• Posted by : Unknown Kamis, 19 September 2013

    BIO
    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.

    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.

    INTRODUCTION
    Tuskar is an initiator hero that needed to start a clash. He have a skill to roll together with his friends and then knock down his target. He have a mighty punch to deal massive damage in each clash. he also have a wall to prevent enemy from escaping. And finally he have a skill to reduce enemy's speed.
    PROSCONS
    A great initiatorSlow attack speed
    Have a nice slowing skillNeed partner
    He can initiate well with lots of heroesThe Frozen Sigil gives some bounty to the enemy

    Dota 2 - Tusk Build Guide
    ROLE
    Melee - Initiator - Durable

    STATS
    LEVEL11525
    HIT POINTS5871,1992,016SIGHT RANGE1800 / 800
    MANA23454301,024ATTACK RANGE128
    DAMAGE50-5482-86125-129MISSILE SPEEDN/A
    ARMOR3713

    ABILITIES
    1. Ice Shards
    Tusk compresses shards of ice into a ball of frozen energy that damages all enemies it 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.
    MANA COST: 120/120/120/120COOLDOWN: 18/16/14/12
    ABILITY: POINT TARGETAFFECTS: ENEMY UNITS
    DAMAGE: MAGICALRADIUS: 200
    SHARD DAMAGE: 70 / 140 / 210 / 280SHARD DURATION: 5
    This skill is needed to block enemy's way in your gank. So enemy can't escape from your team.

    2. Snowball
    Tusk 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 extra damage and extra stun duration. The snowball moves at a percentage of Tusk's current movement speed.
    MANA COST: 75/75/75/75COOLDOWN: 21
    ABILITY: UNIT TARGETAFFECTS: ENEMY UNITS
    DAMAGE: MAGICALRADIUS: 200
    RADIUS GROW: 40DAMAGE: 40 / 80 / 120 / 160
    STUN DURATION: 0.25 / 0.5 / 0.75 / 1DURATION: 3
    This is your initiating skill. You may combo this skill with your friend's skill for exaple with centaur's stun. So you need to stick with your friend and roll together and then after it arrive at your target, centaur should immediatelt stun the enemy. It will so deadly to the opponent.

    3. Frozen Sigil
    Tusk 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.
    MANA COST: 75/75/75/75COOLDOWN: 50
    ABILITY: NO TARGETRADIUS: 600
    DURATION: 30MOVEMENT SLOW: 10% / 15% / 20% / 25%
    ATTACK SLOW: 30% / 40% / 50% / 60%
    This skill will slow down attack speed and also movement speed of your enemy near the sigil. The movement speed slow can be use to chase the escaping enemy, and the attack speed slow is a nice defense against enemy attack. Cast this in every teamfight and you will save your friends live because enemy will have their attack speed become slow.

    4. Walrus PUNCH!
    Tusk 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. More damage is dealt if the target is below a certain percentage of HP.
    MANA COST: 50/75/100COOLDOWN: 30/24/18
    ABILITY: NO TARGETBUFF DURATION: 10
    CRIT MULTIPLIER: 300%THRESHOLD CRIT MULTIPLIER: 400%
    HP THRESHOLD: 50%AIR TIME: 1
    SLOW DURATION: 2 / 3 / 4
    This skill is a skill to knock down enemy in the starting of a teamfight. usually, you combo this skill with the Snowball so you can punch your enemy after he is stunned by the Snowball. The 300% damage from your attack will reduce enemy's Hp by a lot so your carry can finish him easily.

    SKILLBUILD
    Level 1: Snowball
    Level 2: Ice Shards
    Level 3: Ice Shards
    Level 4: Snowball
    Level 5: Ice Shards
    Level 6: Walrus PUNCH!
    Level 7: Ice Shards
    Level 8: Snowball
    Level 9 : Snowball
    Level 10: Frozen Sigil
    Level 11:Walrus PUNCH!
    Level 12: Frozen Sigil
    Level 13: Frozen Sigil
    Level 14: Frozen Sigil
    Level 15: Stats
    Level 16:Walrus PUNCH!
    Level 17-25: Stats

    Why take Snowball for level 1? This is needed if your team want to find the level 1 firstblood, so you can roll with your partner and then get the easy firstblood.

    Why maxed Ice Shards first?  This is your main nuke, you will need this for ganking, farming, and killing on early mid game. And the damage is bigger than the Snowball.

    Why maxed Snowball before Frozen Sigil?  Frozen Sigil is a teamfight skill for late game where enemy have the high attack speed so you can slow them down. And Snowball is a ganking skill, therefore should be maxed on the mid game.

    STRATEGY
    Early Game
    On early game, you may need some farm to buy some items. But if you becoming a support for the carry, just danying the creeps is enough. If you are the farmer, a Quelling Blade may help you get more last hits and denies.
    If you see that your enemy is in a bad position, like if your team have stacked 2 wave of creeps or he is late to move from your creeps wave, then you can initiate a gank by using the Snowball to the targetted enemy hero. And then after the Snowball hit the target, you can block enemy's way to run by using the Ice Shards.
    Also keep your eye on the area where enemy may gank you, so you can retread immediately fi they want to gank you. Observer Ward is needed here, so your team's support should provide it.

    Mid Game
    Mid game is the ganking time! Everybody will roam around the map and find somebody to kill. It's your time to roam too. Don't forget to buy the Smoke of Deceit to hid from enemy's Observer Ward.

