Hero Discussion of this Day: Slark (20 March 2013)
Slark, the Nightcrawler
The Nightcrawler excels from traveling lane to lane to gank unsuspecting lone heroes. His signature Shadow Dance provides all the benefits of unbreakable invisibility for 5.5 seconds along with passive movement speed and HP regeneration as long as he is unseen by the enemy. Essence Shift lowers target enemy heroes' stats with each hit while boosting your agility growth for 2 minutes. Pounce provides a nuke and movement disable for a whopping 3.5 seconds, assuming you can land it. Dark Pact is what frustrates disablers and dust carrier, as most negative status buffs are dispelled after a slight delay, not to mention an AOE nuke to boot. Slark, with all the perquisites and instincts of an evasive killer, is truly a fearsome little bugger.
Lore
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.
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Roles: Ganker, Escape, Semi-Carry
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Strength: 21 + 1.8
Agility: 21 + 1.5
Intelligence: 16 + 1.9
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Damage: 54-62
Armour: 1.94
Movement Speed: 305
Attack Range: 128
Missile Speed: N/A
Base Attack Time: 1.7
Sight Range: 1800 (Day) / 1800 (Night)
Turn Rate: 0.5
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Spells
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Dark Pact
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 | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 55 | 9 | N/A | 325 | N/A | After a 1.5 second delay, deals 75 damage in pulses removing almost all negative buffs. Slark takes 50% damage from the pulses |
| 2 | 50 | 8 | N/A | 325 | N/A | After a 1.5 second delay, deals 150 damage in pulses removing almost all negative buffs. Slark takes 50% damage from the pulses |
| 3 | 45 | 7 | N/A | 325 | N/A | After a 1.5 second delay, deals 225 damage in pulses removing almost all negative buffs. Slark takes 50% damage from the pulses |
| 4 | 40 | 6 | N/A | 325 | N/A | After a 1.5 second delay, deals 300 damage in pulses removing almost all negative buffs. Slark takes 50% damage from the pulses |
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Magical damage
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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 a 325 radius, and half that damage to Slark
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Each pulse also removes negative buffs from Slark (including stuns)
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Slark can not commit suicide with this skill
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If Slark dies, the pulses stop
Slithereen are capable of quickly regrowing appendages, in case of critical injury, to save their own lives.
==
Pounce
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 | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 75 | 20 | 700 | 325 | 3.5 | Slark jumps directly forward, if he comes into contact with a hero he'll latch onto the hero limiting their movement and dealing 70 damage |
| 2 | 75 | 16 | 700 | 325 | 3.5 | Slark jumps directly forward, if he comes into contact with a hero he'll latch onto the hero limiting their movement and dealing 140 damage |
| 3 | 75 | 12 | 700 | 325 | 3.5 | Slark jumps directly forward, if he comes into contact with a hero he'll latch onto the hero limiting their movement and dealing 210 damage |
| 4 | 75 | 8 | 700 | 325 | 3.5 | Slark jumps directly forward, if he comes into contact with a hero he'll latch onto the hero limiting their movement and dealing 280 damage |
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Magical Damage
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On cast, 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
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Magic immune units cannot be leashed
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Trees are destroyed in a 200x200 square around Slark's landing area
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Blinking or teleporting away will break the leash
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Avoids collision
Time in the Dark Reef made Slark a dangerous assassin; aggressive and fearless.
==
Essence Shift
Passive
Slark steals the life essence of enemy heroes with his attacks, draining each of their attributes and converting them to bonus Agility.
| Level | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | - | 0.4 | N/A | N/A | 15 | With each attack on an enemy hero, Slark drains 1 of each stat from the enemy and gains 3 agility to himself |
| 2 | - | 0.35 | N/A | N/A | 30 | With each attack on an enemy hero, Slark drains 1 of each stat from the enemy and gains 3 agility to himself |
| 3 | - | 0.3 | N/A | N/A | 60 | With each attack on an enemy hero, Slark drains 1 of each stat from the enemy and gains 3 agility to himself |
| 4 | - | 0.25 | N/A | N/A | 120 | With each attack on an enemy hero, Slark drains 1 of each stat from the enemy and gains 3 agility to himself |
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When an enemy hero dies under the effect of Essence Shift, the hero will revive with their stats restored but Slark will not immediately lose them
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The cooldown on Essence Shift is a holdover from the way the skill was coded in DotA, and has no practical impact in Dota 2
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It can theoretically stacks up to 37/85/200/480 times, wich would effectively reduce to 0 the attribute of any hero as well as giving a huge 111/255/600/1440 agility to Slark
With each strike at his adversaries, Slark's knowledge of their weaknesses improves.
==
Shadow Dance
Ultimate
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 | Manacost | Cooldown | Casting Range | Area | Duration | Effects |
|---|---|---|---|---|---|---|
| 1 | 120 | 25 | N/A | N/A | 5.5 | Slark becomes invisible (even while attacking, using spells and abilities), gains 30% movespeed and 3% HP regen. When not visible to the enemy team, the movespeed and HP regen become active passively |
| 2 | 120 | 25 | N/A | N/A | 5.5 | Slark becomes invisible (even while attacking, using spells and abilities), gains 35% movespeed and 5% HP regen. When not visible to the enemy team, the movespeed and HP regen become active passively |
| 3 | 120 | 25 | N/A | N/A | 5.5 | Slark becomes invisible (even while attacking, using spells and abilities), gains 40% movespeed and 7% HP regen. When not visible to the enemy team, the movespeed and HP regen become active passively |
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Slark loses bonus movement speed and health regeneration if he becomes visible
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Has a 0.5 second delay on activation and deactivation
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The passives of Shadow Dance do not work if Slark is under the effect of Doom
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If Slark is damaged by a neutral unit, the passive effect is removed for 2 seconds
The hidden Thirteenth is a slippery foe.
==
Recent Changes from 6.77
- Base agility increased by 6
Recent Changes from 6.76/6.76b/6.76c
- None
Recent Changes from 6.75/6.75b
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Dark Pact cooldown decreased from 10/9/8/7 to 9/8/7/6
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Shadow Dance HP regen increased from 3/4/5% to 3/5/7%
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Findings (not-factual information as above):
Pre-emptively use Dark Pact if you're in a fight and you think you're about to get stunned, it will dispel it. If you're chasing an enemy and want to leash them, it's best to do it when you're very close to them rather than at a distance, otherwise you have a fair chance of missing whether it be due to your error or them moving erratically.
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frucisky has a popular Slark 101
A thread here discusses where Slark is played best. Mid lane seems to be prevalent. (thread by j_rye)
Marmaladegrenade explains why Diffusal Blade is good on Slark
ulvok_coven talks about situationality on Slark in terms of items
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If you guys want a specific hero to be discussed next, please feel free to post (or message as people have for Meepo, Lina, Krobelus, Sylla, Puck, Brood, Omni, Disruptor. Viper, Shadow Demon, Prophet, Rhasta, Rubick, Medusa, Necrolyte, Centaur, Juggernaut, Dragon Knight, Weaver and Leshrac).
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Posts are at least every week, at least.
Important Clinkz tip of last thread by pswegotdickslikjesus: "Keep his ulti on CD and always use it on the biggest creep you can find or on a full HP enemy creep if none are nearby. It's like a free Midas without the bonus exp gain." or extra money
Posted Mar 20, 2013, 1:13 PM UTC · edited