Little known to the inhabitants of the dry world, Dark Reef is a sunken prison where the worst of the sea-breed are sent for crimes against their fellows. It is a razor barbed warren full of murderous slithereen, treacherous Deep Ones, sociopathic meranths. In this dim labyrinth, patrolled by eels and guarded by enormous anemones, only the vicious survive. Pitched into Dark Reef for crimes unknown, Slark spent half a lifetime without kin or kindness, trusting no one, surviving through a combination of stealth and ruthlessness, keeping his thoughts and his plans to himself. When the infamous Dark Reef Dozen plotted their ill-fated breakout, they kept their plans a perfect secret, murdering anyone who could have put the pieces together--but somehow Slark discovered their scheme and made a place for himself in it. Ten of the Dozen died in the escape attempt, and two were captured, hauled back to Dark Reef, then executed for the entertainment of their fellow inmates. But Slark, the unsung thirteenth, used the commotion as cover and slipped away, never to be caught. Now a furtive resident of the carnivorous mangrove scrub that grips the southern reach of Shadeshore, Slark remains the only successful escapee from Dark Reef.
For use in game click right here and hit subscribe.
At this point in DotA 2 Slark has become my favorite hero to play (not my favorite to look at but that's another story). I've played him for hundreds of hours and I'm sure I will play hundreds more seeing as I don't see my life going anywhere anytime soon. This guide, like my sanity, will be ever-changing as I go. So far this is the best build I've found and has allowed me to pounce and stab my way through many games. He's not as versatile as many heroes and he has note-able counters namely Bloodseeker , but in many situations he dominates the competition.
Your role as Slark:
Gank, Escape, and Snowball
If done right you can rack up the kills and become more terrifying than grizzly bears that know how to open doors.
Slark has a unique set of abilities that make him the excellent escapist he is.
Now we get into the nitty-gritty building of Slark, the part that people have the most opinions on. In the words of David Thorne "Opinions are like nipples, everybody has at least one. Some have firm points, others are barely discernible through layers, and some are displayed at every opportunity regardless of whether the audience has stated "I am interested in your nipples"" eventually, after hundreds of hours of Slarky fun you should come up with your own item build, or just modify mine, or use mine, what ever fits your play-style. Regardless I like my nipples, I mean, opinions, and this seems to be the best item build, at least for me, at this moment. Sooo....
Tango: I don't think this needs explaining, Slark isn't un-harassable untill level 6 so you need some healing until then.
Stout Shield: Again you don't get the insane healing until 6 so you need somthing to block that harass, especially if you're up against a ranged hero. (Though ideally you're not)
Quelling Blade: If you haven't played mid before you won't know this, but I'm sure those of you that have know that mid is a ruthless competition, you have pretty much no one to help you, it's 1 on 1, any edge you can get in last hitting and denying could meaning winning or losing the game.
Poor Man's Shield: Bonus agility, cheep, not much more to say.
Bottle: Gives mana when you're stared, saves your life, don't underestimate it is very helpful for rune control with the new update!
Boots of Speed: Around this point you should start ganking and if you don't have these you can get outran very easily and miss many opportunities.
Spoils of Ganking
At this point in the game you should get the money for these items from ganking, unless your team leaves you no openings, then just farm it all in lane, but that takes longer.
Power Treads: I have found these to be the best boots for Slark. They give extra agility and you can switch them over to intelligence between ganks to help with mana problems. Early game you should keep Power Treads on strength, at least until your health is higher than 1000 the treads on strength.
Yasha: Movement speed for ganks, agility, attack, what's not to like?
Shadow Amulet: I love it, more will be explained in the Shadow amulet section.
You may find the enemys start Tping away from your ganks frequently then a Skull Basher might be a good idea if you have the extra cash.
Blink Dagger is a good alternative to Shadow Amulet and Shadow Blade if you find yourself initiating more than escaping (though it helps for that too). It takes some getting used to and I recommend it once you have some experience playing Slark
Build up to murder
Now you should head over to the secret shop and sell your Quelling Blade and Poor Man's Shield and buy Orb of Venom and the Point Booster set eye to quick buy and order your Ultimate Orbs. If you need after buying one Ultimate, you can swap it with the Orb of Venom in your inventory. Once you get your Eye of Skadi it's time to kill them all.
At this point upgrading your Shadow Amulet to Shadow Blade is a good idea unless the enemy is disorganized enough to not by wards or dust which frequently happens in pub matches. I often prefer to not upgrade as I play a good deal of solo play with Slark and usually get put against other solo players who frequently don't by invis detection. Be cautious though.
Spoils of Murder(Optional)
Butterfly: This is one of your best options after eye all around great stats for Slark evasion lets you take on the tankiest of right clickers.
Manta Style:A great upgrade to Yasha best if you need more carry, they have a number of target abilities or if you're good with illusions.
