Snowballs into his enemies to stun
Tusk is always eager to start a fight. Able to instantly corner an enemy with a wall of ice shards, he gathers with his allies and rolls into enemies inside of a massive snowball, bringing him in range to land his signature knockout punch.
Win Rate 47.1%
Pick Rate 4.1%
Attributes

626 +85.8/lvl
291 +20.4/lvl

23 +3.9/lvl

23 +2.1/lvl

18 +1.7/lvl
Stats

Damage:
50 - 54 + 3.9/level (177 - 181 at level 30)

Range:
150

Armor:
4.8 + 0.4/level (17.3 at level 30)

Movement:
310
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Facets

Tag Team
Win Rate: 47.7%
Pick Rate: 84.0%
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 %debuff_duration% seconds.

Drinking Buddies
Win Rate: 44.3%
Pick Rate: 16.0%
Tusk reaches out to tag an allied unit, pulling them closer. Once tagged, both Tusk and his tagged ally gain movement speed and attack damage. Can be put on alt-cast to only pull Tusk towards his ally with %alt_cast_castrange_pct%% reduced cast range.
Abilities

ABILITY: Passive
Passively slows the attack speed of all enemies within 350 radius.
ATTACK SPEED SLOW: 15 / 35 / 55 / 75

Ice Shards
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
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 %shard_duration% seconds.
Creates an impassable barrier.
RADIUS: 200
SHARD DAMAGE: 75 / 150 / 225 / 300
SHARD DURATION: 4 / 5 / 6 / 7
MOVE SLOW: %
DAMAGE PER SECOND:
SHARD DEPTH:

23 / 20 / 17 / 14

100

1400


Aghanim's Shard
Increases depth of Ice Shards, and enemies trapped within an ice shard are slowed and take damage per second.
In the frozen tundra near the Barrier, after the last sun of autumn has set, ice can form with alarming speed.

Snowball
AFFECTS: Unit
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
DEBUFF [E]: Yes
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 and stun duration.
The snowball will break apart a maximum of 3 seconds after launch.
The snowball can be launched early by pressing using the Launch Snowball ability.
Doesn't carry illusions, but will carry Meepo clones and other units that Tusk controls.
Each Meepo clone added to the snowball will add its own bonus damage.
Allies can click on a snowball to add themselves to it.
BASE DAMAGE: 80 / 140 / 200 / 260
SNOWBALL SPEED: 575 / 600 / 625 / 650
BONUS DAMAGE PER ALLY: 40 / 65 / 90 / 115
STUN DURATION: 0.6 / 0.8 / 1 / 1.2
STUN DURATION PER ALLY: 0.2
LAUNCH TIME: 3
GATHER RADIUS: 350

21 / 19 / 17 / 15

75

1150



LEVEL 15 TALENT: +120 Snowball Damage
Tales are still told of the wild feat that ended the grand brawl at White Fields.

Tag Team
DAMAGE TYPE: Physical
PIERCES DEBUFF IMMUNITY: No
PASSIVE: No
DEBUFF [E]: Yes
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 6 seconds.
Affects attacks from allied heroes, Tusk or any of his units.
BONUS DAMAGE: 25 / 50 / 75 / 100
MOVEMENT SLOW: 75%
SLOW DURATION: 0.5
DEBUFF DURATION: 6
RADIUS: 350

24 / 21 / 18 / 15

70



LEVEL 10 TALENT: +2s Tag Team Duration
Even far from Cobalt, Tusk carries the 'Barrier Chill' in his very bones.

