HERO / GET TO KNOW THEM

Tusk

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
TuskHERO GAME PLAN

What I want to do in the game

I provide quick initiation, block the path with Ice Shards, and use Snowball as a disable or save.

Tusk is always eager to start a fight. Able to instantly corner an enemy with a wall of ice shards, he gathers with his allies and rolls into enemies inside of a massive snowball, bringing him in range to land his signature knockout punch.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

04

Support · position 4

Initial recommendation

I contribute through laning, control and movement. I adapt the expensive core route to my budget.

03

Offlane · position 3

My resource is the team's space: I hold the lane and build for initiation or team protection.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

This suits early movement, sudden entry and Snowball help. The team must understand movement together with me.

What I watch out for

An extra ally in Snowball may lose a good position. Ice Shards can block our own path as effectively as the enemy's.

What I do in combat

Before entering, I see the landing target and the focus follow-up. I treat a Snowball save as a separate task, without carrying a core into an unexpected fight.

What I check first

Snowball changes an ally’s position when they are inside: I do not pull a hero out of a good opportunity to focus a target without a reason.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Support · position 4

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepPhase Boots

    Help maintain close contact and pass through groups of units.

  2. 02 / FoundationBlink Dagger

    Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

  3. 03 / FoundationSolar Crest

    Buffs an allied hero for close-range fighting and adds a defensive tool.

  4. 04 / Next choiceForce Staff

    Moves me or an ally out of danger; direction depends on the target's facing.

  5. 05 / Next choiceAghanim's Scepter

    Unlocks or upgrades Walrus Kick. The exact effects are shown below in the abilities section.

What I change for the situation 3 options
Glimmer Cape ↗

Adds a protective tool and hides the chosen ally; invisibility does not replace escaping detection.

Black King Bar ↗

Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

Lotus Orb ↗

Lets me remove an eligible negative effect and complicates the opponent's targeted focus.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Ice Shards

The hero compresses ice shards into a ball of cold energy that damages all enemies hit. When the ball reaches its destination, the shards are released, creating a barrier for 4/5/6/7 sec.

↻ 23 / 20 / 17 / 14 sec.Mana 100
Ability

Snowball

The hero rolls himself into a snowball. Allies within a radius of 325 can also be added to it by right-clicking them, even while the snowball is moving. Once launched, all enemies in its path are stunned and damaged.

↻ 21 / 19 / 17 / 15 sec.Mana 75
Details

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.

Ability

Tag Team

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.

↻ 24 / 21 / 18 / 15 sec.Mana 70
Ability

Walrus PUNCH!

Tusk connects with his mighty Walrus Punch, a critical strike with bonus damage so powerful it launches its victim into the air.

↻ 16 / 13 / 10 sec.Mana 75
Innates, upgrades and other forms3 abilities +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

From Aghanim’s Shard

Drinking Buddies

Tusk reaches out to tag an allied unit, pulling them closer. Once tagged, both Tusk and his tagged ally gain movement speed and armor.

Full description

Tusk reaches out to tag an allied unit, pulling them closer. Once tagged, both Tusk and his tagged ally gain movement speed and armor.

From Aghanim’s Scepter

Walrus Kick

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.

Full description

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.

Innate

Bitter Chill

Passively slows the attack speed of all enemy heroes within a 350 unit radius.

Full description

Passively slows the attack speed of all enemy heroes within a 350 unit radius.

Valve base stats +
Health · base
626
Mana · base
291
Damage · Valve field
50–54
Armour · Valve field
4.83
Movement speed
310
Attack range
150
Strength · base / gain
23 / 3.9
Agility · base / gain
23 / 1.9
Intelligence · base / gain
18 / 1.7

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

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One hero. Many decisions.

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