Slardar

From Dota 2 Wiki
Jump to: navigation, search
Slardar
Slardar.png
Dire icon.png The Dire
Strength
21 + 2.8
Agility
17 + 2.4
Intelligence
15 + 1.5
Level 1 16 25
Hit Points 549 1385 2202
Mana 195 507 923
Damage 51-59 95-103 138-146
Armor 5.38 10.7 16.16
Attacks / Second 0.68 0.91 1.14
Movement Speed 300
Turn Rate 0.5
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.36+0.64
Cast Duration 0.35+0.51
Base Attack Time 1.7

Slardar the Slithereen Guard is a melee strength hero who brings sheer physical strength to the table. Although a strength hero, his high agility growth, his Bash ability, and his ultimate all give him strong physical damage output and allow him to carry quite well if the situation calls for it. At the same time, he has a lot more early and midgame presence than most carries due to his relatively good health pool, high base armor, and area of effect stun. His versatility even allows for him to be played in a support role, though he is a definitely a hero who scales much better with farm.

Contents

[edit] Bio

Slardar Slardar, the Slithereen Guard
Play "The riches of the darkest sea abysses are mine to protect."
Role: Pip carry.png Carry / Pip tank.png Durable / Pip disabler.png Disabler / Pip initiator.png Initiator
Lore: 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.
Voice: Sam A. Mowry (Responses)

[edit] Abilities

Sprint
Cannot be purged.
Q
T
Sprint icon.png
Ability Affects
No Target Self
Slardar moves significantly faster, but takes 15% bonus damage.
Duration: 20
Movement Speed Increase: 20%/27%/33%/40%
Cooldown 28 Mana 50
As Slardar has made the transition from the Deeps, it has been necessary to use his powerful tail for sprinting instead of swimming.

Notes:

  • Activating this ability does not cancel channeling spells, meaning you can use Boots of Travel and then use this ability without canceling the teleportation.
  • Amplified damage is the same type of damage dealt.

Slithereen Crush
Partially blocked by Magic Immunity. Not blocked by Linken's Sphere. Can be purged.
W
R
Slithereen Crush icon.png
Ability Affects Damage
No Target Enemies Physical
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
Cooldown 8 Mana 80/95/105/115
Partially blocked by Magic Immunity. Stun is blocked; damage is not
Can be purged. The slow can be removed.
A swift crush of might and water breaks even the toughest of defenses.

Bash
Not blocked by Magic Immunity. Not blocked by Linken's Sphere. Cannot be used by illusions.
E
B
Bash icon.png
Ability Affects Damage
Passive Enemies Physical
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%
Thieves of the wealth of the Deep Ones meet the brutality of the Slithereen Guard in melee combat.

Notes:

Amplify Damage
Partially blocked by Magic Immunity. Blocked by Linken's Sphere. Can be purged.
R
G
Amplify Damage icon.png
Ability Affects
Target Unit Enemies
Reduces enemy armor to amplify physical damage and provides True Sight of the targeted unit, revealing invisibility.
Range: 700
Duration: 25
Armor Reduction: 8/14/20
Cooldown 10 Mana 25
Partially blocked by Magic Immunity. Can be cast on magic immune units, but will be dispelled by magic immunity.
Slardar's lure-light reveals even the most hidden of opponents, as well as their vulnerabilities.

Notes:

  • Provides True Sight on enemy unit.
  • Goes through magic immunity such as Black King Bar. However, if a unit becomes magic immune while under the effects of Amplify Damage it will be dispelled.

[edit] Recommended items

Explanation:

  • Ring of Health will provide extra survivability, and it's also half way on getting your Vanguard
  • Vanguard is very useful since you take extra damage when on Sprint.
  • Desolator will decrease the armor of your enemies, and it will make the tankiest of your foes into an easy kill considering that your ultimate also decreases your target armor. It stacks.
  • Armlet of Mordiggian is a very cost effective way of increasing Slardar's DPS. But in longer engagements some form of sustain to counteract the drain would be wise, such as a Helm of the Dominator
  • A Blink Dagger is very useful on Slardar as it provides him with a better escape mechanism than his Sprint, and it also aids in landing your stun, Slithereen Crush. When used in conjunction with Sprint, it can increase Slardar's chasing potential as well.

