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Nortrom, the Silencer: Guide
By Radiance and 2 collaborators
An in-depth guide to Silencer...
   
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Welcome!
Hello Dota Community! I am Oblivion, here to introduce to you a guide on Silencer. Here is my profile and status on Silencer:





As usual, any sourced images are from their respective owners and all rights to the DotA staff. You know the drill...

Here is my in-depth guide on Nortrom, the Silencer.


(Source: http://i.imgur.com/UfFUG.jpg )
Introduction: Who is Silencer?

(Source: http://www.dotatryhards.com/images/heroes/silencer_portrait.jpg )

Silencer is a ranged Intelligence hero. He focuses on controlling lanes, small skimishes, and team fights with the use of his abilities. His presense allow him to shut down both single and multiple targets very well, as well as snowball to a high damage dealer with every enemy hero that dies near him. His roles mainly focus on supporting, countering ganks and initiations, and a powerful semi-carry.
Statuses of Silencer: Number Crunching

(Source: http://www.dota2wiki.com/wiki/Silencer )

Most of his base stats and stats gains are average, but considering you will be supporting, it's not really that terrible. He has good overall Intelligence base and gain, but he would still like to build more Intelligence, as it will benefit one of his abilities (which will be discussed later in the guide).

The main problem with his status, personally, is his movement speed. Silencer lacks chasing and escaping mech of any kind, which can make these scenarios quite difficult for him to pull off without any other reliable disable.

And with his low base Strength and average Strength gain, you will need to have a sense of smart gameplay and positioning when you are picking up Silencer. He can snowball well into a side-carry, but only if you, as a player, have an understanding that he is quite squishy as a hero, in general. Just keep in mind that he is support first, and a carry second, when you are reading this guide.
Lore: The most powerful Magic is the lack of it

(Source: http://ggeneration.ru/wp-content/uploads/2010/03/Silencer_dota.jpg )

Part of the seventh and final generation of a carefully designed pedigree, Nortrom was bred by the ancient order of the Aeol Drias to be the greatest magic user the world had ever seen. He was the prophesied one, the culmination of two-hundred years of careful pairings, a war-mage who would bring glory to the order, and destruction to their sworn enemies, The Knights of the Fold. Raised with other young mages in a hidden cantonment among the hills of the Hazhadal barrens, the order's preceptors waited for Nortrom’s abilities to manifest. While the other students honed their talents with fire, or ice, or incantatory spells, Nortrom sat silent and talentless, unable to cast so much as a hex. As the day of final testing approached, he still hadn’t found his magic. In disgust, the preceptors berated him, while the children laughed. “You are no mage,” the head of the order declared. Still, Nortrom did not slink away. He entered the day of testing and faced down the young mages who had mocked him. And then his preceptors learned a valuable lesson: a lack of magic can be the greatest magic of all. Nortrom silenced the young mages one by one and defeated them in single combat, until he alone stood as champion of the Aeol Drias, in fulfillment of the prophecy.
Abilities: Quiet Incantations
(All images and sources taken from: http://www.dota2wiki.com/wiki/Silencer )


Curse of the Silent:
Curses the target area, causing enemy units to take damage and lose mana until they cast a spell.

Nortrom's lack of incantations is less of a problem for him than it is for his adversaries.

Radius: 350
Range: 800
Damage: 20/35/50/65 per second
Mana Loss: 8/16/24/32 per second
Duration: 6 seconds
Mana Cost: 75/95/115/135
Cooldown: 20/18/16/14 seconds'

The AoE will affect only enemy heroes and will be removed once an enemy hero casts a spell.

Notes about Curse of the Silent:
  • Curse of the Silent can be purged.
  • Curse of the Silent will not affect Magic Immune units.
  • Curse of the Silent will not be removed by toggled abilities or active item abilities.


Glaives of Wisdom:
Silencer enchants his glaives with his wisdom, dealing additional damage based on his Intelligence. If an enemy hero dies while in range of Glaives of Wisdom, Silencer will permanently steal 2 Intelligence from that hero.

Although lacking in traditional incantations, Nortrom's pedigree of the Aeol Drias gives him uncanny wisdom, which he applies to physical combat.

Intelligence Steal Distance: 900
Percent Intelligence to Damage (Pure): 30%/45%/60%/75%
Mana Cost: 15
Cooldown: 0

Main steroid of Silencer. He will gain 2 Intelligence permanently, while the enemy hero loses 2 Intelligence permanently for any enemy hero that dies within 900 range of visual range or any hero he kills regardless of range.

