Tusk

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Tusk
Tusk icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
23 + 3
23 + 2.1
18 + 1.7
Level Base 1 15 25
Health 200 717.5 1662.5 2337.5
H. regen amp 0% 15.81% 44.69% 65.31%
Magic res. 25% 26.35% 28.14% 29.41%
Mana 75 291 567 771
M. regen amp 0% 32.4% 75.24% 105.84%
Spell dmg 0% 1.26% 2.93% 4.12%
Armor -1 2.68 7.38 10.74
Att/sec 0.59 0.72 0.9 1.02
Move sp amp. 0% 1.15% 2.62% 3.67%
Damage 27‒31 50‒54 92‒96 122‒126
Base health regen 1.5
Base mana regen 0.9
Movement speed 295
Turn rate 0.7
Vision range 1800/800
Attack range 150
Projectile speed Instant
Attack animation 0.36+0.64
Base attack time 1.7
Collision size 24
Legs
Gib type Default

Ymir, the Tusk, is a melee strength hero whose array of icy disables make him a very strong team initiator and ganker. He has a damage nuke and a disable in Ice Shards, which lets him precisely place a barrier in an enemy's path, inhibiting their movement and blocking off their escape path. Should his teammates need help closing the distance to enemies, Tusk can assist them with Snowball, which surrounds Tusk and any nearby allies in a protective shell of snow as he rolls at a target enemy, damaging and stunning everything in its path. Once in a fight, Tusk can slow the enemy down to his pace with Frozen Sigil, which reduces the movement and attack speed of all nearby foes. His ultimate, Walrus PUNCH!, sends a target enemy flying with a mighty uppercut, stunning and disabling them while dealing tremendous damage, and slowing them upon landing. A strong initiator and powerful brawler, the Terror from the Barrier should never be bet against in a fight, as he can put his foes down for the count with his unique assortment of spells and disables.

Bio[edit]

Tusk minimap icon.png Ymir, the Tusk
Play "After a bar brawl it's customary, as a courtesy, to buy everyone who's still standing a round of drinks."
It had been a brawl to remember. There stood Ymir, the Tusk, the Terror from the Barrier, the Snowball from Cobalt, the only fighter to have bested the Bristled Bruiser in a fair fight, and now the last man standing in Wolfsden Tavern. What started as a simple bar bet of supremacy ended with four regulars, a blacksmith, and six of the Frost Brigade's best soldiers writhing against the shards and splinters of almost every bottle, mug, and chair in the building. The Tusk boasted and toasted his victory as he emptied his brew. No sooner had the defeated regained consciousness than the cries for double-or-nothing rang out. The Tusk was pleased at the prospect, but none could think of a bet bigger than the one he just conquered. Horrified at the damage to his tavern and desperate to avoid another brawl, the barkeep had an idea. As skilled as he was, Ymir had never taken part in a real battle, never tested himself against the indiscriminate death and chaos of war. He proposed a wager to the fighter: seek out the biggest battle he could find, survive, and win it for whichever side he chose. The stakes? The next round of drinks.

Abilities[edit]

Ice Shards
Partially pierces spell immunity. Play
Q
E
Ice Shards icon.png
Affects
Enemies
Damage
Magical
Tusk compresses shards of ice into a ball of frozen energy that damages all enemies it comes in contact with. When the ball reaches its target destination the shards are released, creating a barrier that lasts for 4/5/6/7 seconds.
Cast Animation: 0.1+0
Cast Range: 2000
Damage Radius: 200
Shards Spawn Radius: 200
Damage: 60/120/180/240
Shards Duration: 4/5/6/7
Cooldown: 23/20/17/14 (With talent: 17/14/11/8)
Mana: 100/105/110/115
Partially pierces spell immunity. Pathing block affects spell immune units. Does not attempt to damage spell immune enemies.
In the frozen tundra near the Barrier, after the last sun of autumn has set, ice can form with alarming speed.

Notes:

  • The projectile travels at a speed of 1200 and travels until reaching the targeted point.
  • The ice shards are always created in the same formation.
    • The shards' formation is a 200 radius circle with one open side, the center of the circle is 200 range before the targeted point.
    • The first shard is always created at the targeted point, so it is always in one line with Tusk's position upon cast.
    • The next shards are placed 40° further to the left and the right respectively, up to 7 shards. 9 shards would make a full circle.
    • So the open side of the shards circle is always facing towards Tusk's position upon cast.
    • The shards' collision radius is approximately 67, the distance between them is about 6, which is too small for any unit to move through.
  • Units not controlled by any player do not try to path around the shards, but simply walk against them as if they are not there.
    • This effectively causes them to get stuck until they change directions (e.g. when aggro-ing them).
  • The projectile has 100 radius flying vision. This vision lasts for 2 seconds at the targeted point upon reaching it.
Visual indicator above the target.

