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Updated for 6.52x
The mighty king of the Naga race, Slardar was awoken from the depths of the sea after the invasion of the Burning Legion. Finding the world consumed by chaos, he found it a perfect opportunity to strike down the hated Night Elves. Allying with the scourge, Slardar uses his immense strength and power to stun and crush his enemies, and his mighty trident can cleave the strongest armor with ease.
Too many people don't understand Slardar very well, nor do they understand what is his real strength; I will try to change this with a precise argumentation.
What do we need to master him?
- Good last-hitting and denying skills.
- To be able to block and pull creeps.
- To know every single hero in the game.
II. Amplify Damage : mathcraft
III. The build
..2. Core items
..3. Items to consider
..4. Items to avoid
..1. Lane control
..2. The art of Slardar
..3. The art of chasing
As I said, many people don't understand what is his real strength, and this is because they doesn't understand what is the main problem of any melee hero.
This isn't very complicated: they simply have to be close to their target to land physical attacks. It mean that they have to run between each hit, which drastically reduces their damage output and, hence, their effectiveness during a very large part of the game.
There are 3 solutions to solve that problem:
1. Good ally. An example of this is the idea behind the Viper / Sven lane: the ranged slow help to land more physical attacks.
2. Good spells. Some heroes like Rexxar can rely upon their spells.
3. More mobility. That can mean more MS or more blink, and this is exactly why you can see S&Y on Bounty, MoM on Void and Sven...
Slardar is lucky enough to have a spell that increases his mobility, but many people don't like it because it make him frail. We'll see later how we can deal with that.
Range: 100 | | Move Speed: 300 | Primary: STR
Str: 21 + 2.8 | Agi: 17 + 1.9 | Int: 15 + 1.5
Damage: 51 - 59 | HP: 549 | Mana: 195
HP Regen: 0.88 | Mana Regen: 0.61
Attack Speed: 1.41 (+ 17% IAS) | Armor: 4.4
His base stats are good, but that doesn't make him good in early game since his spells don't do much damage.
Gives a chance that an attack will do bonus damage and stun an opponent for 1 second.
Level 1 - 10% chance per attack, 40 bonus damage.
Level 2 - 15% chance per attack, 50 bonus damage.
Level 3 - 20% chance per attack, 60 bonus damage.
Level 4 - 25% chance per attack, 70 bonus damage.
- The bonus damage is magical, so it doesn't synergize with Amplify Damage. It's reduced by magic reduction, so at lvl 4 it deals 52.5 damage, unless the enemy has more magic resistence.
Slardar increases his movement speed dramatically, but takes 10% bonus damage. Lasts 25 seconds.
Level 1 - Increases speed by 10%.
Level 2 - Increases speed by 20%.
Level 3 - Increases speed by 30%.
Level 4 - Increases speed by 40%.
Mana Cost: 50
- Every single type of damage is amplified by Sprint: magical, physical, chaos, divine, etc.
- A damage over time spell (DoT) will get amplified if you activate Sprint.
- Armlet's degeneration isn't amplified.
- Frenzy doesn't stack with Sprint: one will overwrite the other.
- It can't be purged, nor it can be dispelled by Black King Bar and Repel.
- Vanguard's and Stout Shield's block is applied before the amplification.
Slithereen Crush [R]
Slams the ground, stunning and damaging enemy land units 350 AoE around Slardar. Slows enemy units by 20% for 2 seconds afterwards.
Level 1 - 50 damage, 1 second stun.
Level 2 - 100 damage, 1.5 second stun.
Level 3 - 150 damage, 2 second stun.
Level 4 - 200 damage, 2.5 second stun.
Mana Cost: 80/ 95/ 105/ 115
- It's magical damage.
- The slow also reduces the IAS.
- The stun has an AoE of 350, the slow an AoE of 360. If the enemy is only affected by the slow, it will be for 4.5 seconds.
Amplify Damage [G]
Amplifies physical damage against enemy units by reducing their armor. Lasts 120 seconds on creeps and 30 secondes on heroes. Can track invisible units.
Level 1 - 5 armor penalty.
Level 2 - 10 armor penalty.
Level 3 - 15 armor penalty.
Mana Cost: 25
- Reveal invisibles units.
- Goes through Repel and Avatar, but is also dispelled by it..
- Cleave's damage aren't amplified.
II. Amplify Damage: mathcraft
We need to understand how armor works to understand why Amplify Damage is such a powerfull spell. The damage reduction that come from positive armor increase linearly; concretely it imply that we can have in between 1% and 99% of damage reduction. Negative armor's damage amplification is calculated is calculated with another formla, which form a logarithmic (the opposite of exponential) curve. Thus a hero with -9999 armor does not get 99% more damages.
As a consequence reducing too much enemy's armor isn't interesting, because as you goes on negative values the percentage of damage gained for each point of negative armor start to reduce. The 2 following tabs show with curves what I am explaining with words. The first one is by Blaow and the second one by ICallBotSolo:
- a malus of -5 increase Slardar's damage output by approximately 30% (decrease as you get away from 3 armor),
- a malus of -10 increase Slardar's damage output by approximately 60% (decrease as you get away from 7 armor),
- a malus of -15 increase Slardar's damage output by approximately 100% (decrease as you get away from 11 armor),
- a malus of -20 increase Slardar's damage output by approximately 140% (decrease as you get away from 14 armor).
Needless to say, Amplify Damage is an absolutely amazing spell. Remember that it's not only +100% damage for you, but for all your team! The total damage inflicted car be by far superior to what can do Sven with God's Strength for exemple. Beside that point we can see that Cuirass is obviously an awesome item for Slardar.
