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Huskar (Dota 2)

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Huskar (Dota 2) - Huskar Skills

This page details each of Huskar's abilities/skills in turn.

First Ability

Inner Vitality [Keybind: Q]
AbilityAffects
Target Unit Allied Heroes
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.
  • Cast Range: 550
  • Duration: 16
  • Health Regeneration: 10
  • Bonus Heal Amount: 5/10/15/20% of main attribute
  • Bonus Heal Amount Below 40% HP: 20/40/60/80% of main attribute
  • Cooldown: 25/22/19/16
  • Mana Cost: 170
Lore: 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.
  • Is not blocked by Spell Immunity.
  • Cannot be purged.
  • The HP percentage is checked every second and the regeneration adjusted accordingly.

Second Ability

Burning Spear [Keybind: W]
AbilityAffectsDamage
Auto-cast Enemies Magical
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. Burning Spears is no longer classed as a Unique Attack Modifier, and does stack with items that possess Unique Attack Modifiers.
  • Duration: 8
  • Cast Range: 450
  • Damage Per Second: 5/10/15/20
  • Health Cost: 15
  • Cooldown: 0 seconds
Lore: The Sacred Warrior ignites his weaponry after marking it with his own blood - causing far greater pain than he himself feels.
  • Is not a unique attack modifier any longer.
  • Is blocked by Spell Immunity.
  • Cannot be purged.
  • Is not blocked by Linken's Sphere.
  • 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.

Third Ability

Berserker's Blood [Keybind: E]
AbilityAffects
Passive Self
Huskar's injuries feed his power, giving increased attack speed and magic resistance based on missing health.
  • Increase Attack Speed: 14/16/18/20
  • Bonus Magic Resistance: 4%/5%/6%/7%
Lore: After losing his birthright, Huskar gained a lethality in physical combat that is only heightened as his own blood is spilled.
  • Cannot be purged.
  • There will be a special visual effect when Berserker's Blood is giving a large bonus (60% missing health). This also indicates when Inner Vitality gains increased healing.
  • First stack lasts from 100% to 94% of Huskar's maximum HP.
  • Maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum HP, which will provide 112/168/224/280 attack speed and 56%/70%/84%/98% magic resistance.
  • Doom will disable this passive.

Ultimate Ability

Life Break [Keybind: R]
AbilityAffectsDamage
Target Unit Enemies Magical
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.
  • Cast Range: 550
  • Slow: 40/50/60%
  • Slow Duration: 4/5/6
  • Damage: 35% (65% with Scepter) of target's current HP
  • Self Damage: 35% of Huskar's current HP
  • Cooldown: 12 (4 with Scepter)
Lore: No matter the danger, Huskar thrusts himself into melees that only he can survive.
  • Is blocked by Linken's Sphere.
  • Slow can be purged.
  • Spell Immunity will block damage but not the slow. Huskar still takes damage.
  • Life Break cannot be disjointed.
  • Huskar can use items during the leap.
  • If Huskar is disabled during the leap or the target moves more than 1400 units in 0.015 seconds, the leap stops.
  • Self-inflicted damage to Huskar is Magical damage. Thus, it can be reduced by magic resistance (including the effect from Berserker's Blood), or blocked by magic immunity.

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Last updated by Machina, 18th December

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Quick Details

Portrayed by
Dave Fennoy
Alternative name(s) Husk
Full name Huskar the Sacred Warrior

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