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How To: Slark, the Nightcrawler

October 5, 2012 by xCO2
Comments: 105    |    Views: 359201    |   


Build 1
Build 2
Build 3
Build 4

Build : (A) Ganking Orientated

DotA2 Hero: Slark

Offense

Damage 48-56

Defense

Armor 1.1

Other

Movement Speed 305

Attributes

Strength 66
Agility 63.5
Intelligence 63.5

Basic Stats

Health 1746
Mana 1053

Purchase Order

SPAWN

EARLY GAME

CORE

LATE GAME

OPTIONS

LUXURY

SITUATIONAL



Hero Skills

Dark Pact

2 4 5 7

Pounce

1 9 10 12

Essence Shift

3 8 13 14

Shadow Dance

6 11 16

Stats

15 17 18 19 20 21 22 23 24 25


How To: Slark, the Nightcrawler

xCO2
October 5, 2012


INTRODUCTION

______________________________________________________________________________________________
In the deepest, blackest pits of the ocean a fearsome and terrifying creature lurks. Bending the shadows to his will, few have seen his true form and none have lived to speak of it. For the shadows are his sanctuary, a place of empowerment and revitalisation. Bathed in this inpenetrable darkness he strikes unseen, every attack making him swifter and more powerful whilst weakening his enemy. An unbreakable leash awaits all who try to escape, leaving them at mercy of this horrifying phantom. By sacrificing a fraction of his soul, his pact with darkness allows him break even the most powerful bonds and curses. With echoes of the Great War reaching every corner of the earth, this creature, known only as Slark, has emerged from the depths to search for an ancient relic...
______________________________________________________________________________________________

Slark is adept in the art of assasination. He is the definition of glass cannon, utilizing unconventional tools to produce a reliable stream of ganks. Should you be stray of your lane, be wary of a pouncing from the Nightcrawler, for it spells death for you; his prey.

GUIDE KEY

COLOUR CODE:

YELLOW - Good, go for it.
ORANGE - Situational, a maybe.
RED - Bad, generally a stay away.
GREY - Is titled accordingly.
______________________________________________________________________________________________
LEVEL [LVL] CODE:

PURP - Q, your first ability.
LIME - W, your second ability.
BLUE - E, your third ability.
PINK - R, your ultimate.
______________________________________________________________________________________________
The below content is appropriately color coded to the above key. All of the following information, with the exception of the actual [ RUNES ] or the [ PLEASE READ ], initially correspond with their description accordingly. If something is not understood fully regarding the color code, please comment with your question / issue.

ROLE and POSITION

ROLE:

Nightcrawler: GANKER

Slark is revered as the ultimate in hit and run tactics. His kit accentuates him to be an exceptionally filthy GANKER, an adequate late game SEMI-CARRY, and in some cases a CARRY. The Nightcrawler is an oddball in the terms of ganking, and very inflexible in build and playstyle, with that being said he is a very niche hero, and fills the role to the potential.

POSITION:

Assuming you bought your starting equipment as suggested and are wondering what to do now, you might want to consider your lane or jungle position; for the purpose of this guide you will head to a SOLO or DUO lane. Slark is most compatible in the SAFE lane to have that early access to the side shop. You may take the MID according to picks. Generally a TRI lane is a risky investment as he'd be your main carry if you followed this route.

BOTTLE and RUNES

Bottle: A bottle should be PICKED UP you plan on taking it solo to the MID lane; in which you should try to have full control of runes as you should with any solo mid hero with a bottle. Try to have a caster with a summon to scout runes out for you.

Illusion: You do not benefit much from this rune, this should only be PICKED UP in special cases.

Double Damage: This should be picked up EARLY and MID game, and avoided LATE game.

Invisibility: Generally not needed, but for a sure gank you may PICK UP.

Regeneration: SITUATIONAL, for the most part you will pick this up if no one needs it anymore than you do.

Haste: Use your better judgment, this will be PICKED UP to catch up to the pack or escape.

EARLY GAME

(A) GANKING ORIENTATED:

Lvl 1: Save your W, only using in defense or a secured kill.

Lvl 2: Save your Q and W, only using in defense or a secured kill.

Lvl 3: Harass and farm accordingly, play safe and avoid conflict.

Lvl 4: Harass and farm accordingly, play safe and avoid conflict.

Lvl 5: Harass and farm accordingly, play safe and avoid conflict.

Lvl 6: You should now either continue your lane, or commence ganking. Save your R for ganks.

(B) GANKING ORIENTATED:

Lvl 1: Save your W, only using in defense or a secured kill.

Lvl 2: Harass and farm accordingly, play safe and avoid conflict.

Lvl 3: Save your Q and W, only using in defense or a secured kill.

