
Why I'm writing this guide
With the huge buff of Life Break, Huskar has once again become a favorite among players. Even though there is no absolute correct way to play a hero, there are always methods that are better than others, I just want to share with you guys my analysis on huskar as well as the successful builds and play styles i have experimented with huskar. Some basic knowledge of the game is required to fully understand this guide
For hero stats and stuff you can look at Sacred Warrior - DotA Hero Details or other guides, I don't want to make you do unnecessary scrolling.
Lets look at huskar as a hero
Huskar is an OG, and by that i mean the Original strength ranGed hero, way before wisp and phoenix came to existence. Even though he still has pretty short range for a ranged hero, 400 to be exact, and mediocre movespeed, he is more tanky than most other ranged heroes. His attack animation is pretty nice, good for last hitting and orb walking, however the downside is his pathetic initial damage, 39-48 which is the lowest among the strength heroes and low even by int standards. Lucky for him he can gain some pretty awsome damage through his passive, not to mention atk spd, which will make last hitting very easy for him when he isnt at full health.
Overall huskar is a versatile hero despite his lack of a stun and aoe. Because of that reason, he doesnt have too much presence in a team fight other than some dps.
He is effective in all stages of the game and do not demand high skill levels to be effective.
Role:
Ganker: Huskar is great at ganking, reason being his naturally high dps and an ultimate that is so deadly yet with such a low cooldown.
Support: The lane control you get with huskar makes him a great early game support. He is also capable of healing a teammate and doing enough damage at the same time to not be neglected by chasing enemies. Also huskar is fairly item independent as he has naturally high dps and decent survivability with his heal.
Carry/Semi-carry: A ganking huskar can accumulate enough gold to buy expensive carry items. With some teammate support he is also capable of taking on several heroes and out dpsing some enemy carries. Huskar is definately a hero with late game potential.
NOTE: Despite me writing this guide, I detest people who hand pick huskar in an ap public game because it give the impression of desperateness and low skill level play. Huskar is truely an imba hero in a low level public game because of the bad coordination and distribution of roles on the opposite team. I personally only play huskar when randomed
Skill Builds
Huskar's three skills all have nice synergy with each other, there are different ways you could skill them. I've seen people who dont skill burning spear at all, I've seen people who dont skill inner vitality at all, and believe it or not ive seen people who dont skill beserkers blood until after level 7. I do not totally disagree with either of these builds, lets analyze them.
Skill build 1 : No burning spear.
1 Inner Vitality/Beserkers Blood
2 Inner Vitality/Beserkers Blood/Stats
3 Beserkers Blood
4 Inner Vitality/Stats
5 Beserkers Blood
6 Life Break
7 Beserkers Blood
8 Inner Vitality
9 Inner Vitality
10 Stats
11 Life Break
12+ Stats
Burning spears is one of the best early game skills out there. It allows you to harrass your opponent without attracting aggro from the creeps, forcing your opponent out of last hitting range and possibly out of exp range. Not leveling spears will mean that you lose a lot of lane control. This skill build is best suited if you are in a defensive lane most likely with a support hero. Last hitting and getting early gold is crucial in this build because it relies heavily on a quick level advantage and lifesteal. The advantage of this build is it gives you more of an edge mid game when you hit level 8/9 ish with max inner vitality and beserkers blood. An alternative is to go stats instead of inner vitality for even more mid game dps. You might want to go this build when you are in a duolane or duo vs trilane against some heavy nukers or stunners, because using burning spears will put both you and your health into very dangerous positions, two nukes and some auto attack you will go down faster than monika lewensky. You must keep in mind that when you opt for this kind of skill build, you want to stick with the defensive playstyle and also have a sycronized lane partner. That means its your responsibility to make sure this overconfident witch doctor dont traverse into dangerous territory to throw his cask+maledict then proceed to give chase and blame you when he dies in two hits for not following up or not healing you. This build is very strong mid game, an armlet is the item of choice when using this build.
Skill build 2: No inner vitality.
1 Burning Spears/Beserkers Blood
2 Burning Spears/Beserkers Blood
3 Burning Spears/Beserkers Blood
4 Burning Spears/Beserkers Blood
5 Beserkers Blood
6 Life Break
7 Beserkers Blood
8 Burning Spears
9 Burning Spears
10 Burning Spears/Beserkers Blood/Stats
11 Life Break
12 Inner vitality/Stats
13 Inner vitality/Stats
14 Inner vitality/Stats
15 Inner vitality/Stats
16 Inner vitality/Stats
You can be pretty liberal with the selection of either burning spears or beserkers blood early, but of course if you skill one you have to skill the other on the next level, I prefer beserkers blood on 5 and 7 but you can always opt for spears in a more gank oriented lineup. This is a really aggresive build that you can utilize when you have good teammates. The must have accessory to accompany this build is a mekansm, reason being you got a shitload of mana sittign there might as well use it for something. You can go this build if you got a healer on your team AND no one else is getting meka, or a push strat where two mekas is applicable. Meka is an awsome item for 2300and some odd dollars, it benefits the whole team in teamfights and also packs a surprise for brave souls who think they can take you 1v1. With this build you are fulfilling a support role in lane, being aggresive as you can and throwing spears whenever the enemy hero comes into your sight. By doing this you are giving your hard carry lane mate a lot of farming room. You want to only deny and harass, not to last hit. The best case scenerio is if your lanemate is someone like tb or morphling who has strong early game lane presence as well and you have two melee opponents. Harass your opponents right from the start, and when their health gets low enough, leave them some room for last hitting. Signal your partner and land yourself an easy kill when they take the bait and come in for that one necromancer or druid of the talon. Inner vitality is gotten when you have sufficient mana to cast both heals accordingly.
Skill build 3: Maxing Heal No beserkers Blood early.
1 Inner Vitality
2 Burning Spears
3 Inner Vitality
4 Burning Spears
5 Inner Vitality
6 Life Break
7 Inner Vitality
8 Burning Spears/Beserkers Blood
9 Burning Spears/Beserkers Blood
10 Beserkers Blood
11 Life Break
12 Beserkers Blood
13 Burning Spears/Stats
14 Burning Spears/Stats
15 Burning Spears/Stats
16 Life Break
This is a very unorthodox build that is almost never seen, as berserkers blood is the heart and soul of huskar. The benefit of this build is of course maxing inner vitaly first. This is a support build where you are baby sitting a carry against a really hard lane. Once again you dont want to only deny and harass, but doing so very cautiously. While it is true that inner vitality in the early game is fairly uneffective, sometimes it might just be enough to save your ass or your lane mates ass from a storm bolt+magic missile combo. the reason why you get spears over beserkers blood is that in this lane you want to keep your health in a safe level which means the extra damage from the burn should be more significant than the extra damage from beserkers blood. After maxing Inner Vitality, it is your choice when or wheather or not to max burning spears.
Skill build 4: Solo mid
1 Burning Spears
2 Beserkers Blood
3 Beserkers Blood
4 Burning Spear/Inner Vitality/Stats
5 Beserkers Blood
6 Life Break
7 Beserkers Blood
8 Inner Vitality
9 Inner Vitality
10 Inner Vitality
11 Life Break
12 Inner Vitality/Stats
13 Stats/Burning Spear
14 Stats/Burning Spear
15 Stats/Burning Spear
16 Life Break
This is my personal build for sacred warrior. Huskar is a beast going one to one, with his annoying spears, not many heroes can compete with him in the solo lane. Burning Spear is gotten at level one obviously, but I dont level it after because I use it solely for the purpose of harass in the form of orb walking. Once you get life steal, your investment in burning spears is wasted, thats why I dont like leveling burning spears. A second level of it could be gotten at level 4 when you are facing a hero that doesnt pose much threat offensively but has enough regen either through skills or items that allows him to still stay in lane. Another reason to not level inner vitality on lvl 4 is that level 1 Inner Vitality just doesnt do enough to be significant most of the time, and might even screw you over when you get overconfident and think youre invincible like superman or something just because you got some green shit floating around you.
Somebody will be like, motherfucker you crazy! what you talking not maxing spears, they do shitloads of damage!
Let me explain to you why I dont like spears early as a form of dps. Its damage over time, over 6 seconds to be exact, one second more than your ulti duration. So the purpose of burning spear then, is to kill someone if they escaped after you used your ulti, and was attacked by you the whole time during the ulti, which in my experience rarely happens. The main reason why people are able to escape is because of a stun or teammate support, in either case you would have trouble getting off burning spears. Another thing to consider is your own teammates. If they were to help in the ganking attemp, the probability of them deal the finishing blow with a skill or auto attack is a lot higher than if you were stunned/out of range and dealing residual damage through the burn. They will most likely die before the 6 second duration as well, which means a large portion of the burn damage has gone to waste. Burning spears look really good on paper, at lvl 4 it does 16hp/s. After resistance that is 12 hp/s, 72hp in total. after some positive regen its even less, you can even salve through burning spears, not the best dps in my opinion.
Last but not least, I also considered the psycology of burning spear vs. inner vitality. Envision the scenerio where you ulti into someone when both of you are at lvl 11 starting with full health, you have a 20% health advantage from your ulti, which is around 225 one nukes worth of health. If they chose to use a nuke, you arent actually advatageous in terms of health, however you do have beserkers blood. Your target now has to choose, fight or flight. On a 1v1 situation you might have some advantage but if your prey had some teammate support on the way and bravely traded hits with you, they can easily counter gank you since you are at a little over 500hp. Inner vitality would discourage your prey to turn around and try to damage you because you are healing, while burning spear would encourage him to hit you with all he got since it will be hard for him to escape being damaged over time. Im not a big fan of trading lives especially if I were mid, so in the rare case that I don't make the kill because I lack the damage that could have been dealt by burning spears, I would most certainly send him back to fountain while I can easily heal up through inner vitality and lifesteal, which I would choose anyday over dying myself after making the kill.
Orb Walking
If you still dont know by now, orb walking is a technique that is indeed very power early on in the game. What it allows you to do is manually cast orb effects like a single target spell and use it to attack enemy heroes. The orb effect has to have some kind of cost, either mana cost or health cost, which will enable the feature of toggling autocast and manual casting. The benefits of orb walking is it is similar to casting a spell in that it does not attract the aggro of creeps or towers, allowing you to damage enemy heros while being in proximity of enemy creeps and not getting hurt by them. Further more, orb walking allows for easier animation canceling producing prominent hit and run effects, resulting in more attacks being landed in a chasing situation.
The heroes that are capable of orb walking is:
Huskar
Clinkz
Viper
Drow Ranger
Enchantress
Obsidian Destroyer
Silencer
Note: Though heroes like Venomancer and Nerubian Weaver also have ranged orb effects, they cannot orb walk because their orb skills have no cost, therefore is unable to be manually casted.
Items builds
Starting items
Mid





