4 | 12 | 13 | 14 |
1 | 5 | 9 | 10 |
2 | 3 | 7 | 8 |
6 | 11 | 16 |
15 | 17 | 18 |
YAY
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OH NO
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DARK PACT
After a short delay, Slark sacrifices some of his life blood, purging most negative debuffs and dealing damage to enemy units around him and to himself. Slark only takes 50% of the damage. Dark Pact is your strong nuke that doubles as a strong purge. Although the meta right now is to max this first because it does more damage than Pounce, I max it last because I honestly don't use it for the damage I use it for the purge. It can remove stuns. Stuns are the bane of Slark's existence. They take away the mobility he so heavily depends on. This purges in .1 second intervals, so if you are stunned at any time during the pulses, it will be removed. Not to mention the removal of slows and other debuffs. It does have a fairly long charge-up time, so you have to anticipate negative effects beforehand in order to avoid them. For example, you're low health and up against a Wraith King, who is running at you. This is the time to pop Dark Pact so by the time he can throw the stun, you're already purging. As well is does some AoE damage to you and surrounding enemies, which does good damage with levels. Use it as a flash farming tool in the jungle when you have the mana pool to support it. |
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Slark leaps forward, grabbing the first hero he connects with. That unit takes damage and is leashed to Slark, and can only move a limited distance away from Slark's landing position. Pounce is your omnipotent tool to get in and out of fights, and is extremely useful for locking down enemies while you slash away. It does a good amount of damage too so it can be used to quickly finish off fleeing foes. One of the most satisfying things in Dota 2 is landing a Pounce. I get a rush on it. It might take a bit of practice, but you should get a feel for how to land them. Typically just running straight towards them and Pouncing before they can juke does it. As well as an offensive tool it can be used as an escape or for plain mobility. That's where the challenge lies. Aiming it can be tricky, but like I said, you'll get a feel for it with practice. Note that it doesn't do a mini-stun or anything like that so enemies can still TP away. |
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Slark steals the life essence of enemy heroes with his attacks, draining each of their attributes and converting them to bonus Agility. Essence Shift is a stat stealing passive that makes you such a hard hitter in long teamfights and 1v1 situations. Might not seems like a lot but it really builds up over time, especially when it lasts for 2 minutes. You get 3 damage per hit. They get 20 HP off their Max HP every hit. Five hits means 100 HP of their max, and an extra 15 damage for you. See? It's already starting to look overpowered. I max it first because having this between fights, and in long team fight is key. If you're going 5v5, and you weave in and out, thats a lot of damage to you and a lot of stats off your opponents. Use this damage left over from fights to push towers, clear neutrals, or get more pickoffs 1v1. Not much else to say seeing as this is a passive. Just max it first when you're going for a carry build. |
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When used, Slark hides himself in a cloud of shadows, becoming immune to detection. Attacking, casting spells, and using items will not reveal Slark. Passively, when not visible to the enemy team, Slark gains bonus movement speed and health regeneration. Shadow Dance is the skill that gives you the incredible ability to hit and run so effectively. When away from enemy sight, you gain the regen that can keeps you in the fight. And when things are looking bad? Pop Shadow Dance and simply walk away. You can do anything you want while hidden in the cloud, nearly worry free. Going for risky kills should be a piece cake. The passive is the bigger deal in my opinion. Never again will you be low health. Never again shall you waste time trotting between lanes. Once you hit level six, this is where you start to shine, and dominate. Don't forget to pop this and TP out when things are looking bad. |
Slark Items are determined my a set of criteria: a) can it get me ES stacks b) can it help me be more mobile / kite c) does it contribute to my stats d) does it give me more lockdown or offensive power
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HAND OF MIDAS - [8:00] I like to get Midas on Slark because it helps him get to the Skadi faster, helps I'm get faster levels, and increases his gold without having to AFK farm. Any time not spent farming should be well spent hunting or taking objective. It gives some basic attack speed which is also great for getting more Essence Shift. Buy the recipe first if you can, since it can be hard to get it if you fall behind. Better to get it over with. Midas is optional but highly recommended. If you got a bad start or something, it is acceptable to just skip it and go Treads into Skadi. EYE OF SKADI - [20:00] Must must must get this on Slark, every single game, no excuses. Do whatever you have to to get it as fast as possible. It gives a ton of stats, which increases you damage, HP, and mana. It gives you a strong slow for kiting and getting ES stacks like never before. They will never escape against your already ridiculous mobility. It gives you raw HP and Mana on top of that. And it stacks with lifesteal. Theres really no reason not to get it. It is pretty expensive at 5.5k, so getting early kills is pretty essential if you want to get it within a decent timeframe POWER TREADS - [4:00 - 20:00] The boots of choice for Slark. Gives him stats and attack speed. What more could you ask for. Optionally you could stick with brown boots and upgrade into BoTs later on. If you don't know to much about tread switching : Switch to green for damage, red for HP, and blue when casting a spell. Hopefully you have fast fingers and can do this in a fight. It cycles Red > Blue > Green > Back to Red. BLINK DAGGER You can do some pretty crazy stuff with this in your arsenal. Just that much more mobility, and great synergy with Pounce. Almost guaranteed to land it every time by blinking in right next to them and jumping. Another great use is to use it while in Shadow Dance for a solid escape. Theres near no way they can deal damage to disable dagger. Using Dark Pact and blinking in as soon as it's gonna pulse is also a great surprise combo BUTTERFLY Butterfly is an ideal late game / luxury item because it gives you all those things you're looking for. Damage (agility), attack speed, evasion, and movement speed. It gives you a total of 60 damage, so you should be melting enemies. Just perfect all the way around. Either Butterfly or Abyssal should be chosen immediately after Skadi. I'd consider this the "defensive" choice, since it gives you that evasion, and is ~900 cheaper. I'f you're against some heavy right clickers like yourself it might come in handy. The active can help when kiting offensively, or when transitioning between lanes. ABYSSAL BLADE The "offensive" post-Skadi luxury item. Having that additional 2 second stun, and on-hit 1.4 stuns in your toolkit is pretty insane considering you already have a ton of lockdown and damage. It's more offensive than Butterfly because it gives a passive 70 damage, and then and additional 120 damage when you bash. It does come in at a heavy 6.7k cost, so its definitely a item for when you're ahead and want to keep it that way. |
