So you're interested in playing Slark? Well you have come to the right place. Slark is by far my most played hero and the one I have the most fun playing. He is more than capable of going one on one with Ursa and coming out on top. In addition he has the ability to avoid most stuns and nukes if played correctly. He can avoid ganks and pull of near impossible kills. The idea behind playing Slark is to escape both into and out of combat which is something that takes getting used to. Anyways enjoy the guide hope it helps you!
P.S. Everything in this guide is from my experience with Slark. If you have a different build or any thoughts I would love to see them.
- Great health regen
- Can prevent heros from escaping
- Max move speed when unseen
- Can steal over 40 agility in a good match
- Great mid game
- Very squishy
- Can't recover from bad early game
- Mana issues
- Item dependent
- Hates Gem of True Sight
Dark Pact is a fairly solid nuke. It deals some fairly significant damage to you when you are a lower level but can make up for it by removing status effects. It should always be leveled first for it allows flash farming. Keep this ability in mind when you see a stun coming or you have an ability on you that provides vision, such as Shadow Poison or Track. It also allows you to flash farm when you hit level seven.
Pounce is the most useful skill in Slark's arsenal. It allows you to engage from a distance, escape to safety, and stop enemy heroes from escaping. It does significant damage at higher levels in addition to having a low cooldown. This will most likely be leveled up second.
Essence Shift is what allows Slark to carry. Technically it is a buff placer so it stacks with everything. At later levels this skill allows you to steal an additional 40+ agility. This bonus agility allows you to hit harder faster and to take more hits. Normally leveled last due to the first two skills being more useful early game. Some players like to take s level of this early.
Shadow Dance allows Slark to go toe to toe with most carries as long as they do not have true sight on him. At level 16 this ability will provide a heal equal 35% of your total health. The passive health regen and movement speed when unseen allows Slark to avoid ganks and to stay in lane for as long as desired.
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