
Slark the Nightcrawler
I wanted to make this guide because I don't see many people with my skill build, but it is one I have found to be extremely effective. I have around a 65% win rate with this build on Dota-League from close to 50 games now with NC, and while this is not obviously the best judge of quality, I think it is one which shows a certain factor of success.
-Good escape
-(Virtually) immune to dust
-Powerful ultimate
-No HP
-Essense becomes less effective late
-Poor in team battles - can really only focus on one hero
2. Pounce
3. Essense
4. Pounce
5. Essense
6. Ult
7. Essense/Pounce
8. Essense/Pounce
9. Essense/Pounce
10-18. Stats
19-25. Ult/Pact
Pact can be skilled earlier, whenever you see them with dust.
Essense is far more beneficial. You gain damage/armour/APSD and drain HP/armour/damage/mana of your opponent. Early game, gaining an extra 4 damage and attack speed each attack is a phenomenal boost, not to mention the debuffs to your opponent. This is, in my opinion, a far more reliable weapon in lane.
So, why not pact? The delay factor is important - it makes it potentially avoidable. And the HP drain is just a terrifying prospect for a hero which comes with no HP anyway.
Why the extra levels of essense? While it may not provide any further stat steal, the prolonged increase in damange gives you further benefits in helping you farm, as well as making you a scary opponent to face in mid game team fights.
Why no further levels of Ult? The bonuses for this just doesn't scale up currently. Stats are far more important than moving slightly faster while your ult is up/you are out of sight.








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Yasha is rushed afterwards for the movement speed bonus. After that, everything is geared towards survivability. Damage isn't a huge issue - the longer you survive in a team battle, the more damage you gain. Manta is an extension to the core because your images gain your agi bonus, making them that much more effective
This guide will be updated with strategies and I will upload some replays in the next few days (or weeks, pending on work...). However, comments and constructive criticism are welcomed.
Why Play Slark?I guess this question comes down to me telling you why I play Slark. I find Slark a fun hero to play. He can dominate an entire lane, and has massive ganking potential early game. He is an out and out aggresive hero and really is one to keep fighting until the death. You are not a true carry in the sense that you can outfarm their team, but you can destroy a lane so early that you give them no farm either.
I wanted to make this guide because I don't see many people with my skill build, but it is one I have found to be extremely effective. I have around a 65% win rate with this build on Dota-League from close to 50 games now with NC, and while this is not obviously the best judge of quality, I think it is one which shows a certain factor of success.
Pros-Essense is OP early-early mid game
-Good escape
-(Virtually) immune to dust
-Powerful ultimate
Cons-Worst stat growth in whole game
-No HP
-Essense becomes less effective late
-Poor in team battles - can really only focus on one hero
Skill Build1. Essense
2. Pounce
3. Essense
4. Pounce
5. Essense
6. Ult
7. Essense/Pounce
8. Essense/Pounce
9. Essense/Pounce
10-18. Stats
19-25. Ult/Pact
Pact can be skilled earlier, whenever you see them with dust.
Theory behind buildNow, a lot of people will ask why you don't skill your AOE nuke early. My view is that its due to its low, delayed, damage, and also that it drains your HP, which you need to be aggresive in lane.
Essense is far more beneficial. You gain damage/armour/APSD and drain HP/armour/damage/mana of your opponent. Early game, gaining an extra 4 damage and attack speed each attack is a phenomenal boost, not to mention the debuffs to your opponent. This is, in my opinion, a far more reliable weapon in lane.
So, why not pact? The delay factor is important - it makes it potentially avoidable. And the HP drain is just a terrifying prospect for a hero which comes with no HP anyway.
Why the extra levels of essense? While it may not provide any further stat steal, the prolonged increase in damange gives you further benefits in helping you farm, as well as making you a scary opponent to face in mid game team fights.
Why no further levels of Ult? The bonuses for this just doesn't scale up currently. Stats are far more important than moving slightly faster while your ult is up/you are out of sight.
Starting Items
Core Items
Core Extension
Luxury
Theory behind itemsStout and some stats help with survivability in lane, which you will need with an aggressive strategy. You will need to last hit well initially without the help of Quelling. However, stat steal will aid this later. Upgrade to PMS asap, and the next focus will be boots, to help you chase better.
Yasha is rushed afterwards for the movement speed bonus. After that, everything is geared towards survivability. Damage isn't a huge issue - the longer you survive in a team battle, the more damage you gain. Manta is an extension to the core because your images gain your agi bonus, making them that much more effective
This guide will be updated with strategies and I will upload some replays in the next few days (or weeks, pending on work...). However, comments and constructive criticism are welcomed.
Author: Intervention
Map Vers.: 6.66b
Now you see me, soon you won't
Aggression pays off...
Last Comment:05/02/2010
Total Votes: 0
Current Rating: 0.00
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