Hood/Meka



or
875 items












or
If you went boots first you must be focused on harassing and not last hitting. Circlet or Gaunlet depends on whether or not you skill inner vitality.
Boots Analysis:
There is only one scenerio where you should buy arcane boots and that is if no one else on the team is getting it while many can benefit from it, and you have meka, because inner vitality does cost a whooping 170 mana. In normal circumstances, if you find yourself with large sums of money, consider donating your extra money to charity, benefit your team by helping cure breast cancer.
The main comparison here is treads vs phase
Treads: +8 str (+8dmg) 25%ias
Phase Boots: 24
Beserkers blood lvl 4 gives you 12%ias and 8 dmg per 7%health lost. Huskar does around 70 base damage mid game with a bracer.
Lets calculate the damage output when max attack speed is not the issue
( 70+8+8)*(1+0.12+0.25)=117.82
(70+24+8)*(1+0.12)=114.24
(70+120+8)*(1+0.12*15+0.25)=603.9
(70+120+24)*(1+0.12*15)=599.2
*Note that the +20 from helm of dominator was not calculated.
dps wise, there is really not much different between the two. Even though it might look like treads do a slight amount more, with the extra movespeed of phase boots you can easily get some more attacks in, however with the increased survivability of treads you can also get some more attacks in, so it all comes down to a matter of personal preference, as well as what other items you will get. For example when you purchase a helmet of dominator you will benefit more from treads while if you purchase a hyperstone you benefit from phase. The choice also depends very much on your play style. I would say treads suit the current metagame more because of the focus a huskar gets and the need for a boost in survivability. However if the team focuses on mobility, like other phase boots or blink dagger allies, phase is the better option to keep up with your team.
Theres alot of items viable on huskar, and Ive experimented with them all and made a comparison.

This item is very nice on huskar, reason being the boosted strength allows you to not exactly shrug off but take some nukes like a man, or troll, whatever. Confucious says: Your ass needs to survive to do damage. I totally agree with the old man. The mistake I see alot of players make is that they stack all kinds of dps items with no stats or hp boosts at all, go out and get owned. Void with butterfly battlefury mask of madness and agi treads will still go down in to a blink hex lion faster than your alcoholic dad's weewee in the bedroom. Huskar needs his bracers just like your dad needs male enhancements, GET IT.

A good substitute for bracer. Must get item if going spears and no lifesteal. You can gain charges easily by actively ganking. Make sure you have teammates that are willing to gank with you.
I would say this item is the most common item on Huskar at the moment. This item itself has very high value, note how you gain +20 damage out of nowhere when you buy its two components, thats the main reason to upgrade it to the helmet anyways, since the lifesteal is what you really want. What lifesteal allows you to do is extend your "golden state" to the max. What I mean by that is after you ulti in and take a nuke you will be at dangerouly low health, dangerous for both you and your prey, you want to get to 10% of your health and stay there for the whole duration of a fight, so you can cut through even the toughest meats like centaurs and other dudes with axes. There are times when I bump into ganking crews of three people while farming neutrals and accomplished triple kills with nothing but the support of a druid of the talon they brought from lane.

This item is good if you went to a side lane, because all you need from home is the recipe. It gives some pretty awsome stuff when activated, HP atk spd damage armor, really nice on any str dps with some form of sustainability, it also gives you a chance to do some armlet jukes and show off how good you are with warkeys. Some even say this is core, I disagree. This item can only be gotten after obtaining lifesteal, or else you either have to go back to fountain after every fight or enter fights with half of your health already gone. Also, even after having lifesteal, you need fodder to lifesteal off of after a fight to recover, which means that you cant have douche teammates with aoe that jack all the creeps, or carry teammates who needs the farm more than you. Another problem with items like armlet and mask of madness is your fear of disables. When you are disabled you arent lifestealing anything yet you are still taking damage. My advice to you is, get this if YOUR TEAM IS doing well against a team with not much disables. Get this if YOU are NOT doing too well because it can help you get some kills in team fights which will bring you income. If you see exactly 2600 in your bank account at one moment, it is probably better to purchase an ORGE AXE and a MITHRIL HAMMER.

Many guides before suggests this item, which made me get this item all the time in the past. I dont get it anymore after some simple analysis. This item gives you two things, a +8 regen and a 30% magic resistance. With inner vitality and lifesteal there is no need at all for the regen. The magic resistance does decrease the damage recieved from your ulti, however that will actually decrease your dps by quite a bit. If the opposition consists heavily of magic damage, you can consider buying a planewalkers cloak, or make a pipe if noone else is making, unless there are temporary monetary issues, you should not have a hood of defiance in your inventory slot.

I agree with Luminous on this, ranged vanguard is inferior to Meka, as long as you are not against antimage or something. You dont need the regen, you can boost your health with a point booster and ogre axe, and the damage block is just neglegible.

Very good defensive item to buy for huskar, recommended in place of vanguard.
IMG]http://media.playdota.com/items/765/thumb.jpg[/IMG]
Its a natural extension of the bracer you already have, it gives high value for its price, its a team item, blah blah blah. Get it if no one else is. The problem with this item is it will not give you a significant boost of anything. So if you have money to get something better dont buy this. Get it if your team is not doing too hot. Get it if you cant afford manly items. This thing is like a Honda Civic end of story.

This is really good for its price. Definitely a buy if your team is behind. Reason is your team should be sticking together if falling behind, making this item extremely useful in a more vs less situation, negating some of their defensive investments and stats advantage.

Type -ma and look at the matchup.
Do they have stuns?
Do you see a cow with a big ass stick making you dizzy all the time?

Do you see creepy looking seniors like these?



Do you see THIS FAG?

If so then get a BKB.
?
No.
Really?Never?
Not never of course, you can always upgrade your fourth preserverance to a linkens, get it after your second battlefury and refresher, but then you could always get a third battle fury.
But what if they have a doom bringer? If a doom bringer is smart enough to know that doom goes through bkb, he is probably smart enough to not waste his ulti on a fucking huskar.

An initiating huskar is a dead huskar, blinking in attracts too much aggro that you cant handle. Exception is if you have a bkb and a cow or some dude with a shark on his head blinking in with you.
/
Satanic
Heart sound better than it actually is. Since life break is based on percentage, you benefit more from effective hp than real hp. Also heart doesnt do much for you in battle other than boost your hp. For 800 dollars less, you can get something that is much better, an upgrade to SATANIC. Satanic is such a good item on huskar, increased lifesteal percentage combined with your high dps means you can neutralize so much more damage done to you when you are low in health. When you are low in health, you can also surprise a greedy hero coming to finish the job by activating satanic, instantly healing you to full. The cd on satanic is 35seconds. 35 seconds for the heart amounts to 58% heal, and you cant be in battle either. Heart/satanic is a late game item, and in the late game, where one team fight can result in the outcome of the game, so healing after teamfight I would say is very overrated.

This item allows you to ulti more than once in a team fight. You want this item if your opponents are very tank. If you do get this, be sure to ulti the tanky guys, and not the crystal maiden, because 15%of crystal maiden is probably the same as what you would do with one auto attack. Do not get this item if you are focused in fights.

This item is very good against physical dps. The -armor help cope with the ridiculous amount of armor they gained from agi growth, the +armor will allow you to go head to head with them without the slightest of fear, the attack speed even in the form of hyperstone is enough to land you kills that otherwise you wouldnt have got in mid game.

This is the ONLY other viable orb on huskar because of its ability to allow for burst physical damage that is lethal for most. Best if gotten very early and have allied slardar that can amplify the physical damage even more and also stun so you dont lose too much after an engagement. This can easily be substituted however by medalion.

