 Poor Man's Shield
Poor Man's Shield 
								 
								 Poor Man's Shield
Poor Man's Shield Magic Wand
Magic Wand Orb of Venom
Orb of Venom Power Treads
Power Treads Armlet of Mordiggian
Armlet of Mordiggian Skull Basher
Skull Basher Eye of Skadi
Eye of Skadi Healing Salve
								Healing Salve
							 Tango
								Tango
							 Stout Shield
								Stout Shield
							 Iron Branch
								Iron Branch
							 Iron Branch
								Iron Branch
							 Clarity
								Clarity
							 Poor Man's Shield
								Poor Man's Shield
							 Magic Wand
								Magic Wand
							 Boots of Speed
								Boots of Speed
							 Orb of Venom
								Orb of Venom
							 Town Portal Scroll
								Town Portal Scroll
							 Black King Bar
								Black King Bar
							 Drum of Endurance
								Drum of Endurance
							 Orchid Malevolence
								Orchid Malevolence
							 Sange and Yasha
								Sange and Yasha
							 Medallion of Courage
								Medallion of Courage
							 Armlet of Mordiggian
								Armlet of Mordiggian
							 Power Treads
								Power Treads
							 Phase Boots
								Phase Boots
							 Diffusal Blade
								Diffusal Blade
							 Maelstrom
								Maelstrom
							 Orchid Malevolence
								Orchid Malevolence
							 Sange and Yasha
								Sange and Yasha
							 Skull Basher
								Skull Basher
							 Vladmir's Offering
								Vladmir's Offering
							 Drum of Endurance
								Drum of Endurance
							 Black King Bar
								Black King Bar
							 Abyssal Blade
								Abyssal Blade
							 Assault Cuirass
								Assault Cuirass
							 Eye of Skadi
								Eye of Skadi
							 Monkey King Bar
								Monkey King Bar
							 Mjollnir
								Mjollnir
							 Butterfly
								Butterfly
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|   | 1 | 3 | 5 | 7 |  | 
|   | 2 | 12 | 13 | 14 |  | 
|   | 6 | 11 | 16 |  | 
|   | 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 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.
 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  Observer Wards | 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 -  Sentry Wards,  Gem of True Sight, Level 3  Necronomicon and Tower range make his ultimate useless - weak against nuking - almost can't do anything in teamfights, if enemies survive his ultimate | 
 Black King Bar:
 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.
 Medallion of Courage:
 Medallion of Courage: Dark Pact. So I think you shouldn't use the Dark Pact to purge the Valor, but better use Valor, when you would use
 Dark Pact. So I think you shouldn't use the Dark Pact to purge the Valor, but better use Valor, when you would use  Dark Pact anyways. Since it's cheap I feel like its some kind of cheaper
 Dark Pact anyways. Since it's cheap I feel like its some kind of cheaper  Orchid Malevolence without the silence, therefore suggested on the offlane.
 Orchid Malevolence without the silence, therefore suggested on the offlane. Drum of Endurance:
 Drum of Endurance: Orchid Malevolence:
 Orchid Malevolence: Slark! It requires some time to farm it up though and before you finish it it's usually better to stay in lane, since your ganks won't finish enemies... A very suggested item, that you should get as early as possible. I think it's the core item for a safelane
 Slark! It requires some time to farm it up though and before you finish it it's usually better to stay in lane, since your ganks won't finish enemies... A very suggested item, that you should get as early as possible. I think it's the core item for a safelane  Slark, that will go ganking after he buys it. Also good later in the game if there is important enemies that need to be silenced in certain situations. I wouldn't suggest going for it after Medaillon of Courage though, since the mana regeneration would be wasted.
 Slark, that will go ganking after he buys it. Also good later in the game if there is important enemies that need to be silenced in certain situations. I wouldn't suggest going for it after Medaillon of Courage though, since the mana regeneration would be wasted. Sange and Yasha:
 Sange and Yasha: Slark (that's why it's in here), but I can't think of moments where it would be superior to the other items... Still it for sure has its place and moment.
