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Join Date: Aug 2009
Location: Bydgoszcz, Poland
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This guide is dedicated to anyone wishing to play Slark. Due to the hero difficulty he is not recommended for total beginners. This is a community guide, which means that I will need your help to make this guide better ^^ Feel free to add sections and graphical additions - I will credit them if necessary. Information about Slark's skills and stats can be found Here(Click me). Additional mechanics details of his skills can be found Here(Click me). |
+ The best heal for free + Great counter against heroes relying on stats/raw damage + Ridiculous ganker, especially 1vs1 + Able to counter debuffs + Built-in counter-ward skill + Does not need regeneration - 2nd lowest HP in game - Item dependent late-game - Easily counter-picked and easily counterable |
Slark the Nightcrawler is a ganker, meaning that he gets cheap items and kills heroes so that carries meaning those the most item-dependent for fullfilling their role can farm in peace. He does that mostly mid-game. He can shift to be a carry-late game although that's not his natural role. He has all that a ganker needs - burst damage provided by Dark Pact, an escape mechanism and pin down skill - Pounce and a skill to hunt - Shadow Dance. What separates Slark from other gankers is the way he does it. He is a hit-and-run type of hero - he quickly runs in, eliminates an enemy or two and runs away, only to strike back again, hitting stronger. Imagine him on the basis of a cavalry knight. The only difference is that he's a parasite, meaning he gets stronger with each skirmish unless you kill him outright. His secondary role is to nullify the potential of tanks and carries in team battles. Essence shift, reduced stats, easier to kill and they deal less damage. Simple. To master Slark you need to master three things - Chasing, Escaping and Surviving. |
Slark is recommended against physical-based lineups, as well as lineups lacking in nuke spells. 2 or 3 carries relying on DPS to kill or/and tanks should make your day. The reason is because you can kill all heroes alike, but you're also nullifying the threat from enemy carries. It is best to take Slark as one of the last heroes of your team, as Slark can be easily counter-picked. Do NOT pick Slark against nuke and disable-heavy lineups. This is because your paper HP does not allow you such encounters. |


Looks might be deceving. This may look like a weak AoE tool but in fact its uses are much useful than they may seem initially. a) As a farming/pushing tool - Once it hits level 4 feel free to use it to push or to farm in both jungle and the lane. Be aware of enemies that might abuse the loss of HP and gank you though. Safest way to use it is to use it as far away from your enemies as possible when farming. b) As a ganking tool - Your early-mid damage isn't too shining so this helps you net a kill or two. c) As a defense tool - WHAT? Yes. After two seconds, you lose most of the most annoying debuffs in the game. The key is to predict when some of them will be cast on you 2 seconds later. Practice makes perfect. Here's a list of the debuffs: As you may notice, by your Dark Pact you may remove such annoying spells as Rhasta's Shackles, Venomancer's Poison Nova, Slithice's Ensnare, Rooftrellen's Overgrowth, Gondar's Track or even Dust of Appearance, Amplify damage(as of 6.66b) and Bane's Fiend's Grip. Most specifically, STUNS! ABUSE IT! I cannot stress this enough. Tip 1 - Use Dark pact right before Shadow Dance ends. The natural instinct of your enemy is to stun/disable Slark the moment he shows up again. Dark Pact triggers and the disables/stuns are off, allowing you to escape or continue your pursuit. Tip 2 - Use mindgames in pubs. An early Dark Pact can make you look the one dying while a moment later the tides might turn around. |


A combination of Pudge's hook and Mirana's leap. You use it for ganking and for escaping. This skill may be a bit difficult to beginners. Imagine being an animal and you have to jump directly on your foe. The leash area of effect is only 110 which means you must be accurate enough to be right at your foe(melee range) for the leash to attach. Be wary that the leash also applies to creeps. The most guaranteed way to leap is to leap on a target hero just after you striked them once or when they run away in a straight pattern. Running away is simple. Jump away from your enemies, preferably not into another enemy unless intended to keep him/her from not chasing you. Make use of the terrain. You can jump over cliffs and jump into places people won't go, allowing you to teleport back to base or shorten your way from one place to another. Or should I say, from foe to foe. Tip 1 - In a bit narrow