It costs 650 more than AC, it gives 4and some odd armor compared to 15 you get from ac, it gives a measly 5% more atk spd than ac, the damage you get from it is probably similar to the extra damage you get from the -armor in AC, and it gives evasion. It also only benefit yourself. You catch my drift?

You dont need me to tell you that this is situational. Make every spear count against evading mofos. Stop other mofos from teleporting, make that furion or tinker cry, teach Nevermore how to dougie.

With good teammates, why not? Such good dps

This item is very good if you are getting focused after you ulti. Main purpose of this item is to decrease aggro after you go in so the enemy firepower is redirected to others, this way you can dps at a safer distance. This item is also good for initiation purposes, combined with your ulti you have 1150 initiation distance which is equivalent to a blink, only you get some attack speed and damage out of this item as well.
Rejected items
Okay I trust that you are not a complete idiot so I wont bother listing the obvious ones like diffusal or necrominicon.

Manta style looks nice, pretty good stats and +ms and the ability to dodge a hellfire blast. No. Your illusions do not have beserkers blood which makes them useless both dps wise and confusion wise.

No this is not an obvious reject because guinsoo is a good item on just about all heroes and a direct counter to all. The reason why huskar should not get it even if he is doing very well is the cost-benefit ratio is too high. If your team really lack disables buy a cranium basher instead which is sooo much cheaper and as unstable as it is, still out weighs guinsoo
Other Orb Effects
You have a naturally good orb effect. It would be quite a waste to invest in another. Lifesteal grants you longetivity, thats why you get it, unlike feedback or chain lightening which grants you dps. Skadi is viable late game but an MKB would be alot better as a buff placer for late game dps. The survivability from skadi is not as good as satanic, and the increased mana pool is quite wasted.
Gameplay
I will typically go mid with this





Someone is going to say “Mid and no chicken? You DOUCHE!”
Huskar does not need courier as desperately as those bottle heroes, though he can benefit from it. If your team desperately needs one but noone cares enough to cough up for one, you can get one by substituting a circlet for one. If you got two gauntlets, in place of gauntlet and circlet, try negotiating with someone else to buy you a pack of tangoes so in a way you split the cost. DO NOT substitute a salve. Tangoes+inner vitality does not equal salve. Salve is so important in the early stages of the game.
For Huskar, level 1 is the hardest level. You have this low base damage, which paired with flames still cannot pose too much threat. It is important to block the creeps so you can get the experience of the first creep wave relatively uncontested. If the creep wave is under your tower, try to stay on your side of the creep wave and last hit. If you traverse the creep wave to trade hits with the enemy, you will not have the advantage of the non-aggro attraction orb walking gives you. Take a look at spears lvl 1, you pay 15 immediate health to do a total of 18 extra damage at the end of the duration, not very impressive right? Trading hits will definitely benifit your opponent more, who most likely has a nuke that can kill you when you are low enough. Special mention goes to shadow fiend. When you see a shadow fiend you want to trade hits with him as early as possible because as weak as you are level 1 he is weaker. After the first wave you should be level 2, this time you can afford to trade hits no problem, you can even terrorize your opponent under their tower because of the nature of orb walking
The most important thing for a mid huskar in the early game is to watch the map. When playing against competent players and their mid is getting outlaned severely, someone is bound to roam to mid to surprise buttsex you. If you get ganked, all the advantages you've racked up will pop just like your dreams of going to a good college after you started playing dota nonstop and your grades hit rock bottom.
With proper last hitting and harass, you should be able to get at least two parts of your boots when you reach 6. If you dont then you are doing something wrong. Use the chicken if available, if not then wait till you tranverse to side lanes.


Boots of speed is actually very important for huskar in the early game, try to get it to yourself asap, the aggressive playstyle of huskar means that the +55 ms can be the difference between a kill a trade or a death.
With Huskars lane presence, it is almost certain that your opponent is not 6 when you reach 6. Control the creep equilibrium, cut your opponent some slack, let him venture forward for a last hit. If he is reckless enough to step down his high ground, f him and watch him get f'ed. Well actually its not that simple. Be sure to orb walk him throughout the duration of your ulti. Dont just put your hands behind your head like you are receiving head and watch your hero lose sight after the other guy went up the high ground. With the exeption of some, you can even tower dive a little bit to make the kill. There are however some heroes that you cannot do this to, for example Rubick the Grand Faggot, who can make you take several unreduced tower hits as well as a high damage nuke that will reduce YOUR firepower and make an easy counter kill. Another example is Tinker, because of his dangerous burst damage and his ability to waster 2 seconds of your precious 5 second ulti, by the way don't be an idiot and continue to throw flaming spears when you are blinded.
In the case where the creeps are not under your tower, it is beneficial to start oppresion from level 1. By orb walking around the creeps, the enemy has no choice but to back up out of your range, which creates a window for you to last hit and deny. You shouldnt allow your enemy to take numerous pot shots from the high ground when you think you turn around from chasing them, and trust me they will try to get you with your back turned. As long your health is at a safe percentage, you can rationalize the damage taken as a preperation for when you learn beserkers blood, by then you would have much more dominance in the lane.
One mistake I often see huskar players making is over confidence and abuse of beserkers blood. What I mean by that is they like to keep their health in the red to make for easier last hits and more painful harass, as well as accidentally attracting aggro from creeps yet still trying to harass. What these players need to be reminded of is the fact that considering both armor and hit points Huskar is still an excuse for a strength hero with sub-par range compared to other range heroes. In a stage where creeps especially the ranged ones hurt and every autoattack from the enemy counts, you will still in a heartbeat when you get low enough. Your spears are like a warning sign for your enemy, as well as yourself, tango when they glow red and you wont regret it. Another tip for early game is keep updated on your opponents inventory, the more consumables they are carrying the less aggressive you should play. If you see a rhasta or rubick with tangos salves and 2 clarities, dont be a baller and try to send him home, cuz he will just tango up and shock you to death. Try to dodge shocks and bait out his clarities so you can cancel them. When laning against bottle heroes, it is wise to deny them of the runes. Of course to do that you have to push the lane before the rune spawns. If the creeps are in the river, you want to frequently go up their high ground to not only force them back but keep surveilance on them. When you see them check the top rune at a spawn mark and come back empty-bottled, it's okay to give up some creeps to go deny the rune if your teammate at bot cant. Without bottle sips, you are practically denying 600 dollars of their investment, as well as eliminating the dangers that accompanies the opponent bottling a hazardous rune or if they get lucky regeneration. Dont chase after the rune goers with a head start if you dont have boots. If you have boots, follow them to the rune spot and orb them the whole way because it is less likely that you can actually get ahead of them with the ms bonus, this way even if they got the rune you would have done quite a decent amount of free damage forcing them to use the bottle charges right away if they got it. You can try to attack the rune to deny it, but no pressure if you cant, you will at least be making them go the long way back to lane if all else fails.
Whether or not you killed mid or not, it is always wise to help out your sidelanes when you reach 7. This is basic dota etiquette. At the side lane you can finish treads.

Perhaps you can successfully gank and bag some kills at the side lane with a tower right after, that should give you enough to purchase
follow up with 
when you have the money.
During the course of the game be aware of your health before and after battle, dont be a stingy old man and neglect to purchase salves and have the courier deliver.
The 100 gold is nothing compared to what you can lose without that 400 hp
This is what you should have at around 15 min MAX,




Gold=3960
if you cant afford this, then you should buy more bracers
From here you should evaluate how the game is going, and proceed to buy necessary items.
Jangoo/medalion
hood/meka
BKB
AC/Satanic
Tips on laning against melees
Try not to trade hits with a melee hero if you could help it, even with beserkers blood, not only because they do a significant amount of damage, they are also tankier than you, plus you are not abusing your 400 RANGE ADVANTAGE. Something that is common sense: back up when they chase, as soon as they stop chasing, orb them, they will hate you.
The typical mid melees:
Exp needy Group

Pudge is mid for exp mostly, he might not even come up for last hits, so in that case infuriate him by making little exclamation marks appear all over the place. Terrorize him blatantly before he's lvl 3, terrorize him in the vicinity of creeps after lvl 3. In the unfortunate event that you get hooked, dont panic, turn into a little pussy, turn around and try to run. Unless you are under tower fire you have a likely hood of killing him. Dont try a solo kill at 6 when he has mana(unless you can kill him while standing among creeps). Most important thing: CALL MISS!

Terrorize him everytime he comes around even if he just wants to devour, he has 0 armor! Control the creep equilibrium as much as you can. Unlike laning with pudge, you can stand in the bottom of the river and deny the last range creep with out the worry that a hook will come out of nowhere. Salve if necessary when you hit level 5, because he will likely have skilled lvl death twice. Most important thing here is: WATCH YOUR HP!
AOE HARASS GROUP

This guy doesnt stand around for you to hit him. He will come throw his axes picking up gold and exp while pushing the lane, and run for the rune when you are trying to push the lane back. Not much you could do here but perhaps dodge his axes and kill his pigs. You dont stand a chance fighting for the rune so just let him have it. Watch out for his level 6. Most important thing here is: DONT FUCK WITH PRIMAL ROAR!

