Range: 128 | Move Speed: 305
Primary: STR
Str: 23 + 2.3 | Agi: 23 + 2.1 | Int: 18 + 1.7
Damage: 50 - 54 | HP: 587 | Mana: 234
HP Regen: 0.94 | Mana Regen: 0.73
Attack Speed: 0.72 | Armor: 3
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 (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 1 - 70 Damage
Level 2 - 140 Damage
Level 3 - 210 Damage
Level 4 - 280 Damage
• Damage type : magical
• Travel AOE: 200
• Cast Range: 1500
• The maximum range of the shards is 1600.
• The shards create an unpassable barrier once released.
Mana Cost: 120
Cooldown: 18/16/14/12 Seconds
Snowball (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 1 - 40 Damage, 0.25 seconds stun
Level 2 - 80 Damage, 0.5 seconds stun
Level 3 - 120 Damage, 0.75 seconds stun
Level 4 - 160 Damage, 1.0 second stun
• Damage type : magical
• AOE: 200 + 40 per second
• Target Cast Range: 1250
• The speed of the snowball is equal to 150% of Tuskarr's speed, plus 50% of any extra hero's speed.
• 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.
Mana Cost: 75
Cooldown: 40 Seconds
Frozen Sigil (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 1 - 10% Movement Slow, 30% Attack Speed Slow
Level 2 - 15% Movement Slow, 40% Attack Speed Slow
Level 3 - 20% Movement Slow, 50% Attack Speed Slow
Level 4 - 25% Movement Slow, 60% Attack Speed Slow
• 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.
Mana Cost: 75
Cooldown: 50 Seconds
Walrus Punch (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.
Level 1 - Automatic Critical Hit, 2 Second Slow Duration
Level 2 - Automatic Critical Hit, 3 Second Slow Duration
Level 3 - Automatic Critical Hit, 4 Second Slow Duration
Mana Cost: 50/75/100
Cooldown: 30/24/18 Seconds
• Damage type : physical (critical strike)
• Critical Strike: 2.25x (4x if the target is below 50% hp)
• Landing Slow: 40%
• Walrus Punch cannot miss.
Primary: STR
Str: 23 + 2.3 | Agi: 23 + 2.1 | Int: 18 + 1.7
Damage: 50 - 54 | HP: 587 | Mana: 234
HP Regen: 0.94 | Mana Regen: 0.73
Attack Speed: 0.72 | Armor: 3
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 (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 1 - 70 Damage
Level 2 - 140 Damage
Level 3 - 210 Damage
Level 4 - 280 Damage
• Damage type : magical
• Travel AOE: 200
• Cast Range: 1500
• The maximum range of the shards is 1600.
• The shards create an unpassable barrier once released.
Mana Cost: 120
Cooldown: 18/16/14/12 Seconds
Snowball (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 1 - 40 Damage, 0.25 seconds stun
Level 2 - 80 Damage, 0.5 seconds stun
Level 3 - 120 Damage, 0.75 seconds stun
Level 4 - 160 Damage, 1.0 second stun
• Damage type : magical
• AOE: 200 + 40 per second
• Target Cast Range: 1250
• The speed of the snowball is equal to 150% of Tuskarr's speed, plus 50% of any extra hero's speed.
• 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.
Mana Cost: 75
Cooldown: 40 Seconds
Frozen Sigil (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 1 - 10% Movement Slow, 30% Attack Speed Slow
Level 2 - 15% Movement Slow, 40% Attack Speed Slow
Level 3 - 20% Movement Slow, 50% Attack Speed Slow
Level 4 - 25% Movement Slow, 60% Attack Speed Slow
• 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.
Mana Cost: 75
Cooldown: 50 Seconds
Walrus Punch (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.
Level 1 - Automatic Critical Hit, 2 Second Slow Duration
Level 2 - Automatic Critical Hit, 3 Second Slow Duration
Level 3 - Automatic Critical Hit, 4 Second Slow Duration
Mana Cost: 50/75/100
Cooldown: 30/24/18 Seconds
• Damage type : physical (critical strike)
• Critical Strike: 2.25x (4x if the target is below 50% hp)
• Landing Slow: 40%
• Walrus Punch cannot miss.