
Tusk
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. <br><br>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.
Base STR
23 +3.9
Base AGI
23 +1.9
Base INT
18 +1.7
Move Speed
310
Attack Range
150
Base Armor
1
Attack DMG
27–31
Projectile
900
Innate Abilities

Bitter Chill
Passively slows the attack speed of all enemy heroes within a 350 unit radius.
ATTACK SLOW:
12
Abilities

Ice Shards
Cooldown
23 / 20 / 17 / 14s
Mana
100
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 4 / 5 / 6 / 7 seconds.
RADIUS:
200
SHARD DAMAGE:
75 / 150 / 225 / 300
SHARD DURATION:
4 / 5 / 6 / 7
MOVE SLOW:
%
DAMAGE PER SECOND:
- Creates an impassable barrier.
In the frozen tundra near the Barrier, after the last sun of autumn has set, ice can form with alarming speed.

Snowball
Cooldown
21 / 19 / 17 / 15s
Mana
75
Tusk begins rolling into a snowball. Allies within a 325 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.
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:
325
- 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.
Tales are still told of the wild feat that ended the grand brawl at White Fields.

Tag Team
Cooldown
24 / 21 / 18 / 15s
Mana
70
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.
BONUS DAMAGE:
25 / 50 / 75 / 100
MOVEMENT SLOW:
75%
SLOW DURATION:
0.5
DEBUFF DURATION:
6
RADIUS:
350
- Affects attacks from allied heroes, Tusk or any of his units.
Even far from Cobalt, Tusk carries the 'Barrier Chill' in his very bones.

Walrus PUNCH!
Cooldown
16 / 13 / 10s
Mana
75
Tusk connects with his mighty Walrus Punch, a critical strike with bonus damage so powerful it launches its victim into the air.
BONUS DAMAGE:
60 / 90 / 120
CRITICAL DAMAGE:
200 / 250 / 300%
AIR TIME:
1
- Walrus PUNCH has true strike.
It never matters who throws the first punch, only who throws the last.
Talents

Aghanim's Scepter

Walrus Kick
Cooldown
12s
Mana
100
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
Tusk may have made his name with his fists, but the wise enemy is wary of any and all limbs.

