To begin with, early game Slark is essentially about as menacing as a paper napkin. Slark needs a pretty decent baby sitter to survive early game without heavy harassment. After Slark gets to level 6 things get trickier, but the fact remains that Slark has no survivability when faced with nukes.
So the effective counter heroes will deal heavy amounts of burst damage and essentially kill Slark before he has time to fully finish his combination of death pact
, shadow dance
, and leech enough stat points through essence shift
.
While you may not always be able to team up to kill a hero, it is still recommended to try to wrangle at least 1 other teammate to assist. But given your criteria, and whether with support or without you will need to provide truesight. So wards, or dust if you intend on going 1 on 1.
Heroes
Lina - unloading the early/mid game combination of her light strike array
, dragon slave
, and laguna blade
Bane Elemental - brain sap
, fiend's grip
, follow up with another brain sap
- items to get in the mean time, necronomicon
so that the minions can pound away while you disable
Leshrac - between diabolic edict
and pulse nova
Slark will have a pretty hard time standing directly next to you or even using pounce
. On the off chance you are pounced on split earth
should be like shooting fish in a barrel to land. And you still have lightning storm
to cast.
Nerubian Assassin - mana burn
, impale
, vendetta
, attack, repeat whichever skill is done it's cooldown.
Items
- observer wards
- sentry wards
- gem of true sight (situational)
- necronomicon - (upgrade this) minions for added dps and on-demand true sight
- blademail - synergy counter as
essence shift
and damage incoming is redirected
- ghost scepter - disable Slark
- eul's scepter - disable Slark
- force staff - to break pounce link
- blink dagger - to break pounce link
Playing carry is truly difficult when it comes to decision making. I play carry in my party most of the time (being the most experienced player) so I can give you some advice and simple rules to follow.
General lane behaviour in early game
If you are good at last hitting, maintain the creep equilibrium close to your tower but not in tower range. Ask your support to zone the enemy out so you won't get denied. That's the first step of not losing XP in lane.
Farming > killing. Don't ever waste time chasing or ganking or rotating lane as a carry. You only want to farm as much as possible. Take a kill when its effortless and won't make you lose more than 1 creepwave. In term of gold 5 last hit is ~200+ gold (same as a kill). If the enemy offlaner is running away with low health, just let him go, he's wasting time, not earning gold or xp which is fine enough for you.
Early teamfight are not your responsibility but your mid's one. Except if the fight happens in the safelane where you should be farming, never TP to a teamfight. Few carries can teamfight early on anyway (Maybe Gyro or nai'x can bring something to the table). But usually, a carry's skill set doesn't allow him to fight early. It's also your teams responsibility to not take early bad fight.
Depending on the difficulty of your lane, ask your support to rotate in the jungle (stack and pull neutrals) or gank the other lane. If you can handle the enemy offlaner alone and if your support leave, you will earn way more xp by being alone in the lane (they just have to ward the nearby jungle so you don't get ganked easily).
If you are having a hard time (versus a trilane or an very aggressive dual lane) consider rotating lanes, going to the jungle or run a defensive trilane.
Don't build a midas unless you have free farm. And remember : since the 6.79 using the midas on the jungle is not worth it if you lose more than 2 creeps in lane so be carefull when you use it.
The mid game
In the midgame, your mid player should start rotating and creating you more space. Allowing you to farm more
Profit of the early mid game (10/15 min into the game) to take down the enemy offlane 1st tower.If you can jungle (lifesteal, battlefury, maelstrom), you have now a safer jungle where you can farm creeps easily, letting the lane for your support to get some gold. Defend your safelane tower only when creeps come too close and go back in the jungle
You can start showing to teamfight, let people get focused first then jump in and kill the easy targets (support, squishy heroes, low life heroes). If you win the fight take the tower and go back to farm > Repeat.
In teamfight
Never ever (ever) start a fight on your own, you let the initiator (clockwerk, earthshaker, magnus, tide, whatever) do his job then you jump in. Unless you are void, then you better hit that perfect chrono.
Don't focus the enemy carry unless you are sure to kill him. At some point you can take the support fairly quickly and win the fight by outnumbering them.
If the fight is lost : ditch and run for your life. You are the most important hero on the team if you want to win so don't throw your life in a lost fight. It's the responsibility of your team to not take bad fights but its yours to not follow them in a lost battle (in this scenario communicating is the key).
If you are always getting focused : build a bkb. Low level player tend to want to farm their big damage items on carry (like crits, MKB, Mantastyle etc.) but those item are useless if you die within seconds. In those situation recognize that you need a BKB and build it.
Some tips to have in mind
- If you are last hitting correctly and not being contested, you should have about 60cs (= creepstats = last hits) by 10 min.
- If you are a squishy hero (luna, AM etc.) : get strength power treads before rushing a big item, it can save your life more than you think.
- If you build treads, put them on strength, you will gain more survivability. Gaining 8 damage and 8 Attack speed is not worth the risk of getting bursted down.
- Also a magic wand provide some minor stats and a great way to heal if you get ganked. It will save your life more time than you can imagine so just get one.
Best Answer
A carry's potential (arguably) is gauged by his/her ability to stay alive.
Examples: -Spectre's dispersion gives her great damage reduction, both physical and magical.
-Medusa's mana shield gives her significant damage mitigation. With proper item builds, she can be very difficult for even a group of 5 to burst down.
-Faceless void's Backtrack has a chance for any incoming attack to do absolutely no damage. He can also bash enemies, and a properly placed Chronosphere freezes them in place for up to 5 seconds, guaranteeing his survival for that much longer.
If we look at Huskar, he has significant burst potential with his ultimate, and great sustained damage output. However, this is only considering he is allowed to continue attacking. His sustain skill is his single heal spell, which can be extremely unreliable as it relies on being on low health for it to be most potent, and is completely countered by Ancient Apparition's ultimate Ice Blast, which prevents enemies from healing, and instantly kills them if their health falls below 9/10/11%.
Drow is similar to Huskar in that she has the potential for extremely high single target damage. However, she has very poor STR gain, making her squishy. She is also slow and has no escape skill making her very easy to gank. With her ultimate, Drow ranger does get a significant boost to her armor, however the recent update removes her ultimate's buff when an enemy gets in close range. Also, having more armor does not mitigate magic damage, so heroes like Lion and Lina can easily kill her.