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The Radiant
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 18 + 2.4
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 20 + 2.4
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 18 + 1.5
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| Level
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1
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16
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25
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| Hit Points |
492 |
1214 |
1955
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| Mana |
234 |
546 |
962
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| Damage |
39-48 |
77-86 |
116-125
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| Armor |
1.8 |
7.12 |
12.58
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| Attacks / Second |
0.74 |
0.98 |
1.23
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| Movement Speed |
300
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| Sight Range |
1800/800
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| Attack Range |
400
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| Missile Speed |
1400
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| Attack Duration |
0.4+0.5
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| Cast Duration |
0.3+2.4
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| Base Attack Time |
1.6
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Huskar the Sacred Warrior is a ranged Hero that relies on sacrificing his health for more power. His skills play into each other and, other than Inner Vitality, draw on his health pool instead of his mana. He can often tip a fight in his favor faster than the enemy can react.
Huskar doesn't need as much skill or knowledge to play as other Heroes, but he plays a lot of risky games which makes him a good hero for new players to transition to a more difficult perspective. He is recommended for new to intermediate players.
Huskar, the Sacred Warrior
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| "Those who are given more in life must not cling to it but risk it all in every moment."
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| Role: |
Carry / Initiator / Durable
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| Lore: |
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.
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| Voice: |
Responses
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[edit] Abilities
Inner Vitality Q V
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| Ability
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Affects
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| Target Unit
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Allied Heroes
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| 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. Lasts 16 seconds.
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Cast Range: 450 Duration: 16 Health Regeneration: 2/4/6/8 Base Heal Amount: 5/10/15/20% of main attribute Base Heal Amount Below 40% HP: 15/30/45/60% of main attribute
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25
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170
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| While Huskar has little use for magic, this minor enchantment was learned from the Dazzle and the Dezun priests, to be used in times of great injury.
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Notes:
- The HP percentage is checked every second and the regeneration adjusted accordingly.
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| Burning Spear
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| Ability
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Affects
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Damage
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| Auto-cast
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Enemies
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Magical
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| Huskar sets his spears aflame, dealing damage over time with his regular attack. Multiple attacks will stack additional damage. Each attack drains some of Huskar's health. Lasts 6 seconds.
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Duration: 6 Cast Range: 450 Damage Per Second: 4/8/12/16 Health Cost: 15
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0
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| The Sacred Warrior ignites his weaponry after marking it with his own blood - causing far greater pain than he himself feels.
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Notes:
- Damage type on self is HP removal.
- Burning Spears stacks additively when used multiple times on one target.
- Huskar cannot kill himself using this ability.
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| Berserker's Blood
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| Ability
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Affects
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| Passive
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Self
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| Huskar's injuries feed his power, giving increased attack speed and damage for each 7% of missing health.
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Increase Attack Speed: 3%/6%/9%/12% Bonus Damage: 2/4/6/8
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| After losing his birthright, Huskar gained a lethality in physical combat that is only heightened as his own blood is spilled.
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Notes:
- There will be a special effect when Berserker's Blood is giving a large bonus (60% missing health).
- First stack lasts from 100% to 87% of Huskar's maximum HP.
- Maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum HP.
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Notes:
- Huskar will charge up to his target, becoming magic immune, before doing the effects.
- Slow works on magic immune units.
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[edit] Recommended Items
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Recommended Items |
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| | Starting | | | | Early-game | | | | Core | | | | Situational | |
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Explanation:
Placeholder
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- Remember that Huskar becomes more powerful with less health, but can still die. Figure out when enough is enough.
- You can use Inner Vitality on yourself before jumping into a fight to counteract the damage you take.
- Burning Spear and Life Break both use up health, and feed your Berserker's Blood.
- Remember that Burning Spears will stack on an enemy. Switch it to auto-attack and burn them down!
- Life Break deals 50% of the target's current HP, but lets Huskar jump to his target immediately. Consider between chasing a wounded enemy and dealing damage to a tough one.
- WARNING! Do not ultimate an hero that has magic immunity like Omniknight or you lose an percentage of your health while he does not lose unless you want the slow to finish him off.
- Black King Bar is core on Huskar since you don't lose a percentage of your health when you use your ultimate, and allows you to kill Heroes like Lion without the risk of death.
- Some players only skill Burning Spears to level 1 (for early harassment), and then go on to max Berserker's blood and pick up an early Morbid Mask (later Helm of the Dominator and eventually Satanic). You will absorb more HP and deal more damage the lower your hp is, and the Helm of the Dominator is a great tool for jungling.
[edit] Update History
February 16, 2012 Patch
- Fixed Life Break partially ignoring Linken's Sphere.
- Fixed Life Break continuing to follow a target that teleported away.
January 12, 2012 Patch
- Fixed Lifebreak being dodgeable.
December 08, 2011 Patch
- Fixed Burning Spears working through silence.
November 17, 2011 Patch
- Fixed Burning Spears working against wards.
- Fixed Inner Vitality being cast-able on yourself when Magic Immune.
- Fixed the following ability interactions with Repel/Purge: Inner Vitality, Weave, Moonlight Shadow, Overload, Holy Persuasion, Warcry, Shadow Word, Focus Fire, Sukuchi, Berserker's Call, Chilling Touch.
- Added more movement lines for Dazzle, Dark Seer, Dragon Knight, Furion, Huskar, Riki, Skeleton King, Slardar, Spectre, and Jakiro.
November 03, 2011 Patch
October 27, 2011 Patch
[edit] Ability Change Log
6.72c
- Life Break cast range reduced from 600 to 550
6.72
- Life Break's Mechanics Reworked. Changed from a Melee Range Spell to a Leap Strike with 600 range. Other values have been kept the same, Damage is 50% (65% with Aghanim's) of targets current HP, self damage is 35%/30%/25% of current HP, and cooldown is 45/30/15 (24/16/8 With Aghanim's)
6.71
- Lifebreak HP cost rescaled from 40/33/25% to 35/30/25%
[edit] Gallery
[edit] See also
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Voiced by Dave Fennoy |
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IMDB |
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Heroes |
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Radiant Strength
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Dire Strength
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Radiant Agility
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Dire Agility
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Radiant Intelligence
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Dire Intelligence
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