Essence Shift meanwhile only scales in duration, which means that it’s only worth putting points in it towards the late game. It scales way better than Essence Shift, and enables Slark to gank whenever it’s up. This maximizes your kill potential early on, especially if your lane partner has the damage output to help you out with.Īfter maxing Dark Pact, Pounce should be next. Regardless of which one you choose first, though, you should have all three basic abilities unlocked once you hit level 3. Heroes like Bristleback, Legion Commander, and Mars will suffer in lane if you hit them enough times. On the other hand, if facing a durable melee hero (which is a common occurrence in the safe lane), consider taking Essence Shift first for the additional harassment potential. Maxing out Dark Pact also helps you farm faster, as it can be used to quickly clear creep waves and neutral creep stacks. Dark Pact can remove these effects easily, allowing you to stay healthy throughout the opening minutes of the game. These heroes have powerful damage over time spells that can chip away at your tiny health pool in the laning phase. We recommend putting more skill points in the former if facing heroes like Ogre Magi or Witch Doctor. The only complexity involved comes with choosing between Dark Pact or Essence Shift with the first available skill point. Thankfully, Slark’s skill progression is relatively simple compared to his overall kit and design. This causes him to be squishy even through the mid game without any stat sticks in his possession, making him quite dependent on things like Eye of Skadi. His base stats are bad, and the growth thereof per level is even worse. Similar to Juggernaut, one of Slark’s biggest weaknesses is his below-average stat spread. Things like Lina’s Light Strike Array (W) and Jakiro’s Ice Path (W) can still affect him regardless, forcing Slark to buy a Black King Bar just to protect himself in teamfights.Īnd then there’s the issue of his poor attribute growth. While Slark is immune to single target spells while in Shadow Dance, area of effect magic is still fair game. Likewise, Shadow Dance isn’t impenetrable. While it is true that Dark Pact can purge almost anything in the game, it is heavily timing-based and can leave Slark wide open to attack if used at the wrong time. He is quite fragile and easy to deal with if the player piloting him doesn’t know what they’re doing. Let’s get one thing out of the way first: Slark is not easy to pick up as a carry. Read on to find out how to get a handle on the scourge of Dark Reef himself! Puzzling Pesce Mastering Slark will take time and dedication. Slark does have some glaring weaknesses, though, and if we’re being honest he’s not exactly friendly to those picking him up for the first time. Heroes cannot even hit Slark with auto attacks when he’s in Shadow Dance, rendering right click carries unable to harm him at all. Not even Gem of True Sight will help in this case. Yes, that means neither Dust of Appearance nor Sentry Wards can reveal him while Shadow Dance is active. Shadow Dance (R) instantly renders Slark invisible and immune to any and all forms of detection. His design as an anti-carry only gets better when you factor in his ultimate. This makes him especially dangerous if he gets a good start. Moreover, Slark permanently gains bonus agility whenever an enemy hero dies with the debuff still on. Essence Shift (E) steals one point each from a hero’s primary attributes whenever Slark attacks them, converting every point stolen into bonus agility for a period of time. In addition to his evasive nature, he what one might call an “anti-carry”, thanks to his unique passive. With the abilities of his enemies unavailable, Slark can then reengage, taking the next opportunity to strike back. His escape artistry can cause uncoordinated teams to waste precious resources trying to bring him down, only to be left disappointed as he slips away by the skin of his teeth.
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