areas or when with a teammate, feel free to use the Pounce time to get ahead of your enemy and block his route of escape. Tip 2 - Abuse this against low-hp heroes just wanting to leap/rofl out/go invisible/etc. In the case of invisible heroes, have a habit of using Dark Pact right before they go invisible. As Dark Pact works against invisible heroes, this might net you a kill in close situations. Tip 3 - Try to use Dark pact in combination with either Shadow Dance or Pounce. Try to predict when you'll be most likely stunned/disabled in 2 seconds. Tip 4 - Self-damage of Dark Pact is non-lethal. You CANNOT suicide. Mini-tip - At the start of the game, feel free to block creeps. If they come quicker due to their speed, jump over them. |


This might seem like a no-brainer, but there is the importance of priority. You should focus on Strength heroes first, dps/carry heroes second and nukers/spellcasters last. Convince your teammates to prioritize the reverse. Tip 1 - Slark's damage early-game is really deceiving. While you might deal 50sh damage, remember, that you take 1 strength from non-strength heroes and 2 strength from strength-based heroes. This gives you additional19/38 damage against them as early as level 2. Tip 2 - The length of Essence shift is 60 seconds for a reason. Use all of it. If you lack an enemy hero to gank nearby, unload the massive dps on some jungle creeps or towers. |


The skill has 2 sides, the active part and the passive part. You use the active part(invisibility) similarily to Pounce, meaning you can use it for both escaping and initiating. The smoke might seem like an overkill, but the truth is that the smoke as well as you moving like a swarm of parasites adds chaos to the battle. Abuse Dark Pact and Pounce during your ultimate, it's only 5.5 seconds! The passive part is much more interesting. Until level 6 you are more or less like a piece of garbage unable to do much in the lane. Once you hit level 6 though, you are able to sustain your life with more or less ease. To regain your life BUT to be in experience range of creeps(1000) you got two methods: A) Is to wait until night and make use of the fact that creeps have a vision of 800(1400 during day) so be between the 800-1000 range of creeps B) Or, much easier, is to hide between trees and juke spots. To gain the passive bonus you have to OUT of sight of your enemies. This means you don't have to be neccesarily outside their circular day/night range, but to be in the enemies's fog of war. This is very intuitive and might take practice to master but if you do, you're really likely to escape your pursuers, unless you run into an unexpected enemy. This skill is what makes him a hit-and-runner ganker and not a carry. NOTE: The passive bonus also wears off when seen by towers. NOTE 2: The passive bonus does not wear off near neutral creeps, only unless attacked by them. Abuse it during jungling. Tip 1: You should get to know how to juke if you want to remain out of vision. Juking means manouvering between trees and paths to be able to remain out of sight, confuse your enemy and escape. In Slark's case, this is vital, as a few seconds out of sight can get you back in the heat of battle and maybe even score a kill or two. Here is a map of juking paths made by Lycan. Feel free to use it as reference. A more extensive read on this and other DotA strategy tips can be found Here(By Lycan, click me!) Tip 2: Some targetted spells(mostly those that throw a projectile) can be avoided(or some of their effects), such as Hellfire Blast, Storm Bolt etc. if you activate your invisibility while it's thrown at you. In a team battle it may be difficult but in 1vs1 situations the projectile is usually slow enough to dodge in time. Have your fingers on the skill hotkeys at all time. Tip 3: When ganking and not focused, a good idea is to wait out until you lose some health. You gain approximately 12/18/24% max HP in 5.5 seconds just by this ultimate. Tip 4: If any enemy has sight of you, your passive gets removed. Use this to tell your teammates if there is an invisible hero or a ward of any kind nearby. Tip 5: There is a 0.7 second casting delay between removal and activation of the skill. Hide in a juking spot and you'll have a temporary charge upon your enemy, often giving you an element of surprise. Tip 6: You may use all sorts of items without revealing yourself. Most notably, this involves the teleportation scroll. Here is a picture by Lycan depicting the range of your skills. The Dark Pact AoE is 350. That's how far your damage goes after 2 seconds. Remember though that it's dealt in intervals. The fat line shows your Pounce range, while the small circle shows just how close you should be to your enemy upon landing for the 3.5 sec leash to attach. Click the real-size picture to see the real range. |
