Ymir - Tuskarr
| |||
Ice Shards (E) 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. Level 1 - 70 Damage Level 2 - 140 Damage Level 3 - 210 Damage Level 4 - 280 Damage • Damage type : magical • Travel AOE: 200 • Cast Range: 1500 • The maximum range of the shards is 1600. • The shards create an unpassable barrier once released. Mana Cost: 120 Cooldown: 18/16/14/12 Seconds | |||
Snowball (W) 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. Level 1 - 40 Damage, 0.25 seconds stun Level 2 - 80 Damage, 0.5 seconds stun Level 3 - 120 Damage, 0.75 seconds stun Level 4 - 160 Damage, 1.0 second stun • Damage type : magical • AOE: 200 + 40 per second • Target Cast Range: 1250 • 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. Mana Cost: 75 Cooldown: 40 Seconds | |||
Frozen Sigil (F) 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. Level 1 - 10% Movement Slow, 30% Attack Speed Slow Level 2 - 15% Movement Slow, 40% Attack Speed Slow Level 3 - 20% Movement Slow, 50% Attack Speed Slow Level 4 - 25% Movement Slow, 60% Attack Speed Slow • 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. Mana Cost: 75 Cooldown: 50 Seconds | |||
Walrus Punch (R) 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. Level 1 - Automatic Critical Hit, 2 Second Slow Duration Level 2 - Automatic Critical Hit, 3 Second Slow Duration Level 3 - Automatic Critical Hit, 4 Second Slow Duration Mana Cost: 50/75/100 Cooldown: 30/24/18 Seconds • Damage type : physical (critical strike) • Critical Strike: 2.5x (4x if the target is below 50% hp) • Landing Slow: 40% • Walrus Punch cannot miss. |
Post a Comment