Lvl 4: Continue to farm and harass your lane. Use your Q as a purge.

Lvl 5: Continue to farm and harass your lane. Use your Q as a nuke.

Lvl 6: You should now either continue your lane, or commence ganking. Save your R for ganks.

CARRY ORIENTATED:

Lvl 1: Save your W, only using in defense or a secured kill.

Lvl 2: Harass and farm accordingly, play safe and avoid conflict.

Lvl 3: Save your Q and W, only using in defense or a secured kill.

Lvl 4: Continue to farm and harass your lane. Use your Q as a purge.

Lvl 5: Continue to farm and harass your lane. Use your Q as a nuke.

Lvl 6: Continue to farm and harass your lane. Use your R as an escape or a secured kill.

MIDLANE ORIENTATED:

Lvl 1: Use your W only to escape.

Lvl 2: Save casting for next level, and only use your abilities in defense.

Lvl 3: If you can, secure a kill using your W and Q, prioritize rune control.

Lvl 4: If you can, secure a kill using your W and Q, prioritize rune control.

Lvl 5: Save casting for next level, and only use your abilities in defense.

Lvl 6: You should now either continue your lane, or commence ganking. Save your R for ganks.

TEAM FIGHTING

Coming soon...

FRIENDS and FOES

Ready to ride the tide?

A proper SUPPORT can ensure a great laning phase, allowing exceptional early game ganks. Your second source of sustenance, is a good DISABLER, these guys will make a happy fish.

ALLIES:
+ Ancient Apparition - Kaldr
+ Bane - Atropos
+ Crystal Maiden - Rylai
+ Earthshaker - Raigor Stonehoof
+ Lich - Ethreain
+ Demon Witch - Lion
+ Shadow Shaman - Rhasta
+ Windrunner - Lyralei
+ Witch Doctor - Zharvakko
+ Treant Protector - Rooftrellen
+ Batrider - Jin'zakk
+ Pudge - Butcher
+ Enigma - Darchrow

The first ingredient to making 'Slark and Chips' is VISION, as an assassin you revel in stealth. More importantly though, shutting down a Nightcrawler requires you to take his food away, in this sense any IMAGE hero can easily void you.

FOES:
x Templar Assassin - Lanaya
x Spectre - Mercurial
x Beastmaster - Karroch
x Night Stalker - Balanar
x Bloodseeker - Strygwyr
x Bounty Hunter - Gondar
x Doom Bringer - Lucifer
x Slardar - Slithereen Guard
x Spirit Breaker - Barathrum
x Brewmaster - Mangix
x Chaos Knight - Nessaj
x Meepo - Geomancer
x Naga Siren - Slithice
x Phantom Lancer - Azwraith
x Shadow Demon - Eredar
x Soul Keeper - Terrorblade

PLEASE READ

These guides are somewhat time consuming to produce, and most of them do lack some at the moment, but for the most part I believe they provide enough information to play properly with the given hero. Even though the guide is still UNFINISHED, I still need feedback on how to better it. The item build and such is always up for change, and your opinion is wanted as long as it's not something that smashes the entire guide because you don't like a little detail. Please keep in mind: if you have the time to read this guide and vote on it then you should have a sufficient amount of time to comment what pleased or displeased you.

TLDR:
Please take the time to provide feedback.
What can I change? What areas need improvement? Is the guide visually unappealing?

Guide Discussion
1 2 3 4 5 6 7 8 9 11 >>
Quote | PM | +Rep by wilddeonpwn » October 5, 2012 9:35pm | Report
Oh good, you back, now for some comments

Pounce is taken at level 1 for escape purposes. Don't let the small distance fool you - you can e.g. dodge being trapped by an Earthshaker's fissure.
Dark Pact is maxed first due to the fact that your priority is getting your offensive potential up as quickly as possible.
One level of essence shift is required for early-mid game ganks. Any more is not needed until later due to the 15 second duration being enough. If you find your lane to lack disables and you got the proper environment to be aggressive, feel free to get Shift first.
Pounce is maxed second because of the range bonus is required to adjust to enemies speeding up.
Essence Shift is naturally maxed last and Shadow Dance is taken when necessary due to its usefulness.
For a more defensive build, max Pounce first with only one level of Dark pact at level 4. For an offensive build, max Essence shift first with only one level of pounce and dark pact early. This build is highly efficient against melee/short range lanes as well, because the essence shift provides you a means of harassment and lane control, while dark pact is not so efficient.


For the items, no diffusal blade? You either get S&Y or Diffu.

Thats it XD. I still gave you a +1 because I like how it looks simple and it's not a rubbish guide with bad info, it's pretty decent, and I like it. Good job.

