
Ɫ192ƃɯo|ʞɹɐlS ɹW
by omg5617
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by omg5617
CONTENT
1.Hero Detail
2.Hero Gamestyle
3.Usage of:
-Dark Pact
-Pounce
-Essence Shift
-Shadow Dance
4.Skill Build
5.Item Build
6.Strategy
7.Credits
2.Hero Gamestyle
3.Usage of:
-Dark Pact
-Pounce
-Essence Shift
-Shadow Dance
4.Skill Build
5.Item Build
6.Strategy
7.Credits
HERO DETAILS
Slark, Murloc Nightcrawler
Slark, Murloc Nightcrawler
Background Story
Stats
Skills
In the deepest, blackest pits of the ocean a fearsome and terrifying creature lurks. Bending the shadows to his will, few have seen his true form and none have lived to speak of it. For the shadows are his sanctuary, a place of empowerment and revitalisation. Bathed in this inpenetrable darkness he strikes unseen, every attack making him swifter and more powerful whilst weakening his enemy. An unbreakable leash awaits all who try to escape, leaving them at mercy of this horrifying phantom. By sacrificing a fraction of his soul, his pact with darkness allows him break even the most powerful bonds and curses. With echoes of the Great War reaching every corner of the earth, this creature, known only as Slark, has emerged from the depths to search for an ancient relic...
Stats
Strength
21 + 1.8
Agility
15 + 1.8
Intelligence
16 + 1.5
Advance Statistics
Affiliation: Scourge
Attack Animation: 0.5 / 0.3
Damage: 48-56
Casting Animation: 0.001 / 0.51
Armor: 1.1
Base Attack Time: 1.7
Movespeed: 305
Missile Speed: Instant
Attack Range: 128(melee)
Sight Range: 1800/1800
21 + 1.8
Agility
15 + 1.8
Intelligence
16 + 1.5
Advance Statistics
Affiliation: Scourge
Attack Animation: 0.5 / 0.3
Damage: 48-56
Casting Animation: 0.001 / 0.51
Armor: 1.1
Base Attack Time: 1.7
Movespeed: 305
Missile Speed: Instant
Attack Range: 128(melee)
Sight Range: 1800/1800
Skills
Dark Pact

Pounce

Essence Shift

Shadow Dance


Ability Type: Active
Targeting Type: Instant
Ability Hotkey: C
Slark calls upon deities of the swamps to seal a dark pact. Sacrificing some of his lifeblood, Slark is redeemed of all negative effects. After 1.5 seconds, a dark wave of destruction emits from the Nightcrawler, dealing damage to all nearby enemies.
Effect:
Level-1 Seconds (delay) / 0.5 seconds (pulses)Enemies75 total damage, removes buffs.
Level-2 Seconds (delay) / 0.5 seconds (pulses)Enemies150 total damage, removes buffs.
Level-3 Seconds (delay) / 0.5 seconds (pulses)Enemies225 total damage, removes buffs.
Level-4 Seconds (delay) / 0.5 seconds (pulses)Enemies300 total damage, removes buffs.
Manacost:120
Cooldown:55s/50s/45s/40s
Casting range:N/A
Area of effect:325
Duration:Shows above.
Allowed target:Enemies
Notes
• 1.5 seconds after cast, a series of 10 pulses separated by 0.1 seconds deals 75/150/225/300 total magic damage to enemies within 350 AoE, and half that damage to Murloc Nightcrawler.
• Each pulse also removes buffs from Slark.
• Slark cannot kill himself with this skill.
• If Slark dies, the pulses stop.
Targeting Type: Instant
Ability Hotkey: C
Slark calls upon deities of the swamps to seal a dark pact. Sacrificing some of his lifeblood, Slark is redeemed of all negative effects. After 1.5 seconds, a dark wave of destruction emits from the Nightcrawler, dealing damage to all nearby enemies.
Effect:
Level-1 Seconds (delay) / 0.5 seconds (pulses)Enemies75 total damage, removes buffs.
Level-2 Seconds (delay) / 0.5 seconds (pulses)Enemies150 total damage, removes buffs.
Level-3 Seconds (delay) / 0.5 seconds (pulses)Enemies225 total damage, removes buffs.
Level-4 Seconds (delay) / 0.5 seconds (pulses)Enemies300 total damage, removes buffs.
Manacost:120
Cooldown:55s/50s/45s/40s
Casting range:N/A
Area of effect:325
Duration:Shows above.
Allowed target:Enemies
Notes
• 1.5 seconds after cast, a series of 10 pulses separated by 0.1 seconds deals 75/150/225/300 total magic damage to enemies within 350 AoE, and half that damage to Murloc Nightcrawler.
• Each pulse also removes buffs from Slark.
• Slark cannot kill himself with this skill.
• If Slark dies, the pulses stop.
Pounce