Notes about Glaives of Wisdom:
  • Glaives of Wisdom can be manually casted (orb walking).
  • If silenced, Glaives of Wisdom will not activate if it is on auto-cast.
  • Glaives of Wisdom is not retroactive (unlike Pudge's Flesh Heap, which is retroactive). This means you will not be able to steal any Intelligence if there are no points on this ability.


Last Word:
Targets an enemy unit placing a debuff on it. While the debuff is active, casting any spell causes the target to become silenced and take damage. If the duration of the debuff runs out without the target casting a spell, it will still take damage and be silenced but also be disarmed.

Nortrom ensures that spells uttered by his opponents will be their last.

Range: 900
Debuff Duration: 5 seconds
Silence/Disarm Duration: 3/4/5/6 seconds
Damage (magic): 150/200/250/300
Mana Cost: 115
Cooldown: 36/28/20/12 seconds

Silencer's main form of nuke and single target disable. First, SIlencer will apply a debuff that gives basic vision (does not reveal affected unit). If an enemy casts any spell, they will take damage and be silenced after using that spell. However, if an enemy does not cast any spells during that debuff duration, they will not only still take damage and become silenced, but also become disarmed.

Notes about Last Word:
  • Last Word will pop Linken's Sphere and will not affect units that go Magic Immune after the debuff is placed.
  • Last Word will not interrupt channeling abilities if the ability is used before the Last Word debuff duration expires. For example, if Last Word is placed on Enigma and he uses Black Hole, he will be silenced and damaged as with any other spell usage, but he will not be channel interrupted.
  • Last Word will provide basic vision over the affected target over the duration of the debuff. It will not reveal invisible units and will lose basic vision once the target casts a spell or once the 5 second debuff duration is up.


Global SIlence:
Silencer stops all sound, preventing enemy heroes and units on the map from casting spells.

With a shock to the ground, all magic and sound pauses, and Nortrom fulfills his prophecy.

Duration: 4/5/6 seconds
Mana Cost: 250/350/450
Cooldown: 140 seconds

Silencer's main form of multiple disable. This spell will affect ALL non-ally units on the map, regardless of their current positions.

Notes about Global Silence:
  • Global Silence will not pop Linken's Sphere and will go through it.
  • Global Silence can be purged.
  • Global Silence go through Magic Immune units, but can be removed if units go Magic Immune after Global Silence.
  • Global Silence does not block item usage.
Usage of Abilities: General
Silencer has great presence no matter where he is. His general abilities allow him to shut down both heroes that like to use spells and heroes that do not require to use spells. This allows him to control the flow of battles very well, since enemies are either forced to use spells early in order to prevent being completely disabled by Silencer from his general skillsets or face the punishment of being disabled and being completely helpless while SIlencer and his team follow up.

Silencer's focus will be control, in a general term. Although Silencer lacks a really hard disable such as a stun, he can still control what is going on in a game, whether it is in lane, in a team fight, or even what is going on across the map. You will need to be aware of what is going on around you and across the map in order to help your team to your fullest potential.
Usage of Abilities: Curse of the Silent

Cast range of Curse of the Silent.


AoE radius of Curse of the Silent.

Curse of the Silent is what will force enemies to use spells early. The AoE is reasonable enough that you shouldn't have too much trouble hitting this ability on enemy heroes. You will use this ability in order to harass from a longer distance, as well as drain the enemy heroes' mana, whether it would be by the duration of the Curse, or by forcing them to use their spells in order to remove the Curse.

Curse of the Silent will be strong against heroes that can not spam spells early or have generally low Intelligence, therefore having a low mana pool, which will allow you to drain mana and harass more effectively. Heroes such as Tiny, Skeleton King, Troll Warlord, or Morphling fit this category. With higher levels on Curse, your opponents will be mana-deprived and zoned out, hardcore.

