The Frozen Brawler

Tusk

A legendary bar fighter from the frozen north, Ymir entered the battlefield bringing the raw power of ice and the unbreakable spirit of a true warrior.

At a Glance

Primary AttributeStrength
Primary RoleInitiator / Disabler / Tank
ComplexityMedium

Core Principles

The first rule of bar fights: you don't fight fair. Every shard, every snowball, every punch must unexpected.

Master the Unpredictable

Tusk's power lies in creativity. Reverse Shards, clutch Snowball saves, unexpected angles - the less predictable you are, the more dangerous you become.

Invulnerability is Power

Snowball isn't just mobility - it's complete invulnerability. Use it to save allies, escape death, or reposition for perfect initiation timing.

Control Their Position

Ice Shards, Snowball, Walrus Kick - every ability controls where enemies can go. Master positional control and you control the fight.

The Follow-Through

Don't just initiate - follow through. Tag Team before Punch, cast Shards mid-Snowball, think two steps ahead. Smooth execution separates good from great.

Save to Win

Sometimes saving one ally with Snowball wins more fights than killing one enemy. Know when to be the hero who prevents disaster rather than causes it.

Showmanship Over Bravery

Tusk fights with style. Cliff yourself with reverse Shards, kick enemies into towers, make plays that make enemies question reality and inspire your team.

Victory through wisdom and strength

Hero Overview

Tusk is a versatile strength hero who excels at initiation, escape, and unexpected plays through his unique toolkit of ice and snow abilities. His combination of mobility, invulnerability frames, and massive burst damage makes him both an annoyance to face and a valuable addition to any team composition.

Tusk's gameplay revolves around mastering his signature abilities: creating picks with perfectly aimed Ice Shards, initiating teamfights with snowball stuns, and securing kills with devastating Walrus Punch combos. What sets Tusk apart is his ability to protect allies with invulnerable Snowball shots, escape impossible situations with reverse Shards, and disrupt enemy formations through tactical spacing and crowd control.

Pros

  • Excellent initiation with Snowball
  • Complete invulnerability for allies in Snowball
  • High burst damage with Walrus Punch
  • Versatile escape and repositioning tools
  • Pierce through immunity and break channels

Cons

  • Snowball requires good target selection
  • Relatively mana hungry early game
  • Susceptible to kiting when abilities are on cooldown
  • Requires precise mechanical execution
  • Can be predictable without creative play

Ability Analysis

Ice Shards

Ice Shards

Active

Tusk compresses shards of ice into a solid barrier, blocking enemy movement and providing flying vision.

Cooldown: 18/16/14/12
Mana Cost: 70/80/90/100

Notes: Master reverse Shards to cliff yourself or escape. Use long-range Shards to block chokepoints or escape routes. The projectile provides vision during travel and briefly at landing. Essential for both initiation and escape scenarios.

Snowball

Snowball

Active

Tusk gathers a snowball and rolls forward, stunning enemies and picking up allies along the way.

Cooldown: 24/20/16/12
Mana Cost: 75

Notes: Complete invulnerability for yourself and allies inside. Right-click allies to pull them in. Can target neutrals/creeps for safer positioning. Use to save allies from certain death or to initiate from unexpected angles.

Walrus Punch

Walrus Punch

Active

Tusk prepares a mighty punch, dealing critical damage and launching the enemy into the air.

Cooldown: 20/18/16/14
Mana Cost: 50/60/70/80

Notes: Pierce through BKB and break channels. Always activate Tag Team or Drinking Buddies before punching for massive damage increase. The knockback prevents other vertical forced movement. Can be used to dispel buffs like Aeon Disk with proper timing.

Tag Team

Tag Team

Passive

Tusk and nearby allies gain bonus damage and movement speed, with Tusk's attacks applying a slow.

Notes: Works on allied heroes and illusions. The bonus damage is '+green' damage, meaning it synergizes with crit, lifesteal, and cleave. Essential to activate before Walrus Punch for maximum burst.

Ice Shards (Shard Upgrade)

Ice Shards (Shard Upgrade)

Active

Ice Shards creates a circular barrier around the impact point, creating a trapping zone.

Cooldown: 18/16/14/12
Mana Cost: 70/80/90/100

Notes: Dramatically increases area control. Can create complete enclosures when aimed properly. The circular shape makes escape much more difficult for caught enemies.

Walrus Kick (Aghanim's Scepter)

Walrus Kick (Aghanim's Scepter)

Active

Tusk kicks an enemy unit towards the targeted location, dealing damage and stunning on impact.

Cooldown: 12
Mana Cost: 100

Notes: Excellent displacement tool that can reposition enemies into your team or dangerous terrain. The Aghanim's upgrade gives you two finishers and much more control over enemy positioning.

Developer's Notes

Developer Insights

Tusk is the master of controlled chaos and tactical initiation. His Snowball isn't just mobility - it's an invulnerable transport system that can turn desperate situations into perfect initiations.

Key Insights:

  • Master reverse Shards for unexpected cliff access
  • Snowball provides complete invulnerability for allies
  • Walrus Punch pierces immunity and breaks channels

Tusk rewards creative thinking and mechanical precision. The difference between good and great Tusk players lies in their ability to use every ability in unexpected ways to create opportunities.

