
Ability summaries
Statistics
| STR | 21 +2.4 | Damage | 21–30 |
|---|---|---|---|
| AGI | 15 +1.4 | Armor | -1 |
| INT | 18 +1.5 | Move speed | 300 |
| Attack range | 400 | Attack time | 1.6 |
| Vision | 1800 / 800 | Hero ID | 59 |
Abilities
Inner VitalityUnit Target
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.
Cooldown 25Mana 170Cast range 550Allied heroes
HEAL 2/4/6/8
ATTRIB BONUS 0.05/0.1/0.15/0.2
HURT ATTRIB BONUS 0.3/0.45/0.6/0.75
HURT PERCENT 0.4
TOOLTIP ATTRIB BONUS 5/10/15/20
TOOLTIP HURT ATTRIB BONUS 30/45/60/75
- The HP percentage is checked every second and the regeneration adjusted accordingly.
- Can be cast on magic immune units.
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.
Burning SpearUnit Target
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 8 seconds.
Cooldown 0Mana 0Cast range 450Damage type MagicalEnemy units
HEALTH COST 15
- Burning Spears stacks additively when used multiple times on one target. There is no cap.
- Huskar cannot kill himself with this skill.
The Sacred Warrior ignites his weaponry after marking it with his own blood - causing far greater pain than he himself feels.
Berserker's BloodPassive
Huskar's injuries feed his power, giving increased attack speed and magic resistance based on missing health.
ATTACK SPEED BONUS PER STACK 8/12/16/20
RESISTANCE PER STACK 4/5/6/7
- Maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum HP.
After losing his birthright, Huskar gained a lethality in physical combat that is only heightened as his own blood is spilled.
Life BreakUnit Target
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.
Upgradable by Aghanim's Scepter.
Cooldown 45/30/15Mana 0Cast range 550Damage type MagicalEnemy heroes
HEALTH COST PERCENT 0.4/.35/.3
HEALTH DAMAGE 0.5
MOVESPEED -50
HEALTH DAMAGE SCEPTER 0.65
CHARGE SPEED 1000
TOOLTIP HEALTH COST PERCENT 40/35/30
TOOLTIP HEALTH DAMAGE 50
COOLDOWN SCEPTER 4
TOOLTIP HEALTH DAMAGE SCEPTER 65
- If Huskar is disabled during the charge or the target moves more than 1400 units in 0.015 seconds, the charge stops.
- Slow works on magic immune units.
- Life Break cannot be disjointed.
No matter the danger, Huskar thrusts himself into melees that only he can survive.
Attribute BonusPassive
Improves all attributes per point spent
ATTRIBUTE BONUS PER LEVEL 2
