Tusk is known to be an extremely combat-friendly hero with his team straightening into fighting. This can be a great advantage, but it can also have a disadvantage, depending on the skill of the player as well as the actual situation. In addition, this is also a very good gank hero, with medium mobility, relative damage and can take on the role of semi carry (very strong finishing ultimate).
Guide To Play Tusk – Advantages / Disadvantages
- The gank skill set is very effective when traveling with your teammates (it is difficult to miss)
- Deal terrorist physical damage with Walrus Punch (and it never even miss), a skill that helps you vaporize vital enemy support.
- Tusk can set up good teamfights with Snowball
- Diverse role (can be a support, carry or semi tank if you like)
- If you set up a bad fight you can put the whole team in danger (Snowball brings the whole team together very dangerous when facing Magnus, Enigma, Sven)
- Base damage is highly dependent on Walrus Punch
- Kill 1 guy, then what about the other 4?
Skill Table For Tusk
Applying points for Snowball and Ice Shards to maximize damage, Frozen Sigil coming up early doesn’t do much in a carry build, and late game is effective. Ultimate level up
- At Level 10, we get + 40% EXP to quickly level up in ganks (to rush level 25 as fast as possible) but 90 gold per minute is worth picking up in case you get stuck.
- Level 15 takes +150 damage Snowball, which gives you more burst damage that kills the enemy, however, 350 health is not a bad choice if you need to enhance your survivability against the enemy’s powerful cast.
- Level 20: 100% Walrus Punch will help you become a nightmare with tremendous damage.
- Level 25: What is your destination? Carry? Take a 12% chance to use Walrus Punch. Ganker simply because the team forgets me. -6s CD Ice Shards will help you lock on all targets to clear the deck for your teammates.
How To Play Tusk
Tusk is known to be an extremely combat-friendly hero with his team straightening into fighting. This can be a great advantage, but it can also have a disadvantage, depending on the skill of the player as well as the actual situation. In addition, this is also a very good gank hero, with medium mobility, relative damage and can take on the role of semi carry.
With the Carry style, you can choose any lane you like (if you like the thrills, you can always go mid). Although the base damage is average, the animations are easy to base, so you won’t have trouble last hitting. Tusk ‘s skill set is also relatively mana-consuming, so do not spam, including Snowball that is absolutely indiscriminate, it can push you into danger very deep.
Ice Shards cost mana and not too great damage, which is the ability to create an arc wall to help block the enemy’s path. With this effect, you can stack enemies after approaching Snowball, or block roads in narrow locations. In addition, you must also use this skill quite well, calculate the movement direction and movement speed of both the enemy and Ice Shards to ensure it blocks right in front of the enemy’s nose, rest assured to play more will get used to all. During this stage, try to farm up a few core items.
You should start ganking with Walrus Punch, and solo hunting with Shadow Blade or Desolator in hand, these two items will drastically increase the damage to Walrus Punch and help you punch 1 damage nearly half of the Support plant (if having 2 items at the same time, making Puffing shrimp is not too difficult).
Before starting the fight with Snowball, pay attention to the mini-map. Note the number of missing heroes, suspect the bait when needed, even use a scan to verify. If you don’t do this, you can send your team into the enemy ambush trap. Combo right in the textbook: Snowball – Ice Shards – Walrus Punch.
In the late game, Tusk should go with the team, limit ganking because the enemy is together, and can even buy Gem of True sight stealth detection. Your role is still very important because Snowball helps the team jump in to fight in surprise, along with it helps the team focus on destroying annoying targets (Strong team-rescuing supports, Long-sleeved carry, strong nukers …), save money to buy back and revive as soon as necessary.