    You have some ganking skill here. So if you want to initiate in a gank, what you need to do is:
    1. Comunicate with your teammates about who should be ganked, you should focus fire on 1 hero in a gank, because if you don't communicate well then you may attack the A person and your teammates attack the B person, and that is a bad gank and can lead to failure on getting the kill.
    2. Prepare the item needed in the gank:
    a. Use Smoke of Deceit
    b. Prepare Dust, Sentry Wards, or Gem if you will gank an invisible hero like Rikimaru, Clinkz, or Nyx Assassin
    3. Prepare the gank by assemble in one place with your team because you and your partner will roll together in the Snowball. Keep in mind that you can't always roll together with your ranged carry, it will be too dangerous for her/him.
    4. Cast your ultimate: the Walrus Punch so after you arrive on your target you can immedately punch enemy in the face
    5. You can cast the Ice Shards to block the enemy's way and  prevent him to run away.
    6. Roll toward your target. if your target is too far, the ball will stop before it hit the target, so make sure the range between you and your enemy isn't too far away.
    7. The time the Snowball hits your target, he will be stunned, and that's the time to kill him, so now you can straight to punch your enemy in the face. And also your partner should harass the target too!

    I believe that your target should be dead now, and if not, chase him until your team gets him.

    If your team is outnumbered, you can gank the enemy, and if you are less in number, do not bother to attack them. This is the Sun Tzu's the Art of War.
    Late Game
    Late game is the time where all the heroes should already farmed, and that's the time for the decisive teamfight that will decide who will win the match. Be careful here because if your team lose the teamfight, it may means that your base will be raxed and you will lose the game. So ask your support player to always place the wards to spot the invisible area. It makes your team can keep an eye to the opponent's movement around the map. It is better to also place sentry wards that can detect enemy in the Smoke of Deceit. Sentry Wards can also detect enemy's Ward so your team can destroy it if there is any,  also remember to place one near the Roshan's pit.

    You should already reached high level here so you have an all high level skill and also an already high sats, HP and damage. And so does ebverybody in the map. And also with the high level, that means a long respawn time. That means that every move is becoming more important and decisive. So keep focus and also don;'t panic at every sitaution. Always think clearly and use all you have.

    Here you should make a wise decision to choose btween 2 options:
    1. To save money for buyback
    2. To buy your next item
    How to choose between those two? you may see how important is your next item. You can see it by: If you don't buy that item immediately, your team's can't compete with the enemy's power so buy it immediately, but if the item is not that important, you should save for buyback.

    Now about your role in the late game teamfight. Your role is still the same as the mid game strat above. That is to initiate the teamfight. Roll together with your friends, stun your target, and then kncok him with your Walrus Punch!, an then block enemy's way using  the Ice Shards. And finally knock him down using your attack.

    Also don't forget to cast the Frozrn Sigil before the teamfight. It will slow down enemy's attack speed and movement speed that means a very good defensive skill that makes your teammates survive in a tough teamfight.

    And if your team won the teamfight, you have two options:
    1. You can get the Aegis for your team's main hero or
    2. Your team can push enemy base and destrouy their buildings. Choose wisely!

    ITEMS BUILD
    1. Power Threads
    Total cost: 1400
    Recipe: Gloves of Haste, Boots of Speed, Belt og Giant Strength/ Robe of Magi/ Band of Elvenskin
     Power Threads, Dota 2 - Kunkka Build Guide
    Active: Switch Attribute - Changes selected attribute between Strength, Agility and Intelligence.
    Flat movement speed bonuses from multiple pairs of boots do not stack. + 55 Movement Speed
    + 8 Selected Attribute   + 30 Attack Speed
    Why Power Threads? It will gives you attack speed, thats what you need, attack speed and damages. Power threads is laso a flexible shoes, you can change it to STR, AGI, or INT for what you need.

    3. Drum of Endurance
    Total Cost: 1725
    Recipe: Bracer + Robe of Magi + Recipe
    Drum of Endurance, Dota 2 - Chaos Knight Build Guide
    Active: Endurance - Gives bonus +10 attack and +10% movement speed to surrounding allies.
    Passive: Swiftness Aura - Gives bonus attack and movement speed to surrounding allies.
    Multiple instances of Swiftness Aura do not stack. + 9 All Attributes
    + 3 Damage    AURA ATTACK SPEED: 5    AURA MOVE SPEED: 5%
    Cooldown: 30
    Why Drums? It gives Movement Speed and Attack Speed aura for the whole team . The attack speed aura is for teamfight and the movement speed aura is for chasing and for escaping. Also increase all your attributes so you get stronger and tankier.

    3. Shiva's Guard  
    Total cost: 4700
    Recipe: Plate Mail + Mystic Staff + Recipe                                                  
    Shiva's Guard, Sandking, dota 2
    Active: Arctic Blast - Emits a freezing wave that does 200 damage to enemies and slows their movement by -40% for 4.0 seconds.
    Passive: Freezing Aura - Reduces attack speed on enemies.
    Multiple instances of Freezing Aura do not stack.
    + 30 Intelligence   + 15 Armor    AURA SLOW: 25%
    Manacost: 100   Cooldown:   30
    Why Shiva's? The movement speed and attack speed reduction from this shivas guard will greatly reduces enemy's power in the teamfight. And combined with your Sigil, the sloer will be so high and will likely to dominate enemy in every teamfight.

    5. Heart of Tarrasque
    Total cost: 5500
    Recipe: Reaver + Vitality Booster
    Heart of Tarrasque, Dota 2 -  Spectre Build Guide
    Passive: Health Regeneration - Restores a percentage of max health per second.
    This ability is disabled if damage is taken from an enemy Hero or Roshan within the last 4 seconds if your hero is melee or 6 seconds if your hero is ranged.
    + 40 Strength   + 300 Health     HEALTH RESTORED: 2%    Cooldown: 6
    Why Heart of Tarrasque? The survivability from this item is the core of your survival during any teamfight. Buy this and keep alive from all enemy's force.

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