
Ice Shards
The hero compresses ice shards into a ball of cold energy that damages all enemies hit. When the ball reaches its destination, the shards are released, creating a barrier for 4/5/6/7 sec.
Abilities, roles and builds with an explanation for every purchase.

HERO GAME PLANI provide quick initiation, block the path with Ice Shards, and use Snowball as a disable or save.
Tusk is always eager to start a fight. Able to instantly corner an enemy with a wall of ice shards, he gathers with his allies and rolls into enemies inside of a massive snowball, bringing him in range to land his signature knockout punch.
My recommendation is a starting point. We choose another position together with the team and for its needs.
I contribute through laning, control and movement. I adapt the expensive core route to my budget.
My resource is the team's space: I hold the lane and build for initiation or team protection.
This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.
Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

Help maintain close contact and pass through groups of units.

Changes the entry angle and lets me reach a target quickly. Damage taken can prevent its use.

Buffs an allied hero for close-range fighting and adds a defensive tool.

Moves me or an ally out of danger; direction depends on the target's facing.

Unlocks or upgrades Walrus Kick. The exact effects are shown below in the abilities section.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.
Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

The hero compresses ice shards into a ball of cold energy that damages all enemies hit. When the ball reaches its destination, the shards are released, creating a barrier for 4/5/6/7 sec.

The hero rolls himself into a snowball. Allies within a radius of 325 can also be added to it by right-clicking them, even while the snowball is moving. Once launched, all enemies in its path are stunned and damaged.
Tusk begins rolling into a snowball. Allies within a 325 radius can also be added to the snowball by right-clicking on them, even while the snowball is moving. Once launched, any enemies caught in the snowball's path will be stunned and take damage. Each allied Hero in the snowball will add to its damage and stun duration.

Activate to temporarily apply a negative debuff aura around you, causing enemies that are attacked under it to take bonus physical damage and reduced movement speed. Lasts 6 seconds.

Tusk connects with his mighty Walrus Punch, a critical strike with bonus damage so powerful it launches its victim into the air.
These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

Tusk reaches out to tag an allied unit, pulling them closer. Once tagged, both Tusk and his tagged ally gain movement speed and armor.
Tusk reaches out to tag an allied unit, pulling them closer. Once tagged, both Tusk and his tagged ally gain movement speed and armor.

Kicks the closest enemy unit in the drawn direction, stunning, damaging, and slowing them. Also deals damage to all heroes within 250 radius of its landing area. Cooldown is reduced by 50% if kicking a creep.
Kicks the closest enemy unit in the drawn direction, stunning, damaging, and slowing them. Also deals damage to all heroes within 250 radius of its landing area. Cooldown is reduced by 50% if kicking a creep.

Passively slows the attack speed of all enemy heroes within a 350 unit radius.
Passively slows the attack speed of all enemy heroes within a 350 unit radius.
These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.
Items, slang and real episodes help connect abilities with what happens in a match.