Game Strategy

Early Game

Timeframe: 0-15 minutes Objective: Establish lane dominance and secure core mobility items Key: Use Ice Shards to control enemy movement and secure kills; Harass with Snowball when enemies are out of position; Secure last hits with Quelling Blade and passive bonus damage; Save allies with well-timed Snowball shots Items: Arcane Boots (Mana sustain); Phase Boots (Armor and mobility); Blink Dagger (Priority #1 by 15 mins) Tips: Practice reverse Shards for quick escapes; Use Snowball vision to scout gank opportunities; Coordinate with supports for successful ganks; Manage mana carefully - abilities are expensive early

Mid Game

Timeframe: 15-30 minutes Objective: Initiate teamfights and control map through mobility Key: Use Blink + Snowball for surprise initiations; Protect key allies with emergency Snowball saves; Create picks with well-aimed Ice Shards; Maximize Walrus Punch damage with Tag Team active Items: Blink Dagger (Essential); Black King Bar (Against heavy magic); Blade Mail (For tankiness) Tips: Think two steps ahead with Snowball targeting; Use neutral creep targets for safer positioning; Always activate Tag Team before Walrus Punch; Save Snowball to escape bad engagements

Late Game

Timeframe: 30+ minutes Objective: Execute perfect initiations and provide utility Key: Initiate with Blink + Snowball + Walrus Punch combos; Use Agh's Walrus Kick for precise enemy positioning; Save multiple allies with intelligent Snowball usage; Disrupt enemy formations with Ice Shards Items: Aghanim's Scepter (Walrus Kick); Assault Cuirass (Team utility); Refresher Orb (Double ultimates) Tips: Position patiently - your initiation wins or loses fights; Use Walrus Kick to separate enemy carries from supports; Coordinate with team to maximize Snowball saves; Be creative - Tusk excels at unexpected plays

Tips & Strategies

Advanced Snowball Mechanics

  • Right-click allies mid-roll to pull them into your Snowball
  • Use neutral creep targets for predictable positioning
  • Snowball provides complete invulnerability - use it as a poor man's Banish
  • Can pick up allies while they're cycloned (with right settings)
  • Cast Ice Shards while inside Snowball for area denial

Ice Shards Mastery

  • Use shift-queue for reverse Shards: move -> shift+Ice Shard at destination
  • Projectile provides flying vision - use for scouting
  • Block chokepoints before enemies reach them, not after
  • The Shards create terrain - use for trapping and escape
  • Can be used to get vision of jungle creeps for emergency Snowball targets

Walrus Punch Combos

  • Always activate Tag Team before punching for massive damage increase
  • The punch pierces BKB and breaks channels - perfect against channeling ultimates
  • Can use Eul's during punch to dispel buffs without cycloning
  • Use against couriers for funny but questionable value
  • The knockback prevents other vertical forced movement - use this mechanically

Item Guide

Starting Items

Efficient last hitting and sustain for early game dominance. Mana needs to be managed carefully early on.

Quelling Blade
Tangos
Clarity

Quelling Blade, Tangos, Clarity

Core Items

Blink Dagger for surprise initiations, Arcane Boots for mana sustain, Phase Boots for armor and positioning.

Arcane Boots
Blink Dagger
Phase Boots

Arcane Boots, Blink Dagger, Phase Boots

Situational Items

BKB against magic damage, Blade Mail for tankiness, Silver Edge for break utility, Agh's for the powerful Walrus Kick.

Black King Bar
Blade Mail
Silver Edge

Black King Bar, Blade Mail, Silver Edge, Aghanim's Scepter

Counter Guide

Good With

Tusk shines when paired with heroes who can capitalize on his initiation and provide follow-up control. Magnus creates devastating combinations with Reverse Polarity after Tusk's Snowball stuns, while Earthshaker can land perfect Echo Slams on grouped enemies. Jakiro's Macropyre and Ice Path work excellently with Tusk's ability to group and disable enemies. Crystal Maiden can safely channel Freezing Field behind Tusk's saves. Tiny provides additional heavy stuns and damage combo potential. Dark Seer and Vengeful Spirit offer positioning control that synergizes perfectly with Snowball mechanics. The ideal teammates either follow up on Tusk's initiation or benefit from his ability to save them and reposition fights.

Bad Against

Tusk struggles against heroes who can neutralize his mobility or capitalize on his predictable initiation patterns. Viper and Razor can kite Tusk from range while his abilities are on cooldown, with Nethertoxin and Static Link draining his effectiveness. Disruptor's Kinetic Field completely shuts down Snowball positioning and Glimpse can pull Tusk back after failed initiations. Pudge can hook Tusk out of Snowball or Rot during Punch combos. Ancient Apparition prevents Tusk Snowball saves through Ice Blast. Winter Wyvern Cold Embrace can save allies from Walrus Punch, while Arctic Burn kites him effectively. Bane can Nightmare Tusk out of initiation attempts. Heroes with strong kiting abilities, positioning control, or ways to prevent saves all pose significant threats to Tusk's game plan.

Good Against

Tusk dominates heroes who rely on positioning, have poor mobility, or require channeling. Squishy supports like Sniper, Drow Ranger, and Crystal Maiden become easy prey to Snowball + Punch combos. Channeling heroes such as Witch Doctor, Enigma, and Shadow Shaman are completely shut down by Snowball stuns and Walrus Punch ignoring immunity. Position-dependent carries like Phantom Assassin and Juggernaut lose their advantage when suddenly stunned and displaced. Slow melee heroes like Ursa and Sven struggle to match Tusk's mobility and can be kited after failed engages. Heroes without escape mechanisms become sitting ducks to Tusk's initiation potential. The combination of reliable disables, mobility, invulnerability frames, and burst damage makes Tusk particularly effective against heroes who need time or position to be effective.

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