+rep too I guess? I'm bored *yawn*

wilddeonpwn


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Quote | PM | +Rep by Hades4u » October 6, 2012 1:27am | Report
Why level up Dark Pact? It's pretty useless, really.

Also, I'd go for a Mask of Madness and Skull Basher instead of the Sange and Yasha.

You can just Pounce in, and hit the target until he's dead with your huge damage.

Anyway, still a nice guide, a +1 from me.

Hades4u
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Quote | PM | +Rep by Wulfstan » October 6, 2012 1:58am | Report
I...don't like this.Its just my nature of playing slark by rushing a really early hyperstone to just essence shift them out and hold them with pounce and a stunner.

Vanguard then Mask of Madness,combined with the hypersone,makes everyone cry.

Wulfstan
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Quote | PM | +Rep by NotSureIf » October 6, 2012 2:05am | Report
Well worth the wait in my opinion. I miss Slark :( It was pleasure to read and I agree with your strategies. Hope you provide more :D

NotSureIf
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Quote | PM | +Rep by Wulfstan » October 6, 2012 8:08am | Report
wilddeonpwn wrote:


Dark pact is a great sustainability skill and an offensive skill.


Since when does dark pact sustain you?What does it give?The CC removal?Great they will just stun you back,because with OP's build,you are like a frog waiting to be squished.

Wulfstan
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Quote | PM | +Rep by xCO2 » October 6, 2012 12:47pm | Report
wilddeonpwn wrote:

Oh good, you back, now for some comments

Pounce is taken at level 1 for escape purposes. Don't let the small distance fool you - you can e.g. dodge being trapped by an Earthshaker's fissure.
Dark Pact is maxed first due to the fact that your priority is getting your offensive potential up as quickly as possible.
One level of essence shift is required for early-mid game ganks. Any more is not needed until later due to the 15 second duration being enough. If you find your lane to lack disables and you got the proper environment to be aggressive, feel free to get Shift first.
Pounce is maxed second because of the range bonus is required to adjust to enemies speeding up.
Essence Shift is naturally maxed last and Shadow Dance is taken when necessary due to its usefulness.
For a more defensive build, max Pounce first with only one level of Dark pact at level 4. For an offensive build, max Essence shift first with only one level of pounce and dark pact early. This build is highly efficient against melee/short range lanes as well, because the essence shift provides you a means of harassment and lane control, while dark pact is not so efficient.


For the items, no diffusal blade? You either get S&Y or Diffu.

Thats it XD. I still gave you a +1 because I like how it looks simple and it's not a rubbish guide with bad info, it's pretty decent, and I like it. Good job.

+rep too I guess? I'm bored *yawn*


You do realize there is more then one build, right?

xCO2
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Quote | PM | +Rep by xCO2 » October 6, 2012 12:49pm | Report
Hades4u wrote:

Why level up Dark Pact? It's pretty useless, really.

Also, I'd go for a Mask of Madness and Skull Basher instead of the Sange and Yasha.

You can just Pounce in, and hit the target until he's dead with your huge damage.

Anyway, still a nice guide, a +1 from me.

MoM is not recommended, and is in fact a rejected item by most Slark players; skull basher is a situational item really, as you have to choose wether or not you get it or MKB.

Normally SnY is a mediocre filler, but on Slark it can become a staple. It gives chase ability and and escape...so "hit and run", the main feature of this unique ganker. Plus the bonus in AA ability.

xCO2
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Quote | PM | +Rep by xCO2 » October 6, 2012 12:51pm | Report
Wulfstan wrote:

I...don't like this.Its just my nature of playing slark by rushing a really early hyperstone to just essence shift them out and hold them with pounce and a stunner.

Vanguard then Mask of Madness,combined with the hypersone,makes everyone cry.

This is the opposite of what you want. Armlet > Vanguard in every aspect on an AA ganker, and MoM is making a glass cannon a snowflake about to land on a stove.

xCO2
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Quote | PM | +Rep by xCO2 » October 6, 2012 12:52pm | Report
Wulfstan wrote:



Since when does dark pact sustain you?What does it give?The CC removal?Great they will just stun you back,because with OP's build,you are like a frog waiting to be squished.


It isn't CC removal, there is an entire status effect list you need to read up on before you completely throw out this very versatile nuke out.

xCO2
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Quote | PM | +Rep by xCO2 » October 6, 2012 12:54pm | Report
NotSureIf wrote:

Well worth the wait in my opinion. I miss Slark :( It was pleasure to read and I agree with your strategies. Hope you provide more :D

Thanks man, btw you might want to re-read it, it has just accured to me I haven't been publishing it, and it should have been, missing a lot when you saw it.

xCO2
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