Drinking Buddies
AFFECTS: Unit
DAMAGE TYPE: Physical
PASSIVE: No
DISPELLABLE: Yes
BUFF: Yes
Tusk reaches out to tag an allied unit, pulling them closer. Once tagged, both Tusk and his tagged ally gain movement speed and attack damage. Can be put on alt-cast to only pull Tusk towards his ally with 50% reduced cast range.
Doesn't pull Tusk or targeted ally if they are within 250 range of each other.
Cannot be used during Snowball.
BUFF DURATION: 6
MOVEMENT BONUS: 11% / 14% / 17% / 20%
BONUS DAMAGE: 20 / 50 / 80 / 110

23 / 20 / 17 / 14

80

900



LEVEL 10 TALENT: +2s Tag Team Duration

Walrus PUNCH!
AFFECTS: Unit
PIERCES DEBUFF IMMUNITY: Yes
PASSIVE: No
DISPELLABLE: Yes
DEBUFF [E]: Yes
Tusk connects with his mighty Walrus Punch, a critical strike with bonus damage so powerful it launches its victim into the air.
Walrus PUNCH has true strike.
BONUS DAMAGE: 50 / 75 / 100
CRITICAL DAMAGE: 200% / 250% / 300%
AIR TIME: 1

16 / 13 / 10

75

150




LEVEL 20 TALENT: +75% Walrus Punch Crit
LEVEL 10 TALENT: +0.75s Walrus Punch Stun Duration
It never matters who throws the first punch, only who throws the last.

Launch Snowball
PASSIVE: No
Launch the snowball toward the target.
The snowball destroys trees.
Doesn't carry illusions, but will carry Meepo clones and other units that Tusk controls.
Each Meepo clone added to the snowball will add its own bonus damage.
Into the great wide white!

Walrus Kick
Scepter grants new ability
AFFECTS: Unit
DAMAGE TYPE: Magical
PIERCES DEBUFF IMMUNITY: Yes
PASSIVE: No
DISPELLABLE: Yes
DEBUFF [E]: Yes
Kicks the closest enemy unit in the drawn direction, stunning, damaging, and slowing them. Also deals damage to all heroes within 250 radius of its landing area. Cooldown is reduced by 50% if kicking a creep.
KICK PUSH DISTANCE: 1200
MOVE SLOW: 40%
SLOW DURATION: 2
DAMAGE: 550

12

100

250
PATCH 7.38
Kick Push Distance decreased from 1400 to 1200
Slow Duration decreased from 4s to 2s
Damage increased from 350 to 550
Can no longer be cast while Snowballed (Similar to Walrus Punch!)
Tusk may have made his name with his fists, but the wise enemy is wary of any and all limbs.
Talents [E]



-8s Snowball Cooldown
+ 0.8 %
12% Chance Walrus Punch



+75% Walrus Punch Crit
-6s Ice Shards Cooldown
+ 1.9 %



+120 Snowball Damage
+325 Health
+ 0.9 %



+0.75s Walrus Punch Stun Duration
+ 1.6 %
+2s Tag Team Duration
Win Rate
Pick Rate
PATCH 7.38
Level 10 Talent +25 Tag Team/Drinking Buddies Damage replaced with +2s Tag Team/Drinking Buddies Buff Duration
Strategy
Most of your laning kills will come from well placed Ice Shards. Constantly look for opponents out of position.
When you or your allies are in trouble, you can do a Snowball save or Ice Shard the opponents away.
Ice Shards provide vision so you can use them to scout pillars for wards or Roshan pit.
If you have the Tag Team facet, pop Tag Team before using Walrus Punch to maximize on damage.
Once you get a Blink Dagger, you want to use Snowball primarily to save an ally.
If you have the Tag Team facet, Tusk enables the team to take an early Roshan due to the extra damage with your team.
Pick up Aghanims Scepter as it is an amazing repositioning, kiting, and waveclear tool.
If you have the Tag Team facet, you can use both Tag Team and Ice Shard while Snowballed. Particularly helps in stopping enemy heroes fleeing from Snowball.
Counter Strategy
Movement speed items are great against Tusk's spells.
Bring an Observer Ward to lane to keep an eye on Tusk's aggressive movements.
Keep distance from Tusk because Tag Team does extra damage on every hit.
Tusk roams a lot. Keep an eye on his movements and be ready to help.
Be aware of Tusk's Blink Dagger timing as he can easily save his allies with Snowball.
Force Staff and Hurricane Pike are great against Tusk.
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.