

While Slark still has his laning issues, it’s been clear that Valve has been attempting to nudge Slark forward. He’s getting more armor and 25% more attack speed per point of agility and stealing more HP against Strength heroes. OD is rising as one of the top beneficiaries of the stat change, and who is to say Slark can’t as well. Primary attributes are weighted more this time around, and heroes who can augment their stats stand to gain from the change.
#Slark dota 2 Patch#
With patch 7.13, Slark may have also inadvertently benefitted from the way Stats and it’s perks have been reworked. He received a Strength gain buff in 7.06 and a level 10 Strength bonus talent, which was buffed again in 7.10, from 8 to 10.

At the same time, Valve has slowly been tweaking his early game resiliency.
#Slark dota 2 series#
His win rate also saw a small boost-one blip of optimism since his series of nerfs. Slark’s weakness in lane has somewhat been mitigated in patch 7.12, which significantly buffed his regeneration from 1.5 to 2.75. So if he can eke out a decent early game, it’s still an uphill battle the rest of the way. He didn’t fare well in the peak of Necros and Venomancers, and now he’s still facing a similar push meta. Slark’s opponents desperately needed a more accessible counter, but it essentially nullified what made the hero unique.Įven with a buff, it may still be the wrong time for Slark in today’s meta. Remember that during this time, in addition to Dark Pact negating nearly everything, Pounce could disjoint projectiles as well as able to be used under root. Slark was still strong as he saw Pounce’s damage reduced from 280 to 160 over a series of patches. The difficulty is that the Hex change seemed at the time both excessive and necessary. Slark is a hero that’s tough to balance-there’s a thin line between relevancy in competition and overpowered in pubs, which was the case before. Patch 7.12 gave him a small boost, with a buff to turn rate and base regen On The Cusp Now, without Dark Pact against Hex, he has to depend on his BKB timer and Shadow Dance. A large part of Slark’s teamfight potential was his ability to dip in and out of the battle, finesse his skill rotations between Dark Pact and Pounce cooldowns, and extend a fight until the enemy broke down. They can counter initiate without fear of being nullified by a preloaded Dark Pact. Shadow Shaman and Lion can now chain stun a Slark by opening with Hex. With the changes to Hex, the dynamic shifted. Heroes like Shadow Shaman and Lion had no recourse if they got jumped. An early Shadow Blade or Blink made it tough for squishy Intelligence heroes to stay on the map. Quick reflexes with Dark Pact made Slark elusive at all stages in the game. It often wasn’t enough to counter a Slark, especially if he had a breakaway game. While he already had a few counters, they were mostly dependent on AoE disables, map awareness, and having the right lane matchup for Slark. Slark was one of the heroes who suffered the most from this change. Starting in patch 7.07, Hex could no longer be dispelled. With stats getting a rework in 7.13, Slark may be right on the cusp of reappearing in the meta. As the meta has shifted away from his playstyle, along with changes to Hex and the removal of Poor Man’s Shield, Slark has fallen into obscurity. Slark was once the bane of pubs and a potential menace in competitive play.
