Dota 2 Wiki
Strength attribute symbol
Agility attribute symbol
Intelligence attribute symbol
23 + 3.9
23 + 2.1
18 + 1.7
Level 0 1 15 25 30
Health 20 526 1714 2836 3320
+1 +3.3 +8.76 +13.86 +16.01
Mana 80 296 572 920 1052
+0.5 +1.4 +2.59 +4.04 +4.57
Armor 1 4.83 9.73 15.23 17.32
Magic Resist 25% 26.8% 29.18% 32.08% 33.13%
Damage Block 16 (50%)






Attack Rate 0.59/s 0.72/s 0.9/s 1.09/s 1.16/s
Attack Range Melee 150 (400)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.36 + 0.64
Projectile Speed Instant
Move Speed ▶️ 310 (Nighttime 340)
Turn Rate Takes 0.224s to turn 180°. 0.7
Collision Size 27
Bound Radius 24
Vision Range (G) 1800 (Nighttime 800)
Gib Type Default
Internal npc_dota_hero_tusk
Snowballs into his enemies to stun.
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. Able to instantly corner an enemy with a wall of Ice Shards, cutting off all retreat. He understands a Tag Team is only as strong as its weakest member. Gathering both snow and allies, he rolls into battle as an unstoppable Snowball at will, stunning foes in its path. For a finale, the Tusk winds up his drinking arm, and launches his opponent into orbit with a mighty uppercut — his solid signature Walrus PUNCH!.. though his KICKS! are also to be feared.
Ice Shards
Ice Shards
Tag Team
Walrus Kick
Walrus Kick
Walrus PUNCH!
Roles: Initiator Initiator Disabler Disabler Nuker Nuker
Complexity: Hero Complexity
Adjectives: Legs ( 2 )


Tusk minimap iconYmir, the Tusk
▶️ "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.


Ice Shards
Ice Shards icon
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 Range: Affected by Cast Range bonuses. 1400
Damage Radius: Affected by AoE Radius bonuses. 200
Shards Spawn Radius: 200
Shards Spawn Angle: 40°
Number of Shards: 7 (With Aghanim's Shard 11)
Damage: 75/150/225/300
Shards Duration: 4/5/6/7
With Aghanim's Shard Damage per Second: 60
With Aghanim's Shard Move Speed Slow: 40%
With Aghanim's Shard Aura Linger Duration: 0.5
Cooldown symbol
 23/20/17/14 (Talent 17/14/11/8)
Mana symbol
Upgradable by Aghanim's Shard.
Aghanim's Shard Upgrade:
Increases depth of Ice Shards, and enemies trapped within an ice shard are slowed and take damage per second.
Modifiers [?]
In the frozen tundra near the Barrier, after the last sun of autumn has set, ice can form with alarming speed.
Ice Shards
Ice Shards Size

Ice Shards' formations and sizes. The small circles at the center are the aura sources.

  • The projectile has ≈100 radius flying vision, and travels at a speed of 1200 until reaching the targeted point.
    • This vision last for 2 seconds at the targeted point upon reaching it.
  • Ice Shards are always created in the same formation.
    • The open side of the shards circle is always facing towards Tusk's position upon cast.
    • 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, 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 6 shards (9 shards would form a full circle).
    • Each shard's radius is approximately 61, and the distance between them is about 14.8, which is too small for most units to move through, except Wraith King Skeleton icon Wraith King Skeletons and Undying Zombie icon Undying Zombies.
    • 4 additional shards are placed to the left and right side of the last shards at the semi-circle's opening, forming a U-shape.
      • The shape has a width of 200, and has a length of 480.
      • This effectively increases the length of Ice Shards' formation by 280 from the tails of the open circle.
  • Non-player-controlled units (i.e. lane creeps) do not try to path around Ice 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 being aggroed), or until the shards dissipate.
  • Two 200 radius auras are now created at the centerline of the formation.
    • The first source is placed at the center of the default shards formation, 200 range before the targeted point.
    • The second source is placed 200 range behind the first source, between the additional 4 shards.
    • Since both sources overlap, the auras cover a total length of 600.
    • The damage per second and movement speed slow effects are provided by the auras and its debuff lingers for 0.5 seconds.
    • Deals damage in 1-second intervals, starting 1 second after the debuff is placed, resulting in up to 4/5/6/7 instances.
    • Can deal up to 240/300/360/420 damage (before reductions) to a single unit within the area for the entire duration.

