Poor Man's Shield
Poor Man's Shield
Magic Wand
Orb of Venom
Power Treads
Armlet of Mordiggian
Skull Basher
Eye of Skadi
Healing Salve
Tango
Stout Shield
Iron Branch
Iron Branch
Clarity
Poor Man's Shield
Magic Wand
Boots of Speed
Orb of Venom
Town Portal Scroll
Black King Bar
Drum of Endurance
Orchid Malevolence
Sange and Yasha
Medallion of Courage
Armlet of Mordiggian
Power Treads
Phase Boots
Diffusal Blade
Maelstrom
Orchid Malevolence
Sange and Yasha
Skull Basher
Vladmir's Offering
Drum of Endurance
Black King Bar
Abyssal Blade
Assault Cuirass
Eye of Skadi
Monkey King Bar
Mjollnir
Butterfly
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1 | 3 | 5 | 7 | ![]() |
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2 | 12 | 13 | 14 | ![]() |
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6 | 11 | 16 | ![]() |
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15 | 17 | 18 |
| 1. | Intro |
| 2. | Lore |
| 3. | Strengths and Weaknesses |
| 4. | Items |
| 5. | Abilites |
| 6. | Skillbuild |
| 7. | Gameplay |
| 8. | Additional tips |
| 9. | Enemy hero picks |
| 10. | Update history |
| 11. | Outro |
Slark the Nightcrawler is a melee agility hero that utilises his skills to spring onto enemy heroes and slip out unhindered. He is a very mobile ganker, but remains statwise below most other carries unless he is able to steal away experience and stats with his abilities, which he can do often, and then may become a hunter that is even more feared and more ubiquitous.
Slark can quickly leap forward onto enemies with Pounce to leash them and bind them from escaping. His Dark Pact releases a delayed purge that breaks even the most powerful disables. This gives him among the most flexible ability to start and end fights in the game. He is also capable of stealing stats on auto-attacks to boost his own damage temporarily with Essence Shift which can rapidly shift engagements in his favor, even when merely performing hit-and-run manuevers. Slark's ultimate, Shadow Dance, allows him to remain unseen even while attacking for a short duration and allows him to move quicker when not under the watch of enemy eyes to strike in and out of enemy ranks unhindered.
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.

Pro:- 3 skills that can be used offensively as well as defensively - very hard to kill without hard crowd control - can snowball very hard - one of the best 1vs1 heroes - can be played on any lane, alone or dually - forces enemies to counter him - can detect |
Contra:- weak against pushing strategies - weak to harassing on lane before lvl 6 - the longer you delay his level 6, the weaker he will be in the end - - weak against nuking - almost can't do anything in teamfights, if enemies survive his ultimate |
Black King Bar:
Go for it, when you are the teams damage source. If they need your damage in teamfights, then you need this one. Your escape mechanism are good, no doubt, but if you fight vs. 5 enemies, it's not enough. Besides that when they can bait or survive until your escape mechanisms are on cooldown, you are squishy.
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Strength: - Every point in strength increases maximum health by 19. - Every point in strength increases health regeneration by 0.03 HP per second. - If strength is a Hero's primary attribute, every point in strength increases his or her attack damage by 1. |
Agility: - Every 7 points in agility increases a Hero's armor by 1. - Every point in agility increases a Hero's attack speed by 1. - If agility is a Hero's primary attribute, every point in agility increases his or her attack damage by 1. |
Intelligence: - Every point in intelligence increases a Hero's maximum Mana by 13. - Every point in intelligence increases a Hero's mana regeneration by 0.04 mana per second. - If intelligence is a Hero's primary attribute, every point in intelligence increases his or her attack damage by 1. |
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Type: Targets: |
Instant No target |
After a short delay, |
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Level 1 2 3 4 |
Mana 55 50 45 40 |
Cooldown 9 8 7 6 |
Range 325 325 325 325 |
Total Damage 75 150 225 300 |
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Type: Targets: |
No Target Enemy heroes |
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Level 1 2 3 4 |
Mana 75 75 75 75 |
Cooldown 20 16 12 8 |
Range 700 700 700 700 |
Leash radius 325 325 325 325 |
Leash Duration 3.5s 3.5s 3.5s 3.5s |
Damage 70 140 210 280 |
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Type: Targets: |
Passive Enemy heroes |
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Level 1 2 3 4 |
Cooldown 0.4 0.35 0.3 0.25 |
Duration 15 30 60 120 |
Strength, Agility and Intelligence Lost 1 1 1 1 |
Agility Gained 3 3 3 3 |
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Type: Targets: |
No Target Self |
When used, |
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Level 1 2 3 |
Mana 120 120 120 |
Cooldown 25 25 25 |
Duration 5.5 5.5 5.5 |
Bonus Movement Speed 30% 35% 40% |
Health Gained Per Second 3% 5% 7% |
Dark Pact and
Pounce are both great spells for the early game, no doubt.
The shadow side of
Pounce is IMO though, that you hit only one enemy and it's kind of hard to hit without practice.
The shadow side of
Dark Pact is that it also damages you!
Therefore I would usually leave
Dark Pact for the midgame, as the second skill to max and put one point in it for the additional escape mechanism (purge). I feel like this leaves you tankier in the lane, while not make your ganking weaker. The damage is pretty much equal and since you will usually only target one enemy in your gank (leaving the AoE of
Dark Pact useless),
Pounce is equally effective.
One exception can be when you play
Slark with a support on the safelane. This constellation will usually allow you to compensate the health loss of
Dark Pact. This is why I added a second alternative skill build, that suggests to max out both skills similar. This is also because the safelane with proper protection is usually more attractive in gold and experience than to go ganking right after hitting 6.
Slark can be played on every single lane. Dual or solo, it usually is not a problem for him. (The only thing you should avoid is jungling before level 6)
Therefore I will divide this into different parts:
Tips are taken from DotA2wiki.
Slark is
weak against:
02.06.2013
- Added
Armlet of Mordiggian as a possible core item.
04.06.2013
- Changed
Orchid Malevolence to
Armlet of Mordiggian and
Skull Basher in the Alt-Tab Example Build.
08.06.2013
- Added
Clarity in the initial items.
- Added
Phase Boots.
- Added Teamfights under the Gameplay section.
Thanks for reading (if you did) and don't forget to write a comment if you decide to give the down-sided thumb.

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