DotA Tuskarr: Ymir The Tuskarr Guide, Strategy & Build. Ymir is a Strength hero which added to the Sentinel in DotA 6.70. This post will provide you with the Tuskarr Skill Description, the Tuskarr Guide, the Tuskarr Strategy, the Tuskarr Item Build and the Ymir the Tuskarr Skill Build.
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.
Strength: 23 + 2.3 (primary)
Agility: 23 + 2.1
Intelligence: 18 + 1.7
Base Damage: 50-54
Starting Armor: 3
Movement Speed: 305
Attack Range: Melee
Ymir the Tuskarr Skill Descriptions
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.
Travel AOE: 200
Cast Range: 1500
Shards Duration: 5
Note: Shards block path
Has quite damage, but the ability to block the path is the most useful one. The range is high and allow you to harass from far away.
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.
The snowball moves at the relative move speed of the heroes within.
Damage: 40/80/120/160 ( +40 each level on the final target)
Stun Duration: 0.25/0.5/0.75/1.0 ( +0.25 each level on the final target)
AOE: 200 + 40 per second
Target Cast Range: 1250
Note: Snowball stops traveling after 3.25 seconds. Can destroy trees and cross cliffs. Must target an enemy, cant target ally or ground.
A unique skill which maybe fit the best for the Christmas. Have a really long target range. A nice skill to initiate a gank.
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.
MS Slow: 10/15/20/25%
AS Slow: 30/40/50/60%
Movement Speed: 310 (Flying Unit)
Sigil HP: 300 (same as pugna's ward)
Note: Spawns infront of him and automatically follow tuskarr when no order given to it.
A really useful skill for team battle. Will slow down the enemies on the area targeted.
Ymir the Tuskarr Ultimate
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.
Critical Strike: 2.5x (4x if the target is below 50% hp) (physical damage)
Landing Damage: 75/150/225 (magical damage)
Landing Slow: 40%
Landing Slow Duration: 2/3/4 seconds
note: Walrus punch will end if you dont hit a target in 10 second
A cool move which a little similar to Tiny's Toss. It deals lots of damage, especially to the below 50% HP enemies.
Ymir the Tuskarr Skill Build
2. Ice Shard
3. Ice Shard
5. Ice Shard
6. Walrus Punch
7. Ice Shard
10. Frozen Sigil
11. Walrus Punch
12-14. Frozen Sigil
16. Walrus Punch
Snowball is for early ganking while Ice Shard is for your main nuke. Walrus always taken whenever without any question. Maximize Snowball and then Frozen Sigil. Sigil will be useful for team clash which usually happen on mid-late game, hence taken start on level 10.
Ymir the Tuskarr Item Build
1. Sobi mask, Gauntlets of Strength, and Tango
2. Finish Urn of Shadow
3. Boots of speed
4. Empty Bottle
5. Finish Power Tread
6. Bracer and finish Janggo of Endurance
Tuskarr's core item should be like this:
Urn of Shadow - It will be first to picked up cause you already have 2 of its components on your item slots. Gives you HP, damage, and mana regeneration which you need on early game.
Bottle - is the best source of regen on Tuskarr. Especially his lack of mana. Because he's a ganker and he will badly need a fast replenish item. One slot, 600 gold, fast regen (both HP and Mana), and a measure against mana burners, makes bottle more effective and cost-efficient than other early regen items.
Power Tread - Provide you with stats and damage as well. and ofcourse some good additional AS.
Janggo of Endurance - It has aura of AS and MS. its endurance can add more of AS and MS to your team. Perfect for gangking. Use it after your snowball hit your target. Its aura will be more useful if you gank with your teammates.
Preseverence - Solve the mana problem and can be upgraded to BFury.
Orb of Venom - Optional item. Get this item if you have a hard times chasing your enemies. Useful on early game when your sigil's level still low.
Vladimir's Offering - also optional item. You can get this item if you have a more melee hero in your team and your teammates dont intend to make it. Has a good support auras (lifesteal, damage, armor, and mana regeneration).
Here is core late game item for him:
Luxury late game items:
Battlefury - Additional damage and HP/Mana regeneration. It's ability to cleave is just a bonus for easy farming cause your ultimate stacks with it.
Monkey King Bar - Your mana problem has been solved, so its time to get more DPS to your Tuskarr. MKB has +88 damage which can add some very nice damage to Walrus Punch (4x critical if your opponent's HP less than 50%). Its IAS increases your DPS and minibash wil help you to chase when your sigil is activated.
Assault Cuirass - is a smart route to take, supporting the rest of the team with the positive and negative auras to shift the tides towards team's favor. IAS and Armor adds to DPS and survivability at the same time.
Sange & Yasha - An all in one item (provide additional HP, damage, AS, MS, and Maim ability). Your EHP is increase as well as your probability to chase and kill your enemies when combined with your skills).
Stygian Desolator - Boost your DPS. Thanks to +60 damage and -6 armor reduction. But no EHP at all.
note: You can combine this with vladimir to add your survivability.
Satanic - Gives you DPS (+45 damage) and more EHP (HP and lifesteal). Choose between this, stygian, or Sange & Yasha depend on your game's situation.
Ymir the Tuskarr Strategy
You can pick this hero when your team needs disabler, tanker, supporting chaser, team battle initiator, or chase assister.
You need to be supported by:
- Babysitters :
to get a good farming on early game
- Close Range Disablers :
Snowball can provide them with free kellen's dagger. Good disabler teammates can make an effective gank on every phase of the game.
- Close Range Nukers :
They (such as Nevermore and Crystal Maiden) can give a good combo. But in some circumstances only (no disabler).
Beware of his counter:
- Close Range Disablers:
The more you close to them, the more you close to death.
- Silencers and Manabreakers:
can't do anything except do normal attacks. You will choose to gank them real fast without fail if you want to success. Including Doom Bringer, a hero with an awesome spell which is troublesome for A spell depended hero like Tuskarr.
Blinkers or windwalkers. Hard to chase and can pop-up from nowhere to gank you.
You can choose any starting lane. Just deny and farm by last hit as best as you can. try to harass and dominate the lane. You can do that with the help of your teammate. Don't push the lane unnecessarily. If you have been holding a solo lane and you are above level 7, you might want to go gank a low level hero. Don't do ganking alone because It will be more effective if you do that with your teammate. Before doing that at least you must have a boot and a bottle on your slots.
What you should be doing in mid game is ganking a lot with your partner. Because your main role is making enemy's carry hero suffer so they cant be threats to your team on late game. Try to find chances to gank every time you have in this phase of the game. Snowball can be the initiator, follow with ice shard which can be the nuke and the trap, finish with walrus punch. Some additional hit will be enough to make em dying. You can use frozen sigil to slowing down your targets if they still have HP remain on them. But normally use frozen sigil first before snowballing so you can prevent enemies for running away.
In the late game, your role is a bit different as Mid-Game's: to slow and pick off certain heroes. Use frozen sigil when the teams clashes to slowing enemy's team and focus on your remaining skill to carry heroes. But always remember to hit enemies heroes as much you can using Snowball and Ice shards (because they have an AOE damage). Walrus punch to kill them or at least disable them.