Bio
Slark, the Nightcrawler | |
Play "If I`d known I`d end up here, I`d have stayed in Dark Reef Prison." | |
Role: | Carry / Escape / Disabler / Nuker |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Slark, the Nightcrawler Little known to the inhabitants of the dry world, : | 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, and 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. |
Voice: | Tom Chantler ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
Abilities
No Target
Enemies / Self
Magical
Notes:
- Dark Pact Interrupts Slark`s channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon cast.
- Deals 7.5/15/22.5/30 damage within a 325 radius in 0.1 second intervals, starting 1.5 seconds after cast for a total of 10 instances.
- Slark himself takes 3.75/7.5/11.25/15 damage from Dark Pact in the same intervals.
- Applies a strong dispel Dispel Removable buffs Removable debuffs A dispel is the term used for a forced removal of status effects. Dispels usually come together with other mechanics and are rarely seen as on Slark in the same intervals, right after each of its damage instances.
- The self-inflicted damage can be reduced or amplified There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic , but can never kill Slark.
- The visual effects and sounds during the 1.5 seconds delay is only visible and audible to allies.
- The visual effect of the damaging pulses are visible even when Slark is invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear .
- Dark Pact ends 2.5 seconds after cast, but ends instantly when Slark dies.
- Re-casting Dark Pact during the effect delay cancels the previous cast and starts a new one instead.
No Target
Magical
Notes:
- Slark leaps forward at a speed of 933.33 for up to 0.75 seconds.
- Cannot be cast while rooted Root (formerly known as Ensnare and Entangle) is a status effect that prevents affected units from moving, and from casting some mobility spells. Contents 1 Mechanics 2 Rooting abilities 3 Self-rooting abilities 4 Disabled by . Be that as it may, getting rooted during the leap does not cancel the leap.
- Always jumps for the full distance, unless an enemy hero gets within 95 radius of Slark during the jump.
- Can latch on enemy heroes up to 795 range away (700 max distance + 95 latch radius).
- Slark can turn, cast spells and use items during Pounce, but cannot attack.
- Pounce can latch on invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear units, but not on invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as @@@#@@@HP(hp.com)###@### Removal. Most friendly effects, such as healing / hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units, or on illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They .
- When latching on a unit, Slark is automatically ordered to attack the target.
- The more the leash gets stretched, the slower the affected unit can walk away from the center, eventually coming to a full stop. It directly affects the target`s movement speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed .
- The following spells are not able to break the leash: Skewer, Leap, Pounce, Tree Dance, Primal Spring, Toggle Movement, Force Staff and Hurricane Pike.
- Every other position changing effect, including spells like Primal Roar and Blinding Light, can break the leash.
- When the leash expires while a position changing effect is ongoing, it instantly cancels the position changing effect.
- This goes for the following spells: Flamebreak, Primal Roar, Power Cogs, Hookshot, Vacuum, Gust, Boulder Smash, Rolling Boulder, Geomagnetic Grip, Deafening Blast, Tether, Blinding Light, Adaptive Strike, Charge of Darkness, Greater Bash, Timber Chain, Walrus PUNCH!, Force Staff and Hurricane Pike.
- Pounce destroys trees within 100 radius around Slark upon landing.
Passive
Notes:
- Essence Shift steals attributes before attack damage is applied.
- Successive attacks do not refresh the duration of all stolen/lost attributes. Each stack has its own duration.
- The status buff and debuff icon show the number of current stacks and show the duration of the last stack.
- On each attack, the attacked hero loses 20 maximum health, 0.06 health regen, 0.14 armor, 1 attack speed, 11 maximum mana, 0.04 mana regen, 0.07% spell damage and 1 attack damage.
- The current health and mana percentages stay equal. Does not directly reduce current health and mana.
- On each attack, Slark gains 0.43 armor and 3 attack speed as well as attack damage.
- Essence Shift cannot reduce any attribute below 0. Be that as it may, Slark continues to gain agility Agility is the attribute that grants armor and attack speed. For each point of agility a hero gets: 0.14 (1/7) Armor 1 Attack speed Additionally, agility heroes also get 1 attack damage per agility point. , even when the attacked hero has no more attributes left to steal.
- When Slark dies, he loses all stolen attributes, but the affected enemies do not get theirs back, and vice versa.
- Cannot steal attributes from illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They , but can from hero clones.
- Can steal attributes from allies.
Notes:
- Shadow Dance interrupts Slark`s channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon cast.
- Slark gains or loses the health regen and movement speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed bonus 0.5 seconds after getting in or out of enemy vision, or casting Shadow Dance.
- If Slark is damaged by a neutral creep, the health regen and movement speed bonus are lost for 2 seconds.