However, in most cases, you will want to use Curse of the Silent as a follow up spell, since it is very easy for enemy heroes to remove the Curse. Last Word and Global Silence can effectively setup Curse of the Silent, which will more or less, guarentee that you can drain mana and damage enemy heroes. But if you have teammates that can provide a good stun or even have Mana Burning capabilities in lane, that is always a plus, since this will help your Curse of the Silent immensely.
Usage of Abilities: Glaives of Wisdom
This is SIlencer's main form of steroid and what makes him a very strong semi-carry. As long as he is in fights where enemy heroes are dying on him (and that you have at least one point in this skill early...), you will steal 2 Intelligence every time an enemy hero dies near him. The two main benefits from this mechanic are:

1. The Intelligence you steal is permanent. The INT you gain from it and the INT that enemies lose from it are permanent. This is devastating against heroes that rely on snowballing through Intelligence, heroes with generally low Intelligence stats, or even heroes that rely a lot on casting.

2. The Intelligence you steal will scale very well into late game. At level 4, you will be able to deal your basic damage plus 75% of your Intelligence as PURE damage. This is very strong if you are able to snowball with a lot of stolen Intelligence or general items that provide Intelligence stats.

Glaives of Wisdom is also very strong very early on with a single point on it. You will have the ability to orbwalk, which allows you to bypass a lot of creep aggro. Remember that you have to manually cast it in order to orbwalk (do not toggle it on; you will not orbwalk if you do it this way).You can also last hit quite well (but can’t deny your own creeps with the bonus damage from Glaives of Wisdom), but you should be focus on playing as an aggressive support with your orbwalking skills. At only 15 mana, you should easily be able to have the necessary mana regen to maintain it.

And as stated earlier, this ability ties directly with the amount of Intelligence you currently have as Silencer. With more Intelligence, Silencer is able to scale well into late game as a damage dealer. Some people consider Silencer to be item dependent because of this. But don’t forget about his Intelligence stealing capabilities. As long as Silencer is participating in kills close by him, he will gain 2 Intelligence every time. This allows him to focus on getting other items for his team, while still maintaining a high amount of Intelligence in order to scale into a damage dealer in the later stages of the game. Items that give him Intelligence will still be good for Silencer, but his role should focus on supporting his team in order to transition into that stage of a carry/semi-carry.
Usage of Abilities: Last Word

Cast range of Last Word. This is also the range Silencer has to stay in to steal Intelligence from Glaives of Wisdom.

Last Word is a very powerful single target tool. It is essentially a guaranteed silence with a disarm if used properly. This ability will essentially take out a hero completely out of a fight, especially if you can get the disarm off. This is very powerful in turning around small engagements, where you just need to take out one hero of a fight temporarily.

Last Word ties in with all of his other abilities in some way or fashion:
  • The guaranteed silence will help you take full advantage of Curse of the Silent off on a single enemy. To turn it around, using Curse of the Silent first will help you get the disarm off of Last Word, since your target will mostly likely remove Curse with one of their active skills.
  • Last Will has a cast range of 900, which is the same range required from Glaives of Wisdom in order to steal Intelligence. The basic vision it grants also helps you to keep sight and keep in range of the target in order to steal those Intelligence. And of course, the silence and disarm will prevent counter attempts, allowing you to right click/orbwalk away with Glaives of Wisdom.
  • The 5 second delay from Last Word required to trigger the disarm will tie directly with Global Silence. The combo of Last Word and Global Silence will insure that you can disarm your intended target, as well as keep enemies from casting anything against you.
Last Word, although powerful, has its drawbacks. It’s 110 mana at all levels, which makes it mana intensive, and the cooldown for it is quite long for a basic ability. Last Word is definitely not an ability that you can spam, even if you have the mana capacity to maintain it. Last Word is also Silencer’s main source of a reliable disable, but still lacks a disable that can hold down opponents. The guaranteed silence is good, but a great Silencer will be able to use it properly in order to set up for follow ups or disarming a critical hero.
Usage of Abilities: Global Silence
Global Silence is Silencer’s signature ultimate. It does exactly what it says. It globally silences everything on the map. This allows Silencer to become a true threat even when he is on another side of the map. Global Silence will also go through Magic Immunity and Linken’s Sphere, so the only thing that matters is your timing of this gamebreaking ultimate. It’s another guaranteed silence, but this will affect every non-ally unit on the map.

Global Silence is used primarily as a counter to other initiating or ganking attempts. The ultimate can be used to start up a fight, sure, but it is much better to let your enemies come to you helpless, while your team can follow up without spending the extra effort of getting into position. This ultimate will turn around bad situations into ones that you and your team can manage. Although it is on a long cooldown of 160 seconds, don’t be afraid to use it in order to bail your team out of what could have been a bad fight.