 Slark (that's why it's in here), but I can't think of moments where it would be superior to the other items... Still it for sure has its place and moment. Armlet of Mordiggian:
 Armlet of Mordiggian: Skull Basher follow-up.
 Skull Basher follow-up. Power Treads:
 Power Treads:| 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. | 
 Skull Basher or
 Skull Basher or  Black King Bar you can set them to Agility.
 Black King Bar you can set them to Agility. Phase Boots:
 Phase Boots: Power Treads. Nice for chasing people, to get in close to land the
 Power Treads. Nice for chasing people, to get in close to land the  Pounce and also for escaping. You will have less health and a smaller mana-pool though.
 Pounce and also for escaping. You will have less health and a smaller mana-pool though.
				|   | Type: Targets: | Instant No target | After a short delay,  Slark sacrifices some of his life blood, purging negative buffs and dealing damage to enemy units around him and to himself.  Slark only takes 50% of the damage. | 
| 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 | 
 Doom,
 Doom,  Axe's
 Axe's  Battle Hunger,
 Battle Hunger,  Ancient Apparition's
 Ancient Apparition's  Ice Blast,
 Ice Blast,  Bloodseeker's
 Bloodseeker's  Rupture,
 Rupture,  Bane's
 Bane's  Enfeeble,
 Enfeeble,  Witch Doctor's
 Witch Doctor's  Maledict and
 Maledict and  Orb of Venom's slow.
 Orb of Venom's slow.|   | Type: Targets: | No Target Enemy heroes |  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. | 
| 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 | 
 Slark leaps forward at a speed of 933.33, stopping when he latches onto an enemy hero in a 95 radius, or has traveled 700 distance.
 Slark leaps forward at a speed of 933.33, stopping when he latches onto an enemy hero in a 95 radius, or has traveled 700 distance. Slark's landing area.
 Slark's landing area.|   | Type: Targets: | Passive Enemy heroes |  Slark steals the life essence of enemy heroes with his attacks, draining each of their attributes and converting them to bonus Agility. | 
| 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 | 
 Slark will not immediately lose them.
 Slark will not immediately lose them.|   | Type: Targets: | No Target Self | When used,  Slark hides himself in a cloud of shadows, becoming invisible (attacking, casting spells, and using items do not reveal  Slark). Passively, when not visible to the enemy team,  Slark gains bonus movement speed and health regeneration. | 
| 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% | 
 Slark loses bonus movement speed and health regeneration if he becomes visible.
 Slark loses bonus movement speed and health regeneration if he becomes visible. Shadow Dance do not work if
 Shadow Dance do not work if  Slark is under the effect of
 Slark is under the effect of  Doom.
 Doom. Slark is damaged by a neutral unit, the passive effect is removed for 2 seconds.
 Slark is damaged by a neutral unit, the passive effect is removed for 2 seconds. Dark Pact and
 Dark Pact and  Pounce are both great spells for the early game, no doubt.
 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.
 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!
 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 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),
 Dark Pact useless),  Pounce is equally effective.
 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
 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.
 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.
 Essence Shift, for those early hit trade-offs. It will make you hit much harder and leave your opponent weaker. If you face a lane enemy like
 Essence Shift, for those early hit trade-offs. It will make you hit much harder and leave your opponent weaker. If you face a lane enemy like  Sven,
 Sven,  Chaos Knight or any CC-Support, don't hesitate taking the
 Chaos Knight or any CC-Support, don't hesitate taking the  Dark Pact at lvl 3 or even 2.
 Dark Pact at lvl 3 or even 2. Shadow Dance whenever you can. The duration doesn't get improved and the movement speed bonus is nice, yes, but not something you will instantly notice. What you will notice though, is the health regeneration. Also, the more you roam around the map, the better the passive of this spell will be.
 Shadow Dance whenever you can. The duration doesn't get improved and the movement speed bonus is nice, yes, but not something you will instantly notice. What you will notice though, is the health regeneration. Also, the more you roam around the map, the better the passive of this spell will be.