The above tab is kinda small, since it is relatively common to have more than 20 armors nowadays. So I created a bigger table, which calculate up to a malus of -40 for a base armor of -20 to 50. It can be found here.
- Armour and EHP guide (by SsxDoTS): for all mathematics formula about armour.
- The Stygian Desolator Explained (by Blaow): really interesting as it show concretely how reducing armour is effective.
- Any mistake ? : Malle and DonTomato patiently answering to my questions (thank you again guys!). You can find on this topic all the formulas you need to create a table.
III. The build
1. Slithereen Crush
3. Slithereen Crush
5. Slithereen Crush
6. Amplify Damage
7. Slithereen Crush
11. Amplify Damage
16. Amplify Damage
Slithereen Crush is maxed as soon as possible for obvious reasons. Sprint is maxed along with it because having a lot of MS allow to hit much more often a moving target, which give more chances to bash. Doing the opposite and taking Bash in first isn't effective because it deprive Slardar from having a relatively good escape mechanism without making him able to bash effectively.
If your lane mate is lacking a reliable slow or bash or if you are on a really defensive stance you may eventually end up maxing Sprint before Slithereen Crush, as having more MS can be sometimes interesting in those circumstances. It is all about in-game judgement though.
2. Item build
Slardar has a weak early game and not any innate ability to farm. Therefore we are looking for a cheap but effective build.
No surprise. Those items gives a total of (with Armlet activated) 1007 HP, +69% IAS and +103 dmg. There is not any ideal build order, though we can notice 3 main orders:
- against harassers an early Helm of Iron Will can be interesting,
- against nukers it is better to get more HP (thus bracers) as soon as possible,
- against weak enemies early treads increase nicely Slardar's ability to be agressive.
Not any other build gives as much as HP, dmg and IAS for such low price. In any case you always have to carry a TP.
Items to get afterwards
With Amplify Damage, Sprint, Armlet and +103 dmg, Slardar is strong but may end up being a glass canon. He can tank but not always enouth effectively to be able to chase afterwards. To solve this problem we must choose in between Heart, Cuirass and Black King Bar.
Heart : must be purchased when the enemy has too many spells to prevent Slardar from specializing his defense.
Cuirass : it gives approximately as much as HP against physical attacks than Heart, but not any against spells. Thus it must replace Heart only if enemy's team rely upon physical attacks. Beside that, Cuirass gives of course more damages than Heart (cf. the armor table).
Black King Bar : it is only against well coordinated nukes and disables that Black King Bar is absolutely needed, and since this point is relative to the enemy's you're facing I suggest you to listen more to your feeling than to any theoretical argument. Sometimes enemy's disables can be dangerous enough to force you to get BKB before Armlet.
Sometimes you may feel strong enough to start to work on a damage item. It is almost alway an error. You must keep in mind that Slardar is a bad farmer. He needs to anticipate enemy's carries takeoff rather than being (stupidly) lured by Armlet's short domination.
Desolator : as it is proven in the mathcraft section, reducing too much armor isn't interesting, as the effect start to decrease at -5 armor. But if you're playing against some agility heroes supported by a Mekansm, they will have around 20 armor, and with Amplify Damage, Cuirass and Desolator they will have -6 armor, which is still an interesting value, especially because agility usually carry in late game, so every percentage gained on them is important. You should get it over Buriza only if you are playing with another physical damage dealer.
Buriza : Amplify Damage only amplifies physical damage. And Buriza is the best way to increase it.
Satanic : if you go for Buriza, Satanic is an excellent option since high damages + lifesteal synergizes well. It's good to know that the lifesteal is increased by the armor reduction.
3. Items to consider
Hood of Defiance: As I said above, Slardar can't really specialize his defense (to magic/physical), because Sprint make him vulnerable against both physical and magical attacks. Even against an magic-oriented line-up, he will have to tank creeps and towers during chasing. Hood is, of course, a good option, but only an good, against an extremely specialized line-up or a couple of heavily fed int heroes.
Boots of Travel : Sometimes, the teleport is just needed, especially when the game turn into a push-fest. In those case, it can be interesting to get BoT.
Dagger : Slardar is an hybrid hero. He is a semi-tank, semi-DPS and a chaser as well. As a semi-tanker with an excellent AoE stun he can be used as an initiator when it is absolutely needed, though it shouldn't happen often.
4. Items to avoid
Bottle : Slardar doesn't need it to refill his mana since his spells are extremely cheap and he can't gank effectively before mid game, and Armlet cover his lack of regeneration. Many other heroes benefit a lot more from the bottle and as there aren't many runes, Slardar shouldn't be getting it.
Radiance : Slardar isn't a good farmer (he can't rush it, and the effectiveness of Radiance decreases in late game), and he doesn't need the immolation aura to deal damage when he chase, thanks to Sprint.
Vanguard : Vanguard is much less interesting than Armlet in early and mid game and doesn't cover Slardar's need of HP afterwards.
Basher : Slardar doesn't need more chances to bash, as long as he hit often his target. It's better to get more IAS to improve his natural bash, since it increase much more his damages. In addition, damages from bash are magicals, so it doesn't synergize with Amplify Damage.
Monkey King Bar : same story: the bonus damage (from the ministun) is magical on melee heroes, so it doesn't synergize with Amplify Damage.
Mask of Madness : as I explained, MS is what we need the most to be an extremely efficient ganker. Sprint give 40% more MS, MoM only 15%. Of course it give more IAS, but it is better to play with Sprint and some IAS items as the MS difference is too good to be ignored.
Sange & Yasha : like Vanguard, S&Y is much less interesting than Armlet in early and mid game and doesn't cover Slardar's need of HP afterwards. Click on the Hidden button for in-deph analys.
Edited by Dky, 21 August 2008 - 02:47 PM.