Ymir
- Strength
23 + 2.3 - Agility
23 + 2.1 - Intelligence
18 + 1.7
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.
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.
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.
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.
- Sentinel
- 0.36 / 0.64
- 50 - 54
- 0.1 / 1
- 3.22
- 1.7
- 305
- Instant
- 128 (melee)
- 1800 / 800
Coming soon.
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.
Ice Shards
- Active
- Point
- 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
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 120
- 18
- 1500
- 200
- 5 seconds
- Enemy units
- 70 damage
- 2
- 120
- 16
- 1500
- 200
- 5 seconds
- Enemy units
- 140 damage
- 3
- 120
- 14
- 1500
- 200
- 5 seconds
- Enemy units
- 210 damage
- 4
- 120
- 12
- 1500
- 200
- 5 seconds
- Enemy units
- 280 damage
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.
• 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
- Active
- Unit
- 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
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 75
- 28
- 1250
- 200+40 per second
- 0.25s / 0.5s *
- Enemy units
- 40 / 80 damage * and stun
- 2
- 75
- 28
- 1250
- 200+40 per second
- 0.5s / 0.75s *
- Enemy units
- 80 / 120 damage * and stun
- 3
- 75
- 28
- 1250
- 200+40 per second
- 0.75s / 1s *
- Enemy units
- 120 / 160 damage * and stun
- 4
- 75
- 28
- 1250
- 200+40 per second
- 1s / 1.25s *
- Enemy units
- 160 / 200 damage * and stun
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.
• 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.
Frozen Sigil
- Active
- Instant
- 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
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 75
- 50
- N/A
- 600
- 30 seconds
- Enemy units
- Slows movement speed by 10%, attack speed by 30%
- 2
- 75
- 50
- N/A
- 600
- 30 seconds
- Enemy units
- Slows movement speed by 15%, attack speed by 40%
- 3
- 75
- 50
- N/A
- 600
- 30 seconds
- Enemy units
- Slows movement speed by 20%, attack speed by 50%
- 4
- 75
- 50
- N/A
- 600
- 30 seconds
- Enemy units
- Slows movement speed by 25%, attack speed by 60%
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.
• 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
- Active
- Instant
- 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 and take damage.
- Level
- Mana Cost
- Cooldown
- Casting range
- Area of Effect
- Duration
- Allowed Targets
- Effects
- 1
- 50
- 30
- N/A
- N/A
- 1 / 2 seconds *
- Enemy units
- Automatic critical hit (2.5x, or 4x if the target has less than 50% HP), 40% movement speed slow
- 2
- 75
- 24
- N/A
- N/A
- 1 / 3 seconds *
- Enemy units
- Automatic critical hit (2.5x, or 4x if the target has less than 50% HP), 40% movement speed slow
- 3
- 100
- 18
- N/A
- N/A
- 1 / 4 seconds *
- Enemy units
- Automatic critical hit (2.5x, or 4x if the target has less than 50% HP), 40% movement speed slow
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.
• 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.
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