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BOOTS OF TRAVEL Travel Boots, my favorites. A lot of the time I give up on buying other boot upgrades and go for these on most heroes because they do so much for so little gold. With a mere 45 second cooldown its pretty insane. Be anywhere on the map with ease, to farm, push, or pick off enemies. Not to mention the money you'll save on TP scrolls. They also give the most movement speed of all the boots, and seeing as your ultimate is percentage based, you get even more movement speed for chasing and ganking. BLACK KING BAR I don't even know why I should have to explain this. You can get BKB on any hero. It's magic immunity. The stats alone synergize with Slark, damage and HP. Usually it's not needed as Shadow Dance does the job for the most part, but if you are up against some severe AoE/non-point target (which can go into Shadow Dance) like Sanity's Eclipse or thundegod's wrath then it should be considered. MONKEY KING BAR The old MKB. Provides mini bashes, which is great, but Abyssal already does that. the reason we get this is to hit those pesky evasion heroes. Slark is great at tearing up heroes with his right clicks, but he doesn't do so well when he misses them. If theres a Phantom Assassin or Riki or Talisman of Evasion carrier (etc.), you need to get MKB. Don't even think about skipping it. It gives great damage and some stun so it fits well into the build. You could even get it without evasion heroes. It also serves as a "Poor man's abyssal" at 5.4k gold. SATANIC This is pretty situational but it can come in handy versus other carries that can contest you in an outright brawl like Legion Commander or Phantom Assassin. If you're starting to get low, just pop Satanic and you'll be full health in give or take 3 hits. Pretty great. It gives you regular lifesteal, some armor, some damage, and a ton of HP. Once you get this you really can't lose brawls unless you are super behind. If you are low health and need some very quick HP, just casually pop on a neutral creep. This is especially helpful when being chased through a warded jungle. SCYTHE OF VYSE Ive tried this in a few games and I have to say while it isn't practical it certainly is fun. In most situations, the Abyssal Blade will synergize much better, but if you are dealing with an enemy where you need them disabled as long as possible, this could be the way to go. It also greatly increases your mana pool which is somewhat mana-starved hero. It also gives some agi. and str. but not a large amount. Only buy if you're super ahead and just want to go outside the box and have some fun. MOON SHARD Really nice item on Slark because you just hit that much faster. You'll be reeling in ES stack with our fishy friend. Clearing neutrals will be a breeze and heroes will die all the more swiftly. Super nice for a sixth slot item, since you can eat it and buy another item after it. |
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SANGE AND YASHA
I'm sure you will find plenty of guides that list this as a core item. Actually, nearly all of the guides i've seen, and the most voted ones, think this is a core. Don't. Its not that its a bad item, its that it's not as good as others. Especially since it doesn't hold up in the late game and thats the only time you'll be building it since Eye of Skadi will ALWAYS be your first item after Midas and Boots. Basically everything you get from this item, you have in Skadi, only much better for 1.5k more. A slow, stats, HP, all covered by Skadi. It does give movement speed but Slark is already so fast... HEART OF TARRASQUE I've seen this item on Slarks and it just doesn't work. Doesn't meet the criteria in any way. You already have your ultimate which is just as good, and free. No point in wasting a slot on this. It gets outclassed by Satanic because Satanic is used in combat unlike Heart, and gives the HP which is the only other redeemable quality of this item on Slark. |
SHADOW BLADE
Shadow Blade does have some pros and cons in comparison to Blink Dagger, but I would say most of the time that Dagger is the way to go. While Shadow Blade does have seemingly obvious synergy with Shadow, ultimately the things it provides are outclassed by Blink. Plain and simple, this is an item for bursting down squishies by slipping in and Dark Pacting them. Thats not what we're doing. We're getting up in the face of anyone, squishy, tanky, carry… and tearing them up. This is for escape, its for initiation and gap closing. And Blink begin on a shorter cooldown, and being to go over terrain, etc. makes it much better at intimating and gap closing. |
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BOTTLE
Not much explanation here, just a simple form of regen in the early game in case you want to go around spamming Dark Pact or something like that. Do not buy Bottle if you already have a bottle carrier or Alchemist or something like that because you don't want to be fighting over runes. RING OF AQUILA Can be substituted for Poor Man's Shield if you think you might be having trouble with mana, or want some more stats. Obviously a bit more expensive than PMS, but sometimes it can be worth it. Especially helpful vs. squishy mana burners like Outworld Devouruer or Invoker. If you are going for it buy the Wraith Band instead of PMS. DRUM OF ENDURANCE This item is famous for its insanely cheap stats. It is very good on Slark since it gives you most of the stats you want like HP, Movement Speed, and Mana Pool. Combined with a Yasha it gives you just about equal stats to Sange and Yasha for a lower price. Buy it if you want to tank up or move faster a bit. MAGIC WAND Ah good old magic wand. An invaluable item for a mere 500 gold. It can save you on many occasions when against spell spammers like Zeus or Bristleback. Even when not against spell spammers it is a viable pickup. It'll fall of in the late game but this trusty wand will always be there for you. |
LANING
QUALITIES OF FRIENDS:
NOTABLE FRIENDS |
OUTRO
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