At the same time, timing is everything when using Global Silence. At 450 mana and 160 second cooldown, you can’t afford to mistime the ultimate when your team needs it. You will also need this ultimate in order to maximize the effect of Curse of the Silent. Ideally, you will need another hero that can initiate, but if you are the only one capable of initiating, you will need to treat your ultimate as an initiation ability when your team needs it.
Skill Build: “Silenced” Magic
(Tools for this section are taken from: http://www.dotafire.com/dota-2/edit-guide )

You will always have your first point on Glaives of Wisdom to immediately harass and/or last hit in lanes.


The standard skill will be to max Curse of the Silent first. The large AoE and static numbers means this ability will peak very early. In order to maximize his presense, you will need to take advantage of it early, and maxing Curse will be the way to do it. You will need one point in Glaives in order to orbwalk and harass, as well as gain any Intelligence you can with successful kills from your team. Last Word will be maxed second for the utility and Cooldown reduction.


The alternate build will be to max Last Word first and completely ignoring Curse of the Silent until it is the last ability to max out. You will mainly use this against lanes where enemies have abilities with low mana costs that can easily remove your Curse. The nuke from Last Word will be more than enough to make up for not maxing Curse, and the increased silence/disarm duration will help you and your team get easier kills early in the game.
Item Build: Paid for their Silence
This build will mainly cover a support Silencer. I will also cover items for a semi-carry Silencer.

Starting Items (support):
(or )
Don’t be the one to get both the Wards and Courier. You can provide both if you team won’t, but Silencer would like to have a little bit of farm to get some early items. Branches will gives early stats, while a Ring will give you early armor to take some harass from your opponents.

Starting items (Semi-carry):

This build will give you more stats, which gives you more room to farm/harass appropriately.

Early Game Items (Support):

You will need to survive in order to get some Intelligence for your Glaives. Tranquil Boots will provide a large movement speed boost on top of the regeneration properties. The Magic Wand and Bracer will add some raw stats to Silencer early on in order to survive.

Early Game Items (Semi-Carry):

This build will give you some early DPS potential, while still maintaining a somewhat durable build with the raw stats from NT and the Tread Switch from Power Treads.

Core Items:

No matter what build you are going for, these two items are needed for Silencer. Force Staff will give Silencer both Intelligence and a good Health Regen, which fits both support and semi-carry roles. The Force active will also be needed, as Silencer lacks the ability to chase or escape. Mekansm will be mainly used to keep Silencer and his team durable. The armor from this item will help, since he will be shutting down most of the magic damage anyway. The general supportive nature of this item will benefit his team, as well as keep Silencer alive.

Late Game/Situational Items:

For other items, Silencer should consider getting items with plenty of disables, since he kinda lacks one of his own. He has silences and disarms, but he will still need other means of disables in order to keep enemies back. Any item that will give him Intelligence will help his Glaives of Wisdom deal more damage. This will also help keep his mana pool up, since his mana costs are fairly high on all of his skills. Here are a couple items to consider:

Silencer is good with every single Boot Items:

  • For support Silencers. You will need this item in order to keep your mana and your team’s mana up. Combined with Mekansm, and you have a powerful pushing team.


  • You will need to be in as many fights, small or large, in order to stack up a lot of Intelligence. An early Boots of Travel will do just that. And the bigger movement speed will help you position yourself better.


  • These set of boots are a cheap investment in order to boost your chase/escape.


Although Silencer isn’t the best to hold onto aura items, these two items are still dirt cheap and very handy if you lack the farm for any other items. Both give good stats and provide a nice aura. Drums will give bonus movement speed and attack speed, while a Ring will give you more armor and mana regen.


This is the item that will keep you alive while you and your team snowballs. It gives plenty of Strength, which will give Silencer more health, a little bit of mana regen, and urn charges, which can heal or hurt heroes. You will need to snowball with this, so don’t get it if your team isn’t doing well.


A cheap, but hard enough disable. This item will cover most of your mana problems early, as well as give you movement speed, which will make chasing/escaping a little bit easier. The cyclone will also help you proct Last Word’s disarm, making this item worth the money invested. Make sure you time it properly; cycloning too late will prevent the disarm from procting, since the cycloned hero is considered to be invulernable and untargettable.


Since Silencer can prevent most of the magic damage thanks to his silences, he can safely use this item. He can also orbwalk, which will go through the disarming effects of being Etherealed. Situational, but still powerful if you are up against a lot of right clicking heroes.