Snowball
Cannot be cast while rooted. Cannot be disjointed. Not blocked by Linken's Sphere. Partially pierces spell immunity. Play
W
W
Snowball icon.png
Affects
Allies / Enemies
Damage
Magical
Tusk begins rolling into a snowball. Allies within a 350 radius can also be added to the snowball by right-clicking on them, even while the snowball is moving. Once launched, any enemies caught in the snowball's path will be stunned and take damage. Each allied Hero in the snowball will add to its damage.
Cast Animation: 0.1+0.5
Cast Range: 1250
Damage & Stun Radius: 200
Radius Increase per Second: 40
Gather Radius: 350
Max Stationary Time: 3
Max Chase Duration: 3
Base Damage: 80/120/160/200 (Talent 230/270/310/350)
Damage per Gathered Hero: 20/30/40/50
Snowball Speed: 600/625/650/675 (Talent 900/925/950/975)
Stun Duration: 0.5/0.75/1/1.25
Cooldown: 21/20/19/18
Mana: 75
Partially pierces spell immunity. Cannot target spell immune enemies. Does not attempt to damage or stun spell immune enemies. Can pull spell immune allies inside.
Modifiers
Buff Snowball Movement: Undispellable.
Buff Snowball Movement Friendly: Undispellable.
Debuff Snowball Visible: Dispellable with any dispel.
Debuff Stunned: Dispellable with strong dispels.
Tales are still told of the wild feat that ended the grand brawl at White Fields.

Notes:

  • The snowball travels at a speed of 600/625/650/675 (Talent 900/925/950/975).
  • The Snowball chases the target for up to 3 seconds, so it can travel for up to 1800/1875/1950/2025 (Talent 2700/2775/2850/2925) range.
  • Allies can be added by right-clicking them at any point. Allies can jump inside the Snowball by themselves as well, by right-clicking it.
  • Tusk himself is only muted and disarmed inside it, meaning he can cast his spells, but cannot use items or attack.
  • The radius increases by 40 per second, starting immediately as it begins rolling, so the radius during each second is 240/280/320.
  • Only gathered allied heroes (including clones) increase its damage. Other added units do not. Illusions do not count as heroes.
  • Tusk cannot be forced out of the Snowball, while other units can still be forced out by teleporting spells, without reducing the damage.
    • Dark Rift is the only abilty able to force Tusk out of the Snowball. Upon doing so, the spell gets fully canceled.
  • When Snowball connects with its target, Tusk is given an attack order on the target.
    • This means that Tusk will attack the target even if the player has "Auto Attack" option disabled.
  • The disable help function prevents an allied Tusk from getting you inside his Snowball.
  • The snowball destroys trees within its radius as it rolls forward.
  • This is how much damage Snowball deals (before reductions) with a certain amount of heroes (counting Tusk):
    • 2 Heroes: 100/150/200/250 (Talent 250/300/350/400)
    • 3 Heroes: 120/180/240/300 (Talent 270/330/390/450)
    • 4 Heroes: 140/210/280/350 (Talent 290/360/430/500)
    • 5 Heroes: 160/240/320/400 (Talent 310/390/470/550)
  • Snowball first applies the debuff, then the damage.
  • The Snowball Visible debuff provides shared vision over the target until the Snowball stops. Does not provide True Sight.


Launch Snowball
Does not proc any on-cast effects when cast.
W
W
Launch Snowball icon.png
Ability
No Target
Launch the snowball toward the target.
Cast Animation: 0+0
Cooldown: 0
Into the great wide white!

Notes:

  • Replaces Snowball until the Snowball reaches its target or expires.


Frozen Sigil
Tusk Frozen Sigil model.png
Ward
Level 0
Duration 0.5
Health 12/12/16/16
Health regeneration 0
Armor 0
Magic resistance 0%
Status resistance 0%
Movement speed 310
Follow range 250
Turn rate 0.5
Collision size 8
Vision range 400400 (G)
Bounty 90/100/110/120
Experience 0
Model scale 1

Frozen Sigil
Does not pierce spell immunity. Play
E
F
Frozen Sigil icon.png
Ability
No Target
Affects
Enemies
Tusk summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.
Cast Animation: 0.1+0.87
Radius: 600
Hero Attacks to Destroy: 3/3/4/4
Non-Hero Attacks to Destroy: 12/12/16/16
Move Speed Slow: 10%/15%/20%/25%
Attack Speed Slow: 30/40/50/60
Aura Linger Duration: 0.5
Sigil Duration: 30
Cooldown: 50
Mana: 75
Does not pierce spell immunity. Slow persists if debuff was placed before spell immunity.
Modifiers
Debuff Frozen Sigil: Undispellable.
The chill of home!