Level 1 - Pounce/Essence Shift Level 2 - Essence Shift/Pounce Level 3 - Dark Pact Level 4 - Dark Pact Level 5 - Dark Pact Level 6 - Shadow Dance Level 7 - Dark Pact Level 8 - Pounce Level 9 - Pounce Level 10 - Pounce Level 11 - Shadow Dance Level 12 - Essence Shift Level 13 - Essence Shift Level 14 - Essence Shift Level 15 - Stats Level 16 - Shadow Dance 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. |
Slark has two issues. He needs to pump up his offensive potential to start ganking as quickly as possible but he needs to boost his HP as quickly as possible not to die, as well. This item build also reflects and keeps to his hit-and-run playing style. This item build is meant to be as all-round and as for many uses as possible. This does not make this the item the best for YOUR specific game, but to make it as good as possible for an average, non-competitive game. |
Competetive games: You take the branches for a Good Game and a later Magic Stick, while the Shield protects you against early harassment and improves your lasthitting. The heals are necessary in non-public. Feel free to exchange the branch/heal with 1 or 2 clarities if necessary. Competitive games don't require heals as you would rather go with a babysitter with extra heals or a healing spell. The moment you use your heals(trust me, you WILL), get your hands on the Magic Wand and 1-2 Wraiths. Don't take any more Wraiths as you will have issues with your inventory space. The Magic Wand solves your mana problems while the Wraiths provide a cheap bonus. |
We choose these as Slark desperately needs attack speed and stats to do what he does best. Set them according to your needs. In a majority of cases, strength is the best option. |
Sange & Yasha or Diffusal Blade Pin-down items. These 2 items fit to the largest amount of situations. Both orbs are equally good for him. S&Y is known to be a pretty mediocre item but Essence Shift makes it actually worth it on him and make the maim almost reliable. Also, both Yasha and Sange increase his offensive and defensive potential at the same time. The Diffusal Blade on the other hand quickly burns the target's mana, often rendering your foe unable to use their escape skill.(e.g. Blink) S&Y follows the rule of "hit and run", while Diffusal Blade follows the rule of "kill before they kill you". The slow from Purge is comparable to that you gain via Maim, with the difference that Purge is instantaneous, removes buffs and is ranged BUT it is limited to a cooldown and charges, while S&Y lacks the above pro's but it's more reliable as a general slow. Bear in mind the lack of survivability on Diffusal Blade. Depends what you need, really. When to choose which, then? Diffusal Blade is suggested for competitive games where mana is key and the Purge could be helpful to your allies and as a counter versus summons. Additionally, you are more quickly fit for team battles do to your offensive potential. S&Y on the other hand works great as a whole rather than in parts, so it is suggested for pubs where you got more time to farm. |
Helm of the Dominator/Satanic and Eye of Skadi Skadi on the other hand is a luxurious alternative to S&Y so if you can farm it up, there is no orb superior to it. The minus here is the cost. Mjollnir and Desolator Glass Cannon Items. You gain no direct survivability whatsoever through them and only Mjollnir is situational due to Static shield's use - use if applicable(e.g. Axe in your team). Thus Desolator is the weakest option due to bad build-up and no survival boost. Verdict: Take a pin-down orb if you can rely on your team for your survival. Carry items are better when you can't rely on your team or when you got sufficient environment to farm uninterrupted for a period. Glass Cannon items are not recommended, but remain situational, should you encounter such a rare situation in which those items would be useful. Note: I am NOT REJECTING those orbs. I just picked the most all-round options suitable for the most occasions. Feel free to adjust your orb item to your needs if necessary. |
Armlet of Mordiggian Black King's Bar Hood/Pipe/Vanguard Manta Style Cranium Basher In non-competitive games, feel free to skip the above for luxuries if needed. |
Assault Cuirass, Butterfly and Orchid Malevolence Rejected Items Mask of Madness Heart of Tarrasque Vladimir's Offering Radiance |