Kind of like beastmaster in that he will last hit and harass you with rockets, they cost only 50 mana so you can expect them to come every 20 seconds! He will probably have a stout shield to start with so focus on denying him and keeping creep equilibrium. He is somewhat of a threat at level 4or5 with both battery assault and cogs, Most important thing here is: DONT GET CAUGHT IN COGS!

Same story, avalanche for last hit and deny, runewhoring, catch you with a nice powerup and combo when you're not careful. He has pretty slow ms and no mana when he goes for the rune, which means you should get a fast boots of speed and give him trouble in the river. Most important thing here is: DENY RUNES!

Firestorm is awsome at mid with some bottle crowing. Same as tiny only the runes are being used more for regen so not as dangerous. When he starts channeling, walk out of the fire and throw your spears, the best thing about pit lord is you can still throw your spears when he uses pit of malice. Dont understimate firestorms and stand in them, its not a shower they really do hurt. Most important thing here is: THAT IS ONE FAT ASS YOU HAVE TO KICK.

What is this 6.66? Most important thing here is: DODGE HIS SHIT!
CALLING MISS is VERY VERY important on all of these heroes expect the last two.
Melee Agi

This guy will blink to you and hit you when he has more creeps than you, kind of like how you like to act tough when your friends are around. The mana burn not really significant but it does do some nice damage. What he doesnt want you to know is, after he blinks it takes him a long time to be able to blink again (what a dick, am I right fellas?)Most important thing here is: Turn around and GIVE IT TO HIM!

This guy is actually pretty hard to deal with if he brought enough restoratives and you have DELAY. Proper last hitting and eating tangos is the key here. You shouldnt have much problems after level three, because you will out damage his heal and have enough damage to out lasthit him as well, what is he going to do, use bloodrage to harass? Keep your health up, and if he should ever use ulti on you, the correct techinque is to press H, wait till he get up close and personal to attack you, then f and watch how his movespeed bonus isnt enough to save him. Most important thing here is: DONT LET YOUR SPEARS TURN RED.
(really?)
This guy will mana burn you for tons of damage because of you high intellegence and will render you useless because you have no mana to cast your Decrepify or Nether Blast. Level you Nether Ward early and drain his mana. Most important thing here is: SARAH PALIN!
Ranged Heroes you may have trouble with:

A randomed Bane will carry a Soul Ring, hard nut to crack at lvl 3, pain in the ass at lvl 5, own you harder than your mother at lvl 6 and 7. You cant kill him so dont try. Try to deny him experience as much as you can by plain denies or harass him out of exp range and eating trees before level 5. After than just last hit and stay out of his attack range, he has the same range as you, so he cant physically harass you. Most important thing here is: Salve when he hits 6 and either go gank side lanes or call for a gank.

The popular build is quas wex. Quas negates your harasses and make you vulnerable for a cold snap. When you realize shit is not going as planned you might see a Tornado coming your way ending your life. You do have better attack animation and + damage though so last hitting should be fairly easy. Exort invoker does pretty good dps when trading hits, willing get some extra hits in when you are backing up, and can sunstrike to finish you, so unleash your pent up rage on the creeps here as well. Most important thing here is: LAST HITTING and DENYING.

Not much help here. Most important thing here is: Last hit, deny, and DONT DIE.

This is an interesting match up, nethertoxin vs beserkers blood, burning spear vs poison attack. The attack animation i would say is even, his range advantage would be balanced by his movespeed disadvantage. Similar starting str and agi and armor. Low base damage on both sides coupled with good skills for last hitting. I would say at lvl 5 is the point where Viper gets stronger, with being level 6 and trading ultis, its unclear who will die first. Most important thing here is: Aggressive before level 5, passive after level 5.

Like viper, Clinkz needs level 5 for his orb to be significant. You cant really kill him by yourself but he can actually kill you if you get out of position and low health. His 600 range means you might actually get some hating under your tower too. You do have a much better attack animation than him so just last hit, salve when you need to, get your boots, then go to side lane and rape. One very important thing to note is, Clinkz farm pretty fast in mid-game and will often go unattended because of the difficulty to gank him. An experienced player even if kept down in early game can still come out of the jungle with a 20 min orchid so make the small investment of 200 dollars and try to get some teammates to come gank him. Most important thing here is: Last hit, deny, and gank him.

Weaver is not that hard to deal with but I often underestimate weavers early game burst potential and end up paying my life. Unless he is very very uncareful you cannot kill him. His germinate attack will allow him to get off three attacks in succession, all very painful after the armor reduction from the swarm, shukuchi to finish you off. This will not be lethal of course when you have full health but dont be fooled by his slow pace and think he cant kill you when your spears are red. Unfortunate for him, weaver has some real shitty attack animation so once again you shall win the lane by last hitting. Most important thing here: DONT BE TOO BALLER

Same as kunkka, dodge his shit and you'll be fine. If he is maxing poison, you dont want to get hit more than two stacks. Don't get greedy and tower dive, cuz his dc combo does a lot of damage. Most important thing here is: DODGE POISON.

Everybody hates batrider. Similar to shadow demon, dont get stacked by him. I frequently educate incompetent new players (in colloquial terms is "Pwning noob shit") with batrider because they dont know the significance of this sticky stuff stuff I am ejaculating on them. Most important thing here is: WIPE YOUR FACE BEFORE YOU GO BACK FOR MORE!

This guy deserves a special mention because HE IS A LITTLE BITCH IN FRONT OF HUSKAR. Three of his spell goes towards survivability which makes his fragile ass a bit harder to kill if you were ANY OTHER HERO. Fortunately you are not, you are not countered by his nether ward because you dont use mana to kill, you do so much damage when you are hurt so you can easily outdamage his life drain, and most important of all you can use burning spears when in etheral form. This pugna will be in tears everytime you ulti in cuz he simply can do nothing about it other than maybe use a mekansm. Most important thing here is: ORB WALK HIM WHEN HE THINKS HE IS SAFE.