				 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)
 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:
 Essence Shift will usually let you hit harder though. Also always have an eye on the minimap. Their midlaner will most likely try to gank you and your teammate. Warn your mate if somebody goes missing, because he probably can't escape as good as you.
 Essence Shift will usually let you hit harder though. Also always have an eye on the minimap. Their midlaner will most likely try to gank you and your teammate. Warn your mate if somebody goes missing, because he probably can't escape as good as you. Bottle and use the courier to fill it up. You are naturely very strong 1vs1, especially after you hit level 6. After your first point in
 Bottle and use the courier to fill it up. You are naturely very strong 1vs1, especially after you hit level 6. After your first point in  Shadow Dance, trade hits whenever you can and stay out of sight to heal when there are no creeps to grab exp and gold from. Go gank a lot after you hit level 6.
 Shadow Dance, trade hits whenever you can and stay out of sight to heal when there are no creeps to grab exp and gold from. Go gank a lot after you hit level 6. Dark Pact for lasthitting. You are going to stay in the lane for a long time and you need the mana to harass your enemy. Since your team probably needs you to play a carry-role, try to get fat with experience and items and when you feel like you are strong enough to survive teamfights AND deal damage, leave the lane to gank or force a teamfight. If you can't lasthit, farm the jungle.
 Dark Pact for lasthitting. You are going to stay in the lane for a long time and you need the mana to harass your enemy. Since your team probably needs you to play a carry-role, try to get fat with experience and items and when you feel like you are strong enough to survive teamfights AND deal damage, leave the lane to gank or force a teamfight. If you can't lasthit, farm the jungle. Slark is not a hero made for teamfights. If you do have to participate in one, your combination should be like this:
 Slark is not a hero made for teamfights. If you do have to participate in one, your combination should be like this:
 Dark Pact
 Dark Pact Pounce when in front of the target
 Pounce when in front of the target Dark Pact starts casting
 Dark Pact starts casting Shadow Dance
 Shadow Dance Shadow Dance wears off
 Shadow Dance wears offTips are taken from DotA2wiki.
Slark is
weak against:
 Ancient Apparition - Counters in Team Fights
 Ancient Apparition - Counters in Team Fights Slardar - Counters in Team Fights
 Slardar - Counters in Team Fights Lina - Counters in Lane
 Lina - Counters in Lane Morphling - Counters in Lane
 Morphling - Counters in Lane Morphling - Counters in Team Fights
 Morphling - Counters in Team Fights Juggernaut - Counters in Team Fights
 Juggernaut - Counters in Team Fights Faceless Void - Counters in Lane
 Faceless Void - Counters in Lane Tiny - Counters in Team Fights
 Tiny - Counters in Team Fights Axe - Counters in Lane
 Axe - Counters in Lane Witch Doctor - Counters in Team Fights
 Witch Doctor - Counters in Team Fights Beastmaster - Counters in Lane
 Beastmaster - Counters in Lane Io - Counters in Lane
 Io - Counters in Lane Zeus - Counters in Lane
 Zeus - Counters in Lane Axe - Counters in Team Fights
 Axe - Counters in Team Fights Viper - Counters in Team Fights
 Viper - Counters in Team Fights Bloodseeker - Counters in Team Fights
 Bloodseeker - Counters in Team Fights Witch Doctor - Counters in Lane
 Witch Doctor - Counters in Lane Broodmother - Counters in Lane
 Broodmother - Counters in Lane Warlock - Counters in Team Fights
 Warlock - Counters in Team Fights02.06.2013
- Added  Armlet of Mordiggian as a possible core item.
 Armlet of Mordiggian as a possible core item.
04.06.2013
- Changed  Orchid Malevolence to
 Orchid Malevolence to  Armlet of Mordiggian and
 Armlet of Mordiggian and  Skull Basher in the Alt-Tab Example Build.
 Skull Basher in the Alt-Tab Example Build.
08.06.2013
- Added  Clarity in the initial items.
 Clarity in the initial items.
- Added  Phase Boots.
 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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