Sange and Yasha: I actually don't really recommend this unless you have a ton of farm and need somthing. (This may be removed)
Black King Bar: If they have a good deal of magic damage this is always a good pickup, if they have a ton of casters you might want to buy Black King Bar before Eye of Skadi.
Blink Dagger: Slark+ Blink Dagger=Extreme mobility, if they're catching you and able to keep up with your escapes, this ensures your escape. It can also be used as an initiation on a gank if you want to save the Pounce.
Boots of Travel: A great upgrade to boots late game, get's you to your team and the enemy quickly, can also get you out of some sticky places. You can pounce into the woods and TP out if cornered.
Abyssal Blade: Scull basher is also an option, Eye of Skadi and Pounce should provide enough slow to pin down your pray, but if they still get away Abyssal Blade just slams them down and picks their coffin out for them.
Start on the square in front of the T3 and preform your victory as usual, then creep block as well as you can (yeah, yeah, you meant to let that ranged creep past). Once in mid evaluate the skill of your opposing mid (AKA your prey).
Questions you should ask yourself:
First: Is the opposing mid ranged or melee?
If the enemy is melee then you should get in there, get all the last hits and denies you can and when your not hitting the creeps hit the enemy if he's close enough, to stack up some essence shift and harass, you'd be surprised how much some melee mids let you beet on them.
If the enemy is ranged you should get prepared for a tougher fight, stay away from the creeps coming in only to last hit and deny if they're not harassing much, see if you can keep the creeps on or just below the stairs, this is ideal because you can just duck back a little and be out of there sight range. Make sure to stay within XP range! all you have to do is avoid harass until you hit 6 and get your Shadow Dance passive.
What does the enemy have for ranged abilities?
If the enemy has a lot of ranged nukes or a very low cool-down nuke, you should treat them almost like they are ranged, stay back and don't take to much harass until Sadow dance, then you can get your self right in there and take the harass.
Can I shank their faces off?
If they are squishy, taking a lot of damage from your little harass and seem to be coming quite close to your T1 there is a very good chance you can kill them, but don't dive for the kill unless Shadow Dance is up and you know you can get them.
Can I shank their faces of now?
Watch their health, look at your stacks of Essence Shift, one of the reason Slark is a great mid is he has unexpectedly good early kill potential. So, wait for them to be close or below half health, you have a couple stacks of Essence Shift, and they are more than half way across the river, that is when you strike, use the Dark Pact- Pounce combination and start shiving their face off, if you are very close to killing them and they have no escape spells but they just manage to get back you can dive on them, though early on playing Slark I would not recommend this, though you'll learn the hard way when a good time for this is.
Once you have your early game items, or at least the boots you should gank any lane that is pushed towards your towers. Regardless of whether or not you've killed the enemy mid. Unless your gank is an udder failure and you, two of your team and a small family of puppies are annihilated, you should continue ganking everywhere.
Enemies pushed is top?
One or more enemies pushing mid??
Get on that.
Enemy team has a jungler and an inattentive safe lane???
What are you doing here? Go kill that low health piece of fish food!
Continue your ganking you should be buying your spoils. Between each gank you can return mid to harass their mid and you may get a kill. Always watch for areas being pushed and be there to help pick off a enemy or two. As you leave the laning phase make sure to stick with your team, but stay out of sight, unless there is a lone hero you know (again "knowing" is a talent you will gain through practice and lots of death) you can get.
At this point you should have Eye of Skadi, if not your either getting crushed or prioritized other items in a very specific situation. Either way this phase of the game you are either King, reliable back up, or getting your face beaten in by that Faceless Void you should have ganked more often (Well that's what your team says, but really that lane fed a lot).
Rune control is extremely important with the addition of the Bounty Rune and two rune spawning. Make sure to get at least one rune at each two minute mark, Pounce can be used to snatch the runes first. Bounty Rune allows you to get ahead of the opposing mid.
But really win with dignity, Slark is more than capable of farming the enemy spawn as fountain can't hit you with Shadow Dance on. But no one likes that, don't murder them too much. Remember to be a devious but kind fish.
Now I will divulge some of my great tips on ganking and show some ways Shadow Amulet can be used to it's full potential.
Slark is great for ganking, escaping, and if played right becoming a fishy snowball with a really sharp knife. He makes a great mid and a good off-lane(I'll see about making a section for off-lane at some point)
Anyway, Thanks for reading my first guide, I play Slark a lot, kill a lot and haven't seen any build like I play him, so I made this guide. If you have nipples(opinions) or suggestions you want to share either post them in the comments or shoot me a message. I'm happy to hear your ideas/advice provided you know how to use the English language. If you have a question, want me to explain somthing further, or want me to go deeper into strategy I'm always looking to expand this guide and will answer promptly.
I would love to hear any additions you may recommend with update 6.82, a lot has changed and there's a good deal of things I could have missed.
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Copyright © 2019 DOTAFire | All Rights Reserved