You should lane with a babysitter or someone with a good lane presence, especially if you are starting. Solo in a lane only under if you are experienced enough and under your team's consent. Do your classic lasthitting/denying. Make sure to get as much farm as possible. When the lane is pushed away, get necessary items in the sideshop. If you're facing at least one melee hero, take advantage of harassing them - especially if they're strength heroes. If an ally is coming to gank, surprise your enemies by using a low dark pact. At a lower level the hp loss is hardly noticable so you may surprise your enemies with some nice damage. Instinctively, they will probably back up(to get less damage) which is your opportunity to Pounce. If they stay, they are dead. Try to be helpful to your teammate but avoid initiating first unless chasing. Slark is NOT a tower-diving hero, so abuse mindgames and try to net as many kills as possible away from the enemy tower. |
By mid-game you should gank > farm > push. Take advantage of ganks. Abuse your movement speed to be in experience range of any enemy hero killed(1000). The moment you get your S&Y or Diffusal Blade you should focus solely on ganking while pushing becomes your second priority, farming being the third priority. Your role in team battle is to either fish out one lone enemy and kill him OR nullify the tank/carry dps potential. The combo is to alternate between Pounce, Dark Pact and Shadow Dance. The order depends on what type of enemy you meet, but it's usually Pounce->Dark Pact->Shadow Dance. When on low health, do NOT escape to the fountain. Take around 10 seconds out of battle and join back, preferably netting a kill on a surprised enemy. |
Your late-game priority changes to pushing. You should initiate in as many team battles as possible, as reducing the tank/carry potential of the other team will become even more so time-requiring. Your dps starts to wane as carries will(or not, depending on how well you did) will have item-boosting stats that will render your essence shift much less effective than it was earlier. Hopefully, by this time you and your team members have more pushing power to win. If the tanks/carries of the other team overpowered you, this means you did your job wrong... or your ally fed them ;) |
Favourite allies Babysitters and strong lane control heroes Worst enemies Nukers, Burst damage and AoE heroes A lineup of these or a majority of these means constant death to you. They just won't allow you to approach them. They just kill you faster than you kill them and they often have the ability to surprise you or backstab you. Avoid if possible. Image heroes Sight, Truesight, Blademail and Mjollnir The more sight your enemy has of you, the less you can use your ultimate, as well as your passive. In case of wards, notify your teammates of a ward nearby. Blademail just kills you. Mjollnir is a unique counter since your HP might easily take some dps but not magic damage - your increasing attack speed also backfires when put together with the Static Charge on the enemy. Special mention: The first one makes your ultimate's passive not trigger more than half of the time while the second one(even though you can dispell his skills) will either land a stun or an amplify damage debuff on you. Wasting 150 health just to take it off is really bothersome.Strygwyr and Slardar |
Date: 05/02/2010 15:22 Patch version: 1.24 Map: DotA Allstars 6.66(Download map here - CLICK ME) Game mode: -cd Game length: 22:40 Sentinel: :admiral: Fear!SGATE, level 12 (Mid) :cw: Abby, level 7 (Jungle) :murloc: KuroKy!SGATE, level 13 (Bot) :omni: Miley!SGATE, level 10 (Top) :chen: Maldejambes, level 7 (Jungle) Scourge: :panda: dmZ^moods, level 9 (Mid) :ursa: Kev-^, level 10 (Jungle) :enchant: dmZ^Kebap-, level 6 (Jungle) :weaver: dignitas.DeMeNt, level 11 (Bot) :treant: dmZ^YaMuNa, level 9 (Top) Here is a 1.24/6.66 replay of Kuroky playing Slark in Captain's Draft. While Scourge massively outpicked Sentinels by the first 4 picks, the choice of Slark was the best counter-pick they could get. Soloing bottom against Nerubian Weaver and having Chen and Enchantress messing in, Kuroky brilliantly exploited early-game. Kuro predicting was excellent, especially when using Dark Pact and controlled his HP flawlessly, ending up in 9/0 kill score, thus making Scourge forfeit in the 22 minute(!). Good Enchantress from Scourge, while Chen and Omniknight highly contributed to the team and Kuroky's score. A must watch. Download HERE(Click me) |
This guide is meant to be a refreshment and a summary of the above. |
To Lycan for the tips and the ever-useful discussions ... and the pics :P ^^ The forum for improving the guide Some random strangers from Garena helping me check some mechanics details |

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#2 |
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Join Date: Aug 2009
Location: France
Posts: 684
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Mjollnir gives a shitload of attackspeed, the static charge is useful not only for you but for your team : think about Axe blinking in and calling with Static Charge on him. Awesome amount of damage dealt in a few seconds, especially since Helixes lose a lot of power late-game due to being physical damage.
