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Friday, April 13, 2012

Huskar - The Sacred Warrior Item Build

 
The Sacred Warrior DotA Guide and Strategy. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, are considered by many to be the most savage race of creatures to ever grace the battlefield. This reputation is well earned by their Sentinel representative Huskar, who’s abilities revolve around shortening his own lifespan to spear his foes to burning pieces. Considered a blessed martyr by his people, the Sacred Warrior is not afraid of death, and will even run towards it willingly, sometimes desperately, in order to bring the Undead Scourge to an end.


 
Huskar – Sacred Warrior
Range: 400 | Move Speed: 300
Primary: STR
Str: 18 + 2.4 | Agi: 20 + 2.4 | Int: 18 + 1.5
Damage: 39 – 48 | HP: 492 | Mana: 234
HP Regen: 0.79 | Mana Regen: 0.73
Attack Speed: 0.75 | Armor: 2


 SKILLS

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% it will heal faster.
Level Mana Cost Cooldown Casting range Area of Effect Duration
1 170 25 450 N/A 16 seconds
2 170 25 450 N/A 16 seconds
3 170 25 450 N/A 16 seconds
4 170 25 450 N/A 16 seconds

Allowed Targets Effects
Self/Allied Unit 5(15*)% of main attrib + 2 hp regen per sec
Self/Allied Unit 10(30*)% of main attrib + 4 hp regen per sec
Self/Allied Unit 15(45*)% of main attrib + 6 hp regen per sec
Self/Allied Unit 20(60*)% of main attrib + 8 hp regen per sec

Notes
• (*) 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



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. Tip:This skill can mainly only be used early game and early-mid game as it does not deal damage by % so as the game drags on the weaker burning spears will be therefore getting some lifesteal late game can allow huskar, sacred warrior to be stronger.
Level Mana Cost Cooldown Casting Range Area of Effect Duration
1 Healthcost : 15 0 450 N/A 6 seconds
2 Healthcost : 15 0 450 N/A 6 seconds
3 Healthcost : 15 0 450 N/A 6 seconds
4 Healthcost : 15 0 450 N/A 6 seconds

Allowed Targets Effects
Enemy Units 4 DPS
Enemy Units 8 DPS
Enemy Units 12 DPS
Enemy Units 16 DPS

Notes:
• Damage type: magical (target), HP removal (self)
• Burning Spears stacks additively when used multiple times on one target. There is no cap.
• Huskar cannot kill himself using this skill


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 Mana Cost Cooldown Casting Range Area of Effect Duration
1 N/A N/A N/A N/A N/A
2 N/A N/A N/A N/A N/A
3 N/A N/A N/A N/A N/A
4 N/A N/A N/A N/A N/A

Allowed Targets Effect
Self 3% IAS 2 damage per stack
Self 6% IAS 4 damage per stack
Self 9% IAS 6 damage per stack
Self 12% IAS 8 damage per stack


Huskar reaches into the well of his own life force to heavily damage an enemy. Huskar is magic immune while charging towards the target. The target takes damage equal to 50% of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this.
Level Mana Cost Cooldown Casting Range Area of effect Duration
1 0 45(24*) 600 N/A 5 seconds
2 0 30(16*) 600 N/A 5 seconds
3 0 15(8*) 600 N/A 5 seconds

Allowed Targets Effects
Enemy Unit Huskar pays 35% of his current hp to cast.
Enemy Unit Huskar pays 30% of his current hp to cast.
Enemy Unit Huskar pays 25% of his current hp to cast.

Notes:
• Damage type: magical (to both Huskar and the target)
• Huskar will charge up to his target, becoming magic immune, before doing the effects.
• If Huskar is disabled during this charge, or if the target moves more than 1400 units in 0.015s, the charge stops.
• Slow works on magic immune units.
• Can be improved by Aghanim's Scepter (* shows the improved values).
• Improved version deals 65% of the targets current hp as damage.

 Item Build Early Game




Core Item:
/




Option:

VS.

Of these, you will get most movement speed bonus from Boots of Travel. They make you flexible, give you the ability to teleport. But are a good choice only if the game goes on for too long(usually considered 60+ minutes). Also, they provide no other bonus for Huskar and these have almost no use in a battle. Arcane Boots give you +65 movement speed along with +250 mana and the Mana Replenish ability. But Huskar has only one mana-consuming skill and even though it is expensive the Sacred Warrior doesn't have mana problems. In other words, skip that item. Phase Boots are the last alternative to Power Treads. Let's compare them. They both give +60 movement speed. Phase Boots will provide with +24 damage and the Phase ability which makes you gain 0 collision. Alternatively, Power Treads give you +25 attack speed, +8 to the selected attribute and the Switch Attribute ability. So pretty much it is raw damage and 0 collision VS. attack speed and a little stat bonus. With the boost to your ultimate you no longer need Phase Boots in order to set it up well. But still if you won't Phase Boots, get them over Power Treads.

But can you survive throughout the whole game with your core only? Well, sometimes you can but what will you do with your gold? So here are some items you can make after your core.


A good extension if you had a Bracer. Gives you +9 to all stats +9 damage and a small boost to movement and attack speed that comes as an aura.


An item to be considered. Hood of Defiance will give you even more HP regen and will also boost your performance against nukers. It will also slightly reduce the HP you pay to cast your ultimate.


Rather situational. Gives you 275 HP, 6 HP/sec and bigger damage block. Get it if there are too many physical attackers around and if they gank you often.


Should be considered getting in some situations. It can help you a bit in taking down hard-hitters faster. Note that Rhasta's Mass Serpent Ward will damage him if they hit you while Blade Mail is active.


This should be considered. As a main target in ganks he is likely to be disabled and that can be a problem. Black King Bar solves this problem. Remember to use it before you are raped by all the disables. For Treant Protector's ultimate wait until it hits you. If you use BKB after that you will break free, but if it hits you after that you pretty much wasted your BKB.


Get this if you are getting silenced all the time or that Juggernaut is annoying you with his Blade Fury. Medallion of Courage gives you better physical performance so it can be considered. Combined with Armlet things are not looking good for your opponent.


I have more gold what do I do? Obviously get a luxury item. Here are some suggestions:

Luxury items:


One of the best luxuries for Huskar. Having that much bonus HP and a monstrous recovery while out of battle will keep you in the lane longer which means more heroes killed. Plus it gives you 40 Strength which is useful for Inner Vitality which will keep your HP steady even when in a battle.


Another great luxury for Huskar. He can make a great use of the attack speed and the armor bonus. It also comes with a Negative armor aura for your opponents which can replace Medallion of Courage if you bought it(I don't say you necessarily have to sell it!).


An alternative to BKB. It also comes with +15 to all stats which is better than BKB's bonuses. The choice between Linken's Sphere and BKB is all yours.


Get this if you have to spam your ultimate a lot. Aghanim's Scepter makes it stronger and halves the cooldown.


Get this only if you are facing an opponent with a lot of evasion(Void, Phantom Assassin, Pandaren Brewmaster, Butterfly users) or if your opponent has a skill that affects your chance to land a hit(Pandaren Brewmaster, Night Stalker, Troll Warlord, Stealth Assassin).


Agility, Attack speed, Damage - this is the DPS side. And now about the survivability part. 30% evasion is a lot(actually the maximum in DotA). Paired with your HP you are becoming a real monster. Still if you take this item for defense and not offense take a quick look at your armor value. If it is above 6 take this. Otherwise Assault Cuirass is better.

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