Notes:

  • After cast, the Sigil automatically follows Tusk, if no other order is given.
  • The slow is provided by an aura. Its debuff lingers for 0.5 seconds.
  • Can be loaded inside Snowball, even though it counts as a ward.


Walrus PUNCH!
Not blocked by Linken's Sphere. Pierces spell immunity. Play
R
R
Walrus Punch icon.png
Affects
Enemies
Tusk connects with his mighty Walrus Punch, a critical strike so powerful it launches its victim into the air. The victim is slowed upon landing.
Proc Chance on Attack: 0 (Talent 12%)
Critical Damage: 350% (Talent 450%)
Move Speed Slow: 40%
Slow Duration: 3/4/5
Stun Duration: 1
Cooldown: 36/24/12
Mana: 50/75/100
Aghanim's upgrade: Grants the Walrus Kick ability.
Modifiers
Debuff Walrus Punch Air Time: Undispellable.
Debuff Walrus Punch Slow: Dispellable with any dispel.
It never matters who throws the first punch, only who throws the last.

Notes:

  • The cast range of Walrus Punch always equals the caster's attack range.
  • While in the air, other units may pass below the punched unit.
  • The slow is applied right upon cast, so the effective slow duration is 2/3/4 seconds since the target is stunned for the first second.
  • The punch first applies the debuffs, then the damage.
  • Can punch everything, except wards, buildings, allied and own units. Tusk can attack those without wasting it when on autocast.
  • Plays a sound as soon as the attack starts. The sound only stops playing upon landing the punch.
  • Can be cast on Roshan icon.png Roshan, but only the stun and slow are applied.
  • When the level 25 talent is chosen, Walrus Punch on the current level may passively proc on regular attacks.
    • These procs are independent from the cooldown, they do not trigger the cooldown and work while on cooldown. They do not cost mana either.
    • Increases Tusk's attack damage by an average of 30% (Talent 42%).
    • The passive punches use true random distribution.


Walrus Kick
Blocked by Linken's Sphere. Pierces spell immunity. Play
D
D
Walrus Kick icon.png
Affects
Enemies
Damage
Magical
Kicks the target unit back, damaging them and slowing their movement speed.
Cast Animation: 0.2+1.3
Cast Range: 150
Knockback Distance: 1400
Damage: 350
Move Speed Slow: 40%
Slow Duration: 5
Stun Duration: 1
Cooldown: 8
Mana: 100
Modifiers
Debuff Walrus Kick Air Time: Undispellable.
Debuff Walrus Kick Slow: Dispellable with any dispel.
Tusk may have made his name with his fists, but the wise enemy is wary of any and all limbs.

Notes:

  • The target travels away from Tusk in an arc 1400 range far and 360 range high.
    • Walrus Kick cannot be overridden by any other forced movement.
  • While in the air, other units may pass below the kicked unit.
  • The slow debuff is applied right upon cast, so the effective slow duration is 4 seconds since the target is stunned for the first second.
  • The kick first applies the debuff, then the damage.
  • Destroys trees within a 100 radius around the kicked unit during the knockback.
  • Can be cast on Roshan icon.png Roshan, but only the stun, damage and slow are applied.


Talents[edit]

Hero Talents
-6s Ice Shards Cooldown2512% Chance Walrus Punch
+100% Walrus Punch Crit20+300 Snowball Speed
+150 Snowball Damage15+350 Health
+90 Gold/Min10+40% XP Gain
Notes:
  • The health talent increases maximum health capacity, and keeps the current health percentage.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango gives Tusk health sustain in-lane, allowing him to survive enemy harass and continue gaining gold and experience.
  • Healing Salve icon.png Healing Salve also restores health to Tusk.
  • Clarity icon.png Clarity allows Tusk to replenish his mana pool from casting spells, important since all of his basic spells are very expensive and will consume a sizable fraction of his small base mana pool. In particular, Ice Shards can consume almost half of Tusk's mana pool, so having enough mana to cast his full combo can make or break getting first blood.
  • Iron Branch icon.png Iron Branch gives Tusk attributes, important for beefing up his health, base damage, and mana to increase his survivability in lane. It builds into Magic Wand later on.
  • Enchanted Mango icon.png Enchanted Mango is a useful starting item to purchase, as it gives Tusk some passive HP regen, mitigating harass damage, and a way to instantly replenish mana for casting his spells in a pinch.
  • Orb of Venom icon.png Orb of Venom is a strong pickup in any situation, but particularly if Tusk is a roamer. Applying the slow debuff can reduce an enemy's chances of escaping, and stacks alongside Frozen Sigil to help chase down fleeing enemies.