Ability Type: Active
Targeting Type: Instant
Ability Hotkey: E
Surges directly forward and latches on to the first hero he hits, binding it with chains of darkness. The enemy is unable to move more than 325 distance away from the point of impact for 3.5 seconds.
Effect:
Level-1 Enemy heroes40 damage, enemy leashed.
Level-2 Enemy heroes80 damage, enemy leashed.
Level-3 Enemy heroes120 damage, enemy leashed.
Level-4 Enemy heroes160 damage, enemy leashed.
Manacost:75
Cooldown:12s
Casting range:400/500/600/700
Area of effect:325(leash range)
Duration:3.5s
Allowed target:Enemies
Notes
• On cast, Slark leaps forward at a speed of 700.77, stopping when he latches onto an enemy unit in 95 AoE, or has traveled 400/500/600/700 distance.
• When an enemy hero is leashed, it takes 40/80/120/160 magic damage, and is unable to move more than 325 distance away from Slark's landing spot for 3.5 seconds (moving more than 100 distance away in less than 0.03 seconds will break the leash).
• Magic immune units cannot be leashed.
• Trees are destroyed in a 200x200 rectangle around Slark's landing area.
• Blinking or teleporting away will break the leash.
Targeting Type: Instant
Ability Hotkey: E
Surges directly forward and latches on to the first hero he hits, binding it with chains of darkness. The enemy is unable to move more than 325 distance away from the point of impact for 3.5 seconds.
Effect:
Level-1 Enemy heroes40 damage, enemy leashed.
Level-2 Enemy heroes80 damage, enemy leashed.
Level-3 Enemy heroes120 damage, enemy leashed.
Level-4 Enemy heroes160 damage, enemy leashed.
Manacost:75
Cooldown:12s
Casting range:400/500/600/700
Area of effect:325(leash range)
Duration:3.5s
Allowed target:Enemies
Notes
• On cast, Slark leaps forward at a speed of 700.77, stopping when he latches onto an enemy unit in 95 AoE, or has traveled 400/500/600/700 distance.
• When an enemy hero is leashed, it takes 40/80/120/160 magic damage, and is unable to move more than 325 distance away from Slark's landing spot for 3.5 seconds (moving more than 100 distance away in less than 0.03 seconds will break the leash).
• Magic immune units cannot be leashed.
• Trees are destroyed in a 200x200 rectangle around Slark's landing area.
• Blinking or teleporting away will break the leash.
Essence Shift

