Boots of Travel
Boots of Travel
Satanic
Eye of Skadi
Daedalus
Monkey King Bar
Heart of Tarrasque
Tango
Healing Salve
Gauntlets of Strength
Gauntlets of Strength
Phase Boots
Urn of Shadows
Magic Wand
Helm of the Dominator
Armlet of Mordiggian
Boots of Travel
Daedalus
Monkey King Bar
Heart of Tarrasque
Satanic
Eye of Skadi
Heaven's Halberd
Blade Mail
Black King Bar
Desolator
Mekansm
Aghanim's Scepter

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
|
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21 + 2.4
15 + 1.4
18 + 1.5
42-51
300
1.1
|
|
|
| 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 |
|
Ability Type: Targeting Type Damage type: |
Active Self Magical (target), HP Removal (self) |
|
|
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 |
|
Ability Type: Targeting Type: |
Passive N/A |
|
|
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 |
|
Ability Type: Targeting Type Damage type: |
Active Unit Magical |
|
|
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. |
Increases damage dealt, reduces cooldown.
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
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
September 10.09.2014
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