To counter the specific situation you have described there are two possibilities: to escape alive, or to kill him outright. In my opinion, trying to go one-on-one with Huskar is almost always ill-advised due to his skill set. So I have broken this up with heroes that can reasonably escape while still damaging Huskar to a degree and lastly a hard counter.
Heroes
Windrunner - using the windrunner
ability, depending on level, you have from 3-5 seconds of 100% evasion, 50% increased move speed, and a small area of effect slow around your hero. While this skill can usually be advised for aggressive engagement usage, as an escape, it is ideal to run from Huskar. Shackleshot
is also a solid escape tool depending on your ability to position yourself and predict the enemy's movement.
Mirana - even while being attacked, with a few steps back arrow
and starfall
should be relatively easy to land for either a small stun (if early levels) or a large amount of nuke damage (later levels). Huskar's skills are all based around losing health and gaining bonus damage so burst damage is your friend here. In an ideal situation you would have teammates that could follow-up with finishing the kill, but most likely you can turn at this point and leap
toward safety. Leap
is also a pretty solid counter to Huskar's ultimate, Life Break
. Where Life Break
was suppose to slow for 5 seconds, after leap
you will gain some move speed back due to the leap move speed bonus.
Anti-Mage - dive in to add a few attack swipes before using blink to escape in any direction, blinking in a direction other than straight back will help as it is less expected.
Void - similar tactic to Anti-Mage, but using Timewalk
instead and with the added perk of Chronosphere
to either give you more time to attack or get away.
[Hard Counter] Spectre - With desoloate
adding damage since you are one on one, and dispersion
soaking up anywhere between 10-22% of damage dealt to you, the only large variable here is whether your items are farmed yet.
Items
Force staff - push yourself in some direction away from attack.
Eul's Scepter - use on Huskar if you are alone and need to run or on yourself to allow teammates to focus down Huskar and you can rejoin a few seconds later either to use nukes that were on cd or hopefully persue a now heavily injured Huskar.
Sheep-stick - polymorph/hex as a counter for any carry, for the most part.
Ghost Scepter - you can still be attacked through manually casting of Huskar's orb, but this will be far far slower than if he was auto-attacking with his berserker blood
buff.
To begin with, early game Slark is essentially about as menacing as a paper napkin. Slark needs a pretty decent baby sitter to survive early game without heavy harassment. After Slark gets to level 6 things get trickier, but the fact remains that Slark has no survivability when faced with nukes.
So the effective counter heroes will deal heavy amounts of burst damage and essentially kill Slark before he has time to fully finish his combination of death pact
, shadow dance
, and leech enough stat points through essence shift
.
While you may not always be able to team up to kill a hero, it is still recommended to try to wrangle at least 1 other teammate to assist. But given your criteria, and whether with support or without you will need to provide truesight. So wards, or dust if you intend on going 1 on 1.
Heroes
Lina - unloading the early/mid game combination of her light strike array
, dragon slave
, and laguna blade
Bane Elemental - brain sap
, fiend's grip
, follow up with another brain sap
- items to get in the mean time, necronomicon
so that the minions can pound away while you disable
Leshrac - between diabolic edict
and pulse nova
Slark will have a pretty hard time standing directly next to you or even using pounce
. On the off chance you are pounced on split earth
should be like shooting fish in a barrel to land. And you still have lightning storm
to cast.
Nerubian Assassin - mana burn
, impale
, vendetta
, attack, repeat whichever skill is done it's cooldown.
Items
- observer wards
- sentry wards
- gem of true sight (situational)
- necronomicon - (upgrade this) minions for added dps and on-demand true sight
- blademail - synergy counter as
essence shift
and damage incoming is redirected
- ghost scepter - disable Slark
- eul's scepter - disable Slark
- force staff - to break pounce link
- blink dagger - to break pounce link
Best Answer
Yes,blademail returns cleave damage since it is physical damage.
Even if somehow cleave ended being magic damage it would still be returned by blademail since it returns physical and magic damage(with exception on HP removal spells and pure damage spells).