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Revision as of 12:03, 18 September 2016

Slardar Slardar
Attributes Strength Roles Carry, Initiator
Statistics
Health 549 Attack damage 51-59
Armor 5.38 Attack speed 1.7
Mana 195 Sight Range 1800 night / 800 day
Range Melee Mov. speed 300

Abilities

Ability Name Ability Description Details
Sprint

Sprint

Slardar moves significantly faster, but takes 15% bonus damage. Duration: 20

Movement Speed Increase: 20%/27%/33%/40%

Slithereen Crush

Slithereen Crush

Slams the ground, stunning and damaging nearby enemy land units. After the stun, the affected units are slowed by 20% for 2 seconds. Radius: 350

Stun Duration: 1/1.5/2/2.5
Damage: 50/100/150/200

Bash

Bash

Grants a chance that an attack will do bonus damage and stun an enemy. The duration is doubled against creeps. Stun Duration: 1 (2 on creeps)

Damage Bonus: 40/50/60/70
Chance: 10%/15%/20%/25%

Amplify Damage

Amplify Damage

Reduces enemy armor to amplify physical damage and provides True Sight of the targeted unit, revealing invisibility. Range: 700

Duration: 25
Armor Reduction: 8/12/16


Abilities

Ability Description Leveling up
Sprint
Sprint
(Active): Slardar increases his movement speed dramatically, but takes 15% bonus damage.
Cost: 50 mana
Duration: 20 seconds
Cooldown: 40 seconds
Movement Speed Increase: 20 / 27 / 33 / 40 %
Slithereen Crush
Slithereen Crush
(Active): Slams the ground, stunning and damaging nearby enemy land units. Slows enemy units by 20% for 2 seconds afterwards.
Cooldown: 8 seconds
Damage: 50 / 100 / 150 / 200

Cost: 80 / 95 / 105 / 115 mana

Bash
Bash
(Passive): Gives a chance that an attack will do bonus damage and stun an opponent for 1 second. Damage: 40 / 50 / 60 / 70

Chance: 10 / 15 / 20 / 25 %

Amplify Damage
Amplify Damage
(Active): Amplifies physical damage against enemy units by reducing their armor.
Cost: 25 mana
Cooldown: 10 seconds
Duration: 25 senonds
Armor Reduction: 8% / 12% / 16%

DOTA 2:

Slardar is a Slithereen, one of the Deep Ones, guardian of the great wealth of sunken cities and the ancient riches buried there. In the lightless gulf of the great ocean abysses, the Slithereen Guard carries his lure-light with him through the secret treasure rooms. Subaqueous thieves (sent into the deeps by covetous dryland sorcerers) are drawn in by its friendly glow, never to return. He is utterly loyal, and his taciturn nature hides deep knowledge of the most secret places of the sea. He rises to the shallows in spite of the pain caused him by brightness, to commit reconnaissance, to make sure no one is conspiring against the depths, and sometimes in relentless pursuit of the rare few who manage to steal off with an item from the Sunken Treasury. Because he has spent his whole life at great pressure, under tremendous weight of the sea, Slardar the Slithereen Guard is a creature of great power.

Slarder is a powerful DPS chaser and sometimes semi-carry due to his Sprint for movement speed and amplified damage, with a crush and stun for extra damage. However, to be a successful chaser, Slarder requires more Hp to be able to tank the damage caused by towers and creeps. Bracers would be very beneficial to him as it increases his hp and his damage, both of which Slarder needs to fulfill his role. Slarder has a very cheap core build, three bracers, Boots and TP scroll. If you have survivability issues due to casters get a Black King Bar. If you are dominating get a hyperstone. Dagger is also a good option on Slarder because normally if a fragile hero gets Amplify Damage he normally turns and runs the other direction.

There are two skill build choices for Slarder. Slithereen Crush is always leveled up first but then the question is to whether level up Sprint or Crush first. The advantages of leveling sprint first is that you dont have to upgrade boots early game also when you get your ulti you can start ganking/roaming straight away. Crush is the more common build because some people argue that Slarder doesn't have enough health to use sprint effectively early game and that when Slarder catches up to his opponent he doesn't have the DPS that Crush gives to be able to kill them before they reach their base. Both options are viable. Amplify damage always is leveled whenever possible.

Slarder needs to stay in lane and farm until level 6 when he gets his ulti. Abuse the ultis low cooldown and low manacost and continuously use it on any enemy you see. To kill first Amplify Damage them then either Dagger blink in or walk in and use Slithereen Crush. Then autoattack him until he dies or runs (or you die). If he runs identify if you can kill him before he reaches base, based on experience. IF you think you can kill him turn on sprint and chase him. In teamfights Slarder can initiate if he has dagger but it's not prefered because Slarder isn't as tank as other initiators are. Normally come in after the initiator initiates and then use Black King Bar if you have one and Amplify Damage the enemy Carry or Caster (depending on who you think is more dangerous). Then use Slithereen Crush after your initiater's stun wears off and start whacking your target to death.