S&Y isn't good imo, although it's better on Slark than on most heroes. Strentgh is useful indeed, but Power Treads and a few Wraiths/Bracers can do it too, maim is useless (3.5 seconds of pseudo-ensnare with Pounce and 5.5 (4.8 actually due to the delay) more where you run at an absurd speed), and the attackspeed is much lower than the one of Mjollnir or other items. If you want moar movespeed (why would you? I don't know), get a single Yasha that you can later turn into a Manta (images can be terribly powerful with all the stolen stats, although they would die easily to aoe nukes unless you have a Heart) I don't think you tried the Mjollnir build actually, S&Y is an item that looks good for many heroes on paper but is outshined by others when actually playing. Its only real advantage is that it comes with cheap parts (which is why I used to get it on Strygwyr for instance, but that was in 6.59 before Quelling Blade and such), hence it can be considered as an alternative if you're getting owned and can't afford to save those 1610 gold for a Hammer. (or if you're bad at farming, or drunk or whatever^^) Overall seems like good guide, or well, a good beginning. Needs more explanations on the use of Dark Pact and Pounce imo, but it's in draft so it's obviously not finished^^ |
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#4 |
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Join Date: Nov 2009
Location: lexington MA
Posts: 374
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I disagree with the S&Y core unless you are in a pub game. Armlet is much better on him, as it grants much more survivability than s&y. Also, the maim percent chance on S&Y is only 15%, meaning that main will be far from permanent.
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#5 |
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Join Date: Jun 2009
Posts: 253
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Why level dark pact past level 1? You complain about his squishyness then you use a nuke that hurts himself.
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#6 | |||
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Join Date: Aug 2009
Location: Bydgoszcz, Poland
Posts: 1,113
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The problem with Mjollnir is that you can't rush it as everyone wants a piece of you. You need your strength up and quickly. Treads is there. PMS is there. Wand is there. Do you think that PMS + Wand is worse than 3 wraiths/bracers? The difference lies in practicality - all you need from the first one is the wand and the wand recipe - the rest you can get from a side shop. If all you want from Mjollnir is the attack speed, then better to use that hyperstone(that is, if you can farm it up) for a later assault cuirass. A much better investment. As I said, Mjollnir grants NO survivability. You want more movement speed to abuse your sight and get away quickly and then get back quickly to battle. This fits his hit-and-run battle style. Quote:
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![]() Maybe I overdid this statement. But the truth is that with the agility(and thus, attack speed) you are given by essence shift which often surpasses even that of a full Agility Morphling's, making it RELIABLE as a slow. Feel free to comment further ![]() I'm still wondering whether a Armlet+BKB+Diffusal+Manta works better than S&Y+Armlet OR BKB+Heart or not. I need some extensive options on that before I am swayed.