I'm just kidding, Huskar is the hero that rapes OD mid. What is he going to do, astral imprison you so he can run away? Or astral imprison himself to stay in exp range? I guess he can hit you with his pathetic orb and pray that his essence aura procs. Most important thing here is: IF YOU DONT EAT HIM FOR BREAKFAST YOU FAIL.
Tips on Fighting Rubick the Grand Faggot
This hero is imbalanced end of story. Here are some tips when dealing with him. In lane he will harrass while getting last hit at the same time, but in a much more intense way than zeus. Positioning is the key so that he can either last hit or damage you but not both. Look at his inventory, main difference between people is bottle vs clarities. Clarities are a bit more harder to deal with than bottle, in the case where he plays very safe. Even with his high initial intellegence, he will run out of mana soon and you should definetly take advantage of that. A good thing to note is his telekinesis spell, as dangerous as it is, costs 160 mana which is almost two fade bolts worth of mana. When going mid in any instance, it is a always a good habit to check out your opponent and keep updated on their status(sounds like you on facebook with the girl from your english class doesnt it you STALKER), because your opponent is probably checking you out too(unlike the girl from your english class so forget it kid). When you see the guy with 50 mana, make him cling on to his spirit tower for dear life. Rubick gets VERY dangerous in mid game, and you should have doubts before you approach him. It is common courtesy in every occasion to inform your teammates if he stole a threatening spell like life break, even though its not the best spell he can steal. In most cases you want rubick to steal your inner vitality which bears much less significance and can be ignored(not very impressive int growth so he wont be healing that much). With that being said encourage your allies to share their knowledge of what spell rubick currently has, ask around if you dont feel confident before you confront him. A stormbolt or magic missile to the face can mean your demise in a 1 on 1 situation, nevermind something like fiends grip or finger of death, windwalk or blink can also turn your hunt into a wild goose chase. Rubick is a hero that likes to be in proximity of allies too, which makes him even more challenging to take out. If you dont have allied support but still really want to take him out, remember to use inner vitality right after your ulti, this way he cant ulti you back and possibly kill you with a fade bolt. In teamfights, this guy is the guy to focus first. Linkens is a common item on him so have someone throw a shit spell like mana drain or something on him first before you cast your ulti.
Allies/Enemies
I dont want to list "good" Allies and "worst" Enemies because its a pretty stupid idea. Its not about the hero your allies and enemies use its about the person playing it. A compotent teammate is always a good ally and a challenging foe is always a bad enemy. Sure necrolyte makes a wicked duo with huskar but so does anybody else with burst, lion tinker dagons, layana even ursa. So what if you got a necro teammate, his ulti has 2,3,4 times the cd as yours, are you really going to wait 100 seconds to ulti someone? Maybe this necrolyte is a fucking idiot, maybe he used his ulti before a push to ks a lonely neutraling shadow fiend, who knows?
Roshan
Huskar can easily solo roshan in a safe environment. You can take him with just lifesteal treads and a bracer and max inner vitality and beserkers blood no problem at all. with lifesteal and vitality you can sustain your health at red and dps him down. Your ulti does work on roshan, it is not blocked by his spell block, but it only takes around 700 damage . The proper technique is to ulti then useyour flaming spears on him first when you have health, and switch to lifesteal with inner vitality when you are low, this is the fastest way to take him down. Becareful not to get to too low because of the bashes.
With the huge buff of Life Break, Huskar has once again become a favorite among players. Even though there is no absolute correct way to play a hero, there are always methods that are better than others, I just want to share with you guys my analysis on huskar as well as the successful builds and play styles i have experimented with huskar. Some basic knowledge of the game is required to fully understand this guide
For hero stats and stuff you can look at Sacred Warrior - DotA Hero Details or other guides, I don't want to make you do unnecessary scrolling.
Lets look at huskar as a hero
Huskar is an OG, and by that i mean the Original strength ranGed hero, way before wisp and phoenix came to existence. Even though he still has pretty short range for a ranged hero, 400 to be exact, and mediocre movespeed, he is more tanky than most other ranged heroes. His attack animation is pretty nice, good for last hitting and orb walking, however the downside is his pathetic initial damage, 39-48 which is the lowest among the strength heroes and low even by int standards. Lucky for him he can gain some pretty awsome damage through his passive, not to mention atk spd, which will make last hitting very easy for him when he isnt at full health.
Overall huskar is a versatile hero despite his lack of a stun and aoe. Because of that reason, he doesnt have too much presence in a team fight other than some dps.
He is effective in all stages of the game and do not demand high skill levels to be effective.
Role:
Ganker: Huskar is great at ganking, reason being his naturally high dps and an ultimate that is so deadly yet with such a low cooldown.
Support: The lane control you get with huskar makes him a great early game support. He is also capable of healing a teammate and doing enough damage at the same time to not be neglected by chasing enemies. Also huskar is fairly item independent as he has naturally high dps and decent survivability with his heal.
Carry/Semi-carry: A ganking huskar can accumulate enough gold to buy expensive carry items. With some teammate support he is also capable of taking on several heroes and out dpsing some enemy carries. Huskar is definately a hero with late game potential.
NOTE: Despite me writing this guide, I detest people who hand pick huskar in an ap public game because it give the impression of desperateness and low skill level play. Huskar is truely an imba hero in a low level public game because of the bad coordination and distribution of roles on the opposite team. I personally only play huskar when randomed
Skill Builds
Huskar's three skills all have nice synergy with each other, there are different ways you could skill them. I've seen people who dont skill burning spear at all, I've seen people who dont skill inner vitality at all, and believe it or not ive seen people who dont skill beserkers blood until after level 7. I do not totally disagree with either of these builds, lets analyze them.
Skill build 1 : No burning spear.
1 Inner Vitality/Beserkers Blood
2 Inner Vitality/Beserkers Blood/Stats
3 Beserkers Blood
4 Inner Vitality/Stats
5 Beserkers Blood
6 Life Break
7 Beserkers Blood
8 Inner Vitality
9 Inner Vitality
10 Stats
11 Life Break
12+ Stats
Burning spears is one of the best early game skills out there. It allows you to harrass your opponent without attracting aggro from the creeps, forcing your opponent out of last hitting range and possibly out of exp range. Not leveling spears will mean that you lose a lot of lane control. This skill build is best suited if you are in a defensive lane most likely with a support hero. Last hitting and getting early gold is crucial in this build because it relies heavily on a quick level advantage and lifesteal. The advantage of this build is it gives you more of an edge mid game when you hit level 8/9 ish with max inner vitality and beserkers blood. An alternative is to go stats instead of inner vitality for even more mid game dps. You might want to go this build when you are in a duolane or duo vs trilane against some heavy nukers or stunners, because using burning spears will put both you and your health into very dangerous positions, two nukes and some auto attack you will go down faster than monika lewensky. You must keep in mind that when you opt for this kind of skill build, you want to stick with the defensive playstyle and also have a sycronized lane partner. That means its your responsibility to make sure this overconfident witch doctor dont traverse into dangerous territory to throw his cask+maledict then proceed to give chase and blame you when he dies in two hits for not following up or not healing you. This build is very strong mid game, an armlet is the item of choice when using this build.
Skill build 2: No inner vitality.
1 Burning Spears/Beserkers Blood
2 Burning Spears/Beserkers Blood
3 Burning Spears/Beserkers Blood
4 Burning Spears/Beserkers Blood
5 Beserkers Blood
6 Life Break
7 Beserkers Blood
8 Burning Spears
9 Burning Spears
10 Burning Spears/Beserkers Blood/Stats
11 Life Break
12 Inner vitality/Stats
13 Inner vitality/Stats
14 Inner vitality/Stats
15 Inner vitality/Stats
16 Inner vitality/Stats
You can be pretty liberal with the selection of either burning spears or beserkers blood early, but of course if you skill one you have to skill the other on the next level, I prefer beserkers blood on 5 and 7 but you can always opt for spears in a more gank oriented lineup. This is a really aggresive build that you can utilize when you have good teammates. The must have accessory to accompany this build is a mekansm, reason being you got a shitload of mana sittign there might as well use it for something. You can go this build if you got a healer on your team AND no one else is getting meka, or a push strat where two mekas is applicable. Meka is an awsome item for 2300and some odd dollars, it benefits the whole team in teamfights and also packs a surprise for brave souls who think they can take you 1v1. With this build you are fulfilling a support role in lane, being aggresive as you can and throwing spears whenever the enemy hero comes into your sight. By doing this you are giving your hard carry lane mate a lot of farming room. You want to only deny and harass, not to last hit. The best case scenerio is if your lanemate is someone like tb or morphling who has strong early game lane presence as well and you have two melee opponents. Harass your opponents right from the start, and when their health gets low enough, leave them some room for last hitting. Signal your partner and land yourself an easy kill when they take the bait and come in for that one necromancer or druid of the talon. Inner vitality is gotten when you have sufficient mana to cast both heals accordingly.
Skill build 3: Maxing Heal No beserkers Blood early.
1 Inner Vitality
2 Burning Spears
3 Inner Vitality
4 Burning Spears
5 Inner Vitality
6 Life Break
7 Inner Vitality
8 Burning Spears/Beserkers Blood
9 Burning Spears/Beserkers Blood
10 Beserkers Blood
11 Life Break
12 Beserkers Blood
13 Burning Spears/Stats
14 Burning Spears/Stats
15 Burning Spears/Stats
16 Life Break
This is a very unorthodox build that is almost never seen, as berserkers blood is the heart and soul of huskar. The benefit of this build is of course maxing inner vitaly first. This is a support build where you are baby sitting a carry against a really hard lane. Once again you dont want to only deny and harass, but doing so very cautiously. While it is true that inner vitality in the early game is fairly uneffective, sometimes it might just be enough to save your ass or your lane mates ass from a storm bolt+magic missile combo. the reason why you get spears over beserkers blood is that in this lane you want to keep your health in a safe level which means the extra damage from the burn should be more significant than the extra damage from beserkers blood. After maxing Inner Vitality, it is your choice when or wheather or not to max burning spears.
Skill build 4: Solo mid
1 Burning Spears
2 Beserkers Blood
3 Beserkers Blood
4 Burning Spear/Inner Vitality/Stats
5 Beserkers Blood
6 Life Break
7 Beserkers Blood
8 Inner Vitality
