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.
Ice Shards
- Active
- Point
- E
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
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 120
- 18
- 1500
- 200
- 5 seconds
- Enemy units
- 70 damage
- 2
- 120
- 16
- 1500
- 200
- 5 seconds
- Enemy units
- 140 damage
- 3
- 120
- 14
- 1500
- 200
- 5 seconds
- Enemy units
- 210 damage
- 4
- 120
- 12
- 1500
- 200
- 5 seconds
- Enemy units
- 280 damage
Notes
• Damage type : magical
• The maximum range of the shards is 1600.
• The shards create an unpassable barrier once released.
• The shards destroy trees around them when they are created.
• The maximum range of the shards is 1600.
• The shards create an unpassable barrier once released.
• The shards destroy trees around them when they are created.
Snowball
- Active
- Unit
- W
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
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 75
- 40
- 1250
- 200+40 per second
- 0.25s / 0.5s *
- Enemy units
- 40 / 80 damage * and stun
- 2
- 75
- 40
- 1250
- 200+40 per second
- 0.5s / 0.75s *
- Enemy units
- 80 / 120 damage * and stun
- 3
- 75
- 40
- 1250
- 200+40 per second
- 0.75s / 1s *
- Enemy units
- 120 / 160 damage * and stun
- 4
- 75
- 40
- 1250
- 200+40 per second
- 1s / 1.25s *
- Enemy units
- 160 / 200 damage * and stun
Notes
• (*) On secondary / main target
• Damage type : magical
• The speed of the snowball is equal to 150% of Tuskarr's speed, with a minimum of 200.
• 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.
• Damage type : magical
• The speed of the snowball is equal to 150% of Tuskarr's speed, with a minimum of 200.
• 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
- Active
- Instant
- F
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
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 75
- 50
- N/A
- 600
- 30 seconds
- Enemy units
- Slows movement speed by 10%, attack speed by 30%
- 2
- 75
- 50
- N/A
- 600
- 30 seconds
- Enemy units
- Slows movement speed by 15%, attack speed by 40%
- 3
- 75
- 50
- N/A
- 600
- 30 seconds
- Enemy units
- Slows movement speed by 20%, attack speed by 50%
- 4
- 75
- 50
- N/A
- 600
- 30 seconds
- Enemy units
- Slows movement speed by 25%, attack speed by 60%
Notes
• 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.
• 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
- Active
- Instant
- R
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.
- Level
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 50
- 30
- N/A
- N/A
- 1 / 2 seconds *
- Enemy units
- Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 40% movement speed slow
- 2
- 75
- 24
- N/A
- N/A
- 1 / 3 seconds *
- Enemy units
- Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 40% movement speed slow
- 3
- 100
- 18
- N/A
- N/A
- 1 / 4 seconds *
- Enemy units
- Automatic critical hit (2.25x, or 4x if the target has less than 50% HP), 40% movement speed slow
Notes
• (*) Air time / slow duration
• 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.
• 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.
5. Hero's Skill Build Level 1 - Snowball 1 Alternative Skill Build Level 1 - Snowball 1 |
[font=Impact]6. Hero's Item Build 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
Extensions Situational Items
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[FONT="Comic Sans MS"] 7. Hero's Strategy[font=Impact]Early Game 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 [font=Impact]Mid Game 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. Late Game 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. |
[font=Impact]8. Good Allies and Bad Enemies Good Allies 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. Bad Enemies 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) |
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