Hailing from the Borean Tundra, Ymir is one of the wisest Tuskarr warriors. Acquainted with years of warfare experience against raiding Ice Trolls and Nerubian Spiders that beset his village during his younger years, Ymir eagerly volunteered himself into the ranks of the Sentinel to help halt the notorious rise of the Lich King. A specialist in controlling the element of ice, Ymir's prowess lies in surprising enemies with frosty magics. His arsenal not only consists of propelling Snowballs and hurling shards of solidifying ice, but also conjuring massive Snowstorms that greatly impede his enemies' battle efficiency.
When Tuskar arrived at 6.70, thanks to my slow internet I couldnt pick it for 5-6 games. I saw other people play, asked them about skills. And when I finally picked it, it was one of the funniest games I have ever played. Hope you enjoy as much as I did!
[+] Very good ganker/initiator
[+] Synergizes well with a lot of heroes
[+] Strong at every phase of the game
[+] Can breathe underwater
[-] Mana problems
[-] Partner dependant
[-] Item dependant
Low starting Int and low Int growth causes mana problems. Str growth is OK and agility growth is pretty good for a Str hero. High base armor.
Check the mini guide!
Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in 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.
Level 1 - 70 damage
Level 2 - 140 damage
Level 3 - 210 damage
Level 4 - 280 damage
Area of Effect: 200
• Damage type : magical
• The maximum range of the shards is 1600.
• The shards create an unpassable barrier once released.
Mini Guide To Ice Shards
Tuskarr 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 40 extra damage and 0.25 extra stun duration.
Level 1 - 40 (+40 for the main target)
Level 2 - 80 (+40 for the main target)
Level 3 - 120 (+40 for the main target)
Level 4 - 160 (+40 for the main target)
Area of Effect: 200+40 per second
Stun Duration: 0.25/0.5/0.75/1 (+0.25 for the main target)
Main ganking and initiating skill. Takes nearby allies with you. This skill synergizes well with lots of heros.
• Damage type : magical
• The speed of the snowball is equal to the Tuskars MS plus %50 of the other heroes MS.
• If Tuskarr is alone in the snowball, its speed is equal to 150% of Tuskarr's speed.
• Illusions will not roll into the snowball, but Meepo clones will.
• The snowball stops chasing its target after 3 seconds.
• The snowball can cross cliffs and will destroy trees.
- Frozen Sigil
Tuskarr 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.
Level 1 - Slows movement speed by 10%, attack speed by 30%
Level 2 - Slows movement speed by 15%, attack speed by 40%
Level 3 - Slows movement speed by 20%, attack speed by 50%
Level 4 - Slows movement speed by 25%, attack speed by 60%
Dont let the enemies kill it! It gives a lot of gold.
• The Sigil will automatically follow Tuskarr if no order is given to it.
• The Sigil flies, has a 310 MS, 220/240/260/280 HP, a 400/400 vision, and gives a 90/100/110/120 gold bounty.
- Walrus Punch
Tuskarr 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.
The skill deals physical damage, then throws the target in air for 1 second and then slows for %40 for 2/3/4 seconds.
Level 1 - 2.5x (4x) Critical
Level 2 - 2.5x (4x) Critical
Level 3 - 2.5x (4x) Critical
Air Duration 1
Slow Duration 2/3/4
• Damage type : physical
• Walrus Punch cannot miss.
• If you don't land an attack against a valid target in the next 10 seconds, Walrus Punch ends.
Level 1 - Snowball 1
Alternative Skill Build
Level 1 - Snowball 1
To Start With:
Item Build Justification:Grab three branches for cheap stats and later for a magic wand. One salve and a tango for healing. Take a QB if you dont have the control of the lane. Take a Stick if you want to play more aggresively. Normally heroes like Chen or Rylai buy the ward. You should just place. But if they dont buy one by yourself instead of QB.Core Build
Tuskar shouldnt start roaming at level 1. He is not a roamer like Vengeful Spirit or Tidehunter. He actually is item dependant, so he must also farm. In early game, try to have a strong lane control and lasthit creeps. With a well combo, you can dominate the lane with 2 melee heroes. DO NOT leave the lane. You shouldnt start ganking for now. You should place wards to increase your teams map awareness. Check the hero synergy part for a strong lane combination. Also check:
[Warding]The Eye of The Wolf - DotA Guides
This part is where you truly shine. (Shining Walrus. Kinda funny.) If you bought Boots, Bottle and Wand you should start ganking with your partner. You can also gank alone but it will not be very effective. Use Urn and Bottle to heal after ganks. Use Snowball to initiate and Ice Shards to prevent them from escaping. Finish with Walrus Punch. Your main role is not farming, but you can farm between ganks. It is important that you gank the enemy teams CARRYs. Killing Ezalor 10 times may make your score look good, but killing enemy Traxex 3 times will help your team more. Because Ezalor wont be a problem in late game, but Traxex will.
