Bio
Ymir, the Tusk | |
Play "After a bar brawl it`s customary, as a courtesy, to buy everyone who`s still standing a round of drinks." | |
Role: | Initiator / Disabler / Nuker |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Ymir, the Tusk It had been a brawl to remember. There stood : | 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. |
Voice: | Tom Chantler ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
Abilities
Target Point
Enemies

Magical

Notes:
- The projectile travels at a speed of 1200 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 200 range before the targeted point.
- The first shard is always created at the targeted point, so it is 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 them is about 6, which is too small for any unit to move through.
- Units not controlled by any player do not try to path around the 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 aggro-ing them).
- The projectile has 100 radius flying vision Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a
. This vision lasts for 2 seconds at the targeted point upon reaching it.
Target Unit
Allies / Enemies

Magical





Notes:
- The snowball travels at a speed of 675 and cannot be disjointed Shadow Fiend using a Blink Dagger to dodge Phantom Assassin s Stifling Dagger Disjointing is the act of dodging projectiles, or rather, to cause a projectile to fully lose track of its target. A disjoint is
.
- The Snowball chases the target for up to 3 seconds, so it can travel for up to 2025 range.
- Allies can be added by right-clicking them at any point. Allies can jump inside the Snowball by themselves as well, by right-clicking it.
- Allies affected by Chronosphere or Black Hole cannot join the Snowball.
- Units inside Snowball are invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing , hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. and spell immune Spell Immunity Ally Interactions Enemy Interactions Default buff iconPlay Error sound “ Play Magic shall not prevail! Click to listen— Anti-Mage ” Spell immunity (formerly known as magic immunity) is a modifier
. Allies inside the Snowball are also fully disabled Disables (also called crowd control, or CC) refer to any abilities or status effects that prevent, impede, or otherwise inhibit a Hero from acting. Disables come in many different varieties, and most Heroes have access .
- Tusk himself is only muted Play Silence! Silence is a status effect that prevents those affected from using active hero abilities for the duration of the silence. It can be useful when ganking a hero with a blink or invisibility
and disarmed Play “ Play Render you harmless! Click to listen— Pugna ” Disarm is a type of status effect that prevents the afflicted unit from attacking, although they can still cast spells. If a disarmed unit is ordered
inside it, meaning he can cast his spells, but cannot use items or attack.
- The 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. Other added units do not. Illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They
do not count as heroes.
- Can gather summoned units, including Astral Spirit, excluding wards This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against
. Can also gather own Frozen Sigil.
- Can gather allies while they are invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear
, or invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as HPTechnology company Removal. Most friendly effects, such as healing . This is why Astral Spirit can be gathered as well.
- A unit affected by Flaming Lasso cannot be loaded inside the Snowball, be that as it may, attempting to do so still adds damage.
- Tusk cannot be forced out of the Snowball by any means. Other units inside the Snowball, be that as it may, still can be forced out by teleporting spells, without reducing the damage.
- When Snowball connects with its target, Tusk is given an attack order on the target.
- This means that Tusk will attack the target even if the player has "Auto Attack" option disabled.
- The disable help function prevents an allied Tusk from getting you inside his Snowball.
- The snowball destroys trees within its radius as it rolls forward.
- This is how much damage Snowball deals (before reductions) with a certain amount of heroes (counting Tusk):
- The Snowball Visible debuff provides shared vision over the target until the Snowball stops. Does not provide True Sight.
Notes:
- Replaces Snowball until the Snowball reaches its target or expires.
- The cast of Launch Snowball is not registered as a spell cast and thus does not proc any on-cast effects.
- Tusk may use Ice Shards, Frozen Sigil, Walrus Kick and toggle autocast of Walrus PUNCH! during the launch time, other gathered units may not use any spells.
No Target
Enemies

Notes:
- After cast, the Sigil automatically follows Tusk, if no other order is given.
- The slow is provided by an aura. Its debuff lingers for 0.5 seconds.
- Can be loaded inside Snowball, even though it counts as a ward.
Target Unit / Autocast
Enemies


Notes:
- Despite being an active attack modifier, Walrus Punch does proc all on-cast effects like a regular spell.
- The victim is hurled 650 range into the air during the stun duration.
- While in the air, other units may pass below the punched unit.
- The slow is applied right upon cast, so the effective slow duration is 2/3/4 seconds since the target is stunned for the first second.
- Can punch everything, except wards This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against
, buildings, allied and own units. Tusk can attack those without wasting it when on
Videos
Info
Hero | Strategy Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Contents 1 Gameplay 1.1 Semi-Carry/Gank Specialist 2 Ability Builds 3 Talents 4 | Counters Play “Many hands make light work.” This article is badly written or needs more information. Please help the community by updating it. Read this formatting guide first. Hero Strategy Counters Equipment | Equipment Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Tusk Equipment (collapse sets)Sets Arctic Hunter Set Barrier Rogue Bobusang s Traveling Necessities Set Brawler ![]() | Gear Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs This is a list of cosmetic items that reflects Tusk s design aesthetics. ![]() | Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane | Sounds Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe | Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Ymir, the Tusk It had been a brawl to remember. There stood | Old Abilities Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Walrus PUNCH! (pre 6.83) PlayRR AbilityNo Target AffectsEnemies Tusk prepares his mighty ![]() | Changelogs Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Contents 1 Version history 2 Patch history Version history edit] Version Description ![]() |
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Ymir the Tusk is a melee Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During
whose array of icy disables make him a very strong team initiator The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the
and ganker The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the
. 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 can slow the enemy down to his pace with Frozen Sigil, which reduces the movement and attack speed of all nearby foes. His ultimate, Walrus PUNCH!, sends a target enemy flying with a mighty uppercut, stunning and disabling them while dealing tremendous damage, and slowing them upon landing. 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.
Ymir, the Tusk
Recommended Roles |
Initiator Disabler Nuker |
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
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Aghanim`s Scepter Abilities
This hero is upgradeable by Aghanim`s Scepter. The upgrade grants the Walrus Kick ability.
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Talent Tree
Talent Tree | ||
+150% Walrus Punch Crit | 25 | +700 Health |
+12% Magic Resistance | 20 | +6 Armor |
+90 Gold/Min | 15 | +150 Snowball Damage |
+35 Damage | 10 | +40% XP Gain |