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The Radiant |
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23 + 2.3 | 23 + 2.1 | 18 + 1.7 |
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Level | 1 | 16 | 25 |
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Hit Points | 587 | 1271 | 2012 | Mana | 234 | 585 | 1014 | Damage | 49-53 | 85-89 | 124-128 | Armor | 3.22 | 7.91 | 13.08 | Attacks / Second | 0.72 | 0.91 | 1.13 | |
Movement Speed | 305 | Turn Rate | 0.5 | Sight Range | 1800/800 | Attack Range | Melee | Missile Speed | Instant | Attack Duration | 0.36+0.64 | Cast Duration | 0.1+1 | Base Attack Time | 1.7 |
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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
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Bio
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: | Initiator / 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. |
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Abilities
Ice Shards | | Ability | Affects | Damage |
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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 | 18/16/14/12 | 120 |
Damage is blocked, shards are still created.
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- The maximum distance is 1600.
- Creates an impassable barrier.
- The shards destroy trees when they are created.
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Snowball | | Ability | Affects | Damage |
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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 | 21 | 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.
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Frozen Sigil | | Ability | Affects | |
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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% | 50 | 75 | Notes:
- If no order is given, the Sigil will follow Tusk.
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Frozen Sigil |
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| Duration | 30 | Hit Points | 220/240/260/280 | Armor | 0 | Movement Speed | 310 | Sight Range | 400/400 | Bounty | 90/100/110/120 | Experience | 0 | Notes | Will automatically follow Tusk upon summoning, unless given a command. |
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Walrus PUNCH! | | Ability | Affects | Damage |
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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) | 30/24/18 | 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.
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Recommended items
| Starting | | | Early-game | | | Core | | | Situational | |
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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.
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