Ability Type: Passive
Targeting Type: N/A
Ability Hotkey: N
Reciting ancient Nightcrawler incantations, Slark enchants his blade to steal the power and courage from his enemies. Every time Slark hits an enemy hero, he steals 1 point from all attributes of that enemy hero while Slark gains 3 points of Agility.
Effect:
Level-1 Steal 1 of each enemy's attribute for 15s.
Level-2 Steal 1 of each enemy's attribute for 30s.
Level-3 Steal 1 of each enemy's attribute for 60s.
Level-4 Steal 1 of each enemy's attribute for 120s.
Manacost:N/A
Cooldown:0.4s/0.35s/0.3s/0.25s
Casting range:N/A
Area of effect:N/A
Duration:15s/30s/60s/120s
Allowed target:Enemies
Notes
• Each time Slark attacks an enemy hero, 1 point of each of that hero's attributes are stolen, granting Murloc Nightcrawler the sum of the stolen attributes as Agility.
• Attributes cannot be dropped below 1 by Essence Shift.
• When either Slark or the affected unit dies, its stats are returned to normal.
Targeting Type: N/A
Ability Hotkey: N
Reciting ancient Nightcrawler incantations, Slark enchants his blade to steal the power and courage from his enemies. Every time Slark hits an enemy hero, he steals 1 point from all attributes of that enemy hero while Slark gains 3 points of Agility.
Effect:
Level-1 Steal 1 of each enemy's attribute for 15s.
Level-2 Steal 1 of each enemy's attribute for 30s.
Level-3 Steal 1 of each enemy's attribute for 60s.
Level-4 Steal 1 of each enemy's attribute for 120s.
Manacost:N/A
Cooldown:0.4s/0.35s/0.3s/0.25s
Casting range:N/A
Area of effect:N/A
Duration:15s/30s/60s/120s
Allowed target:Enemies
Notes
• Each time Slark attacks an enemy hero, 1 point of each of that hero's attributes are stolen, granting Murloc Nightcrawler the sum of the stolen attributes as Agility.
• Attributes cannot be dropped below 1 by Essence Shift.
• When either Slark or the affected unit dies, its stats are returned to normal.
Shadow Dance
Ability Type: Active
Targeting Type: Instant
Ability Hotkey: D
Covers himself with a dark smoke, he becomes invisible and does not reveal himself while attacking or casting spells for 5.5 seconds. Passively increases Nightcrawler's movement speed and regeneration when he is out of sight of hostile units. Has a 0.7 delay when activated or deactivated.
Effect
Level-1 Invisibility on cast, +30% movement speed and +2% HP regeneration when not visible
Level-2 Invisibility on cast, +35% movement speed and +3% HP regeneration when not visible
Level-3 Invisibility on cast, +40% movement speed and +4% HP regeneration when not visible
Manacost:120
Cooldown:25s
Casting range:N/A
Area of effect:N/A
Duration:5.5s
Allowed target:N/A
Notes
• When cast, the Slark becomes invisible for 5.5 seconds, this invisibility is not broken by casting abilities, using items, or attacking.
• While invisible from this ability's active effect, a visible cloud effect is shown at Slark's position.
• Shadow Dance passively grants +30%/+35%/+40% movement speed and +2%/+3%/+4% HP regeneration when Slark is not visible to the enemy (has a 0.7 second delay on activation and deactivation).
• If Slark is damaged by a neutral unit, the passive effect is removed for 2 seconds.
• Passive effect does not work if Slark is affected by Doom.
Targeting Type: Instant
Ability Hotkey: D
Covers himself with a dark smoke, he becomes invisible and does not reveal himself while attacking or casting spells for 5.5 seconds. Passively increases Nightcrawler's movement speed and regeneration when he is out of sight of hostile units. Has a 0.7 delay when activated or deactivated.
Effect
Level-1 Invisibility on cast, +30% movement speed and +2% HP regeneration when not visible
Level-2 Invisibility on cast, +35% movement speed and +3% HP regeneration when not visible
Level-3 Invisibility on cast, +40% movement speed and +4% HP regeneration when not visible
Manacost:120
Cooldown:25s
Casting range:N/A
Area of effect:N/A
Duration:5.5s
Allowed target:N/A
Notes
• When cast, the Slark becomes invisible for 5.5 seconds, this invisibility is not broken by casting abilities, using items, or attacking.
• While invisible from this ability's active effect, a visible cloud effect is shown at Slark's position.
• Shadow Dance passively grants +30%/+35%/+40% movement speed and +2%/+3%/+4% HP regeneration when Slark is not visible to the enemy (has a 0.7 second delay on activation and deactivation).
• If Slark is damaged by a neutral unit, the passive effect is removed for 2 seconds.
• Passive effect does not work if Slark is affected by Doom.
HERO GAMEPLAY
Slark:
good at:+
+Better ganking at level 6 on.
+Nice attack animation for last hitting.
+Vision in night is as good as in day, giving you an advantage against other heroes in night time.Like Balanar.
+Can remove dust from himself.
+Can fight all kinds of heroes.
+Ultimate serves as a counter-warding ability.
+Slark is a good roamer from level 6 on, not losing much time while changing lane to gank, detection of your detection, and a heal even better than Heart of Tarrasque.
+Low cooldown skills.
+Able to counter debuffs.
+Does not need regeneration.
bad at:-
-Slightly below average STR gain and low starting armor.
-No real disable, only a semi enshare.
-Mana intensive early game.
-If not dust, wards and gems counter you too hard.
-You possess the only invisibility that gives you off.
-Item dependent late-game.
-Easily counter-picked and easily counterable.
good at:++Better ganking at level 6 on.
+Nice attack animation for last hitting.
+Vision in night is as good as in day, giving you an advantage against other heroes in night time.Like Balanar.
+Can remove dust from himself.
+Can fight all kinds of heroes.
+Ultimate serves as a counter-warding ability.
+Slark is a good roamer from level 6 on, not losing much time while changing lane to gank, detection of your detection, and a heal even better than Heart of Tarrasque.
+Low cooldown skills.
+Able to counter debuffs.
+Does not need regeneration.
bad at:--Slightly below average STR gain and low starting armor.
-No real disable, only a semi enshare.
-Mana intensive early game.
-If not dust, wards and gems counter you too hard.
-You possess the only invisibility that gives you off.
-Item dependent late-game.
-Easily counter-picked and easily counterable.
USAGE OF:
Dark Pact