In team clashes your main role will be to AoE slow with Frozen Sigil and take a bit damage. Use Walrus Punch on the enemies carry to kill, or at least to disable them. If a clash is not going well, use Snowball to flee with your whole team (Target a neutral creep). This is an advanced technique, but if you can use Ice Shards to seperate the teammates of the opposite team, you will greatly increase your chance to win the clash. I will try to put an screenshot about that.
Heroes that only want to get close and personal to beat the crap out of heroes. They have stuns or slows that has short range and hard to land. They are also not very agile and need a little bit speed-up.
Slardar needs a special mention. He needs to get close, he has an close range AoE stun but it is his ultimate, which makes him even more special. -5/10/15 armor will make your Walrus Punch just devastating.
Heroes that need dagger to use their ultimate to the maximum effectiveness. Your team also doesnt lose time while running to the ultied heroes, which lengthens the stun by ~0.5
Nevermore needs a special mention. Your Snowballs stun is just as long as his Requiems cast time and closer the enemy, higher the damage from Requiem will be.
Thanks to dominator02 for the idea.
Tiny also needs a special mention. You can easily get a first blood on level 2 with Snowball>Avalanche>Toss>Ice Shards combo. Doesnt work on heroes with blink and wind walk.
Thanks to ehoang604 for the idea!
Pudge and Tuskar are not really good lane partners but Snowball>Dismember>Ice Shards>Meat Hook>Frozen Sigil>Rot Chasing combo (or Meat Hook>Dismember>Ice Shards>Snowball>Frozen Sigil>Rot Chasing combo) can kill almost every hero on a 1v2. Do not go to the same lane with him but gank with him.
Thanks to Blacksnakehp for the idea.
Heroes that only want to get close and personal to beat the crap out of heroes. (aka Your Good Allies)
To get your team in a Snowball and going to his foot will mean only 2 thing:
Free Dagger+Free Vacuum=EPIC FAIL
And of course Lucifer, the only hero to counter every hero.
You are scared of ghosts. Ghost scepter is even more scary. Walrus Punch counts as auto attack which means C-C-Combo Breaker! (Snowball-Activate Ghost Scepter-Ice Shards-Combo Break)
This is a replay of me (kmlck here) playing Tuskar in an average pub game. This is a very good replay for learning the "Tricks of Walrus". Its short and concise. I strongly suggest watching it.
A good thread discussing how to counter Tuskar.
First, thanks to everyone who helped me improved my guide! Espically "dominator02" for pointing out 3 key points.
Thanks to gwho for his awesome Guide Guide!
Thanks to Ramomar for his "Templates"! I am a damn lazy bastard.
Thanks to Eastblood, CarmineQueso, buraikidoka, selims, theother1! My DotA buddies!
Thanks to Icefrog for putting new heroes and creating DotA!
26/12/2010 - Started writing the guide.
27/12/2010 - Added skills and information.
28/12/2010 - Added basic item build.
29/12/2010 - Added hero synergies, replay and other stuff.
30/12/2010 - Added Situational items and fixed[indent] mistakes.
02/01/2011 - Happy new year! I at last found a good replay!
04/01/2011 - Published! Yay!
05/01/2011 - Fixed the "Bad Allies" and missing Int growth mistake. Completely rebuilded core and extension item builds. Added more Situational Items. Improved Hero Synergy section.
06/01/2011 - Added "Satanic vs Desolator" and Orb of Venom
07/01/2011 - Added wards and improved gameplay section.
05/04/2011 - Probably the last change, added HoT to the Extensions due to the pressure.
19/05/2012 - FINALLY CHANGED THE FONT!!! Also updated the guide, since it was old. Lots of minor tweaks.