I try to make it short, I don't like lenghty writings too, but its not easy to imagine every possibility the "hero" has, and I want you to know them.
Stats:
UH is a fearsome monster. It has very good statistics. What is extraordinary, is its movespeed (330, he needs that very much to be able to surprise enemies), its turn rate (0.7, helps to kite), vision (almost full nightvision is useful for an ambush predator), attack point (0.19, again, very important, to be able to surprise) and its base attack time (1.6).
Q:
Tear Reality is a versatile tool: it enhances mobility, it gives a kind of "invisibility", and a disable amplifier.
Unnaturally fast. Mobility is great for fast ganks and flashfarm ofc, but it is one of the most important thing for UH for a unique reason: its passive. The main damage source of the "hero", is the crit from the passive, and that needs a succesful surprise to function (or an other source of fear). To surprise an enemy, UH only has 0.5 seconds to damage it after being seen. If Tear Reality is active, it has to move 150 units (150 = 300 - 150 attack range), then land an attack which has 0.19 cast point (really good btw). That means that UH needs 450 MS to manage it - given the enemy is standing still! So being fast, or being unseen is essential for UH. Blink Dagger, Shadow Blade are great items for it.
Unseen and deadly. This vision block is an interesting thing. Since the area is visible to enemies like Slark's ultimate, its not really good to surprise a player (I mean outgame). But in several cases, it can make the enemy see UH later than a normal invisibility. Using both Tear Reality and a Shadow Blade can lead to great ganks, as they can get around each other's problem. Beside of being an initiator tool, it is also a good tool, to disengage. Kiting is a natural thing to UN, and if the enemy doesn't have something to give them vision, they will be easily juked out.
Hunter from hunted. When escaping an enemy hero, if UH can stay out of vision for a few seconds, a quick turnaround can surprise the enemy, fearing it, which may lead to a kill.
Cruel tactician. The main purpose of the status resistance debuff, is to elongate the fear of the target, giving UH more time, to tear it apart. As mentioned earlier, when amplifying only one enemy's fear duration, this ability can separate the weakest from the herd. Of course it can also make other debuffs longer - disables from allies and items.
R:
Unseen, but not unheard. With the ultimate, things start to get really fun. If an enemy doesn't get surprised by the ultimate, and doesn't have to move, the skill has little impact, with low damage, weak slow. However, if used right, that 5 seconds duration instantly becomes 7 (2 seconds fear from passive - meaning, that it will wear off later), and.. well standing still for 5 seconds, is not always an option. They are faced with a dilemma, which can lead to chaos on the battlefield. Even if the enemy is stronger, if UH can kite them, force them to move (perhaps with hiding, and a new surprise attack), the ultimate can start to be quite painful.
With the level 25 talent, the ultimate becomes global, meaning a few things. Every enemy on the map will be feared if UH uses the ability unseen, damaging every one of them. Not too much damage, but the debuffs make it a potent push ability. Since heroes have to stop for a few tense seconds to get rid of the debuff, they will be more vulnerable to ganks - even more so, since in a huge radius, UH will sense their fear, easily finding them!
All his skills however can be countered pretty hard. UH can't really hurt a stronger, magic immune core, and dispels can deal with his debuffs. Strong if it can dictate, weak if countered.
STR gain from 2.9 to 2, INT gain from 1.2 to 2.1
Tear Reality CD from 10/9/8/7 to 10 sec
+ a grammar correction