall balance. Here is the current Huskar for reference, and any unmentioned numbers are assumed to remain the same.

Strength: 25 + 4.0
Agility: 15 + 2.0
Intelligence: 0 + 0

Primary Abilities

Combustion
Unleash his inner fire in a line, dealing damage equal to his health lost in the last 2 seconds.

Enemies hit will also be muted.

Ability: Target Point
Cooldown: 30, 25, 20, 15
Range: 600
Radius: 300
Damage: Magical
Duration: 2, 3, 4, 5

Dazzle and the elders were met with fierce embers when they denied Huskar his birth right.

Notes
Burning Spear
Attacks drain his health to burn their target over 5 seconds.

Ability: Autocast
Health Cost: 3% of his Max Health
Range: 450
Damage: Magical
Base Damage per Second: 5, 10, 15, 20
Bonus Damage per Second: 15, 20, 25, 30% of Cost

Igniting his weaponry with his own blood, the Sacred Warrior ensures his foes feel far greater pain than he does.

Notes
Berserker's Blood
Gain attack speed and health regeneration as his health decreases.

Ability: Passive
Max Attack Speed: 150, 200, 250, 300
Max Strength as Health Regen: 50, 75, 100, 125%

The magic that flows through his veins grows stronger the closer his body returns to the Nothl Realm.

Ultimate Abilities

Trial by Fire
Sacrifice health to leap onto an enemy, leashing them together for up to 5 seconds.

While this bond lasts, the enemy is slowed and rapidly loses health.

Ability: Target Unit
Health Cost: 30% of his Current Health
Cooldown: 30, 20, 10
Range: 600
Leash Radius: 400
Damage: Magical
Move Slow: 10, 20, 30%
Damage per Second: 6% of their Max Health

An ancient rite of passage among the Dezun Order, the last warrior standing in a pit of fire is promised great destiny.

Notes

Hero Talents

Burning Spears Pure Damage
25
150 Attack and Cast Range

20 Strength
20
Combustion Dispels

+15 Burning Spear DPS
15
15% Lifesteal

20 Attack Speed
10
200 Health

Discussion

  • Let's start with Burning Spear. Instead of a flat amount of health that becomes insignificant to upkeep as the game progresses which does not support his theme of sacrifice well, it now costs a percentage of his max health so the cost still feels threatening in the mid and late game. As compensation, the damage now scales off the cost, making the health and Strength stats more valuable offensively than defensively for him. Its base damage is then reduced due to the lower duration, making the ability now rely more on scaling. Due to this change as well as others that will be discussed later, Berserker's Blood needs its numbers changed. The bonus attack speed has been toned down so he doesn't end up killing himself too quickly with the higher cost while the bonus regeneration has been increased to help him further stabilize. All in all, these 2 spells are largely the same in practice.

  • The current health cost of Life Break have been preserved in its new iteration: Trial by Fire. The leap as well as slow are also still there, while the impact damage has been changed into being dealt over time instead to further sell his burning theme. The greatest new toy to play with is the new leash effect. Think of this as Soulbind where instead of bonding 2 enemies together, it bonds himself with the target. So, they both can't move too far from each other. For the enemy, this ultimate is more impactful than just the slow for keeping it within reach. For Huskar, this is a risky move as it reduces his mobility as well, so each cast is an even greater commitment than before.

  • Inner Fire is not a terrible ability. It provides a decent nuke and great defensive tools in the disarm and knockback. But in my opinion, knocking away targets sometimes out of attack range and preventing them from dealing damage goes against what the Sacred Warrior should be! Thus, it has been replaced by Combustion. To reflect his lack of Intelligence, it now has no cost but does no damage by itself. Instead, the damage is now based on how much damage he has recently taken. This makes it a great ability to counter enemy aggression as long as he is not disabled, and an even stronger followup to his other abilities due to their health costs. However, the new mute effect a good ability to quickly open fights with at the cost of damage, preventing the enemy from defending themselves or escaping with items as well. All this compounds to making a great ability that further encourages his no-fear sacrificial playstyle and giving him a unique strength in an AoE mute.

  • In terms of talents for this reworked Huskar, the left side grants more straight up damage while the right side increases his survivability and safety. At level 15, the choice remains to either empower his attacks even further or allow him to recoup some of the health spent. The added damage to the Burning Spear talent might seem unneeded but remember the reduced duration from 8 to 5 seconds, so it is overall around the same power level. The reduced lifesteal is then due to his higher Strength gain which adds more physical damage to his attacks as well. Letting his new basic ability dispel makes it more versatile but sometimes, the raw extra Strength is needed to just massacre the enemy. While the ultimate cast range talent is gone, a part of it is now recovered in his improved other level 25 talent. With extra attack range as well as cast range that benefit both his active spells, perhaps this will be enough such that the pure spell immunity piercing talent won't always be the right choice.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved