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Agility · Complexity ◆◆

Slark build & guide

Slips in and out of skirmishes

Pouncing into danger then slipping back out is what Slark does best. He rushes at the chance to pin or corner a lone foe, steals their essence with each cut from his dagger, and is always ready to vanish should the tables turn.

  • Strength: 20 +2.1
  • Agility: 21 +1.5
  • Intelligence: 16 +1.9
  • Damage: 58–64
  • Armor: 3.5
  • Move speed: 300
  • Attack range: 150

Slark abilities

Dark Pact

After a short delay, Slark sacrifices some of his life blood, purging most negative debuffs and dealing damage to enemy units around him and to himself. Slark only takes 30% of the damage. DISPEL TYPE: Strong Dispel

Pounce

Slark leaps forward, leashing and applying Essence Shift stacks to the first hero he connects. That unit can only move a limited distance away from Slark's landing position.

Aghanim's Scepter: Provides charges and increases range.

Saltwater Shiv

Slark slices the target with his salty shiv, stealing a portion of the target's movement speed, Health Regen and Health Restoration. These effects stack independently.

Depth Shroud

Creates a cloud at the target location. All allies inside the radius are hidden and affected by Shadow Dance.

Essence Shift

Slark steals the life essence of enemy heroes with his attacks, draining 1 of each of their attributes and converting them to bonus 3 Agility. If Slark kills an affected enemy hero, he permanently steals 1 Agility.

Shadow Dance

When not visible to the enemy team, Slark passively gains bonus movement speed and health regeneration. If Slark is damaged by a neutral unit, the passive movement and health regeneration bonuses are lost for 2 seconds. When activated, Slark hides himself in a cloud of shadows, becoming immune to detection. Attacking, casting spells, and using items will not reveal Slark, but enemies can see the cloud itself.

Biography

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 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.