Huskar The Emo Kid
Created by CaminDaR on 2008-02-26
Last modified: 2008-03-02
Viewed 220271 times
Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% health, it will regenerate faster. Lasts for 16 seconds.
Level 1 - 5(15*)% of main attrib + 2 hp regen per sec.
Level 2 - 10(30*)% of main attrib + 4 hp regen per sec.
Level 3 - 15(45*)% of main attrib + 6 hp regen per sec.
Level 4 - 20(60*)% of main attrib + 8 hp regen per sec.
• (*) 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.
• Casting range: 400
Mana Cost: 170
Comment: One of the fastest healing abilities in the game, this is the KEY to this Huskar build and is very necessary. You can cast this on yourself when your being focused fired on to maintain your HP at half, giving you the DPS advantage over your opponents, and on top of all that you can use it on your opponents to save them from ganks too.
Using his own life force to set them aflame, the Sacred Warrior can cause his spears to deal stackable damage over time as they impact the foe. Lasts 6 seconds.
Level 1 - 4 damage per second.
Level 2 - 8 damage per second.
Level 3 - 12 damage per second.
Level 4 - 16 damage per second.
• Damage type: magical (target), HP removal (self)
• Burning Spears stacks additively when used multiple times on one target. There is no cap.
• Casting range: 400
Mana Cost: Health cost: 15
Comment: For this particular build, this ability will be useless. For any other Huskar builds, this ability would be a good harassing tool early game. But once early game is over, your going to need much better orb effects than this. Max this ability out LAST, as a matter of fact, don't even use it.
Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. First bonus starts at full health.
Level 1 - 3% IAS and 2 Damage.
Level 2 - 6% IAS and 4 Damage.
Level 3 - 9% IAS and 6 Damage.
Level 4 - 12% IAS and 8 Damage.
• There will be a special effect when Berserker's Blood is giving a large bonus (49% missing health).
Mana Cost: N/A
Comment: Once again, this passive ability is what makes Huskar. The 2/4/6/8 + bonus damage is very helpful early/mid game,and the IAS is needed all the way through out the game. I will explain how to use this passive ability to its max potential through out this guide.
Huskar reaches into the well of his own life force to heavily damage an enemy. The target takes damage equal to 50% (65%*) of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this.
Level 1 - Huskar pays 35% of his current HP to cast.
Level 2 - Huskar pays 30% of his current HP to cast.
Level 3 - Huskar pays 25% of his current HP to cast.
• Damage type: magical (to both Huskar and the target)
• Casting Range: 550
• Huskar will charge up to his target, becoming magic immune, before doing the effects.
• If Huskar is disabled during this charge, or if the distance between Huskar and his target becomes greater than 1400, it stops.
• Slow works on magic immune units.
• Can be improved by Aghanim's Scepter (* shows the improved values).
Mana Cost: N/A
Cooldown: 40/30/15 (24/16/8*) seconds
Comment: Huskar's ultimate ability, sacrifice a percentage of your life to slow and damage your target. This works incredibly well with your passive ability, when you life break a target and sacrifice your own HP, you gain that bonus DPS damage from berserker's blood, not to mention your target is slowed, giving you the opportunity to take him out with your increased DPS.
Skill Build:1. Inner Vitality
2. Berserker`s Blood
3. Berserker`s Blood
4. Inner Vitality
5. Berserker`s Blood
6. Life Break
7. Berserker`s Blood
8. Inner Vitality
9. Inner Vitality
12. Life Break
16. Life Break
22. Burning Spear
23. Burning Spear
24. Burning Spear
25. Burning Spear
Power Treads (1400)
60 Movement Speed
30 Attack Speed
8 Selected Attribute
Active: Switch Attribute
Switches the attribute that receives a bonus. From Strength to Intelligence, Intelligence to Agility, and Agility to Strength.
Note: Can only carry one. Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
Boots of Speed + Gloves of Haste + Boots of Elvenskin or Robe of the Magi or Belt of Giant Strength
Helm of the Dominator (1850)
- 15% lifesteal on attacks
- Orb effect
- Brings the target non-hero non-ancient unit under your control
- Dominated unit lasts indefinitely, until it is killed or replaced
- Can only have one dominated unit at any time
- Dominated unit is not able to block other units from moving
- Spells last the same duration on Dominated units as they would on a hero
- Manacost: 75
- Cooldown: 60 seconds
- Cast range: 700
Note: Can be disassembled
Helm of Iron Will + Mask of Death
Armlet of Mordiggian (2600)
15 Attack Speed
8 HP Regeneration
Active: Unholy Strength
- Provides bonus 31 damage, 10 attack speed, 25 strength while active
- Drains 40 HP per second
- Activating has a 2 second cooldown
- Cannot die from HP drain or HP loss upon deactivation
Note: Can only carry one
Helm of Iron Will + Gloves of Haste + Blades of Attack + Armlet of Mordiggian Recipe Scroll
25% lifesteal on attacks. Orb effect.