Early game:

  • Boots of Speed icon.png Boots of Speed is important to purchase early on, as Tusk relies on good positioning in order to make the most of his spells. He can more easily chase down enemies during ganks, or escape pursuers.
  • Magic Wand icon.png Magic Wand's charge storage allows Tusk to immediately replenish his HP and mana, which can make or break fights or ganks given his powerful spells.
  • Urn of Shadows icon.png Urn of Shadows gives Tusk many benefits for a cheap price. As a highly mobile ganker, Tusk can easily get charges with which to heal himself and teammates or deal more damage in ganks; as well, Urn charges can instantly put enemy Blink Daggers on cooldown from a distance. The item also provides strength, giving Tusk more HP and base damage, and scaling mana regen to help him to cast spells more easily.

Mid game:

  • Phase Boots icon.png Phase Boots gives Tusk an assortment of powerful benefits, making it the best boots for him. The increased movement speed allows him to position more easily to cast his spells, and allows him to more easily chase down fleeing enemies in combination with Frozen Sigil. The bonus damage improves Tusk's ability to last-hit to farm, and increases the damage done with Walrus PUNCH!.
  • Drum of Endurance icon.png Drum of Endurance gives Tusk attributes that give him more health, damage, and a larger mana pool to work with. The aura improves his mobility and gives his team a fighting edge when engaging the enemy.

Late game:

  • Blink Dagger icon.png Blink Dagger is powerful in many situations. As Tusk requires good positioning to use his spells, Blink Dagger can allow him to immediately get within range to cast a disable. In a pinch, it can also be used to jump on top of a beleaguered ally to protect them with Snowball, or as an escape mechanism after casting Snowball to protect himself long enough for it to come off cooldown.
  • Aghanim's Scepter icon.png Aghanim's Scepter unlocks Walrus Kick, greatly increasing Tusk's impact in fights and ganks. The item also makes Tusk tankier and improves his mana pool to sustain his spell casting.
  • Lotus Orb icon.png Lotus Orb gives Tusk increased survivability when initiating against powerful enemies. Besides giving him more armor to aid survivability, Echo Shell allows Tusk to use the enemy's unit-targeted spells against them should they attempt to target him during initiations, and can otherwise give him a larger window to act while the enemy hesitates. The scaling mana regen also helps Tusk to maintain casting his spells.

Situational items:

  • Stout Shield icon.png Stout Shield is particularly useful if Tusk is played as an offlaner, as the damage block will give him increased resistance to enemy harass. It can be upgraded later into a Vanguard icon.png Vanguard to increase Tusk's beefiness and increase his survivability during initiations.
  • Bottle (Full) icon.png Bottle is very powerful on mobile initiators like Tusk, since he can roam and set up kills for his team, and as such benefits from always being at full HP and mana should a gank opportunity arise. As well, he can take advantage of runes to increase his initiating power.
  • Desolator icon.png Desolator gives Tusk increased bonus damage, and allows him to apply an armor debuff to enemies, particularly when combined with Walrus PUNCH.
  • Shadow Blade icon.png Shadow Blade increases Tusk's physical damage output, and gives him yet another initiation ability. Shadow Walk can be used to deal tremendous physical damage to a gank target with Walrus PUNCH!, or can be cast to escape in a tight situation.
  • Heaven's Halberd icon.png Heaven's Halberd helps make Tusk a better all-around fighter through its various bonuses. It grants more HP and evasion for increased survivability, more base damage and bonus damage to make his attacks hit harder, a Maim that can debilitate enemies in fights, and a Disarm that can outright prevent enemies from using their right-clicks.
  • Assault Cuirass icon.png Assault Cuirass is a strong aura and fighting item that, while expensive, can greatly improve Tusk's damage output. The increased armor makes Tusk much tankier, and the attack speed helps him to deal more damage. The aura can be easily utilized due to Snowball giving Tusk a way to get close to enemies, and its armor debuff can increase the hitting power of Walrus PUNCH!.
  • Solar Crest icon.png Solar Crest gives Tusk armor and evasion to make Tusk tankier, and the mana regen helps to sustain his expensive but powerful abilities. Using the active on an enemy during initiation can increase the amount of damage they take from Walrus PUNCH! and allied attacks.
  • Silver Edge icon.png Silver Edge can greatly augment Tusk's initiating power. Besides improving Tusk's damage output, applying a break to an important target can disable their passive abilities, making them a much smaller threat in an engagement.
  • Blade Mail icon.png Blade Mail is a powerful survivability item that fills in many of Tusk's deficiencies. The armor makes him tankier, the intelligence shores up his small mana pool, and the damage improves the potency of Walrus PUNCH!. Using the active can discourage enemies from attacking Tusk, and can allow him to use his HP pool offensively against gank targets who try to fight back.
  • Soul Ring icon.png Soul Ring provides HP regen, allowing Tusk to roam more independently, and lets Tusk dip into his HP pool to cast his spells, allowing him to be more active on the map.
  • Arcane Boots icon.png Arcane Boots increases the size of Tusk's mana pool and gives him a means with which to replenish it, along with that of his teammates. Being able to easily sustain his own mana pool allows Tusk to stay on the go and use his spells to set up kills for his team.
  • Force Staff icon.png Force Staff is a strong utility item that increases Tusk's mobility. It provides intelligence, improving his mana pool, and gives him HP regen to keep his health topped up. The active can be used as an initiation booster to help Tusk position himself to cast his spells, as a quick escape, or can be used on allies to re-position them for various purposes. It can also be cast on enemies to dis-position them, or to break an enemy Linken's Sphere during initiation.

Gameplay[edit]

Roles: Initiator Initiator Disabler Disabler Nuker Nuker
Complexity: ★☆☆
Playstyle: Amidst broken stools and shattered bottles, the bewildered barkeep issued Ymir his greatest challenge. Find a proper battle, and win it for whichever side he chose. With that, the champion brawler strode forth, bringing with him the northern elements in the form of a Frozen Sigil. To make sure no opponent chickens out, Ymir throws down a field of Ice Shards, cutting off all retreat. Gathering both snow and allies, Ymir rolls into battle as an unstoppable Snowball, stunning foes in its path. For a finale, the Tusk winds up his drinking arm, and launches his opponent into orbit with one good, solid Walrus PUNCH!


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • In DotA, Tusk's title is Tuskarr. The Tuskarr are a race of humanoid walruses in the Warcraft universe.
  • His response Play "Falcon Punch!" is a reference to Captain Falcon's signature move in the Super Smash Bros. franchise, which has also become a popular internet meme.
  • His response Play "Bang! Zoom! To the Mad Moon!" is likely a reference to The Honeymooners character Ralph Kramden, who would frequently say "Bang! Zoom! Straight to the moon!".
  • His response Play "Coulda been a contender." is likely a reference to the quote from the movie On the Waterfront.
  • His response Play "My fight money." is likely a reference to Balrog from Street Fighter who says the same thing whenever he loses a round.
  • His response to missing a Walrus Punch, Play "Well there's your problem." is likely a reference to Adam Savage from Mythbusters, who has made it a show catchphrase. Savage often jokes that the mustache of his co-host Jamie Hyneman makes him look like a walrus.
  • His response Play "Double Dragon Punch Punch!" is a reference to the game, "Double Dragon".
  • In Tusk's lore, the Bristled Bruiser is Bristleback minimap icon.png Bristleback, who was ported to Dota 2 roughly a month after Tusk; Bristleback's lore makes mention of Tusk as well, and the two heroes share rival and ally lines with regards to this relationship.
  • Before 6.80, where Walrus PUNCH! dealt higher crit damage to targets below 50% health, the floating text above the target would change:
    • When landed on an enemy creep whose health was above 50%, the caption read "Penguin Punch!" in small blue letters.
    • When landed on an enemy hero whose health was above 50%, the caption read "Polar Punch!" in medium blue letters.
    • When landed on any enemy whose health was below 50%, it read "Walrus Punch!" in large letters.
    • In the current version, it always displays "Walrus Punch", no matter what is targeted.
  • Rubick minimap icon.png Rubick's version of Walrus Punch would throw a projectile which uses Rubick's model and spins towards the target. When used on Tusk, it would read "Sucker Punch!" in green. On other targets, it read "Stolen Punch".
    • However, since Walrus Punch is an active attack modifier, Rubick cannot steal it anymore.

Gallery[edit]