DotA2 Tusk Skill Build Guide

DotA2 Tusk YmirDotA2 Tusk (Ymir): 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.

Tusk Overview

Faction: The Radiant
Primary Attribute: Strength
Attack Type: Melee
Role(s): Ganker, Initiator, Durable

Tusk Stats

STR: 80.5 at 25 (23 + 2.3/level)
AGI: 75.5 at 25 (23 + 2.1/level)
INT: 60.5 at 25 (18 + 1.7/level)
Health: 2012 at 25
Mana: 1014 at 25
Damage: 50 – 54
Range: 128
Armor: 3.22
Movement: 305

Tusk Skills

Ice Shards Ice Shards (Active)
Targetting Method: Unit | Allowed Targets: Enemy Units
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 7 seconds.

Cast Range: 1800
Damage Radius: 200
Shards Spawn Radius: 200
Damage: 70 / 140 / 210 / 280
Shards duration: 7
Mana Cost: 120
Cooldown Time: 18 / 16 / 14 / 12

Notes

  • The projectile travels at a speed of 1100 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 the targeted point.
  • The first shard is always created 200 range further from the targeted point away, so it’s 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 the shards is about 6, which is too small for any unit to move through.
  • Projectile has 100 radius flying vision. However, the shards have no vision.
  • The shards are visible through the Fog of War.
Snowball Snowball (Active)
Targetting Method: Unit | Allowed Targets: Enemy Units
Tusk begins rolling into a snowball, Allies within a 400 radius can 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 Time: 0.1+0.5
Cast Range: 1250
Damage & Stun Radius: 200 + 40 per Second
Gather Radius: 400
Stationary Time: 4
Base Damage: 80/120/160/200
Damage per Gathered Hero: 20/30/40/50
Snowball speed: 675
Stun duration: 0.5/0.75/1/1.25
Mana Cost: 75
Cooldown Time: 21 / 20 / 19 / 18

Notes

  • The snowball travels at a speed of 675 and cannot be disjointed.
  • The damage and stun 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 increase its damage and speed. Other added units do not. Illusions count don’t count as heroes.
  • Can gather summoned units, including Astral Spirit, excluding wards. Can also gather own Frozen Sigil.
  • Can gather allies while they are spell immune, invisible, or even invulnerable. This is why Astral Spirit can be gathered as well.
  • Special mention: A unit affected by Flaming Lasso cannot be loaded inside the Snowball, however attempting to do so will still add damage and speed to the Snowball.
  • Tusk cannot be forced out of the Snowball by any means. Other units inside the Snowball however still can be forced out by teleporting spells, without reducing the damage and speed.
  • Units inside Snowball are invulnerable and hidden. During Snowball, no items or spells may be used by allies inside.
  • Allies within the 400 gather range may right-click onto the Snowball during the launch time to jump in.
  • When Snowball connects with its target, Tusk is given an attack order on the target.
  • The disable help function prevents an allied Tusk from getting you inside his Snowball.
  • The snowball destroys trees within 200 radius as it rolls forward.
  • This is how much damage Snowball deals (before reductions), how fast it is (considering 305 ms on Tusk) and how far it could travel on each level with certain amount of heroes:
  • 1 Hero: {100/150/200/250} Damage, 557.5 speed
  • 2 Heroes: {120/180/240/300} Damage, 657.5 speed
  • 3 Heroes: {140/210/280/350} Damage, 757.5 speed
  • 4 Heroes: {160/240/320/400} Damage, 857.5 speed
  • Maximum possible damage and speed (with 305 base ms) (4 heroes and 4 Meepo clones): {260/390/520/650 damage and 1257.5} speed.
  • Maximum possible damage and speed (with 522 base ms) (4 heroes and 4 Meepo clones): {260/390/520/650 damage and 1583} speed.
Frozen Sigil Frozen Sigil (Active)
Targetting Method: Instant | Allowed Targets: Enemy Units
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.

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
Sigil Duration: 30
Mana Cost: 75
Cooldown Time: 50

Notes

  • If no order is given, the Sigil will follow Tusk.
  • The slow is provided by an aura, so the slow lingers for 0.5 seconds after getting out of range.
  • Can be loaded inside Snowball, even though it counts as a ward.
Walrus Punch Walrus Punch (Active)
Targetting Method: Unit | Allowed Targets: Enemy Units
Tusk connects with his might Walrus Punch, a critical strike so powerful it launches its victim into the air. The victim is slowed upon landing.

Critical Damage: 350%
Move Speed Slow: 40%
Slow Duration: 2 / 3 / 4
Stun Duration: 1
Buff Duration: 2
Mana Cost: 50 / 75 / 100
Cooldown Time: 20 / 16 / 12

Notes

  • Walrus Punch is not a unique attack modifier.
  • Walrus Punch cannot miss to evasion and blindness.
  • Victim is hurled into the air during the stun duration, except when the target is Roshan, he is not knocked up.
  • Can punch everything, except for wards, buildings, allied and own units. Tusk can attack those without wasting Walrus Punch.
  • Since the damage is a simple crit, it can cleave and Tusk can lifesteal off it.
  • Upon starting the attack, Tusk receives a buff for 2 seconds. This buff is what grants the attack the effects.
  • The spell goes into cooldown when Tusk successfully hits an enemy while having the buff on. Canceled attacks do not waste it.
  • If the attack gets canceled, the buff still stays for its full duration. Attacking another unit while having the buff on will result in a punch.
  • If Tusk doesn’t land an attack during the buff duration, the bonus is lost.

Tusk Skill Build Guide

  1. Snowball (1)
  2. Ice Shards (1)
  3. Ice Shards (2)
  4. Snowball (2)
  5. Ice Shards (3)
  6. Walrus Punch (1)
  7. Ice Shards (MAX)
  8. Snowball (3)
  9. Snowball (MAX)
  10. Frozen Sigil (1)
  11. Walrus Punch (2)
  12. Frozen Sigil (2)
  13. Frozen Sigil (3)
  14. Frozen Sigil (MAX)
  15. Stats (1)
  16. Walrus Punch (MAX)
  17. Stats (MAX)

Tusk Item Build Guide

Starting Items

  1. Tango
  2. Healing Salve
  3. Iron Branch x3

Early Game

  1. Magic Wand
  2. Power Threads
  3. Bottle
  4. Bracer

Mid Game

  1. Drum of Endurance
  2. Armlet of Mordiggian

Late Game

  1. Desolator
  2. Assault Cuirass
  3. Monkey King Bar
  4. Heart of Tarrasque

Situational

  1. Vladmir’s Offering
  2. Blade Mail
  3. Heaven’s Halberd
  4. Medallion of Courage
  5. Linken’s Sphere
  6. Black King Bar
  7. Boots of Travel

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