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#8 | |
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Location: Bydgoszcz, Poland
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I'd rather appreciate some constructive criticism that could be useful for making the guide better rather than looking out for epic language flaws :P
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| Last edited by IAmTheSpoon; 01-27-2010 at 07:41 PM. | ||
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Strategy: SnY In general this is sucks like hell, everyone knows this. But lets take a more indepth look about it. It has cheap parts which is good for a hero that has serious issues for farming. Getting a manta would give you near none surviveability since just movement speed doesn't help you survive also and ulti orb is rather hard to farm for a hero like slark. They idea about slark is as long as he can hit his enemy he'll kill it. To do so you need 2 things the ability to stay alive which is granted by Sange's Str as well as the ability to keep up which is granted by a rather unreliable Maim from sange and the movementspeed increase from Yasha. But keep in mind that with each hit he also gains more attackspeed and damage up to a level where maim lasts longer than the time that it would trigger. So you might say nub why don't you grab a basher. Basher has a rather poor build-up and it doesn't grant survivability. SnY does both most of the time. I still hate the entire concept of SnY to be honest but it just fits Him. So what about EoS? It's the most awsome item sure... but very poor buildup. With a hero with farming issues hmmm... wel lyou'll get my point. If slark hits a enemy 6 times he already gained 24 agi this is like a free eaglehorn worth 3300. It's not that hard to attain the amount of agi stolen to continue with permaMaiMing your enemy. The key is permaMaiming. But Lets say you're team is facing a Warlock/Omni etc. Yes Diffusal is also a great core item For Slark.
so to permamaim you need 98 added AS. You start with 21 from baseagi so add 77 moar for permamaim 31=granted from SnY Quote:
Add on MoM you get the MS to chase up, and Lifesteal but where's the slow/Bash to keep keeping up? Quote:
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Format: Stout/Wand/Powertreads at the right or left not in the middle it distracts and annoys Typo: The moment you use your of your heals(trust me, you WILL), get your hands on Poor Man's shield and the Magic Wand General Add colours and shit. Purge is great for killing a lone hero and countering enemies, but manaburn is a bad orb for slark. Maim is rather good for him imho. Numbers from Permamaiming need confirmation ~Lycan
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| Last edited by Lycan; 01-27-2010 at 08:40 PM. | ||||||||
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#10 |
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Join Date: Jun 2009
Posts: 1,208
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I think you got the diffusal/SnY discussion totally backwards - Diffu is reliable, maim is far from reliable.
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#11 |
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SnY is core whereas Basher is rejected? I still don't really understand your logic.:\
Anyway, ideas: -Blink/Force Staff (Pounce positioning) -Blademail (A good choice for mindgames against aoe bastards. It's fun to see how people throw spells into the cloud and have them reflected) Esp nice when combined with mom. That's it for now. |
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| Last edited by iKrivetko; 01-27-2010 at 09:33 PM. | |
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#12 |
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Join Date: Dec 2009
Location: DotA2Beta
Posts: 1,578
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"Magic Wand solves most of your man problems."
GREAT! time to market it to the old couples.
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#13 | |||
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Join Date: Aug 2009
Location: Bydgoszcz, Poland
Posts: 1,113
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But the big question which ironically solves the issue of S&Y vs Diffusal is this: Can he take the Armlet Degen early on? I believe his low strength doesn't support it by then, making S&Y a better strength boost candidate. If yes, then I believe that Armlet -> Diffusal(due to the fact that it needs some HP to be used safely) ->(BKB optional) -> Manta Style would've been a better option. I am really reluctant to use Vanguard->Armlet->Diffusal->BKB->Manta Style because lots of space and money is wasted to neglect the armlet's degen. I'd much rather be for a Linken's Sphere(thus, the Wand would've been ignored) he would make more use of. I need more opinions on this. Quote:
Blink/Force Staff - See, that's where SnY comes to action as well. It allows you to easily position pounce thanks to the ms and a possible maim. Otherwise he does not need those items due to his survivability issues. Period. A blademail would've been a good idea if his main issue was physical damage. In fact, he's one of the best anti-dpsers. As for spells, he has BKB. It's not a bad item, but he simply can't support the HP before getting eaten by AoE. I really need to elaborate on his Hit-and-run style. Quote:
Sorry, It's still in progress >.> Keep on fixing my epic typos xD From what I see from your avatar you don't seem to be having any man problems :P
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| Last edited by IAmTheSpoon; 01-28-2010 at 08:17 AM. | ||||
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#14 |
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Join Date: Aug 2009
Location: Bydgoszcz, Poland
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Added some basic usage of skills. Comment on it.
