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.
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 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.
Area of Effect
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.
Partially blocked by Magic Immunity. Will block damage but not the slow. Huskar still takes damage.
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.
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.
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.
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.
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.
Your enemies are the ones who do pure damage, Hp removal, silence and disable you.
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.
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 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.
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.
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: