I’ll start with a small digression, Slark is a very mobile hero, this is his primary feature, as well as the ability to steal our agility, which makes this hero incredibly flexible and maneuverable, and Dark Pact can help him get rid of disabling and debuffs.
Heroes who block the heal are deadly dangerous for Slark.
Ancient Apparition is generally a terrible counter for any HP Regen.
Bloodseeker sees enemies with low health, which will prevent Slark from recovering HP. And Slark can’t run away when Bloodseeker uses his ultimate.
Among them are:
Particularly dangerous for him will be:
Его ультиHis ultimate ability will deprive Slark of the ability to use skills, and without them, Slark will die quickly…
Slark’s counter picks, respectively, consist of heroes who have a minimum of point abilities and can either do damage or use the disable skills in a specific area. In other words, Slark is effectively Counter-controlled by characters who have disables that cannot be removed with Dark Pact, and who can beat him in Shadow Dance. Thus, Slark’s ideal counters are as follows:
Glimpse cannot be reset using Dark Pact, and Static Storm is the perfect disable against Slark, as it is placed on the area and not removed using Dark Pact, that is, this support can counter Slark even during Shadow Dance.
When Slark has little health, this character sees him all over the map, turning off the Slark’s ultimate and causing significant discomfort. Also, Rupture and Blood Rite are used well against Slark, not allowing him to move quickly in a fight, and at the same time inflicting damage even in Shadow Dance.
In the late game, Slark does not know who to beat and therefore does not receive characteristics and quickly dies.
It is impossible to stop Anti-Mage with Pounce, and at the same hero time quickly burns Slark’s mana, after which he can not use his abilities.
Gives itself and allies additional armor with his skill, has a tremendous amount of health, due to which it can not be quickly killed, and at the same time Sven can freely kill Slark in Shadow Dance due to his second ability.
Magnus allows friendly melee characters to beat the Slark in Shadow Dance and also has an excellent massive disable.
Kunkka has many abilities of mass disable, and also he protects its allies from incoming damage.
The duel cannot be reset with Dark Pact, which is why Slark dies in it almost always.
Meepo has a lot of health and damage at an early level when Slark has not yet collected some useful items, and at the same Meepo time can inflict enormous magic damage in close combat.
Probably the most versatile counter to Slark due to the huge amount of both point and mass damage and disables.
🧩 It’s necessary to use heroes who block the retreat, it’s a deadly danger for Slark.
🧩 Slark is a very mobile hero, that’s his primary feature, as well as the ability to steal our dexterity, which makes this hero incredibly flexible and maneuverable, besides Dark Pact can help him get rid of Controls and Debuffs.
🧩 For Slark, very unpleasant opponents who easily break the distance and have no skills to fight the illusionists
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