TuskChampion
Владыка Тундры
Arctic Punchactive, single target
Tusk Champion's next base attack knocks the target up for 1 s and lands a lethal blow dealing 200% / 275% / 350% physical damage, 5 / 4 / 3 s cooldown.
Role: a cheap melee carry for the front line that hits harder with every star while briefly taking a target out of the fight. Useful in the early and mid game, fills Beast and Warrior synergies and scales well with attack items.
Dota Auto Chess prototype: Tusk
Stats
| 1★ | 2★ | 3★ | |
|---|---|---|---|
| HP | 600 | 1200 | 2400 |
| Attack | 40–100 | 80–200 | 160–400 |
| Attack speed | 1.2 | ||
| Armor | 2 | ||
| Magic resist | 0% | ||
| Range | ближняя | ||
| Player damage | 1 | 2 | 2 |
per in-game wiki, updated 2026-09-08
Synergies
Synergy effect:
(2) Allied attack +10%.
(4) Allied attack +35%.
(6) Allied attack +35%. When dealing physical damage, applies 10% physical vulnerability to enemy pieces, up to 10 stacks.
Physical vulnerability: all physical damage taken is increased. Beast synergy effects can be inherited by summoned units.
How to play
Beast is a straight attack boost for the whole board. Three heroes at 1 gold reach (2) in the first rounds, and (4) with its solid attack increase comes together in the mid game with mid-cost heroes. (6) needs the expensive pieces and adds physical vulnerability, so your fighters and shooters hit harder and harder as the fight goes on. Since the bonuses are inherited by summons, the synergy pairs well with any heroes that call creatures.
Synergy effect:
(3) All allied Warriors gain +3 armor.
(6) All allied Warriors gain +15 armor.
(9) All allied Warriors gain +15 armor, and all allied pieces reflect pure damage equal to 170% of their armor whenever they take physical or magical damage.
Class trait: when a Warrior's health drops below 50%, the armor granted by the Warrior synergy is doubled.
How to play
Warriors are the simplest front line: the class has many cheap heroes, so (3) is closed in the first rounds and (6) holds the front through the mid game. Doubled armor at low health makes them especially durable against physical damage; (9) is a rare late-game option where reflected damage punishes anyone who hits your board.
Lore
hero story
TUSK — THE FROST CHAMPION
Somewhere in the frozen north, Tusk once learned a very important lesson:
If a problem cannot be solved with a punch, you simply didn’t punch hard enough.
His fighting style has barely changed since.
While others studied magic, tactics, ancient scrolls, and complicated combinations, Tusk focused on mastering one thing.
The uppercut.
Then another uppercut.
And another.
Eventually, people in the northern lands stopped asking why he never learned a second move.
The last person who asked spent some time admiring the northern lights from a very unusual angle.
That is how Tusk became champion of the frozen arena.
They say that one day a massive beast attacked his village. Warriors began discussing defenses, mages prepared their spells, and the commander started positioning troops...
Tusk simply walked up and punched it straight into the air.
The meeting ended shortly afterward.
Now he has entered the Auto Chess battlefield in search of worthy opponents.
He has no complicated plan.
No second phase.
No four-skill combo.
There is Tusk.
There is a fist.
There is an uppercut.
And apparently, that is enough.
ABILITY — “FROST SWING”
Tusk delivers a devastating uppercut, launching his opponent into the air faster than they can regret their decisions.
“Why would I need four abilities when this one works?”
Artwork 2
In builds full stats →
150 8%
picks
5.0
avg place
with the hero on the board
5% / 45%
top-1 / top-4
2%
reached 3★
1★ 32 · 2★ 115 · 3★ 3
GCC_GHOST ×14 · 4.7Мужик ×7 · 4.3ACC. kochegar ×7 · 4.99energy ×7 · 5.1Frost1 ×6 · 3.7ttvDmitryAxZ ×6 · 4.0
played best by GCC_sh1fu — avg place 2.5 in 2 builds · last seen #280

