Comments below the suggestion.
Huskar is unique in being one of the few strength heroes with a regular ranged physical attack, giving him the advantages of a ranged hero and the survivability of a strength hero. Although he is a powerful force at all stages, Huskar is especially dangerous early in the game. His Burning Blood causes his attacks to burn enemies and he gets more attack speed and damage the more injured he is, and in this state he can quickly decimate any foe. Huskar can find his life quickly drained away by his enemies, and must be careful to balance harassment and defense. Due to his Burning Blood, Huskar is at his most deadly when he is injured, but even when he is about to die, Death's Rage kicks in and extends his life and provides him with enormous resistance to damage. Combined with his natural healing spell, Inner Vitality, he is a force to be reckoned with. His powerful Life Break ability emphasizes this suicidal fighting style, causing immense damage to both the target and Huskar himself. However, while Huskar increases in power the more damage he takes, it is unlikely that his unlucky target can say the same.
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 an ultimate act, in order to bring the Undead Scourge to an end.
|Strength - 20 + 2.4|
|Agility - 18 + 2.4|
|Intelligence - 18 + 1.5|
|Hotkey: V||Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. The less health the target has, the faster it will heal.|
|1||170||25||450||N/A||16 seconds||(Percentage of missing health/2.75)% of main attrib + 2 hp regen per sec|
|2||170||25||450||N/A||16 seconds||(Percentage of missing health/2.25)% of main attrib + 4 hp regen per sec|
|3||170||25||450||N/A||16 seconds||(Percentage of missing health/1.75)% of main attrib + 6 hp regen per sec|
|4||170||25||450||N/A||16 seconds||(Percentage of missing health/1.25)% of main attrib + 8 hp regen per sec|
- The hp percentage is checked every second and the regeneration adjusted accordingly.
- The calculated percentage is rounded to the closest integer number.
|Hotkey: B||Huskar's life force is so strong that he feels each of his wounds and channels the pain, increasing attack speed and damage for every 8% health lost, with the first bonus starting at full health. His own dripping blood is setting his spears on fire, causing them to deal stackable damage over time as they impact the foe.|
|1||N/A||N/A||N/A||N/A||3 seconds||2% IAS and 2 damage per stack, 3 DPS to the spear.|
|2||N/A||N/A||N/A||N/A||3 seconds||4% IAS and 4 damage per stack, 6 DPS to the spear.|
|3||N/A||N/A||N/A||N/A||3 seconds||6% IAS and 6 damage per stack, 9 DPS to the spear.|
|4||N/A||N/A||N/A||N/A||3 seconds||8% IAS and 8 damage per stack, 12 DPS to the spear.|
- There will be a special effect when Burning Blood is giving a large bonus (60% missing health)
- First stack lasts from 100% to 85% of Huskar's maximum HP.
- Maximum bonus (10 stacks) is achieved when Huskar has strictly less than 5% of his maximum HP.
- The spear DPS stacks additively when used multiple times on one target. There is no cap.
- The spear DPS is not improved by the amount of health lost by Huskar. It remains the same.
- The damage over time effect is a Buff Placer.
- Damage over time type: magical
|Hotkey: R||On the brink of death, waiting for the ultimate sacrifice, Huskar channels all his life force for one last stand. He survives the killing blow, dispels debuffs affecting him, gains a percentage of his maximum health and in his following rage he is numb to pain.|
|1||N/A||60||N/A||N/A||5 seconds||Regains 10% of his maximum health and takes 35% less damage from all sources.|
|2||N/A||50||N/A||N/A||5 seconds||Regains 15% of his maximum health and takes 35% less damage from all sources.|
|3||N/A||40||N/A||N/A||5 seconds||Regains 20% of his maximum health and takes 35% less damage from all sources.|
|4||N/A||30||N/A||N/A||5 seconds||Regains 25% of his maximum health and takes 35% less damage from all sources.|
- Death's Rage triggers when Huskar recieves an instance of damage that would kill him.
