
Attributes
Combat
Resources





Win Rate by Rank
Bar scale: 40% – 60% win rate range
Herald
0–770
Guardian
770–1540
Crusader
1540–2310
Archon
2310–3080
Legend
3080–3850
Ancient
3850–4620
Divine + Immortal
5000+
Meta Insight
Meta insight unavailable.
Duration data unavailable.
Based on patch 7.41e data · Last updated: 2026-11-02
The mid laner is the second-most farm-prioritized position and is responsible for creating early pressure across the map while scaling into a reliable damage source. Mid laners typically roam to other lanes, secure key objectives, and transition from laning into teamfights. See the Fundamentals page for the full position breakdown.
Full position breakdown → FundamentalsHuskar dominates the early laning phase through high burst damage and survivability via his Berserker's Blood passive (gaining armor and magic resistance as he takes damage). The priority in the first 15 minutes is to win the lane matchup, secure last-hits, and prepare for the transition into mid-game items. Avoid prolonged trades against heroes with sustained physical damage early, as Huskar benefits more from burst windows and disengagement.
Huskar's first significant spike arrives with Yasha or Blink Dagger around the 21-minute mark (both tied at 53–55% win rate). After securing either item, winning Huskar players tend to initiate smoke ganks (coordinated ambushes using a smoke of deceit) on isolated targets or rotate to create 5v4 advantages on other map objectives. The data shows a sharp decline in win rate past 25 minutes, signaling that Huskar should leverage his mid-game timing to close games or secure major objectives—delaying reduces his strength relative to scaling heroes.
Huskar's win rate falls below 50% after the 30-minute mark and stays low through 40 minutes, indicating he is not a reliable ultra-late-game carry. His late-game win condition is to end fights quickly through burst damage and positioning at the edge of teamfights where he can use Blink Dagger to initiate or escape. Closing the game before enemy teams scale (ideally by 25–30 minutes) is critical; if late-game is forced, focus on preventing full team engagements and securing picks (killing isolated enemies) before pivoting to objectives.
Based on 505 pro matches — ESL One Birmingham 2026 + PGL Wallachia Season 8 + DreamLeague Season 29 + BLAST Slam VII
View full research → Research page⚠️ Item timing data reflects all game modes and skill brackets—professional match timings will be faster and may differ substantially from these pub averages.