Slark

Popularity: #31

Leaderboard: #95

Ban Rank: #23

KDA Rank: #93

Slark counter and synergy picks

Pick Slark with Wraith King to increase win-rate from 48.1% to 52.8% or against Bristleback to increase win-rate to 58.9% in Patch 7.39c.

Good with...

...based on stats [7.39c]

Hero Change in Win Rate

4.7%

4.2%

3.8%

3.7%

3.6%

3.3%

3.1%

3.0%

3.0%

2.8%

2.7%

2.7%

2.6%

2.4%

2.2%

...based on gameplay [7.39c]

Magnus provides Slark with Empower, which greatly amplifies his farming speed, allowing him to get to his first couple of items consistently so he can start rolling the game. RP covers Slark's lack of hard Crowd Control and makes up for his teamfight pressence greatly. Magnus can Shockwave and Skewer away any targets that are trying to stick to Slark so he can retreat safely and heal up with Barracuda.

Omniknight allows Slark to stick on targets and build up as many Essence Shift stacks as possible, without having to retreat at all potentially. He can give him a Debuff Immunity from most spells and Magic Resistance with Repel, while also protect him from Physical damage with Guardian Angel. Slark likes sticking to his targets with Pounce, making him a great target for Purification. All and all, Omni allows Slark to go fully ham with his heavy defensive kit.

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The 2 pair well together in lane as they are melee/ranged. Fortune's End can set up pounce, while Fate's Edict provides him with much needed Magic Resistance. Purifying Flames' damage can be offset by Barracuda in lane to quickly heal Slark back up and False Promise is an all purpose save button for him to keep getting Essence Shift stacks. All and all, Oracle allows Slark to go fully ham with his heavy defensive kit.

Dark Ascension turns day into night making it easier for Slark to disengage fights and hide out of sight in order to heal up with Barracuda - this is further amplified by the unobstructed vision from Dark Ascension as Slark can use the perfect information he's provided with to run circles around his opponents until he is ready to re-engage. Slark is one of the few heroes in DOTA with enhanced night vision and is significantly stronger as darkness engulfs the map.

Baraccuda allows Slark to determine whether he is being seen by his enemies, either by an invisible opponent or an Observer Ward - Lightning Bolt reveals invisibility, including Wards, allowing Zeus and Slark to scour the map and remove all enemy vision, giving them and their team a significant advantage. Depth Shroud (Aghanim's Shard Upgrade) is an amazing save for Zeus if he gets gone on, while Pounce is a long duration leash that can hold opponents down for Zeus to get multiple volleys of his spells of. The duo can also deward without sentry slark can scout wards and zues can deward.

Dark Willow provides AoE crowd control with Bramble Maze and Terrorize to set up Slark’s Pounce. Shadow Realm forces enemies to focus Slark instead of her. Their spells delay fights and let Slark build stacks. Together they punish overextensions with deadly control.

Shadow Shaman’s long disables allow Slark to secure early kills. Shackles and Hex hold targets for Pounce combos. Serpent Wards provide push pressure that Slark supports well. Together, they can snowball early leads into map control.

Snapfire’s Cookie can help Slark initiate or escape safely. Mortimer Kisses zones enemy backlines while Slark jumps in. Her burst damage complements Slark’s extended engagements. They win teamfights by collapsing quickly from different angles

Soulbind creates multiple targets for Slark to bounce between with Pounce. Ink Swell buffs Slark’s initiation with a reliable AoE stun. Grimstroke covers Slark’s lack of AoE control. They dominate small skirmishes and quick pickoffs.

Tusk initiates and zones enemies with Snowball, enabling Slark to focus backlines. Ice Shards lock enemies in for Pounce follow-ups. Tag Team boosts Slark’s burst when needed. They shine in chaotic fights with strong pickoff potential.

Phoenix slows enemies with Fire Spirits, allowing Slark to hit freely. Sun Ray heals Slark during Shadow Dance to extend his fights. Supernova provides a second focal point in fights. Together they overwhelm with regen and teamfight presence.

Pangolier locks down teams with Rolling Thunder, setting up easy Pounces. Shield Crash adds teamfight chaos that favors Slark’s survival. Diffusal Blade synergy amplifies mana drain and slows. They thrive in extended fights with layered control.

Clockwerk traps enemies in Cogs, allowing Slark to pounce and kill. Hookshot initiations help Slark identify and isolate targets. Battery Assault disrupts spellcasters while Slark finishes kills. Clockwerk’s frontline playstyle suits Slark’s flanking pressure.

...core items [7.39c]

A core Boots of Speed upgrade to improve your mobility and damage output with attack speed and stats. Helps in both farming and lane control. The attack speed gain lets you build up more Essence Shift stacks.

A core item to dominate the lane through right clicks. Helps you build up more Essence Shift stacks and run down enemy heroes for kills while they have reduced health restoration and movement speed. The attack speed bonus also helps with farming later on.

A core item that lets you slow down enemy heroes and reliably connect with Pounce to lock them down and build Essence Shift stacks with right clicks. Especially useful against Medusa or high strength cores with low mana pool.

A core item to have multiple Pounce charges and improve your mobility to get in and out of fights.

A core upgrade that gives you another survivability tool with Depth Shroud. Has a similar effect as Shadow Dance and also lets you save allied heroes. Lets you interrupt certain enemy initiations like Duel or Berserker's Call.

A core item that to avoid most disables and silences on the enemy team to hit freely in fights. Makes you less reliant on Shadow Dance and Dark Pact to survive in fights.

An upgrade for Diffusal Blade that prevents the enemies from slowing you down and boosts your movement speed. Stacks really well with Dark Pact to prevent getting kited and chase after enemy heroes.

A core item to significantly increase your tankiness and damage through stats. Works well against lifesteal and high HP regen on enemy heroes. Reduces the movement speed and HP sustain of enemy heroes you hit to make them less tanky and stay on top of them.

Good against...

...based on stats [7.39c]

...based on gameplay [7.39c]

Dark Pact is a low cooldown Strong Dispel, which can dispel Enfeeble, Nightmare and even Fiend's Grip. Additionally, his Aghanim's Shard Depth Shroud can be used on any of his teammates during Nightmare or Fiend's Grip to provide sustain and protect them from any single target damage.

Dark Pact is a low cooldown Strong Dispel, which can dispel Flaming Lasso, Flamebreak's DOT as well as remove Sticky Napalm Stacks consistently. Pounce provides a reliable lockdown for Batrider to mitigate his mobility and Shadow Dance and Depth Shroud prevent Flaming Lasso from being cast on anyone under their effects.

Slark's Dark Pact dispels Searing Chains. Pounce provides strong lockdown for Ember, which can be further upgraded with Aghanim's Scepter to extend it's duration. Slark's best defensive mechanics are Shadow Dance and Depth Shroud, which prevent Ember from applying Searing Chains or connecting with Sleight of Fist, while giving him enough sustain to survive trough Flame Guard and Fire Remnants.

Dark Pact is a low cooldown ability that can dispel Track and almost matches Tracks's cooldown, giving Slark a reliable way of dealing with it. Pounce can leash BH during Shadow Walk, although without providing vision of him. Shadow Dance and Depth Shroud prevent Slark and any of his allies from being targeted by Shuriken Toss or it's bounces even while Tracked.

Slark's Essence Shift steals stats directly from Spectre and does't get mitigated by Dispresion in any way. Slark's various sources of sustain (Barracuda, Shadow Dance, Depth Shroud - Aghanim's Shard Upgrade) and Dark Pact being a low-cooldown dispel for Spectral Dagger gives Slark all the tool he needs to deal with Spectre.

Slark can steal Bristleback’s stats throughout long fights with Essence Shift. He avoids frontal Quill Spray damage by engaging from sides or fog. Shadow Dance allows him to regenerate even through Bristle’s chip damage. Bristleback struggles to hit or escape from a mobile Slark.

