Panda with issues...
Well-Known Member
Fuck Huskar, seriously.
Unlike most characters, where it is best to stun then nuke them down, Huskar is more effectively combated by unintuitively nuking them and saving the stun until the end. Just as he reaches his greatest damage potential, that's when you control him with the stun and right click him down.
He's like a worse viper, in that he provides disgusting lane control, and if your mid player isn't competent (common in most pub matches) they feed a couple of kills, the lane is lost and the Huskar player, if even remotely capable just roams and ganks their way to victory. I don't think he's overpowered in any way, but just like the other classic pubstompers Drow, Sniper, Viper and Spirit Breaker he snowballs easily and requires some coordination to deal with. The fact that most of these guys are played from mid compounds this effect.
The number of games I've lost because someone fed these guys mid (mostly Drow and Sniper) and the team composition isn't correct for dealing with them is astounding and incredibly annoying. They mostly operate the same way (shadow blade = win) because trying to sort out detection as a team in pub games is hard (the prime reason riki works). It's even more annoying to see ridiculous builds like MoM Drow/Sniper actually work and start to dominate because the appropriate counterpicks often aren't taken in the ZOMG they have 5 carries WE need 5 carries EVERYONE MELEE CARRY pub style of play. Additionally, because these guys are played as carries from mid, they come online fast, and tend to be able to drag the rest of their slow farming carry heavy team to victory.
At least huskar is a solid counterprick to outworld devourer mid.
I realise that's a typo, I'm going to leave it, as counterprick is absolutely an acceptible term for anyone using Huskar.
Some basic strategies I've come across for dealing with these assholes:
1) Wards and dust. Solid advice against any shadowblade user, but difficult to actually convince anyone on your team to buy any... Helps immensely to see Spirit Breaker on his way in.
2) In the case of drow and Sniper, run AT THEM. Running away doesn't typically pay off due to the slow/bash (includes viper, though he's a bit tougher).
3) Blink Dagger/Blink heroes. QoP, PA, Slark, ironically, Huskar, Clockwerk, Storm Spirit, Spectre, Puck. Basically anyone that can close the distance fast. Unfortunately people like Storm are easily outlaned by Drow/Sniper due to better range and attack animations. Pudge hooks, if played properly.
4) Invisibility. Quintissentially, Nyx Assassin and Bounty Hunter close the distance and burst them down.
5) Blademail if necessary. Heavan's halberd to muzzle them
6) Against Spirit Breaker, my best (though not 100% effective in games by any stretch) counters are Rubick, Treant and Disrupter. Rubick's TK is instantaneous and stops the Charge in it's tracks. Treeant allows for global armour buff and damage block to harden the charge target before SB arrives to put blue balls in your team mate's mouth. Disrupter glimpse sends the asshole back where he came from. Most of the time, the effective response is to make sure the charge only hits you at a tower, then have a team mate TP support in.
Other utility spells that are great: Venge's swap is fantastic for closing the distance to a drow or sniper, and means that Drow's ulti damage bonus is lost as she's now looking scared in the middle of your team. Naga's ultimate cures all ills.
Lifestealer bomb counterganks on spirit breaker are the shit...
Unlike most characters, where it is best to stun then nuke them down, Huskar is more effectively combated by unintuitively nuking them and saving the stun until the end. Just as he reaches his greatest damage potential, that's when you control him with the stun and right click him down.
He's like a worse viper, in that he provides disgusting lane control, and if your mid player isn't competent (common in most pub matches) they feed a couple of kills, the lane is lost and the Huskar player, if even remotely capable just roams and ganks their way to victory. I don't think he's overpowered in any way, but just like the other classic pubstompers Drow, Sniper, Viper and Spirit Breaker he snowballs easily and requires some coordination to deal with. The fact that most of these guys are played from mid compounds this effect.
The number of games I've lost because someone fed these guys mid (mostly Drow and Sniper) and the team composition isn't correct for dealing with them is astounding and incredibly annoying. They mostly operate the same way (shadow blade = win) because trying to sort out detection as a team in pub games is hard (the prime reason riki works). It's even more annoying to see ridiculous builds like MoM Drow/Sniper actually work and start to dominate because the appropriate counterpicks often aren't taken in the ZOMG they have 5 carries WE need 5 carries EVERYONE MELEE CARRY pub style of play. Additionally, because these guys are played as carries from mid, they come online fast, and tend to be able to drag the rest of their slow farming carry heavy team to victory.
At least huskar is a solid counterprick to outworld devourer mid.
I realise that's a typo, I'm going to leave it, as counterprick is absolutely an acceptible term for anyone using Huskar.
Some basic strategies I've come across for dealing with these assholes:
1) Wards and dust. Solid advice against any shadowblade user, but difficult to actually convince anyone on your team to buy any... Helps immensely to see Spirit Breaker on his way in.
2) In the case of drow and Sniper, run AT THEM. Running away doesn't typically pay off due to the slow/bash (includes viper, though he's a bit tougher).
3) Blink Dagger/Blink heroes. QoP, PA, Slark, ironically, Huskar, Clockwerk, Storm Spirit, Spectre, Puck. Basically anyone that can close the distance fast. Unfortunately people like Storm are easily outlaned by Drow/Sniper due to better range and attack animations. Pudge hooks, if played properly.
4) Invisibility. Quintissentially, Nyx Assassin and Bounty Hunter close the distance and burst them down.
5) Blademail if necessary. Heavan's halberd to muzzle them
6) Against Spirit Breaker, my best (though not 100% effective in games by any stretch) counters are Rubick, Treant and Disrupter. Rubick's TK is instantaneous and stops the Charge in it's tracks. Treeant allows for global armour buff and damage block to harden the charge target before SB arrives to put blue balls in your team mate's mouth. Disrupter glimpse sends the asshole back where he came from. Most of the time, the effective response is to make sure the charge only hits you at a tower, then have a team mate TP support in.
Other utility spells that are great: Venge's swap is fantastic for closing the distance to a drow or sniper, and means that Drow's ulti damage bonus is lost as she's now looking scared in the middle of your team. Naga's ultimate cures all ills.
Lifestealer bomb counterganks on spirit breaker are the shit...