9 Inner Vitality
10 Inner Vitality
11 Life Break
12 Inner Vitality/Stats
13 Stats/Burning Spear
14 Stats/Burning Spear
15 Stats/Burning Spear
16 Life Break
This is my personal build for sacred warrior. Huskar is a beast going one to one, with his annoying spears, not many heroes can compete with him in the solo lane. Burning Spear is gotten at level one obviously, but I dont level it after because I use it solely for the purpose of harass in the form of orb walking. Once you get life steal, your investment in burning spears is wasted, thats why I dont like leveling burning spears. A second level of it could be gotten at level 4 when you are facing a hero that doesnt pose much threat offensively but has enough regen either through skills or items that allows him to still stay in lane. Another reason to not level inner vitality on lvl 4 is that level 1 Inner Vitality just doesnt do enough to be significant most of the time, and might even screw you over when you get overconfident and think youre invincible like superman or something just because you got some green shit floating around you.
Somebody will be like, motherfucker you crazy! what you talking not maxing spears, they do shitloads of damage!
Let me explain to you why I dont like spears early as a form of dps. Its damage over time, over 6 seconds to be exact, one second more than your ulti duration. So the purpose of burning spear then, is to kill someone if they escaped after you used your ulti, and was attacked by you the whole time during the ulti, which in my experience rarely happens. The main reason why people are able to escape is because of a stun or teammate support, in either case you would have trouble getting off burning spears. Another thing to consider is your own teammates. If they were to help in the ganking attemp, the probability of them deal the finishing blow with a skill or auto attack is a lot higher than if you were stunned/out of range and dealing residual damage through the burn. They will most likely die before the 6 second duration as well, which means a large portion of the burn damage has gone to waste. Burning spears look really good on paper, at lvl 4 it does 16hp/s. After resistance that is 12 hp/s, 72hp in total. after some positive regen its even less, you can even salve through burning spears, not the best dps in my opinion.
Last but not least, I also considered the psycology of burning spear vs. inner vitality. Envision the scenerio where you ulti into someone when both of you are at lvl 11 starting with full health, you have a 20% health advantage from your ulti, which is around 225 one nukes worth of health. If they chose to use a nuke, you arent actually advatageous in terms of health, however you do have beserkers blood. Your target now has to choose, fight or flight. On a 1v1 situation you might have some advantage but if your prey had some teammate support on the way and bravely traded hits with you, they can easily counter gank you since you are at a little over 500hp. Inner vitality would discourage your prey to turn around and try to damage you because you are healing, while burning spear would encourage him to hit you with all he got since it will be hard for him to escape being damaged over time. Im not a big fan of trading lives especially if I were mid, so in the rare case that I don't make the kill because I lack the damage that could have been dealt by burning spears, I would most certainly send him back to fountain while I can easily heal up through inner vitality and lifesteal, which I would choose anyday over dying myself after making the kill.
Orb Walking
If you still dont know by now, orb walking is a technique that is indeed very power early on in the game. What it allows you to do is manually cast orb effects like a single target spell and use it to attack enemy heroes. The orb effect has to have some kind of cost, either mana cost or health cost, which will enable the feature of toggling autocast and manual casting. The benefits of orb walking is it is similar to casting a spell in that it does not attract the aggro of creeps or towers, allowing you to damage enemy heros while being in proximity of enemy creeps and not getting hurt by them. Further more, orb walking allows for easier animation canceling producing prominent hit and run effects, resulting in more attacks being landed in a chasing situation.
The heroes that are capable of orb walking is:
Huskar
Clinkz
Viper
Drow Ranger
Enchantress
Obsidian Destroyer
Silencer
Note: Though heroes like Venomancer and Nerubian Weaver also have ranged orb effects, they cannot orb walk because their orb skills have no cost, therefore is unable to be manually casted.
Items builds
Starting items
Mid
Hood/Meka
875 items
If you went boots first you must be focused on harassing and not last hitting. Circlet or Gaunlet depends on whether or not you skill inner vitality.
Boots Analysis:
There is only one scenerio where you should buy arcane boots and that is if no one else on the team is getting it while many can benefit from it, and you have meka, because inner vitality does cost a whooping 170 mana. In normal circumstances, if you find yourself with large sums of money, consider donating your extra money to charity, benefit your team by helping cure breast cancer.
The main comparison here is treads vs phase
Treads: +8 str (+8dmg) 25%ias
Phase Boots: 24
Beserkers blood lvl 4 gives you 12%ias and 8 dmg per 7%health lost. Huskar does around 70 base damage mid game with a bracer.
Lets calculate the damage output when max attack speed is not the issue
( 70+8+8)*(1+0.12+0.25)=117.82
(70+24+8)*(1+0.12)=114.24
(70+120+8)*(1+0.12*15+0.25)=603.9
(70+120+24)*(1+0.12*15)=599.2
*Note that the +20 from helm of dominator was not calculated.
dps wise, there is really not much different between the two. Even though it might look like treads do a slight amount more, with the extra movespeed of phase boots you can easily get some more attacks in, however with the increased survivability of treads you can also get some more attacks in, so it all comes down to a matter of personal preference, as well as what other items you will get. For example when you purchase a helmet of dominator you will benefit more from treads while if you purchase a hyperstone you benefit from phase. The choice also depends very much on your play style. I would say treads suit the current metagame more because of the focus a huskar gets and the need for a boost in survivability. However if the team focuses on mobility, like other phase boots or blink dagger allies, phase is the better option to keep up with your team.
Theres alot of items viable on huskar, and Ive experimented with them all and made a comparison.
This item is very nice on huskar, reason being the boosted strength allows you to not exactly shrug off but take some nukes like a man, or troll, whatever. Confucious says: Your ass needs to survive to do damage. I totally agree with the old man. The mistake I see alot of players make is that they stack all kinds of dps items with no stats or hp boosts at all, go out and get owned. Void with butterfly battlefury mask of madness and agi treads will still go down in to a blink hex lion faster than your alcoholic dad's weewee in the bedroom. Huskar needs his bracers just like your dad needs male enhancements, GET IT.
A good substitute for bracer. Must get item if going spears and no lifesteal. You can gain charges easily by actively ganking. Make sure you have teammates that are willing to gank with you.
I would say this item is the most common item on Huskar at the moment. This item itself has very high value, note how you gain +20 damage out of nowhere when you buy its two components, thats the main reason to upgrade it to the helmet anyways, since the lifesteal is what you really want. What lifesteal allows you to do is extend your "golden state" to the max. What I mean by that is after you ulti in and take a nuke you will be at dangerouly low health, dangerous for both you and your prey, you want to get to 10% of your health and stay there for the whole duration of a fight, so you can cut through even the toughest meats like centaurs and other dudes with axes. There are times when I bump into ganking crews of three people while farming neutrals and accomplished triple kills with nothing but the support of a druid of the talon they brought from lane.
This item is good if you went to a side lane, because all you need from home is the recipe. It gives some pretty awsome stuff when activated, HP atk spd damage armor, really nice on any str dps with some form of sustainability, it also gives you a chance to do some armlet jukes and show off how good you are with warkeys. Some even say this is core, I disagree. This item can only be gotten after obtaining lifesteal, or else you either have to go back to fountain after every fight or enter fights with half of your health already gone. Also, even after having lifesteal, you need fodder to lifesteal off of after a fight to recover, which means that you cant have douche teammates with aoe that jack all the creeps, or carry teammates who needs the farm more than you. Another problem with items like armlet and mask of madness is your fear of disables. When you are disabled you arent lifestealing anything yet you are still taking damage. My advice to you is, get this if YOUR TEAM IS doing well against a team with not much disables. Get this if YOU are NOT doing too well because it can help you get some kills in team fights which will bring you income. If you see exactly 2600 in your bank account at one moment, it is probably better to purchase an ORGE AXE and a MITHRIL HAMMER.
Many guides before suggests this item, which made me get this item all the time in the past. I dont get it anymore after some simple analysis. This item gives you two things, a +8 regen and a 30% magic resistance. With inner vitality and lifesteal there is no need at all for the regen. The magic resistance does decrease the damage recieved from your ulti, however that will actually decrease your dps by quite a bit. If the opposition consists heavily of magic damage, you can consider buying a planewalkers cloak, or make a pipe if noone else is making, unless there are temporary monetary issues, you should not have a hood of defiance in your inventory slot.
I agree with Luminous on this, ranged vanguard is inferior to Meka, as long as you are not against antimage or something. You dont need the regen, you can boost your health with a point booster and ogre axe, and the damage block is just neglegible.
Very good defensive item to buy for huskar, recommended in place of vanguard.
IMG]http://media.playdota.com/items/765/thumb.jpg[/IMG]
Its a natural extension of the bracer you already have, it gives high value for its price, its a team item, blah blah blah. Get it if no one else is. The problem with this item is it will not give you a significant boost of anything. So if you have money to get something better dont buy this. Get it if your team is not doing too hot. Get it if you cant afford manly items. This thing is like a Honda Civic end of story.
This is really good for its price. Definitely a buy if your team is behind. Reason is your team should be sticking together if falling behind, making this item extremely useful in a more vs less situation, negating some of their defensive investments and stats advantage.
Type -ma and look at the matchup.
Do they have stuns?
Do you see a cow with a big ass stick making you dizzy all the time?
Do you see creepy looking seniors like these?
Do you see THIS FAG?
If so then get a BKB.
No.
Really?Never?
Not never of course, you can always upgrade your fourth preserverance to a linkens, get it after your second battlefury and refresher, but then you could always get a third battle fury.
But what if they have a doom bringer? If a doom bringer is smart enough to know that doom goes through bkb, he is probably smart enough to not waste his ulti on a fucking huskar.
An initiating huskar is a dead huskar, blinking in attracts too much aggro that you cant handle. Exception is if you have a bkb and a cow or some dude with a shark on his head blinking in with you.