Slark burns Medusa’s mana with Diffusal Blade and avoids Stone Gaze with Shadow Dance. Her slow movement and lack of disables let him stack Essence Shift safely. Slark punishes her in fights once her mana is depleted. Medusa can’t disengage once Slark jumps in.

Slark outmaneuvers Troll by disengaging during Battle Trance. He kites Troll pre- and post-BKB with Pounce and slows. Dark Pact purges Troll's root and slow effects. Slark’s mobility makes it hard for Troll to lock him down without full commitment.

Slark burns Wraith King’s mana with Diffusal to prevent Reincarnation. He disengages after the first life with Shadow Dance and reengages safely. Wraith King’s low mobility makes him easy prey for Essence Shift stacking. Slark dominates long fights where Wraith gets kited.

Slark dodges Dragon Tail stun with Dark Pact and ignores his armor via stat steal. DK’s slow damage allows Slark to regenerate during Shadow Dance. He can Pounce past DK’s frontline and pressure backline heroes. Dragon Knight’s reliance on being tanky is countered by Slark’s scaling.

Slark dispels Enchant’s slow with Dark Pact and avoids her harassment with mobility. He can quickly burst her before Nature’s Attendants can heal. Her lack of hard disables makes her vulnerable to Pounce initiation. Slark snowballs off her weak early defenses

Abaddon’s Aphotic Shield gets purged instantly with Dark Pact. He lacks the burst or lockdown to stop Slark’s initiation. Slark builds up stats freely and avoids Borrowed Time timings. Abaddon gets outscaled quickly in mid to late game.

Slark purges Global Silence and Last Word with Dark Pact. He can Pounce onto Silencer before he casts anything. Silencer’s low HP and immobility make him an easy kill. Slark prevents Silencer from scaling or controlling fights.

Slark gains massive Essence Shift stacks when hitting multiple Meepos. He can burst one clone and disengage before retaliation. Meepo’s reliance on grouping plays into Slark’s with Diffusal. Slark scales much better into late game while countering Meepo’s tempo.

Bad against...

...based on stats [7.39c]

...based on gameplay [7.39c]

Death Pulse, Hearthstopper Aura and Death Seeker (Aghanim's Shard Upgrade) can affect Slark during Shadow Dance and Depth Shroud (Aghanim's Shard Upgrade), which are his main defensive tools. Dark Pact does not dispel Reaper's Scythe and Ghost Shroud prevents Slark from attacking Necro and gaining Essence Shift stacks.

Rupture damages Slark during Pounce and makes it more difficult for him to play in and out of fights as eventually Thirst will reveal him and prevent him from healing with Barracuda. Blood Rite and Blood Mist (Aghanim's Scepter upg) can damage Slark during Shadow Dance and Depth Shroud due to it's AOE property.

Despite Dark Pact being able to dispell both Aftershock and Fissure's stuns the sheer amount of constant AOE control that Earthshaker provides simply overwhelms Slark as they are able to affect him during Shadow Dance and Depth Shroud.

Both Black Hole and Midnight Pulse can affect Slark despite his heavy defensive kit. Dark Pact does not dispel either, while Shadow Dance and Depth Shroud (Aghanim's Shard upgrade) do not prevent their effects due to them being AOE, giving Enigma a reliable way of locking down Slark . Black Hole can suck Slark back in as he Pounces and Midnight Pulse can destroy a large are of trees preventing him from hiding to heal up with Barracuda.

Leshrac's abundance of AOE damage allows him to damage Slark during his core defensive mechanims - Shadow Dance and Depth Shroud. Slark's low Strength gain makes him an easy target for Lesh in the early and mid game, before Slark farms up some tanky items and often finds himself run down by Lesh.