Snowball icon
Allies / Enemies
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: Affected by Cast Range bonuses. 1150
Damage/Stun Radius: Affected by AoE Radius bonuses. 200
Radius Increase per Second: Affected by AoE Radius bonuses. 40
Gather Radius: Affected by AoE Radius bonuses. 350
Max Stationary Time: 3
Max Chase Duration: 3
Base Damage: 80/140/200/260 (Talent 200/260/320/380)
Damage Bonus per Gathered Hero: 40/65/90/115
Snowball Speed: 575/600/625/650
Stun Duration: 0.6/0.8/1/1.2
Cooldown symbol
 21/19/17/15 (Talent 13/11/9/7)
Mana symbol
Partially pierces debuff immunity.
Shared vision pierces debuff immunity.
Not blocked by Linken's Sphere.
Ability is reflected, regardless of when Tusk or target is invulnerable, hidden, or spell immune, upon the Snowball reaching its target.
Modifiers [?]
Tales are still told of the wild feat that ended the grand brawl at White Fields.
Snowball target indicator

Hero icons indicate allies gathered in Snowball, and a visual indicator above the enemy target.

  • The Snowball chases the target for up to 3 seconds and travels at a speed of 575/600/625/650.
    • It can travel for up to 1725/1800/1875/1950 range.
  • Upon cast, a Snowball target indicator appears only visible for allies, and exposes the affected target, but does not provide True Sight over it.
    • Reveal units affected by Shadow Dance icon Shadow Dance despite not providing True Sight.
    • The target indicator lasts for 6 seconds until Tusk's death, the Snowball disappears, or when the Snowball misses its target.
    • Only heroes, illusions, and clones will display hero icons, other units gathered display a black-circled question mark.
  • Snowball destroys trees, and increases its radius by 40 per second up to 240/280/320 as it rolls forward.
  • Tusk can Keyboard White Mouse Right Right Click on ally heroes and clones to gather them into the Snowball at any point, even if they are invisible or invulnerable.
    • Vice versa, allies can also Keyboard White Mouse Right Right Click the Snowball, within ≈100 range, to jump inside as well.
    • Can gather invulnerable allies but not hidden ones.
    • Cannot gather allies who have Disabled Help from Tusk.
    • Allies affected by Flaming Lasso icon Flaming Lasso, Black Hole icon Black Hole or Chronosphere icon Chronosphere cannot be gathered.
    • However, attempting to gather in any ally affected by the aforementioned abilities still adds the gathered damage to Snowball.
  • Tusk cannot be forced out of the Snowball, while other units within can still be forced out by teleporting abilities, without reducing the gathered damage.
  • When Snowball connects with its target, Tusk is given an attack order on the target, regardless of auto-attack settings.
  • Snowball first applies the debuff, then the damage.
  • Tusk is not counted, so if no ally heroes are gathered, only the base damage is applied.
    • Can deal up to the following amount of damage (before reductions) with a certain amount of heroes including Tusk:
      • 1x Ally Hero: 120/205/290/375 (Talent 240/325/410/495) damage.
      • 2x Ally Hero: 160/270/380/490 (Talent 280/390/500/610) damage.
      • 3x Ally Hero: 200/335/470/605 (Talent 320/455/590/725) damage.
      • 4x Ally Hero: 240/400/560/720 (Talent 360/520/680/840) damage.

Launch Snowball
Does not proc any on-cast effects when cast. WW
Launch Snowball icon
No Target
Self / Allies
Launch the snowball toward the target.
Cooldown symbol
Mana symbol
Into the great wide white!

  • Replaces Snowball icon Snowball until the sub-ability is used, or Snowball reaches its target or expires.
  • Tusk is unable to level Snowball up while this sub-ability is active.

Tag Team icon
Aura / No Target
Allies / Enemies
Passively slows the attack speed of all enemies within 350 radius. Activate to temporarily apply a negative debuff aura around you, causing enemies that are attacked under it to take bonus physical damage and reduced movement speed. Lasts 5 seconds.
Passive Component
Aura Radius: 350
Attack Speed Slow: 20/30/40/50
Aura Linger Duration: 0.5
Attack Damage Bonus: 20/45/70/95 (Talent 45/70/95/120)
Move Speed Slow: 75%
Slow Duration: 0.5
Active Duration: 5
Radius: Affected by AoE Radius bonuses. 350
Cooldown symbol
Mana symbol
Disabled by Break.
Break Notes:
Disables the attack speed slow component.
Modifiers [?]
Even far from Cobalt, Tusk carries the 'Barrier Chill' in his very bones.