- Death's Rage dispels debuffs affecting Huskar upon triggering (does not dispel Doom or Rupture).
- Upon recieving the fatal damage instance, Huskar's current health is set to 10%/15%/20%/25% of his max health and the damage dealt by the killing blow is negated.
- Axe's Culling Blade will ignore the triggering of Death's Rage and kill Huskar regardlessly.
|Hotkey: F||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.|
|1||0||45 (24*)||550||N/A||5 seconds||Huskar pays 35% of his current hp to cast.|
|2||0||30 (16*)||550||N/A||5 seconds||Huskar pays 30% of his current hp to cast.|
|3||0||15 (8*)||550||N/A||5 seconds||Huskar pays 20% of his current hp to cast.|
- 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.
Huskar is a hero finding himself in a very particular situation. He is a 1v1 monster, which makes him very powerful in pubs lacking teamwork, but he is very weak in organized and competitive play because he needs to get to low HP to start dishing out real damage, but when he finally gets to low HP, disables/stuns will kill him before he has the chance to deal his damage.
Firsty I inverted Huskar's starting Strength and Agility. They both have the same growth per level, but he currently has 2 more Agility than Strength. By giving him 20 starting strength and 18 starting Agility instead of the other way around, Huskar gains +2 base damage and +38 additional HP, a minor buff to his early game.
Now, onward to his skills.
I find Inner Vitality's scaling to be lacking. Most of the time, Huskar will find himself with less than 40% HP, but Inner Vitality doesn't add anything below that. My suggestion is to rescale the attribute-based regeneration based on how much health he has lost. So the lower the HP, the higher the regeneration and viceversa.
I'll explain the formula.
Let's say Huskar is down to 20% HP. That means he is missing 80% of his health. Now, that means that with Level 1 Vitality he will regain 80/2.75 = 29% of his main attribute + 2 hp. With level 2 vitality this becomes 80/2.25 = 35% of his main attribute + 4 hp. With level 3 it becomes 80/1.75 = 46% of his main attribute + 6 hp, and finally at level 4 it becomes 80/1.25 = 64% of his main attribute + 8 HP.
This proposed system works better for Huskar on low HP and worse when he has high HP, which is how it's supposed to work.
Now, moving on to the second skill. As mentioned before, Huskar needs something to help him survive, but how do you do that when the rest of his abilities give damage ? I combined Burning Spears and Berserker's Blood (both the effects and the names) and came up with Burning Blood. The Burning Spear effect becomes passive, doesn't cost Huskar HP to use and is now a buff placer, not an orb effect anymore, so Huskar can use Helm of the Dominator without any restrictions. Now obviously combining 2 DPS increasing skills calls for nerfs on the effects, so I reduced the number of damage and AS increasing stacks from 14 to 10, increased the health loss requirement from 7% to 8%, reduced the attack speed bonus from 3%/6%/9%/12% per stack to 2%/4%/6%/8%, reduced the burning DPS to 3/6/9/12 and its duration from 6 seconds to 3.
With the merging of Burning Spears and Berserker's Blood, room has been made for the ability that would make him viable in competitive: Death's Rage.
This ability, combined with the improved regeneration from Inner Vitality, gives Huskar the survivability he needs to dish out his damage instead of getting nuked to death after he uses Life Break. You can think of Death's Rage as his own personal Shallow Grave, except it gives him 10%/15%/20%/25% health and 35% damage reduction to all instances of damage (NOTE: not to HP removal). It also removes whatever debuffs he was suffering from, the same debuffs removed by Tidehunter's Kraken Shell, so this does not include Doom or Rupture.
Life Break is left untouched, but it now synergizes better with his playstyle thanks to the tweaked abilites.
Basically, with this remake, Huskar does less damage, which makes him weaker in pubs, but gives him more survivability, thus making him more viable in organized games.
As always, remember that numbers can be changed. Focus on the concept.
Thanks for reading !