- When casting Shadow Dance, he turns invisible Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear and cannot be revealed by anything. Be that as it may, the black cloud created is visible to enemies.
- The invisibility is granted by an aura, its buff lingers for 0.5 seconds.
- When not upgraded, the buff immediately disappears as soon as Shadow Dance expires. When upgraded, it lingers out when expiring.
- This means Shadow Dance effectively lasts 4.5 seconds when upgraded, even for Slark.
- When not upgraded, the aura affects the caster only. When upgraded, it affects allied heroes, illusions and creep-heroes as well.
- The aura only provides the invisibility. Therefore, allies do not receive the passive health regeneration and movement speed buff.
- The aura does not affect invulnerable units, so even if Slark turns invulnerable during it, he gets revealed.
- Regenerates a total of 12%/20%/28% ( 13.5%/22.5%/31.5%) of Slark`s maximum health while active, considering the regeneration is not prevented.
- Restores health in the form of health regeneration, so it regenerates 0.3%/0.5%/0.7% of max health in 0.1 second intervals.
- Can possibly restore 100% of Slark`s health on its own within 34/20/15 seconds.
- Shadow Dance does not allow Slark to walk through units.
Videos
Info
Slark the Nightcrawler is a melee Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by agility Agility is the attribute that grants armor and attack speed. For each point of agility a hero gets: 0.14 (1/7) Armor 1 Attack speed Additionally, agility heroes also get 1 attack damage per agility point. hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During that utilises his abilities to spring onto enemy heroes and slip out unhindered. He is a very mobile ganker The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the , but remains attribute-wise below most other carries The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the unless he is able to steal away attributes with his abilities. Once he does, though, only a few heroes can hope to be as fearsome as the Nightcrawler - extremely mobile to the point of ever-presence, his strikes only hitting harder and faster.
Slark can quickly leap forward onto enemies with Pounce to leash them and bind them from escaping. His Dark Pact releases a delayed dispel Dispel Removable buffs Removable debuffs A dispel is the term used for a forced removal of status effects. Dispels usually come together with other mechanics and are rarely seen as that breaks even the most powerful disables. This gives him one of the most flexible abilities to start and end fights in the game. He is also capable of stealing attributes by attacking his victim to boost his own attack damage temporarily with Essence Shift which can rapidly shift engagements in his favor, even when merely performing hit-and-run maneuvers. Slark`s ultimate Abilities are unique skills that heroes and creeps have access to on the battlefield. They range from simple passive effects, to devastating explosions of energy, to complex, terrain changing feats. All heroes have four or , Shadow Dance, allows him to remain unseen even while attacking for a short duration and allows him to move quicker when not under the watch of enemy eyes to strike in and out of enemy ranks unhindered.
Talents
Hero Talents | ||
+3s Pounce Leash | 25 | +12 All Stats |
+25 Attack Speed | 20 | 10% Cooldown Reduction |
+15 Strength | 15 | +15 Agility |
+15 Damage | 10 | 10% Lifesteal |
- The lifesteal is not a unique attack modifier and fully stacks with other sources of lifesteal.
- The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
- Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core and additively with Arcane Rune.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
Recommended items
Starting items:
- Stout Shield allows Slark to sustain more harassment from enemies and stay longer in lane. It can later be built into a Poor Man`s Shield.
- Tango help Slark regenerate his health without the need of returning to base.
- Healing Salve can save Slark at the last moment.
- Iron Branches provide good stats and can be built into a Magic Wand.
Early-game
- Magic Stick can be crucial in many situations, giving a burst of mana and health when needed.
- Boots of Speed allow Slark to catch up to enemies and immobilize them with Pounce.
- Poor Man`s Shield gives Slark agility points, therefore increasing his last-hitting and denying in lane. It also saves Slark from harassment in lane.
- Orb of Venom is a cheap but powerful item to slow enemies and inflict damage overtime, giving an advantage to Slark`s early ganks. It can later be built into an Eye of Skadi.
Core items
- Power Treads gives Slark attack speed and a boost to attributes that can be switched to survive teamfights or give him enough mana to use one of his abilities.
- Magic Wand is an upgrade to Magic Stick. Giving him more stats and opens up item slots.
Slark, the Nightcrawler
Recommended Roles |
Carry Escape Disabler Nuker |
Little known to the inhabitants of the dry world, Dark Reef is a sunken prison where the worst of the sea-bred 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 together⃢₀ₔbut 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.
Abilities
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Talent Tree
Talent Tree | ||
+3s Pounce Leash | 25 | +12 All Stats |
+25 Attack Speed | 20 | +10% Cooldown Reduction |
+15 Strength | 15 | +15 Agility |
+15 Damage | 10 | 10% Lifesteal |
Recommended Items
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Starting Items | Early Game | Core Items | Situational Items | ||||||||