Pounce

Essence Shift

Shadow Dance


-Death Pact may look like a weak AoE tool but in fact it's uses are much useful than they may seem initially.
-As a farming or 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.
-As a ganking tool. Your early-mid damage isn't too shining so this helps you net a kill or two.
-As a defense tool. 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.
-By using 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 and Bane's Fiend's Grip.
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.
-As a farming or 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.
-As a ganking tool. Your early-mid damage isn't too shining so this helps you net a kill or two.
-As a defense tool. 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.
-By using 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 and Bane's Fiend's Grip.
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.
Pounce

-Use pounce 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.
-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.
Essence Shift

-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.
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.
Shadow Dance
-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.
-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.
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.
-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.
-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.
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.
SKILL BUILD
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.
Quote:
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 Level17-25 Stats |
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.
ITEM BUILD
Quote:
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. So: |
Early game
Competetive games:


Non-competitive 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, 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.
Competetive games:


Non-competitive 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, 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.
Boots Choice

The next Item you're going to get are the Power Treads, all pieces of which can be bought in the side shop.
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.

The next Item you're going to get are the Power Treads, all pieces of which can be bought in the side shop.
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.
Core item and orb


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.


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.
Other orb



Helm of the Dominator/Satanic and Eye of Skadi
-Carry items. HotD and Satanic is especially effective versus hard carries. Feel free to use Dominate of HotD for more ganking options. The minus of HotD/Satanic lies in the mediocrity of HotD in midlate game until you get Satanic, making you resolve to other items and your allies for your all-round potential in that time.
-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.



Helm of the Dominator/Satanic and Eye of Skadi
-Carry items. HotD and Satanic is especially effective versus hard carries. Feel free to use Dominate of HotD for more ganking options. The minus of HotD/Satanic lies in the mediocrity of HotD in midlate game until you get Satanic, making you resolve to other items and your allies for your all-round potential in that time.
-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.
Follow-ups

Armlet of Mordiggian
-If you feel you need extra protection against physical or/and burst damage, get this. This item is not rushed as your low HP doesn't support the degen by then yet. It's just too risky.

Black King's Bar
-A must in any game where nukes/disables are dominant. It allows you to continue attacking - something you do. The Hp/damage bonus is also really nice.



Hood/Pipe/Vanguard
-These three items are highly recommended to take in situations in which you don't have the proper healing/protective support from your allies. Just one of them will suffice, depending on the enemy lineup - you want to take the Hood against magic-damage based lineups, while Vanguard against physical-damage based lineups. A pipe is a late-game luxury and a fancy addition versus AoE lineups.

Manta Style
-For burst-damage and pushing line-ups. An Armlet is recommended for a boosted effect, as the strength passes to images. The stolen agility passes to images but they don't steal stats by themselves. As its cooldown is 50 seconds, use it in battle first time for burst damage and after 50 seconds use it for the "charged" images.

Cranium Basher
-While it is unwise to get this item without a proper HP and attack speed boost, the item finds its use should you require another disable midlate-game.
-In non-competitive games, feel free to skip the above for luxuries if needed.

Armlet of Mordiggian
-If you feel you need extra protection against physical or/and burst damage, get this. This item is not rushed as your low HP doesn't support the degen by then yet. It's just too risky.

