Ymir, the Tusk, is a melee strength hero whose array of icy disables makes 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 also has the ability to Tag Team, which allows all nearby allies to slow enemies they attack with physical damage. His ultimate, Walrus PUNCH!, sends a target enemy flying with a mighty uppercut, stunning and disabling them while dealing a critical strike and slowing them upon landing for a moderate amount of time. 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.
- 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 collision radius is approximately 67, and the distance between them is about 6, which is too small for any unit to move through.
, 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 , and has a length of .
- This effectively increases the length of Ice Shards' formation by 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 aggro'd), or until the shards dissipate.
- With auras are created at the centerline of the formation.
, two radius
- The first source is placed at the center of the default shards formation, range before the targeted point.
- The second source is placed range behind the first source, between the additional shards.
- Since both sources overlap, the auras cover a total length of .
- The damage per second and movement speed slow effects are provided by the auras. The debuff lingers for seconds.
- Deals damage in 1-second intervals, starting 1 second after the debuff is placed, resulting in up to instances.
- Can deal up to before reductions) to a single unit within the area for the entire duration. damage (
- The Snowball chases the target for up to 3 seconds and travels at a speed of 600/625/650/675.
- It can travel for up to 1800/1875/1950/2025 range.
- Snowball destroys trees, and increases its radius by 40 per second up to 240/280/320 as it rolls forward.
- Tusk can Right Click on allied heroes and clones to gather them into the Snowball at any point, even if they are invisible or invulnerable.
- Vice versa, allies can also Right Click the Snowball to jump inside as well.
- Cannot gather allies who have ☐ Disabled Help from Tusk.
- Allies affected by , or cannot be gathered.
- However, attempting to gather in any ally affected by the aforementioned abilities still adds the gathered damage to Snowball.
- Only gathered allied heroes and clones increase its damage.
- Units inside Snowball are invulnerable, hidden and spell immune. Allies inside the Snowball are also fully disabled.
- 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.
- If he is teleported by while Snowball is rolling, Tusk is forced out and Snowball is fully canceled.
- 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.
- This is how much damage Snowball deals (before reductions) with a certain amount of heroes including Tusk:
- Replaces until the sub-ability is used, or Snowball reaches its target or expires.
- Interrupts Tusk's channeling abilities upon cast.
- The debuff lingers for 0.5 seconds.
- Attacks triggering Tag Team first place the movement speed slow debuff, then apply the attack damage.
- The bonus damage only triggers on allied hero attacks (including illusions and clones, excluding creep-heroes), and on any attacks done by units owned by Tusk.
- The bonus damage is directly added to the unit triggering the aura, and is dealt in one instance together with the attack damage, and counts as attack damage as well.
- Therefore, it is considered by lifesteal, crit or cleave.
- However, it is added as a raw damage bonus, so illusions cannot use it. It is also not affected by percentage-based attack damage bonuses or reductions, but can be reduced with flat reductions.
- The movement speed slow from multiple attacks and/or attack sources fully stacks, with each attack placing a separate debuff.
- Requires to be unlocked.
- Walrus Kick is not an active attack modifier.
- Chooses the closest enemy unit within the search radius, kicking them towards the targeted point.
- Prioritizes heroes, illusions and clones over non-hero units. Treats creep-heroes as heroes.
- The enemy target does not need to be in front of Tusk, it can be behind him as well, as long as they are within the 250 search radius.
- If no enemies are within range, the cooldown gets reset and the mana cost refunded.
- Cannot target or affect ancient creeps.
- The target is kicked 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.
- Upon cast, the stun and movement speed slow are applied at the same time, so the effective movement speed slow duration is 4 seconds.
- Walrus Kick first applies the slow debuff, then the knockback debuff, then the damage.
- Destroys trees within a 100 radius around the affected unit during the knockback.
- The cast range of Walrus Punch is based on the attack range of the caster.
- The cast range can be further increased by other attack range bonuses. However, it is not affected by cast range bonuses.
- Both Autocast and manually casting it uses Tusk's current attack range.
- The attack from Walrus PUNCH! cannot miss.
- The victim is hurled 650 range (or 1200 range if lethal) into the air during the stun duration. The speed adapts to changed stun duration.
- Walrus PUNCH! cannot be overridden by any other upward movement effects.
- While in the air, other units may pass below the hurled unit.
- Upon cast, the stun and movement speed slow are applied at the same time, so the effective movement speed slow duration is 2/3/4.
- The punch first applies the knockback debuff, then the slow debuff, then the damage.
- Plays a sound as soon as the attack starts. The sound only stops playing upon landing the punch.
- With the level 25 talent, Walrus PUNCH! gains a chance to 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 or proc on-cast effects either.
- Adds an average of ) damage to every attack. (
- 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.
- The passive procs use pseudo-random distribution.
- The health talent increases maximum health capacity, and keeps the current health percentage.
- Reduced cooldown from 21/20/19/18 to 21/19/17/15.
- Increased critical damage from 350% on each level to 350%/375%/400%.
- Level 25 left talent: -10s cooldown reduced to -8s.
- Increased damage bonus per gathered hero from 20/40/60/80 to 25/50/75/100.
- Old: Grants the ability.
- New: Increases length by 300 and causes enemies within the shards to have their movement speed slowed by 40% and take 60 damage per second.
- Level 10 right talent changed: +8 health regen ➜ +25 attack damage bonus.
- Reduced health regeneration from 1 to 0.75.
- Reduced cast range from 2000 to 1800.
- Reduced mana cost from 100/105/110/115 to 100 on each level.
- No longer destroys trees within a 200 radius around the target upon reaching it. [ ]
- Reduced cast range from 1250 to 1150.
- Reduced attack damage bonus on proc from 25/50/75/100 to 20/45/70/95.
- now increases 's attack animation speed by 40%.
- No longer reduces attack speed by 35.
- Increased movement speed slow from 35% to 40%.
- Increased attacks to destroy from / to / .
- Reduced mana cost from 100 to 70.
- Increased vision radius from 400 to 650.
- Increased movement speed from 340 to 375.
- gives Tusk health sustain in-lane, allowing him to survive enemy harass and continue gaining gold and experience.
- also restores health to Tusk.
- 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.
- 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.
- 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.
- 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.
- 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.
- 's charge storage allows Tusk to immediately replenish his HP and mana, which can make or break fights or ganks given his powerful spells.
- 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.
- '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.
- 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.
- 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.
- 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.
- 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.
- 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.
- gives Tusk increased bonus damage, and allows him to apply an armor debuff to enemies, particularly when combined with Walrus PUNCH.
- 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.
- status resistance, and evasion for increased survivability, and a disarm to shut down enemy carries. helps make Tusk a better all-around fighter through its various bonuses. It grants more strength,
- 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!.
- 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.
- break to an important target can disable their passive abilities, making them a much smaller threat in an engagement. can greatly augment Tusk's initiating power. Besides improving Tusk's damage output, applying a
- 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.
- 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.
- 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.
- 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.
|Roles:||Initiator Disabler Nuker|
|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!|
- In DotA, Tusk's title is Tuskarr. The Tuskarr are a race of humanoid walruses in the Warcraft universe.
- His response ▶️ "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 ▶️ "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 ▶️ "Coulda been a contender." is likely a reference to the quote from the movie On the Waterfront.
- His response ▶️ "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, ▶️ "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 ▶️ "Double Dragon Punch Punch!" is a reference to the game, "Double Dragon".
- In Tusk's lore, the Bristled Bruiser is 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. , who was ported to Dota 2
- Before 6.80, where
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.
- '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".