  • The debuff placed on enemies is provided by another aura and lingers for 350 seconds.
    • Tag Team only triggers on attacks of ally heroes, including illusions and clones, but excluding creep-heroes.
    • Also triggers on attacks of any non-hero unit controlled by Tusk.
    • Although illusions trigger it, they cannot make use of the attack damage bonus, effectively only applying the slow.
  • Attacks triggering Tag Team first place the slow debuff, then the attack damage.
  • Tag Team's damage is considered as incoming conditional attack damage bonus.
    • Although the attack damage bonus values are not displayed in the HUD, it is still considered and directly added to the attacking unit's attack damage.
    • The attack damage bonus is considered by critical strike, lifesteal, cleave and flat reductions (e.g. damage block).
    • Unlike outgoing conditional attack damage sources, it is also affected by percentage-based total attack damage bonuses or reductions.
  • The movement speed slow from multiple attacks and/or attack sources fully stacks, with each attack placing a separate debuff.

Walrus Kick
Walrus Kick icon
Kicks the closest enemy unit in a targeted direction, stunning, damaging, and slowing them. Also deals damage to all heroes within 250 radius of its landing area. Cooldown is reduced by 6 if kicking a creep.
Cast Animation: 0.2+1.3
Cast Range: Affected by Cast Range bonuses. 250
Damage Radius: Affected by AoE Radius bonuses. 250
Knockback Distance: 1400
Damage: 350
Move Speed Slow: 40%
Slow Duration: 4
Stun Duration: 1
Creep Cast Cooldown: 6
Cooldown symbol
Mana symbol
Modifiers [?]
Ability Draft Notes
Ability Draft Notes:
Upgradable by Aghanim's Scepter.
Requires drafting Walrus Punch icon Walrus PUNCH! to be unlocked.
Tusk may have made his name with his fists, but the wise enemy is wary of any and all limbs.

  • Can be cast on any enemy unit, including enemy Animal Courier Radiant minimap icon Couriers, excluding buildings and wards.
    • However, when cast on Roshan icon Roshan, he does not get moved, but all other effects still apply, including the area damage.
    • Walrus Kick has a 6-second cooldown when cast on creeps.
  • The target is kicked away from Tusk in an arc 1400 range far and 360 range high, while rotating 180° on the x-axis.
    • Walrus Kick cannot be overridden by any other forced movement.
    • While in the air, other units may pass below the kicked unit.
  • The slow has a total duration of 5, but it is applied at the same time as the stun, therefore effectively lasting 4 seconds.
  • For the primary target, Walrus Kick first applies the slow debuff, then the knockback debuff, then the damage.
    • Upon the primary target landing, Walrus Kick first applies the damage, then the slow debuff to secondary affected units within the damage radius.
  • Destroys trees within a 100 radius around the affected unit during the knockback.
  • The secondary target is kicked in the opposite direction of the primary target.

Walrus PUNCH!
Walrus Punch icon
Self / 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.
Passive Component
Talent Proc Chance: 12%
Cast Range: Affected by Attack Range bonuses. 150
Self Attack Animation Speed Bonus: 40%
Critical Damage: 250%/325%/400% (Talent 325%/400%/475%)
Enemy Move Speed Slow: 40%
Slow Duration: 2/3/4
Stun Duration: 1 (Talent 1.5)
Cooldown symbol
Mana symbol
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Grants the Walrus Kick ability.
Not disabled by Break.
Break Notes:
Does not disable the passive proc chance.
Cannot be used by illusions.
Illusion Notes:
Illusions cannot passievly proc Walrus Punch.
Modifiers [?]
It never matters who throws the first punch, only who throws the last.

