Home » » Tusk

Tusk

Written By Unknown on Jumat, 06 September 2013 | 18.58

Tusk
Tusk.png
Radiant icon.png The Radiant
Strength
23 + 2.3
Agility
23 + 2.1
Intelligence
18 + 1.7
Level 11625
Hit Points 587 1271 2012
Mana 234 585 1014
Damage 49-53 85-89 124-128
Armor 3.227.9113.08
Attacks / Second 0.72 0.911.13
Movement Speed 305
Turn Rate 0.5
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.36+0.64
Cast Duration0.1+1
Base Attack Time 1.7
Ymir the Tusk is a melee Strength hero whose array of icy spells pack great potential to grant the advantage in a gank. Tusk is both an effective team fight hero and initiator, who has the unique ability to bring along teammates into the fight. Though he is usually played as a support, one can in fact benefit reasonably well from additional attributes and farm, and can be a great semi-carry as well. Equipping damage-boosting items can greatly increase the critical damage brought by Walrus PUNCH!, allowing him to fight on his own in the later stages.

Contents

  • 1 Bio
  • 2 Abilities
  • 3 Recommended items


















Bio

Tusk Ymir, the Tusk
 "After a bar brawl it's customary, as a courtesy, to buy everyone who's still standing a round of drinks."
Role: Pip initiator.png Initiator / Pip tank.png Durable
Lore:
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


Ice Shards
Ice Shards icon.png
Ability Affects Damage
Target Point Enemies Magical
Tusk compresses 5 shards of ice into a ball of frozen energy that damages all enemies it comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.
Range: 1500
Radius: 200
Duration: 5
Damage: 70/140/210/280
Cooldown 18/16/14/12 Mana 120
Partially blocked by Magic Immunity. Damage is blocked, shards are still created.

Notes:
  • The maximum distance is 1600.
  • Creates an impassable barrier.
  • The shards destroy trees when they are created.


Snowball
Snowball icon.png
Ability Affects Damage
Target Unit Enemies Magical
Tusk and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes extra damage and extra stun duration.
Range: 1250
Radius: 200 + 40 per sec
Stun Duration on Main Target: 0.5/0.75/1/1.25
Damage on Main Target: 80/120/160/200
Stun Duration on Secondary Target: 0.25/0.5/0.75/1
Damage on Secondary Target: 40/80/120/160
Cooldown 21 Mana 75
Notes:
  • The snowball moves at 150% of Tusk's movement speed when the ability is cast.
  • The snowball destroys trees.
  • Doesn't carry Illusions, but will carry Meepo clones and other units that Tusk controls.
  • The snowball stops chasing its target after 3 seconds.
  • The snowball grows bigger the longer it travels.
  • While inside the snowball, units are immune.
  • If Tusk gets teleported while in the snowball, it breaks.


Frozen Sigil
Frozen Sigil icon.png
Ability Affects
No Target 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.
Radius: 600
Duration: 30
Movement Speed Slow: 10%/15%/20%/25%
Attack Speed Slow: 30%/40%/50%/60%
Cooldown 50 Mana 75
Notes:
  • If no order is given, the Sigil will follow Tusk.
Frozen Sigil
Tusk Frozen Sigil model.png
Duration30
Hit Points220/240/260/280
Armor0
Movement Speed 310
Sight Range400/400
Bounty90/100/110/120
Experience0
NotesWill automatically follow Tusk upon summoning, unless given a command. 


Walrus PUNCH!
Walrus Punch icon.png
Ability Affects Damage
No Target Enemies Physical
Tusk prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.
Air Duration: 1
Slow Duration: 2/3/4
Movement Speed Slow: 40%
Critical Damage: 3× (4× if target has less than 50% health)
Cooldown 30/24/18 Mana 50/75/100
Notes:
  • Walrus Punch cannot miss
  • Disable works on magic immune units.
  • If Tusk doesn't land an attack during the buff duration, the bonus is lost.

Recommended items


Explanation:
While Tusk is a strength ganker with relatively good statistic gain, this contributes more to his item independence than any other aspect of his play since his major contributions are still his skills. When itemising, Tusk should be built as a typical strength support with survivability boosting items to remain relevant through the game. Blink Dagger is not as desirable for initiating as Snowball, but can still be used as an escape.

0 komentar :

Posting Komentar