Satanic
Heart sound better than it actually is. Since life break is based on percentage, you benefit more from effective hp than real hp. Also heart doesnt do much for you in battle other than boost your hp. For 800 dollars less, you can get something that is much better, an upgrade to SATANIC. Satanic is such a good item on huskar, increased lifesteal percentage combined with your high dps means you can neutralize so much more damage done to you when you are low in health. When you are low in health, you can also surprise a greedy hero coming to finish the job by activating satanic, instantly healing you to full. The cd on satanic is 35seconds. 35 seconds for the heart amounts to 58% heal, and you cant be in battle either. Heart/satanic is a late game item, and in the late game, where one team fight can result in the outcome of the game, so healing after teamfight I would say is very overrated.
This item allows you to ulti more than once in a team fight. You want this item if your opponents are very tank. If you do get this, be sure to ulti the tanky guys, and not the crystal maiden, because 15%of crystal maiden is probably the same as what you would do with one auto attack. Do not get this item if you are focused in fights.
This item is very good against physical dps. The -armor help cope with the ridiculous amount of armor they gained from agi growth, the +armor will allow you to go head to head with them without the slightest of fear, the attack speed even in the form of hyperstone is enough to land you kills that otherwise you wouldnt have got in mid game.
This is the ONLY other viable orb on huskar because of its ability to allow for burst physical damage that is lethal for most. Best if gotten very early and have allied slardar that can amplify the physical damage even more and also stun so you dont lose too much after an engagement. This can easily be substituted however by medalion.
It costs 650 more than AC, it gives 4and some odd armor compared to 15 you get from ac, it gives a measly 5% more atk spd than ac, the damage you get from it is probably similar to the extra damage you get from the -armor in AC, and it gives evasion. It also only benefit yourself. You catch my drift?
You dont need me to tell you that this is situational. Make every spear count against evading mofos. Stop other mofos from teleporting, make that furion or tinker cry, teach Nevermore how to dougie.
With good teammates, why not? Such good dps
This item is very good if you are getting focused after you ulti. Main purpose of this item is to decrease aggro after you go in so the enemy firepower is redirected to others, this way you can dps at a safer distance. This item is also good for initiation purposes, combined with your ulti you have 1150 initiation distance which is equivalent to a blink, only you get some attack speed and damage out of this item as well.
Rejected items
Okay I trust that you are not a complete idiot so I wont bother listing the obvious ones like diffusal or necrominicon.
Manta style looks nice, pretty good stats and +ms and the ability to dodge a hellfire blast. No. Your illusions do not have beserkers blood which makes them useless both dps wise and confusion wise.
No this is not an obvious reject because guinsoo is a good item on just about all heroes and a direct counter to all. The reason why huskar should not get it even if he is doing very well is the cost-benefit ratio is too high. If your team really lack disables buy a cranium basher instead which is sooo much cheaper and as unstable as it is, still out weighs guinsoo
Other Orb Effects
You have a naturally good orb effect. It would be quite a waste to invest in another. Lifesteal grants you longetivity, thats why you get it, unlike feedback or chain lightening which grants you dps. Skadi is viable late game but an MKB would be alot better as a buff placer for late game dps. The survivability from skadi is not as good as satanic, and the increased mana pool is quite wasted.
Gameplay
I will typically go mid with this
Someone is going to say “Mid and no chicken? You DOUCHE!”
Huskar does not need courier as desperately as those bottle heroes, though he can benefit from it. If your team desperately needs one but noone cares enough to cough up for one, you can get one by substituting a circlet for one. If you got two gauntlets, in place of gauntlet and circlet, try negotiating with someone else to buy you a pack of tangoes so in a way you split the cost. DO NOT substitute a salve. Tangoes+inner vitality does not equal salve. Salve is so important in the early stages of the game.
For Huskar, level 1 is the hardest level. You have this low base damage, which paired with flames still cannot pose too much threat. It is important to block the creeps so you can get the experience of the first creep wave relatively uncontested. If the creep wave is under your tower, try to stay on your side of the creep wave and last hit. If you traverse the creep wave to trade hits with the enemy, you will not have the advantage of the non-aggro attraction orb walking gives you. Take a look at spears lvl 1, you pay 15 immediate health to do a total of 18 extra damage at the end of the duration, not very impressive right? Trading hits will definitely benifit your opponent more, who most likely has a nuke that can kill you when you are low enough. Special mention goes to shadow fiend. When you see a shadow fiend you want to trade hits with him as early as possible because as weak as you are level 1 he is weaker. After the first wave you should be level 2, this time you can afford to trade hits no problem, you can even terrorize your opponent under their tower because of the nature of orb walking
The most important thing for a mid huskar in the early game is to watch the map. When playing against competent players and their mid is getting outlaned severely, someone is bound to roam to mid to surprise buttsex you. If you get ganked, all the advantages you've racked up will pop just like your dreams of going to a good college after you started playing dota nonstop and your grades hit rock bottom.
With proper last hitting and harass, you should be able to get at least two parts of your boots when you reach 6. If you dont then you are doing something wrong. Use the chicken if available, if not then wait till you tranverse to side lanes.
Boots of speed is actually very important for huskar in the early game, try to get it to yourself asap, the aggressive playstyle of huskar means that the +55 ms can be the difference between a kill a trade or a death.
With Huskars lane presence, it is almost certain that your opponent is not 6 when you reach 6. Control the creep equilibrium, cut your opponent some slack, let him venture forward for a last hit. If he is reckless enough to step down his high ground, f him and watch him get f'ed. Well actually its not that simple. Be sure to orb walk him throughout the duration of your ulti. Dont just put your hands behind your head like you are receiving head and watch your hero lose sight after the other guy went up the high ground. With the exeption of some, you can even tower dive a little bit to make the kill. There are however some heroes that you cannot do this to, for example Rubick the Grand Faggot, who can make you take several unreduced tower hits as well as a high damage nuke that will reduce YOUR firepower and make an easy counter kill. Another example is Tinker, because of his dangerous burst damage and his ability to waster 2 seconds of your precious 5 second ulti, by the way don't be an idiot and continue to throw flaming spears when you are blinded.
In the case where the creeps are not under your tower, it is beneficial to start oppresion from level 1. By orb walking around the creeps, the enemy has no choice but to back up out of your range, which creates a window for you to last hit and deny. You shouldnt allow your enemy to take numerous pot shots from the high ground when you think you turn around from chasing them, and trust me they will try to get you with your back turned. As long your health is at a safe percentage, you can rationalize the damage taken as a preperation for when you learn beserkers blood, by then you would have much more dominance in the lane.
One mistake I often see huskar players making is over confidence and abuse of beserkers blood. What I mean by that is they like to keep their health in the red to make for easier last hits and more painful harass, as well as accidentally attracting aggro from creeps yet still trying to harass. What these players need to be reminded of is the fact that considering both armor and hit points Huskar is still an excuse for a strength hero with sub-par range compared to other range heroes. In a stage where creeps especially the ranged ones hurt and every autoattack from the enemy counts, you will still in a heartbeat when you get low enough. Your spears are like a warning sign for your enemy, as well as yourself, tango when they glow red and you wont regret it. Another tip for early game is keep updated on your opponents inventory, the more consumables they are carrying the less aggressive you should play. If you see a rhasta or rubick with tangos salves and 2 clarities, dont be a baller and try to send him home, cuz he will just tango up and shock you to death. Try to dodge shocks and bait out his clarities so you can cancel them. When laning against bottle heroes, it is wise to deny them of the runes. Of course to do that you have to push the lane before the rune spawns. If the creeps are in the river, you want to frequently go up their high ground to not only force them back but keep surveilance on them. When you see them check the top rune at a spawn mark and come back empty-bottled, it's okay to give up some creeps to go deny the rune if your teammate at bot cant. Without bottle sips, you are practically denying 600 dollars of their investment, as well as eliminating the dangers that accompanies the opponent bottling a hazardous rune or if they get lucky regeneration. Dont chase after the rune goers with a head start if you dont have boots. If you have boots, follow them to the rune spot and orb them the whole way because it is less likely that you can actually get ahead of them with the ms bonus, this way even if they got the rune you would have done quite a decent amount of free damage forcing them to use the bottle charges right away if they got it. You can try to attack the rune to deny it, but no pressure if you cant, you will at least be making them go the long way back to lane if all else fails.
Whether or not you killed mid or not, it is always wise to help out your sidelanes when you reach 7. This is basic dota etiquette. At the side lane you can finish treads.
Perhaps you can successfully gank and bag some kills at the side lane with a tower right after, that should give you enough to purchase
when you have the money.
During the course of the game be aware of your health before and after battle, dont be a stingy old man and neglect to purchase salves and have the courier deliver.
This is what you should have at around 15 min MAX,
Gold=3960
if you cant afford this, then you should buy more bracers
From here you should evaluate how the game is going, and proceed to buy necessary items.
Jangoo/medalion
hood/meka
BKB
AC/Satanic
Tips on laning against melees
Try not to trade hits with a melee hero if you could help it, even with beserkers blood, not only because they do a significant amount of damage, they are also tankier than you, plus you are not abusing your 400 RANGE ADVANTAGE. Something that is common sense: back up when they chase, as soon as they stop chasing, orb them, they will hate you.
The typical mid melees:
Exp needy Group
Pudge is mid for exp mostly, he might not even come up for last hits, so in that case infuriate him by making little exclamation marks appear all over the place. Terrorize him blatantly before he's lvl 3, terrorize him in the vicinity of creeps after lvl 3. In the unfortunate event that you get hooked, dont panic, turn into a little pussy, turn around and try to run. Unless you are under tower fire you have a likely hood of killing him. Dont try a solo kill at 6 when he has mana(unless you can kill him while standing among creeps). Most important thing: CALL MISS!