Active: Unholy Rage
Adds 175% lifesteal. Lasts 3.5 seconds. 35 seconds cooldown.
Helm of the Dominator + Messerschmidt's Reaver + Satanic Recipe Scroll
Eye of Skadi (5675)
Passive: Cold Attack
- Causes attacks to slow the movement speed of the target by 30% and attack speed by 20%.
- Lasts 5 seconds
- Orb effect
- Buff placer
- Lasts 3 seconds
- Buff placer
2x Ultimate Orb + Point Booster + Orb of Venom
Assault Cuirass (5350)
35 Attack Speed
Passive: Attack Speed Aura
Adds 20 attack speed. 900 AoE
Passive: Positive Armor Aura
Adds 5 armor. 900 AoE. Affects buildings. Doesn't stack with armor auras from Assault Cuirass, Ring of Basilius, or Vladmir's Offering.
Passive: Negative Armor Aura
Remove 5 armor to enemies. 900 AoE. Affects enemy buildings.
Plate Mail + Hyperstone + Chainmail + Assault Cuirass Recipe Scroll
Heart of Tarrasque (5500)
Passive: Health Regeneration
Regenerates 2% of max health each second. Only regenerates health when the bearer has not taken damage from a player owned source or Roshan in the last 6 seconds (ranged) or 4 seconds (melee). Doesn't stack with itself.
Messerschmidt's Reaver + Vitality Booster + Heart of Tarrasque Recipe Scroll
Early game your main goal is to stay in your lane as long as possible without having to go back to the fountain to heal. There is no major preference as to which lane you pick to go to. Huskar is a good hero solo and he also does well with heroes with him. If you DO choose to solo a lane and are up against 2 ranged heroes that are really good early harassers (ex. Crystal Maiden and Enchantress), ask for a allied RANGED hero to help you with your lane. In all other cases Huskar does fairly well.
HUSKAR'S PROS AND CONS
-Welcomes incoming damage
-Ranged hero, yet still a tank
-Can support well with Inner Vitality
-Well rounded in terms of support, tanking, and DPS
-Ultimate costs HP, possibly dangerous if your up against more than one hero.
-Doesn't have efficient AOE farming abilities
-Does not do as well versus heavy nukers (i.e. Zeus and Lina)
STARTING ITEMS: The items I will list here are what you get as soon as the game starts. these items will help you stay in your lane as long as possible and not have to go back to heal every other minute, which wastes time, gold, and experience.
2X 1X 1X
These early support items will help you heal if you are low on hp from being harassed. Use the clarity potions to regain more mana for your Inner Vitality. The chicken, in my opinion is critical for this strategy because you should NOT be going back to the fountain anytime soon, so you can have your chicken bring you items, boosting your stats while you creep in your lane. Tangos are self explanatory and should be used only when low on hp.
EARLY GAME TRICKS AND TECHNIQUES: In this sub-section I will list a couple techniques that will show you how to keep yourself ahead of your opponents early game. (These techniques can be used for every characters in Dota, not just Huskar)
-Creep Killing: When in your lane you will notice that you get bonus gold of 40-50 when you get the last hit on the creep. Try to do this to as many creeps as possible as it will help you get your items faster. But don't get greedy for creep kills, or else your opponent might focus fire you.
-Denying Creeps: You can deny the experience your opponent gets by killing your own creeps when its at red HP, it takes some practice but it will help you in the long run and will help you gain lvls faster than your opponent. Once again, don't get greedy to deny or you might get focus fired on.
-Harassing: Try to harass your opponent by hitting him and backing up, this will keep your opponents HP relatively low. Do this every time you see your opponent giving you an opening. BUT do not get greedy. Many people tend to get greedy and decide to chase heroes that are ~2-3 hits away from dying, chase heroes ONLY if you have faster movement speed than them. If you have less or equal movement speed they will run all the way back to their towers that will get you killed.
SUMMARY & CONCLUSION FOR EARLY GAME: Harass when possible, apply the techniques above, try not to go back to the fountain and last of all DON'T DIE. Don't be afraid to have your chicken bring you some extra tangos and clarity potions if need be. If your managing your lane well, you should have your chicken bringing you your items as the gold rolls in. At the end of early game (lets suppose early game ends at lvl 10) you should AT LEAST have the following items, in this exact order.
and if your doing well you should also have
which is a part to your Armlet of Mordiggian.