Jumat, 21 September 2012

Huskar



Sacred Warrior

Huskar

  • Strength Huskar Strength
    18 + 2.4
  • Agility Huskar Agility
    20 + 2.4
  • IntelligenceHuskar Intelligence
    18 + 1.5
  • Huskar

Inner Vitality

Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% it will heal faster.

Burning Spear

Using his own life force to set them aflame, the Sacred Warrior can cause his spears to deal stackable damage over time as they impact the foe.

Berserker's Blood

Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. First bonus starts at full health.

Life Break

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.
  • Sentinel
  • 0.4 / 0.5
  • 39 - 48
  • 0.3 / 2.4
  • 1.8
  • 1.6
  • 300
  • 1400
  • 400
  • 1800 / 800
Huskar is unique in being the only strength hero 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 when his Burning Spears can quickly decimate any foe. Huskar can find his life quickly drained away by this ability, and must be careful to balance harassment and defense. Due to his Berserker's Blood passive, Huskar is at his most deadly when he is injured: as he gets more and more damaged, he gains damage and attack speed. Combined with his Inner Vitality healing spell, Berserker's Blood can quickly turn what may have appeared to be a losing situation into a resounding victory. 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 order to bring the Undead Scourge to an end.

Inner Vitality

  • Active
  • Unit
  • V
Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% it will heal faster.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 170
  • 25
  • 450
  • N/A
  • 16 seconds
  • Self / Allied unit
  • 5(15*)% of main attrib + 2 hp regen per sec
  • 2
  • 170
  • 25
  • 450
  • N/A
  • 16 seconds
  • Self / Allied unit
  • 10(30*)% of main attrib + 4 hp regen per sec
  • 3
  • 170
  • 25
  • 450
  • N/A
  • 16 seconds
  • Self / Allied unit
  • 15(45*)% of main attrib + 6 hp regen per sec
  • 4
  • 170
  • 25
  • 450
  • N/A
  • 16 seconds
  • Self / Allied unit
  • 20(60*)% of main attrib + 8 hp regen per sec

Notes

• (*) These values are used if the target is below 40% of its maximum hp.
• The hp percentage is checked every second and the regeneration adjusted accordingly.



Burning Spear

  • Active
  • Unit
  • R
Using his own life force to set them aflame, the Sacred Warrior can cause his spears to deal stackable damage over time as they impact the foe.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • Healthcost: 15
  • 0
  • 450
  • N/A
  • 6 seconds
  • Enemy unit
  • 4 damage per second
  • 2
  • Healthcost: 15
  • 0
  • 450
  • N/A
  • 6 seconds
  • Enemy unit
  • 8 damage per second
  • 3
  • Healthcost: 15
  • 0
  • 450
  • N/A
  • 6 seconds
  • Enemy unit
  • 12 damage per second
  • 4
  • Healthcost: 15
  • 0
  • 450
  • N/A
  • 6 seconds
  • Enemy unit
  • 16 damage per second

Notes

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



Berserker's Blood

  • Passive
  • N/A
  • B
Huskar feels each of his wounds and channels the pain, increasing attack speed and damage for each 7% missing health. First bonus starts at full health.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • Self
  • 3% IAS and 2 damage per stack
  • 2
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • Self
  • 6% IAS and 4 damage per stack
  • 3
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • Self
  • 9% IAS and 6 damage per stack
  • 4
  • N/A
  • N/A
  • N/A
  • N/A
  • N/A
  • Self
  • 12% IAS and 8 damage per stack

Notes

• There will be a special effect when Berserker's Blood is giving a large bonus (60% missing health).
• First stack lasts from 100% to 87% of Huskar's maximum HP.
• Maximum bonus (14 stacks) is achieved when Huskar has strictly less than 3% of his maximum HP.



Life Break

  • Active
  • Unit
  • 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.


  • Level
  • Mana Cost
  • Cooldown
  • Casting range
  • Area of Effect
  • Duration
  • Allowed Targets
  • Effects
  • 1
  • 0
  • 45 (24*)
  • 550
  • N/A
  • 5 seconds
  • Enemy unit
  • Huskar pays 35% of his current hp to cast.
  • 2
  • 0
  • 30 (16*)
  • 550
  • N/A
  • 5 seconds
  • Enemy unit
  • Huskar pays 30% of his current hp to cast.
  • 3
  • 0
  • 15 (8*)
  • 550
  • N/A
  • 5 seconds
  • Enemy unit
  • Huskar pays 25% of his current hp to cast.

Notes

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

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