Crippling Fear cares little about Dark Pact as it does not get dispelled by it - this prevents Slark from getting of his highest impact spells, which are also his main survivability tools: Shadow Dance and Depth Shroud (Aghanim's Shard upgrade); as well as limiting his mobility due to him not being able to cast Pounce and get away. Dark Ascension's unobstructed vision makes it a nightmare for Slark to disengage a fight and hide somewhere in order to heal up with Barracuda.

Soulbind prevents Slark from using Pounce and Shadow Dance to escape. Ink Swell disables Slark mid-fight and forces poor engagements. Grimstroke’s combo with stun partners locks Slark down long enough to kill. Slark can’t purge the Soulbind debuff with Dark Pact.

Disruptor’s Glimpse pulls Slark back after escapes and cancels Shadow Dance healing. Static Storm prevents him from using spells during teamfights. Kinetic Field keeps him locked in place for coordinated burst. Disruptor counters Slark’s hit-and-run playstyle completely.

Leshrac’s AoE damage bypasses Slark’s regen and punishes his low HP pool. Split Earth and Edict zone him out from fights and objectives. Slark can’t sustain through magic burst without BKB. Leshrac dominates in fights Slark wants to extend.

Guardian Angel nullifies Slark’s physical damage entirely. He protects Slark’s targets, especially cores, from getting bursted. Slark is forced to disengage or waste key spells on supports.

Elder Titan reduces Slark’s base armor with Natural Order, exposing his fragility. Echo Stomp locks him down and prevents Shadow Dance. Astral Spirit reveals Slark even in fog or invis. Titan’s area control counters Slark’s sneaky mobility.

Riki silences Slark with Smoke Screen and wins in mirror invis fights. Tricks of the Trade avoids most of Slark’s damage attempts. Riki punishes Slark during pounce cooldowns. His early burst control shuts down Slark before scaling.

Mars pins Slark with Spear of Mars to cancel mobility spells. Arena of Blood traps him and blocks Pounce paths. Mars builds early armor and disables that make Slark ineffective. Slark struggles to fight when confined or kited out.

...counter items [7.39c]

Gives you movement speed to kite Slark and dodge Pounce by running out of its range or changing direction quickly.

Gives you movement speed to kite Slark and dodge Pounce by running out of its range or changing direction quickly.

Lets you block jungle camps from spawning to slow down Slark's farm speed.

Lets you kite Slark and break the Pounce leash by Cycloning yourself and repositioning away to a safer spot.

Lets you break the Pounce leash as well as kite Slark by putting some distance between him and yourself with Hurricane Thrust and hit him from range.

Provides evasion and lets you disarm Slark, something he cannot take off even with Dark Pact, and prevent him from right clicking freely in fights.

Gives you a potential lockdown against Slark to disrupt his right clicking and spell usage and make him pop Shadow Dance early to fight you.

Lets you kite Slark by pushing yourself or an ally away from him.

Lets you kite Slark by protecting yourself or an ally against his right clicks through invisibility.

Lets you kite Slark by protecting yourself against his right clicks in Ethereal form.

Gives you an instant disable against Slark to burst him down in its duration before he can dispel it with Dark Pact or get away with Pounce or Shadow Dance.

Lets you save an ally from Slark's right click when leashed by Pounce. Can also be used to burst him down with heavy magic damage as a follow up.

Gives you an instant lockdown against Slark and burst him down with a possible chain stun before he can dispel it with Dark Pact or get away with Pounce or Shadow Dance.

Gives you armor and evasion to defend yourself against Slark's right clicks with the tankiness and miss chance.

Gives you an instant silence and massive burst damage against Slark to kill him before he can dispel it with Dark Pact or get away with Pounce or Shadow Dance.

Lets you detect Slark if he is invisible with Shadow Blade or Silver Edge, which are common items for him.

Bad with...

...based on stats [7.39c]

Hero Change in Win Rate

-6.4%

-6.4%

-5.4%

-5.4%

-5.3%

-5.2%

-5.1%

-5.0%

-4.4%

-4.2%

-4.2%

-4.0%

-3.6%

-3.5%

-3.5%

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