Hero TUSKARR Hero Animated
Advanced statistics
Affiliation: Sentinel
Attack Animation: 0.36 / 0.64
Damage: 50 - 54
Casting Animation: 0.1 / 1
Armor: 3.22
Base Attack Time: 1.7
Movespeed: 305
Projectile Speed: Instant
Attack Range: 128 (melee)
Sight Range: 1800 / 800
Ice Shards
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.
Notes • Damage type : magical• The maximum range of the shards is 1600.• The shards create an unpassable barrier once released.• The shards destroy trees around them when they are created.
Snowball
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.
Notes • (*) On secondary / main target• Damage type : magical• The speed of the snowball is equal to 150% of Tuskarr's speed, with a minimum of 200.• 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.• Tuskarr's controlled units will be carried, too.
Frozen Sigil
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.
Notes • 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.

Walrus Punch
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.
Notes • (*) Air time / slow duration• Damage type : physical• Walrus Punch cannot miss.• If you don't land an attack against a valid target in the next 10 seconds, Walrus Punch ends.
Hero Introduction
The Tuskarr is a unique initiator that will not only jump on you by himself, but bring his nearby allies along with him. With his long-range initiation skills, his chasing abilities and a finishing move, he can easily bring havoc to frail enemies. Ice Shards is a long-range skillshot nuke that also creates impassable terrain in a circle behind the enemies. If used along with Snowball, this can trap enemies in between impassable terrain and Tuskarr and his allies. With Snowball, Tuskarr and nearby allied heroes can roll into an enemy hero, stunning and damaging everything in their way. This initiation move allows Tuskarr to overcome the enemies' positioning and get right into the backline onto the frail enemies. The Frozen Sigil provides a powerful slowing aura for teamfights and small skirmishes. Last but not least, Walrus Punch makes sure that the enemy initiated upon will not make it out alive. It deals critical damage, which is higher if the enemy's HP is low, disables the enemy and slows them afterwards, drastically reducing their chances to survive.
Background story
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.