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Tusk Support Playbook

Tusk Guide by Rivals

Tusk

Tusk

heroPatch 7.40c

Summary

This playbook explains how to execute Tusk support effectively in Patch 7.40c within structured Rivals matches. Tusk wins through early aggression, precise saves and tempo control. Your goal is to dominate the 12–35 minute window and convert kills into objectives.

Step 1: Win the Lane Through Pressure

Objective: Create kill threat from level 1.

Starting Setup

Starting Items

Tango
Tango
Observer Ward
Observer Ward
Orb Of Venom
Orb Of Venom
Wind Lace
Wind Lace
Iron Branches
Iron Branches

Lane Rules

  • Start with Tag Team in aggressive lanes.
  • Activate Tag Team when your core is ready to commit.
  • Use Ice Shards to block escape paths.
  • Trade confidently when cooldowns are available.
Decision Rule

If Tag Team is on cooldown, do not force trades. Your threat drops significantly.

Step 2: Secure Early Skirmish Control (Level 3–7)

Skill priority

  1. 1.Max Tag Team first.
  2. 2.Max Snowball second.
  3. 3.Take an early value point in Ice Shards.
  4. 4.Ultimate at 6 / 12 / 18.

Why Tag Team first: It massively increases team damage during early fights and ganks.

Checklist

  • Call out Tag Team before activating.
  • Chain Snowball into Walrus PUNCH! for reliable lockdown.
  • Use Ice Shards to cut off retreat paths.

At level 7 with max Tag Team, your kill potential peaks.

Step 3: Snowball Discipline (Offence and Defence)

Snowball is both engage and save.

Offensive Use

  • Initiate from fog.
  • Combine with Shards to trap.
  • Immediately follow with Walrus PUNCH!.

Defensive Use

  • Scoop allies to dodge lethal damage.
  • Disrupt enemy combos.
  • Reset positioning.
Do
  • Communicate before Snowball.
  • Use Snowball to counter single-target lockdown.
Don't
  • Snowball blindly into five heroes.
  • Leave allies behind when saving is possible.

Step 4: Mid-Game Execution (12–35 Minutes)

This is your strongest window.

Core Item Progression

Core

Magic Wand
Magic Wand
Tranquil Boots
Tranquil Boots
Blink Dagger
Blink Dagger

Blink transforms your initiation reliability.

Mid-Game Checklist

  • Blink → Shards → Tag Team → Punch.
  • Save Snowball for either engage or peel.
  • Pressure towers after successful fights.
  • Force objectives while ahead.
Decision Rule

If you win a fight before 30 minutes, immediately convert into tower damage or map control.

Step 5: Item Adaptation

Common Extensions

Extensions

Aghanims Scepter
Aghanims Scepter
Euls Scepter Of Divinity
Euls Scepter Of Divinity

Aghanim’s Scepter provides enhanced impact, while Eul’s gives setup or defensive utility.

Situational

Situational Utilities

Solar Crest
Solar Crest
Drum Of Endurance
Drum Of Endurance
Force Staff
Force Staff
Silver Edge
Silver Edge
Desolator
Desolator
  • Solar Crest for buffing cores.
  • Drum of Endurance for tempo.
  • Force Staff for saves.
  • Silver Edge for break utility.
  • Desolator only if transitioning into semi-core role.
Decision Rule

Important: Do not overfarm. Your value comes from tempo, not scaling.

Step 6: Fight Positioning

Tusk is a frontliner but not a tank.

Checklist

  • Initiate from fog or flank angles.
  • Avoid being first target without backup.
  • Keep Snowball ready in chaotic fights.
  • Identify enemy squishy backliners.

Your job is to disrupt structure and create chaos in your favour.

Matchup Awareness

Strong Versus

  • Phantom Assassin — Walrus PUNCH! cannot miss.
  • Batrider — Snowball can save allies from Lasso.
  • Squishy supports vulnerable to burst.

Struggles Versus

  • Razor — damage drain reduces impact.
  • Anti-Mage — mobility and mana pressure.
  • Axe — durable and punishes melee engagement.

If facing tank-heavy drafts, prioritise utility over burst.

Power Spike Timeline

Level 7

Max Tag Team enables high kill pressure.

Blink Timing (~20 minutes)

Initiation becomes consistent and threatening.

Level 20

Walrus PUNCH! damage talent significantly increases burst potential.

After 50 minutes, your relative impact declines. Close games early.

If You're Losing, Do This

  1. 1.Stop forcing deep initiations.
  2. 2.Play around vision.
  3. 3.Focus on defensive Snowballs.
  4. 4.Look for pickoffs on isolated heroes.
  5. 5.Buy team utility instead of damage items.

Tusk can stabilise games through clutch saves and controlled pickoffs.

Do / Don't Summary

Do
  • Activate Tag Team before commits.
  • Block escape routes with Ice Shards.
  • Convert kills into objectives.
  • Use Snowball as both save and initiation.
  • Play aggressively during mid-game peak.
Don't
  • Dive without vision.
  • Waste Snowball cooldown.
  • Ignore defensive utility.
  • Drag the game unnecessarily long.

Glossary

Tag Team
Ability that amplifies allied damage against nearby enemies.
Snowball
Ability that rolls toward a target, pulling in allies and granting brief invulnerability during travel.
Ice Shards
Creates an impassable barrier that blocks enemy movement.
Walrus PUNCH!
High-impact single-target strike that always connects.
Tempo Window
A time period where your hero is strongest relative to the game.
Initiation
The act of starting a teamfight with control or burst.
RivalsWritten by Rivals