Terrorize him everytime he comes around even if he just wants to devour, he has 0 armor! Control the creep equilibrium as much as you can. Unlike laning with pudge, you can stand in the bottom of the river and deny the last range creep with out the worry that a hook will come out of nowhere. Salve if necessary when you hit level 5, because he will likely have skilled lvl death twice. Most important thing here is: WATCH YOUR HP!
AOE HARASS GROUP
This guy doesnt stand around for you to hit him. He will come throw his axes picking up gold and exp while pushing the lane, and run for the rune when you are trying to push the lane back. Not much you could do here but perhaps dodge his axes and kill his pigs. You dont stand a chance fighting for the rune so just let him have it. Watch out for his level 6. Most important thing here is: DONT FUCK WITH PRIMAL ROAR!
Kind of like beastmaster in that he will last hit and harass you with rockets, they cost only 50 mana so you can expect them to come every 20 seconds! He will probably have a stout shield to start with so focus on denying him and keeping creep equilibrium. He is somewhat of a threat at level 4or5 with both battery assault and cogs, Most important thing here is: DONT GET CAUGHT IN COGS!
Same story, avalanche for last hit and deny, runewhoring, catch you with a nice powerup and combo when you're not careful. He has pretty slow ms and no mana when he goes for the rune, which means you should get a fast boots of speed and give him trouble in the river. Most important thing here is: DENY RUNES!
Firestorm is awsome at mid with some bottle crowing. Same as tiny only the runes are being used more for regen so not as dangerous. When he starts channeling, walk out of the fire and throw your spears, the best thing about pit lord is you can still throw your spears when he uses pit of malice. Dont understimate firestorms and stand in them, its not a shower they really do hurt. Most important thing here is: THAT IS ONE FAT ASS YOU HAVE TO KICK.
What is this 6.66? Most important thing here is: DODGE HIS SHIT!
CALLING MISS is VERY VERY important on all of these heroes expect the last two.
Melee Agi
This guy will blink to you and hit you when he has more creeps than you, kind of like how you like to act tough when your friends are around. The mana burn not really significant but it does do some nice damage. What he doesnt want you to know is, after he blinks it takes him a long time to be able to blink again (what a dick, am I right fellas?)Most important thing here is: Turn around and GIVE IT TO HIM!
This guy is actually pretty hard to deal with if he brought enough restoratives and you have DELAY. Proper last hitting and eating tangos is the key here. You shouldnt have much problems after level three, because you will out damage his heal and have enough damage to out lasthit him as well, what is he going to do, use bloodrage to harass? Keep your health up, and if he should ever use ulti on you, the correct techinque is to press H, wait till he get up close and personal to attack you, then f and watch how his movespeed bonus isnt enough to save him. Most important thing here is: DONT LET YOUR SPEARS TURN RED.
This guy will mana burn you for tons of damage because of you high intellegence and will render you useless because you have no mana to cast your Decrepify or Nether Blast. Level you Nether Ward early and drain his mana. Most important thing here is: SARAH PALIN!
Ranged Heroes you may have trouble with:
A randomed Bane will carry a Soul Ring, hard nut to crack at lvl 3, pain in the ass at lvl 5, own you harder than your mother at lvl 6 and 7. You cant kill him so dont try. Try to deny him experience as much as you can by plain denies or harass him out of exp range and eating trees before level 5. After than just last hit and stay out of his attack range, he has the same range as you, so he cant physically harass you. Most important thing here is: Salve when he hits 6 and either go gank side lanes or call for a gank.
The popular build is quas wex. Quas negates your harasses and make you vulnerable for a cold snap. When you realize shit is not going as planned you might see a Tornado coming your way ending your life. You do have better attack animation and + damage though so last hitting should be fairly easy. Exort invoker does pretty good dps when trading hits, willing get some extra hits in when you are backing up, and can sunstrike to finish you, so unleash your pent up rage on the creeps here as well. Most important thing here is: LAST HITTING and DENYING.
Not much help here. Most important thing here is: Last hit, deny, and DONT DIE.
This is an interesting match up, nethertoxin vs beserkers blood, burning spear vs poison attack. The attack animation i would say is even, his range advantage would be balanced by his movespeed disadvantage. Similar starting str and agi and armor. Low base damage on both sides coupled with good skills for last hitting. I would say at lvl 5 is the point where Viper gets stronger, with being level 6 and trading ultis, its unclear who will die first. Most important thing here is: Aggressive before level 5, passive after level 5.
Like viper, Clinkz needs level 5 for his orb to be significant. You cant really kill him by yourself but he can actually kill you if you get out of position and low health. His 600 range means you might actually get some hating under your tower too. You do have a much better attack animation than him so just last hit, salve when you need to, get your boots, then go to side lane and rape. One very important thing to note is, Clinkz farm pretty fast in mid-game and will often go unattended because of the difficulty to gank him. An experienced player even if kept down in early game can still come out of the jungle with a 20 min orchid so make the small investment of 200 dollars and try to get some teammates to come gank him. Most important thing here is: Last hit, deny, and gank him.
Weaver is not that hard to deal with but I often underestimate weavers early game burst potential and end up paying my life. Unless he is very very uncareful you cannot kill him. His germinate attack will allow him to get off three attacks in succession, all very painful after the armor reduction from the swarm, shukuchi to finish you off. This will not be lethal of course when you have full health but dont be fooled by his slow pace and think he cant kill you when your spears are red. Unfortunate for him, weaver has some real shitty attack animation so once again you shall win the lane by last hitting. Most important thing here: DONT BE TOO BALLER
Same as kunkka, dodge his shit and you'll be fine. If he is maxing poison, you dont want to get hit more than two stacks. Don't get greedy and tower dive, cuz his dc combo does a lot of damage. Most important thing here is: DODGE POISON.
Everybody hates batrider. Similar to shadow demon, dont get stacked by him. I frequently educate incompetent new players (in colloquial terms is "Pwning noob shit") with batrider because they dont know the significance of this sticky stuff stuff I am ejaculating on them. Most important thing here is: WIPE YOUR FACE BEFORE YOU GO BACK FOR MORE!
This guy deserves a special mention because HE IS A LITTLE BITCH IN FRONT OF HUSKAR. Three of his spell goes towards survivability which makes his fragile ass a bit harder to kill if you were ANY OTHER HERO. Fortunately you are not, you are not countered by his nether ward because you dont use mana to kill, you do so much damage when you are hurt so you can easily outdamage his life drain, and most important of all you can use burning spears when in etheral form. This pugna will be in tears everytime you ulti in cuz he simply can do nothing about it other than maybe use a mekansm. Most important thing here is: ORB WALK HIM WHEN HE THINKS HE IS SAFE.
I'm just kidding, Huskar is the hero that rapes OD mid. What is he going to do, astral imprison you so he can run away? Or astral imprison himself to stay in exp range? I guess he can hit you with his pathetic orb and pray that his essence aura procs. Most important thing here is: IF YOU DONT EAT HIM FOR BREAKFAST YOU FAIL.
Tips on Fighting Rubick the Grand Faggot
This hero is imbalanced end of story. Here are some tips when dealing with him. In lane he will harrass while getting last hit at the same time, but in a much more intense way than zeus. Positioning is the key so that he can either last hit or damage you but not both. Look at his inventory, main difference between people is bottle vs clarities. Clarities are a bit more harder to deal with than bottle, in the case where he plays very safe. Even with his high initial intellegence, he will run out of mana soon and you should definetly take advantage of that. A good thing to note is his telekinesis spell, as dangerous as it is, costs 160 mana which is almost two fade bolts worth of mana. When going mid in any instance, it is a always a good habit to check out your opponent and keep updated on their status(sounds like you on facebook with the girl from your english class doesnt it you STALKER), because your opponent is probably checking you out too(unlike the girl from your english class so forget it kid). When you see the guy with 50 mana, make him cling on to his spirit tower for dear life. Rubick gets VERY dangerous in mid game, and you should have doubts before you approach him. It is common courtesy in every occasion to inform your teammates if he stole a threatening spell like life break, even though its not the best spell he can steal. In most cases you want rubick to steal your inner vitality which bears much less significance and can be ignored(not very impressive int growth so he wont be healing that much). With that being said encourage your allies to share their knowledge of what spell rubick currently has, ask around if you dont feel confident before you confront him. A stormbolt or magic missile to the face can mean your demise in a 1 on 1 situation, nevermind something like fiends grip or finger of death, windwalk or blink can also turn your hunt into a wild goose chase. Rubick is a hero that likes to be in proximity of allies too, which makes him even more challenging to take out. If you dont have allied support but still really want to take him out, remember to use inner vitality right after your ulti, this way he cant ulti you back and possibly kill you with a fade bolt. In teamfights, this guy is the guy to focus first. Linkens is a common item on him so have someone throw a shit spell like mana drain or something on him first before you cast your ulti.
Allies/Enemies
I dont want to list "good" Allies and "worst" Enemies because its a pretty stupid idea. Its not about the hero your allies and enemies use its about the person playing it. A compotent teammate is always a good ally and a challenging foe is always a bad enemy. Sure necrolyte makes a wicked duo with huskar but so does anybody else with burst, lion tinker dagons, layana even ursa. So what if you got a necro teammate, his ulti has 2,3,4 times the cd as yours, are you really going to wait 100 seconds to ulti someone? Maybe this necrolyte is a fucking idiot, maybe he used his ulti before a push to ks a lonely neutraling shadow fiend, who knows?
Roshan
Huskar can easily solo roshan in a safe environment. You can take him with just lifesteal treads and a bracer and max inner vitality and beserkers blood no problem at all. with lifesteal and vitality you can sustain your health at red and dps him down. Your ulti does work on roshan, it is not blocked by his spell block, but it only takes around 700 damage . The proper technique is to ulti then useyour flaming spears on him first when you have health, and switch to lifesteal with inner vitality when you are low, this is the fastest way to take him down. Becareful not to get to too low because of the bashes.
Author: mlj
Map Vers.: 6.72c
Complete Analysis of Sacred Warrior
Huskar Walkthrough + Analysis
Last Comment:18/06/2011
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