Gameplay
“There can never be too much sacrifice.”
After escaping the pain in the holy kingdom of Nothl, Huskar opened his eyes to find himself under the influence of the dark priest Dazzle. Huskar's soul had escaped eternity after resisting the ancient rituals of the Dezun clan, but now he found an irresistible change in him, like all others. entered the kingdom of Nothl. His body no longer resembled that of a mortal, Huskar's bloodline had now become a source of unimaginable strength. For every 1 drop of blood in his body, a fiery power is returned to him, TEN TIMES. However, this gift made Huskar not happy at all, because during his rescue in Nothl, Dazzle deprived him of the opportunity to enter the divine order. Huskar was martyred, but now everything has been completely denied.
As the Dezun elders sought to expand their influence, they agreed to use Huskar as a formidable tool for this campaign. However, Huskar is even more unhappy about this, because the tribe that once denied his inheritance, now wants to use him as a weapon. And when the first sparks of war were kindled, Huskar fled his homeland, his ancestors, to find new allies, hoping to use the energy he could free up for a righteous cause.
Ability Builds
Level: 0 1 15 25 30
Health: 200 620 1560 2480 2860
Health regen: +0.25 +2.35 +7.11 +11.71 +13.61
Mana: 75 291 543 867 975
Mana regen: +0 +0.9 +1.95 +3.3 +3.78
Armor: -1 1.17 4.9 9.57 11.23
Damage Block: -
Magic Resistance: 25%
Status Resistance: 0%
Damage: 21‒26 42‒47 89‒94 135‒140 154‒159
Attack Rate: 0.63/s 0.71/s 0.85/s 1.02/s 1.08/s
Attack Range: 400 (800)
Attack Speed: 100 (1.6s BAT)
Attack Animation: 0.3+0.5
Projectile Speed: 1400
Movement Speed: 295
Turn Rate: 0.6
Collision Size: 24
Vision Range: (G) 1800 • 800
Legs: 2
Gib Type: Default
Ability Upgrades:
-
Upgradable by Aghanim's Scepter;
-
Upgradable by Aghanim's Shard.
Talents
Tips & Tactics
General
There are 2 ways to increase Huskar's skills, with the first way you will play in a safe way when maxing out Inner Vitality (Q) and Berserker Blood (E), ensuring Huskar's healing ability as well as being ready to turn on. back to the enemy when they chase you (in case they don't have enough time to stack physical damage, whoever is more prone to hand damage and chases you, your chance is much higher). Get 1 point of Burning Spear (W) to poke the enemy's health as well as use orb walk (which is to click on that skill and then use it on an enemy champion, creeps will consider you to use a spell, not a normal hand attack on the champion should be ignored).
The second way to raise Burning Spear (W) and Berserker blood (E) at the same time is more inclined to poke the opponent's blood in the first minutes (extremely annoying) and can brazenly turn away when the opponent has eaten. 4 to 5 fire javelins in the face for them to die slowly in pain, but with this type, you need more equipment to heal yourself, still ensure safety from sources of magic damage. With all build types, no matter what, the ultimate must still get the right level.
Abilities
Burning Spear
Damage: 15 health
Cast Range: 450
Effect: hurls flaming spears at the target enemy, dealing 5/10/15/20 damage per second and stacking unlimitedly.
Duration: 8 seconds per stack.
Note: this skill can be used with lifesteal equipment.
Berserker's Blood
Effect: For every 7% health lost, he gains 3/4/5/6% magic resistance and 14/16/18/20 attack speed.
Note: this skill gives you 1 stack immediately while you are still full of health.
Life Break
Loss: 35% of your current health
Cooldown: 12 seconds.
Casting Range: 550
Effect: leaps to a target enemy and stabs him with a powerful javelin, burning 35% of that target's current health and slowing the target's movement speed by 40%/50%/60 %
Slow duration: 4/5/6 seconds.
Upgraded by Aghanim's Scepter:
Effect: Deals increased damage to 65% of the target's current health.
Cooldown: 4 seconds.
Inner Fire
Knockback duration: 1
Mana Cost: 75/100/125/150
Cooldown Time: 18/16/14/12
Effect: All foes within 400 range are knocked away from you in a blazing anger, causing 100 / 155 / 210 / 265 damage and disarming them for 1.75 / 2.5 / 3.25 / 4 seconds. Enemies are pushed back to a range of 550 yards from you.