Also, tell me what do you think of Linken's Sphere. I might consider taking an early Armlet(and thus, also Diffusal+Manta) if (instead of wand) a perservance would be taken for a later Linken's. He needs something before armlet to decrease the effects of the degen of the armlet and that item cannot be vanguard.
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#15 |
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Posts: 2,247
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In 6.66b the bug of NOT leeching stats from morphed heroes is fixed.So now you can leech TB,DK,Lycan.
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#16 | |
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Join Date: Aug 2009
Location: Bydgoszcz, Poland
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Can you rate on the item builds I posted a post ago though? I'm in a real dilemma right now :P
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#17 |
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6.66b isn't used on ladder yet.So,if want to play ladder,you still can't leech TB/DK/Lycan.
What people must understand is that everything is situational for Slark. If you are ganking Lion,Lina,Tinker,heroes with strong nukes,the best item would be Armlet. If you're ganking Mortred,Terrorblade,hard carries that relies on DPS,then MoM is a good option,because it is cost-effective and it grants MS. If enemy can be debuffed with Purge,Diffusal is a better option than SnY.Or,if enemy has a lot of disables,it is better getting diffusal because it is cheaper than SnY and you'll need BKB. If you have Axe on your team,then Mjollnir is a good choice of luxury. Even Essence Shift can be maxed before Pounce.If your team relies much on team battles and enemies don't have a lot of AoE,then it would be better getting more levels of ES,as it will be easy to land a Pounce and you'll need to leech stats. |
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| Last edited by Lanther; 01-28-2010 at 03:21 PM. | |
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#18 | |
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Join Date: Aug 2009
Location: Bydgoszcz, Poland
Posts: 1,113
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You take enough agility from those dps carries to be efficient - a MoM is not required. Who cares if you can Purge your enemy if you can't get away and walk back in, something Slark relies upon(!) because of his ultimate. It takes time for people to realize how much they should abuse the ultimate to survive and gank. I'll add that bit about Mjollnir, thanks. I think I'll make a split guide or a mini-guide for competetive games for the increased Essence Shift, Wraiths, BKB and stuff like that. I decided I'll stick with S&Y. Diffusal is good but S&Y is just better in terms of improving your offensive and defensive potential simultaneously, while the Diffusal grants no survivability. Only armlet fits to fill for the defense, but relying upon it early-on for survival is suicide because of the low base health. Anyone has hold of Blaow's Juking map or any other full map with shown juking spots? Thanks.
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| Last edited by IAmTheSpoon; 01-28-2010 at 06:00 PM. | ||
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#19 |
Forum Staff
Join Date: Jun 2009
Location: Serbia
Posts: 4,101
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Html Color Codes
Pick the color code you wish, and change your color to something like this for example. |
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#20 | |||
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Okay, I'm no pro on item/skill builds so I'm not going into that; I find you explained your skill build pretty well, it's similar to the skill build I would instinctively go for. Item build is disputable, but then again everyone has their own personal preferences. Maybe it's an idea for the (far) future to add replays in which there are Slarks with different orbs (judging on what other people have commented so far, apparently more core orbs than SnY are viable)
As to the general layout of the guide.. I don't have to explain to you that I like that it's purple. Anyway, for some clarification and preventing it becoming tl;dr material (not implying it is, to me it isn't, but I could understand that some people may think it is) maybe a layout like this would work, adding a lighter hue and bolding really important points. Quote:
I've seen people coloring the spells in the skillbuild differently, that's also pretty easy on the eyes and gives a quicker overview of what to get when. In the item section, I would bold the item names (I know you got the pictures there, but it just emphasizes that you are talking about the specific use of a certain item). Also I prefer Quote:
Quote:
Adding screenshots is always a plus, I realize this is a draft but just saying .I'd like to see a "how to counter(pick)" Slark, I know it's generally obvious nukers/disablers but still, I get owned by that dude so badly it's not funny anymore ![]() edit: now it's quotable (so stealable) |
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| Last edited by Razorya; 01-29-2010 at 12:46 PM. | ||||