Tusk

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Type:Unique Stand

Tusk is a Stand in Bridger: Western.

Passives

  • Passive: Crippled : Your legs are shot. Greatly reduced movement speed accompanied by the inability to sprint, dash, or use guns. (Gun cards will also only yield 50% effectiveness)
  • Passive: Unique Obtainment : 6% obtainment chance when fusing with a Saint’s Left Arm corpse part.
  • Passive: Efficient : Reduced stamina consumption from using the stand. Can also block. (act 2 & 3 have half durability)
  • Passive: Super Spin: Unlocks certain moves and fully restores your mobility when attaining “*Super Spin*”.

Abilities

Ability Effect
[V] Act Switch (Hold)
  • Dealt Damage : N/A
  • Cooldown : 0.5s
  • Allows you to cycle between evolutions of Tusk’s acts, giving different movesets depending on which is chosen. [Requires Spin Progression]

[V] Act Switch (Hold)

Tusk Act 1
[E] Aim In
  • Dealt Damage : Limb: 7 | Torso: 8 | Head: 15
  • Begin spinning their nails, aiming in to fire (Varies between acts)
  • Act 1 Nail Bullets

[E] Aim In

[R] Nail Glide
  • Dealt Damage : N/A
  • Cooldown : 15s
  • Begin spinning your nails, using the momentum to glide a great deal of distance across the floor.

[R] Nail Glide

[G] Spin Leap (Act 1)
  • Dealt Damage : N/A
  • Use spin energy to launch yourself upwards.

[G] Spin Leap (Act 1)

[T] Nail Swipe (Act 1)
  • Dealt Damage : 12
  • Cooldown : 5s
  • Claw at the opponent in front of you with nails imbued with spin energy.

[T] Nail Swipe (Act 1)

Tusk Act 2
[E] Aim In
  • Dealt Damage : Limb: 15 | Torso: 13 | Head: 25
  • Begin spinning their nails, aiming in to fire (Varies between acts)
  • These will automatically produce a projectile that tracks anyone who steps near the wormhole.
  • -note: wormhole dmg is 10 and headshot is 15

[E] Aim In

[R] Nail Glide
  • Dealt Damage : N/A
  • Cooldown : 15s
  • Begin spinning your nails, using the momentum to glide a great deal of distance across the floor.

[R] Nail Glide

[G] Golden Rotation Bullet (Act 2)
  • Dealt Damage : Limb: 45 | Torso: 45 | Head: 67
  • Cooldown : 10s
  • Achieve perfect rotation with your spin nails to fire a golden bullet of annihilation.

[G] Golden Rotation Bullet (Act 2)

[T] Nail Swipe (Act 2)
  • Dealt Damage : 25
  • Cooldown : 5s
  • Claw at the opponent in front of you with nails imbued with spin energy.

[T] Nail Swipe (Act 2)

Tusk Act 3
[E] Aim In
  • Dealt Damage : Limb: 12 + 8 | Torso: 12 + 8 | Head: 16 + 12
  • Begin spinning their nails, aiming in to fire (Varies between acts)

[E] Aim In

[R] Nail Glide
  • Dealt Damage : N/A
  • Cooldown : 15s
  • Begin spinning your nails, using the momentum to glide a great deal of distance across the floor.

[R] Nail Glide

[G] Spatial Wormhole (Act 3)
  • Dealt Damage : N/A
  • Cooldown : 18s
  • Reposition your entire body by connecting it to the wormholes created by Act Three’s axial spin bullets.

[G] Spatial Wormhole (Act 3)

[T] Wormhole Turret (Act 3)
  • Dealt Damage : 14 per shot 5x
  • Cooldown : 13s
  • Reposition your arm by connecting it to the wormholes created by Act Three’s axial spin bullets. The severed arm will then begin to fire spin bullets towards your mouse cursor.

[T] Wormhole Turret (Act 3)

Tusk Act 4
[E] Straight Shot
  • Dealt Damage : 13 + 1.2 per hit
  • Cooldown : 12s on horse / 24s off horse
  • Shoot a nail in front of you and have Tusk Act 4 follow up with a barrage upon direct hit. Does decent damage and has tracking aswell.

[E] Straight Shot

[R] Spiraling Slam
  • Dealt Damage : 13 + 23
  • Cooldown : 18s on horse / 54s off horse
  • Shoot a nail that brings Tusk Act 4 with it. Upon landing or missing Tusk Act 4 grabs the nearest target and slams them into the ground, dealing decent damage and briefly stunning them.

[R] Spiraling Slam

[T] Wormhole Combo
  • Dealt Damage : 11 + 25
  • Cooldown : 18s on horse / 30s off horse
  • Fire a nail imbued with axial rotation into the ground, creating a wormhole that Tusk Act 4 submerges into. TA4 will then traverse underneath the ground and auto-track to the nearest person before performing 1-2 uppercuts. (1 if far, 2 if close)

[T] Wormhole Combo

[G] Infinite Rotation
  • Requires at least 2 golden rations and horse activation
  • Dealt Damage : 18 + 22
  • Cooldown : 25s
  • Fire off a nail infused with Infinite Rotation. When landed Tusk Act 4 punches the opponent and spawns a singularity point on the floor causing the opponent to be pulled towards it for 15s. Being hit by Infinite Rotation will also cause golden spinning effects to appear on the opponent, making them take 20% more damage until they die or are hit by another Infinite Rotation Shot.

[G] Infinite Rotation

[Gift From Gyro] Lesson 5
  • Requires fully charged spin and 4 golden ratios
  • Dealt Damage : 27 + 0.9 per hit | 85 in total
  • Cooldown : 60s
  • Throw the “Gift From Gyro” tool at a nearby horse to overload it with spin energy, causing it to kick you a great deal of distance upwards. Meanwhile, flip upside down and fire off a nail infused with golden rotation, dealing heavy damage whilst connecting TA4 for a lethal barrage to the opponent. (guaranteed limb loss/disable on hit)

[Gift From Gyro] Lesson 5

Skin Gallery