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Inner Vitality (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% health, it will regenerate faster. Lasts for 16 seconds. Level 1 - 5(15*)% of main attrib + 2 hp regen per sec. Level 2 - 10(30*)% of main attrib + 4 hp regen per sec. Level 3 - 15(45*)% of main attrib + 6 hp regen per sec. Level 4 - 20(60*)% of main attrib + 8 hp regen per sec. � (*) 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. � Casting range: 400 Mana Cost: 170 Cooldown: 25 | |||
Burning Spear (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. Lasts 6 seconds. Level 1 - 4 damage per second. Level 2 - 8 damage per second. Level 3 - 12 damage per second. Level 4 - 16 damage per second. � Damage type: magical (target), HP removal (self) � Burning Spears stacks additively when used multiple times on one target. There is no cap. � Casting range: 400 Mana Cost: Health cost: 15 Cooldown: 0 | |||
Berserker`s Blood (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 1 - 3% IAS and 2 Damage. Level 2 - 6% IAS and 4 Damage. Level 3 - 9% IAS and 6 Damage. Level 4 - 12% IAS and 8 Damage. � There will be a special effect when Berserker's Blood is giving a large bonus (49% missing health). Mana Cost: N/A Cooldown: N/A | |||
Life Break (F) Huskar reaches into the well of his own life force to heavily damage an enemy. The target takes damage equal to 50% (65%*) of its hp. Slows target by 50% for 5 seconds. Huskar pays a certain percentage of his hp to cast this. Level 1 - Huskar pays 35% of his current HP to cast. Level 2 - Huskar pays 30% of his current HP to cast. Level 3 - Huskar pays 25% of his current HP to cast. Mana Cost: N/A Cooldown: 40/30/15 (24/16/8*) seconds � Damage type: magical (to both Huskar and the target) � Casting Range: 550 � Huskar will charge up to his target, becoming magic immune, before doing the effects. � If Huskar is disabled during this charge, or if the distance between Huskar and his target becomes greater than 1400, it stops. � Slow works on magic immune units. � Can be improved by Aghanim's Scepter (* shows the improved values). |
Monday, August 29, 2011
Huskar - Sacred Warrior Walkthrough Guide
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