Aghanim's Shard

Drinking Buddies
Cooldown
14s
Mana
80
Tusk reaches out to tag an allied unit, pulling them closer. Once tagged, both Tusk and his tagged ally gain movement speed and armor.
BUFF DURATION:
6
BONUS MOVEMENT SPEED:
25%
BONUS ARMOR:
7
- Doesn't pull Tusk or targeted ally if they are within 250 range of each other.
- Cannot be used during Snowball.
The only thing better than finding a good drinking buddy is finding an equally good enemy the two of you can punch.
Hero Performance
Median across all public matches · OpenDotaForm
48%
Win rate in recent matches
Performance
65%
KDA ratio (kills + assists / deaths)
Laning
13%
Last hits per minute over full game
Farm
44%
Average gold per minute
Fighting
21%
Average kills + assists per match
Experience
63%
Average XP per minute
Strategy
When to Pick Tusk?
The most complete melee support kit in Dota 2. That is not an overstatement—look at what this hero has on a zero-item budget: an impassable barrier that physically walls off escape routes with Ice Shards; a rolling snowball that carries allies invulnerably into the fight and stuns everything in the path; a Bitter Chill aura that slows enemies and amplifies physical damage from every allied attack simultaneously; a Tag Team that pulls allies to safety or repositions the entire brawl; and a Walrus PUNCH that launches someone into the air with a guaranteed critical strike that cannot miss. No other support hero in the game brings this combination of initiation, lockdown, physical damage amplification, and save tools in a single kit without a single item purchased. Strafe's tier list put Tusk alongside Hoodwink and Techies as one of the heroes "clearly designed to fit" the soft support role, and the reason is exactly this—every ability slot contributes to a different category of support value, and none of them overlap.
The honest tension the data reveals is this—Esports Insider called Tusk and Marci staples in pro play but noted below-average pub win rates, and the reason is mechanical ceiling. Tusk's kit only reaches its full potential when the entire team understands it and plays around it actively. Snowball gathered allies deal massively more damage and extend the stun duration with every hero inside—a Snowball carrying four heroes crashing into the enemy carry has a completely different damage and stun profile than a Tusk Snowball carrying nobody because his teammates did not know to right-click into it. Tag Team in the current patch was completely reworked—it no longer amplifies allied physical damage as an aura. It now pulls an allied hero toward Tusk while granting both of them 25% bonus movement speed and 10 armor for six seconds. This is simultaneously one of the best emergency saves in the game—pull a doomed carry out of a kill setup toward safety—and one of the best repositioning tools for ganks—pull your allied offlaner into striking range of an unsuspecting support. Most pub Tusk players have not adapted to this rework and still play around the old passive damage amplification build that no longer exists. The current meta is perfect for Tusk specifically because Sportskeeda confirmed pos 4s need to be "playmakers and lane bullies with a lot of lockdown, or ways to make the fight harder"—Ice Shards in the safe lane at level two physically traps a carry against his own tower for seven seconds while Walrus PUNCH crits them for 400% damage. That combination at level six kills almost any support in the game without any item help whatsoever.
He is disgusting in slow, immobile lineups that cannot blink or dash through his Ice Shard barrier; in physical damage carry lineups where Bitter Chill amplifies every allied right-click during fights; and in drafts where his carries can coordinate Snowball entries for maximum hero count and stun duration. He thrives with carries who deal enormous physical damage and benefit from the Bitter Chill physical damage amplification—Night Stalker, Lifestealer, and Slardar—because every attack those heroes land during Bitter Chill's active window hits harder while simultaneously slowing the target's movement speed. Avoid him in lineups with reliable blink or Force Staff escape tools that can cross Ice Shards before they land, in heavy magic damage teams where physical damage amplification provides zero value, and in games where your team cannot coordinate Snowball jumps because enemies will walk out of the stun before a single allied hero gets in.
Tips & common mistakes
- Tag Team was completely reworked in the current patch and now pulls an allied hero toward Tusk rather than amplifying damage—most pub Tusk players still max it first expecting the old damage amplification aura and wonder why it is not working. The new Tag Team's value is entirely in repositioning: pull a carry who is caught out of position toward safety, pull a carry into melee range for a kill setup, or alt-cast to pull Tusk himself toward an allied hero across a gap. Max Ice Shards first, max Snowball second, and take Tag Team at one value point for repositioning utility.
- Snowball stun duration and damage increase for every allied hero gathered inside—most pub Tusk players launch Snowball alone and deal minimal damage and stun. The correct use is announcing Snowball in chat before casting, rolling near allied heroes so they can right-click to enter, and launching with two or three heroes inside before it auto-launches at maximum roll time. A Snowball carrying two allied heroes stuns for significantly longer and deals dramatically more damage than a solo Tusk Snowball—the difference between a kill and a failed gank entirely.
- Ice Shards creates an impassable physical barrier between Tusk and the shard landing location — most pub Tusk players aim it at enemies trying to run away and create the barrier behind them, achieving nothing because the fleeing hero has already passed the landing point. The correct use is aiming Ice Shards at a point BETWEEN the fleeing hero and where they are running toward so the barrier appears in their path rather than behind them. Used this way, Ice Shards walls off the escape route and forces the hero to stop and reverse direction, creating the kill window.
- Walrus PUNCH has True Strike—it cannot miss regardless of evasion, blur, or any miss-chance effect. Most pub Tusk players never think about this interaction and buy MKB on their carry to counter Phantom Assassin's Blur while Tusk already has a True Strike button available on a 12-second cooldown at max level. Against Phantom Assassin, Terrorblade, or any hero with evasion, Walrus PUNCH is a guaranteed critical hit that bypasses the entire evasion mechanic—prioritize using it on evasion heroes every time it is off cooldown.
- Bitter Chill's active aura amplifies physical damage from ALL allied heroes and units attacking under it — most pub Tusk players activate it on themselves and immediately chase the enemy, leaving their carry behind the aura radius. The correct use is activating Bitter Chill and then POSITIONING yourself between the enemy and your carry so the enemy is inside the aura while your carry's attacks hit them from outside. Bitter Chill's value multiplies when your team has a high-attack-speed carry nearby—Troll Warlord, Lifestealer, or Night Stalker during the night—because every rapid attack they land deals bonus physical damage while slowing the target's escape.
- Aghanim's Scepter's Walrus Kick kicks the closest enemy in a targeted direction, dealing damage at the landing zone—most pub Tusk players use it only aggressively to kick enemies away from safety. The most powerful defensive use is kicking an enemy TOWARD your carry when the enemy is diving in for a kill—the kick stuns, deals AOE damage at landing, and repositions the diving hero next to your carry's right-clicks rather than away from the fight. It can also be used to kick a diving hero OFF your carry when they are already in melee range, creating sudden distance the diving hero cannot immediately close.
Summary
The most complete melee support kit in Dota 2—stun, barrier, save, physical damage amplification, True Strike critical, and a reworked repositioning pull all on a zero-item budget. The pro play pedigree is real and has been consistent for years, and the current meta rewards exactly the playmaking, lane bullying, and lockdown-heavy pos 4 that Tusk was designed to be.
The pub winrate tension is honest—this hero requires team coordination, specifically around snowball gathering and tag team timing, that most pub games never achieve. But when your team communicates, when the Snowball carries four heroes into five stunned enemies behind an Ice Shard wall, and when Walrus PUNCH crits a carry with True Strike that evasion cannot prevent? There is no softer support kit in Dota 2 that does this much with this little gold.
Pick him when your carries deal physical damage, communicate the snowball, and make sure your teammates know that right-clicking the snowball is one of the most important buttons they will press all game.
Pro Players Known For This Hero

Bignum
GamerLegion · Soft Support

Cr1t-
Team Falcons · Soft Support

dalul
REKONIX · Soft Support


Daze
Natus Vincere · Soft Support


Elmisho
South America Rejects · Hard Support

fy
Xtreme Gaming · Soft Support

Jhocam
GLYPH · Soft Support


Malady
Team Yandex · Hard Support

Saksa
Team Yandex · Soft Support

Scofield
South America Rejects · Soft Support

Sneyking
Team Falcons · Hard Support

TIMS
OG · Soft Support


TORONTOTOKYO
OG · Offlane


Zayac
Soft Support





