[edit] Equipment

[edit] Tips

  • Amplify Damage is a low mana, low cooldown counter to enemy Heroes with invisibility.
  • Amplify Damage also stacks with armor reducing spells/buffs and items.
  • Because of Slardar's ability to bash opponents, buying attack speed items can be useful on disabling magic immune enemies.
  • Slardar is capable of beating hard Carries by becoming a Hard Carry himself, thanks to his Bash and Amplify Damage. This can give carries like Anti-Mage, Drow Ranger, and Huskar a hard time in defeating him.
  • Sprint supports a highly aggressive early game playstyle. Should the lane be pushed close to your tower, an easy kill can be acquired even with high health heroes if you are laning with someone with a reliable slow or stun.
    • Use Sprint carefully in the early game however - it increases the damage you take in addition to raising your movement speed, which can sometimes make the kill easier with an opponent who can chase you efficiently (such as Anti Mage with his Blink ability).

[edit] Trivia

  • In DotA, Amplify Damage was auto-castable.
  • It is possible to avoid the stun of Slithereen Crush, but still be slowed by the secondary effect. This is because the area-of-effect of the slow debuff is slightly larger than the stun area-of-effect.

[edit] Update history

April 19, 2013 Patch

November 30, 2012 Patch

July 26, 2012 Patch

  • Fixed Bash working while doomed.

May 10, 2012 Patch

  • Fixed Crush duration on creeps.

April 12, 2012 Patch

  • Fixed Slithereen Crush affecting couriers.

March 08, 2012 Patch

  • Fixed Basher stacking with Spiritbreaker/Slardar/Faceless Void's bashes.

February 16, 2012 Patch

  • Fixed Slithereen Crush's physical damage not hurting Magic Immune units.

January 12, 2012 Patch

  • [Undocumented] New Slardar model.

November 17, 2011 Patch

  • Added more movement lines for Dazzle, Dark Seer, Dragon Knight, Furion, Huskar, Riki, Skeleton King, Slardar, Spectre, and Jakiro.

November 10, 2011 Patch

  • Fixed Slithereen Crush not showing an AoE indicator.

September 16, 2011 Patch

  • Fixed Amplify Damage on mechanical units.

September 15, 2011 Patch

  • Fixed Amplify Damage on mechanical units.

August 02, 2011 Patch

  • Sprint is no longer purgable.

June 10, 2011 Patch

  • Updated Slardar weapon.

May 13, 2011 Patch

  • Fixed a number of abilities having incorrect interaction with Sphere: Slithereen Crush, Jinada, Wind Walk, Echo Slam, Moon Glaive, Death Pulse, Purification, Scream of Pain, Fatal Bonds.

April 30, 2011 Patch

  • Added Slardar Voice.

February 12, 2011 Patch

  • Added stun effect for Slardar's Crush and additional casting effects work.
  • Updated Slardar's sprint effects.
  • More side to side motion in Slardar's run and sprint animations.
  • Larger Crush animation.

February 09, 2011 Patch

  • Updated Slardar Run,Sprint, Crush animations.

January 30, 2011 Patch

  • Fixed Slardar's Slithering Crush not stunning units properly and causing them to play incorrect animations.

January 27, 2011 Patch

  • Fixed Slardar's Amp Damage not fully revealing an invisible unit.
  • Fixed Slithereen Crush taking too long to cast.

January 27, 2011 Patch

  • Enabled Slardar.


[edit] Balance changelog

6.78

  • Bash icon.png Bash damage type from magical to physical.
  • Sprint icon.png Sprint cooldown decreased from 40 to 28.

6.75

6.72

6.70

  • Increased agility gain from 1.9 to 2.4.
  • Increased base armor from 4.38 to 5.38.

[edit] See also

Personal tools
Namespaces
Variants
Actions
Navigation
Competitive Scene
Wiki
Toolbox
Languages
Dota 2
Communities