  • Walrus PUNCH!'s cast range can only be further increased by attack range bonuses of the same range type as the caster. However, it is not affected by cast range bonuses.
    • Both Autocast and manually casting it uses Tusk's current attack range.
  • The affected target is hurled 650 range (or 1200 range if lethal) into the air during the stun duration, while rotating 180° on the x-axis. The speed adapts to changed stun duration.
    • Can be cast while the enemy target(s) are affected by Flaming Lasso icon Flaming Lasso, but not Pulverize icon Pulverize.
    • Walrus PUNCH! cannot be overridden by any other upward movement sources.
  • While in the air, other units may pass below the hurled unit.
  • The slow has a total duration of 3/4/5 (Talent 3.5/4.5/5.5), but it is applied at the same time as the stun, therefore effectively lasting 2/3/4 seconds.
  • The punch first applies the knockback debuff, the movement speed slow debuff, the damage, then the self attack animation bonus.
    • Plays a sound as soon as the attack starts. The sound only stops playing upon landing the punch.
    • The attack animation bonus is only granted on manual casts.
    • Reduces the attack point of the next attack to Expression error: Unexpected < operator.+Lua error in Module:Show at line 24: attempt to index field '?' (a nil value)..
      • Does not reduce the attack backswing of the next attack.
    Walrus Punch now gains a 12% chance to passively proc on regular attacks.
    • These procs do not trigger the cooldown, work while on cooldown, and do not cost mana.
    • They do not proc on-cast effects either.
    • The procs use pseudo-random distribution.
    • When Walrus PUNCH! procs during a manual cast or Autocast order, the proc takes priority, and it does not go on cooldown or consume mana.
    • Adds an average of 18%/27%/36% (Talent 27%/36%/45%) damage to every attack.
  • Rubick minimap icon Rubick throws a projectile that uses his model and spins toward the target. When used on Tusk minimap icon Tusk, it would read "Sucker Punch!" in green; On other targets, it read "Stolen Punch". This only has cosmetic purposes and has no impact on gameplay.


Hero Talents
-8s Snowball icon Snowball Cooldown2512% Chance Walrus Punch icon Walrus Punch
+75% Walrus Punch icon Walrus Punch Crit20-6s Ice Shards icon Ice Shards Cooldown
+120 Snowball icon Snowball Damage15+325 Health
+0.5s Walrus Punch icon Walrus Punch Stun Duration10+25 Tag Team icon Tag Team Damage
  • The health talent increases the max health capacity and keeps the current health percentage.

Recent Changes[]

Main Articles: Changelogs, Old Abilities and Hero Lore
  • Increased Snowball icon Snowball damage bonus per gathered hero from 25/50/75/100 to 40/65/90/115.
  • Reduced base health from 200 to 120.
  • Snowball icon Snowball
    • Reduced snowball speed from 625/650/675/700 to 575/600/625/650.
    • Reduced stun duration from 0.8/1/1.2/1.4s to 0.6/0.8/1/1.2.

Recommended Items[]

Starting items:

  • Tango icon Tango gives Tusk health sustain in-lane, allowing him to survive enemy harass and continue gaining gold and experience.
  • Healing Salve icon Healing Salve also restores health to Tusk.
  • Clarity icon 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 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 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 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 Tag Team to help chase down fleeing enemies.

Early game:

  • Boots of Speed icon 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 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 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 Phase Boots's bonus to attack damage increase damage done with Walrus PUNCH!. He can use the active to keep close to the enemies during Tag Team.
  • Drum of Endurance icon Drum of Endurance gives Tusk attributes that give him more health, damage, and a larger mana pool to work with. The active improves his mobility and gives his team an edge when engaging the enemy.

Late game:

  • Blink Dagger icon 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 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 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:

  • Bottle icon 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 ganking power.
  • Desolator icon 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 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 Heaven's Halberd helps make Tusk a better all-around fighter through its various bonuses. It grants more strength, status resistance, and evasion for increased survivability, and a disarm to shut down enemy carries.
  • Assault Cuirass icon 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 Solar Crest gives Tusk armor and attributes to make Tusk tankier, and the mana regeneration 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, as well as lowering their movement and attack speed.
  • Silver Edge icon 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 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 Soul Ring provides health regeneration, 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 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 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.

Dota Plus Progress[]

Main Article: Hero Challenges

Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.

Relics Voice Lines
Relic Rare icon
Ice Shards icon Ice Shards Leading To Kills
Relic Rare icon
Snowball icon Snowballs Leading To Kills
Relic Rare icon
Damage On Tag Team icon Tag Teamed Enemies
Relic strength icon
Crit Damage
Relic strength icon
Teleports Leading To Kills
Relic strength icon
Damage From Invisibility
Relic strength icon
Blinks Leading To Kills
Relic strength icon
Spells Disjointed
Relic strength icon
Channels Cancelled
Relic strength icon
Triple Kills
Relic strength icon
Mega Kill Streaks
Relic strength icon
Kill Assists
Relic strength icon
Plus Hero Badge 1
Plus Hero Badge 2
Plus Hero Badge 3
Plus Hero Badge 4
Plus Hero Badge 5
Plus Hero Badge 6



  • ▶️ "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!".
  • In Tusk's lore, the Bristled Bruiser is Bristleback minimap icon 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.
  • Pre-6.80, where Walrus Punch icon Walrus PUNCH! dealt a higher critical damage to targets below 50% max 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.