Black King's Bar
-A must in any game where nukes/disables are dominant. It allows you to continue attacking - something you do. The Hp/damage bonus is also really nice.



Hood/Pipe/Vanguard
-These three items are highly recommended to take in situations in which you don't have the proper healing/protective support from your allies. Just one of them will suffice, depending on the enemy lineup - you want to take the Hood against magic-damage based lineups, while Vanguard against physical-damage based lineups. A pipe is a late-game luxury and a fancy addition versus AoE lineups.

Manta Style
-For burst-damage and pushing line-ups. An Armlet is recommended for a boosted effect, as the strength passes to images. The stolen agility passes to images but they don't steal stats by themselves. As its cooldown is 50 seconds, use it in battle first time for burst damage and after 50 seconds use it for the "charged" images.

Cranium Basher
-While it is unwise to get this item without a proper HP and attack speed boost, the item finds its use should you require another disable midlate-game.
-In non-competitive games, feel free to skip the above for luxuries if needed.
Luxuries



Assault Cuirass, Butterfly and Orchid Malevolence
-After Buriza, Assault Cuirass provides you great EHP, attack speed and a nice desolator-like effect. Being a late-game item, being a siege machine is useful. Butterfly serves as an overkill vs DPS carries option. Orchid Malevolence is your ultimate ganking/burst-damage option. It's up to you.



Assault Cuirass, Butterfly and Orchid Malevolence
-After Buriza, Assault Cuirass provides you great EHP, attack speed and a nice desolator-like effect. Being a late-game item, being a siege machine is useful. Butterfly serves as an overkill vs DPS carries option. Orchid Malevolence is your ultimate ganking/burst-damage option. It's up to you.
Rejected Items

Mask of Madness
-The only orb I highly discourage, the 30% increased damage against you and the mediocrity of other gains make this item a no-no. You got the second smallest strength out of all heroes and even a few seconds of berserk in a team fight could be perilous for you and using MoM without Berserk is a pure waste of money. In short - you're too paper to use this. Some people might advise Dark Pact's removal of debuffs/stuns/disables is enough to consider MoM. Even if you're lucky to negate a certain portion of a disable, you won't escape massive nukes. Additionally, the self-damage of Dark Pact is amplified.

Heart of Tarrasque
-It's not worth the effort(3200 is a bit hard to farm) and the 8 seconds delay makes the additional regen not too useful. Your ultimate is enough for regen while other items can be served for HP which are cheaper and better in building up.

Vladimir's Offering
-Best served on a teammate. You don't have the time nor the money nor the item space(!) to invest in something that can be replaced by something more useful. You don't need lifesteal to survive, all you need is to be able to get away enough to get the proper regeneration. Use your skills, not your muscles, broadly speaking.

Radiance
-Sparkles won't make your death any prettier. You just won't live enough to use it.

Mask of Madness
-The only orb I highly discourage, the 30% increased damage against you and the mediocrity of other gains make this item a no-no. You got the second smallest strength out of all heroes and even a few seconds of berserk in a team fight could be perilous for you and using MoM without Berserk is a pure waste of money. In short - you're too paper to use this. Some people might advise Dark Pact's removal of debuffs/stuns/disables is enough to consider MoM. Even if you're lucky to negate a certain portion of a disable, you won't escape massive nukes. Additionally, the self-damage of Dark Pact is amplified.

Heart of Tarrasque
-It's not worth the effort(3200 is a bit hard to farm) and the 8 seconds delay makes the additional regen not too useful. Your ultimate is enough for regen while other items can be served for HP which are cheaper and better in building up.

Vladimir's Offering
-Best served on a teammate. You don't have the time nor the money nor the item space(!) to invest in something that can be replaced by something more useful. You don't need lifesteal to survive, all you need is to be able to get away enough to get the proper regeneration. Use your skills, not your muscles, broadly speaking.

Radiance
-Sparkles won't make your death any prettier. You just won't live enough to use it.
STRATEGY
Quote:
Early game(1-11 level) -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. |
Quote:
Mid-game(11-20) -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. |
Quote:
Late game(20-25) -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 feed them |
CREDITS
by omg5617
by omg5617
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Author: omg5617
Map Vers.: DotA 6.72
Murloc Nightcrawler
Mr Slark|omg5617
Last Comment:10/01/2012
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