A powerful hex and plenty of Intelligence and mana regen to cover your late game. Better item for Support roles with the lack of DPS, but don’t hesitate to get it for Semi-Carry roles.


Silencer’s main late game DPS item of choice. It gives good Intelligence and damage, good attack speed, and a powerful silence, which works directly with Last Word. This will almost guarantee the disarm for Last Word without having to waste Global Silence in order to do it.


If you are going to be in the middle of fights, you might need to consider a BKB. Although you can already block spells, you will need this item against those lingering spells that get through.


You will need this item if you are going to be roaming a lot in order to keep up with experience. It will also give Silencer a bit of Attack Speed, which will help fit in more attacks for Glaives of Wisdom. Just make sure that your team doesn’t need anything else if you are building a Midas. Do not use this item to farm as a carry; Silencer is not a hard carry.


You are still a support. Expect to pony up consumables if your team is too greedy not to.

Remember, Silencer can do well with few items. So there isn't really a bad ideal item build for him.
Item Build: Paid for Their Silence (cont.)

Linken's will give good stats as well as the all-powerful spell block, which will block some nukes that Silencer can not survive against.


The item of choice for Silencer against physical damage. It gives great Intelligence and Armor, which will help you right-click and survive through them. The active component will help you initiate fights better with Global Silence, movement speed, and attack speed reduction.
Gameplay: A Hush Falls on the Battlefield
Levels 1-5: Early Game

Your ideal role on a lane is to play as an aggressive support. Orbwalk as much as you can to harass the enemy heroes off of the lane in order to give your carry room to farm. 15 mana should be easily managable if you are just spamming this ability in lane. Remember that Glaives will not proct if you are trying to deny creeps, so keep that in mind.

For farming, just stack and pull neutral camps. And always make sure to have Sentry Wards in order to deward any wards blocking the camps. Since you will be farming from camps, it will be YOUR job to get them (although if someone else gets Sentries for you, that's a bonus). But if you are the one that is going to be farming in lane, then good, farm/harass with Glaives. The bonus true damage should give you little trouble last hitting in lane.

The worst lanes to go up against are other aggressive lanes, since this will leave you no room to go out of position to harass with Glaives. In this case, just focus on using Curse of the Silent in order to harass from a distance. You will have to be more judicious with your mana if you are forced to focus on Curse, especially against heroes that can easily remove Curse.

Levels 6-10: Early-Mid Game

Now that you have Global Silence, you will need to become more map aware in order to use it effectively. Global Silence will both start and prevent ganks and initiations, depending on what the situation calls for. The only way to know is to watch your minimap and prepare to blow your ulitmate wherever it's needed.

You would like to stack up Intelligence for Glaives at this point, so try to be in fights where your team has easy kills. That means you will need to always have Teleport Scrolls (although you should always have them for any hero) or Boots of Travel in order to join in fights. You might also need to stock up on Smoke of Deceit in order to help you and your team gank.

Levels 11-15: Mid Game

At this stage, you will be getting into more larger team fights. Your role as a teammate is to fill in what your team needs you to do. This could mean a couple different things:
  • Global Silence can be used to initiate or disengage fights.
  • Last Word will be used on the hero that your team needs to be taken out of the fight. This could mean an initiator with your long silences, a carry that needs to be disarmed, or any hero, in general, that is a big threat with their spells such as a Rubick or an Invoker.

The ideal order is Last Word, then Global Silence, and then Curse. This order will just about guarentee the disarm on Last Word, while still being able to deal damage and drain mana with Curse.

Curse followed up immediate by Global Silence, will maximize the damage on Curse. And Last Word last will help keep an enemy silenced for the majority of the fight (and maybe disarm if you are quick enough). The danger of this order is the enemy will have more time to remove Curse of the Silent, which takes away all of the AoE damage on Curse. This also puts you in a bad position, since you will be fairly close to the enemy team.

Your survival will always be first. The less deaths or the longer you stay alive, the more effective Silencer will become. Although most of Silencer's spells have fairly long Cooldown, it's made up by the long durations of each respective spell. And you will (mostly) steal Intelligence if any enemy hero dies near you. What is important about this is that you have to be ALIVE in order to steal Intelligence; you will not gain any stacks on Glaives while you are dead, even if an enemy hero dies anywhere close to Silencer.

Levels 16-25: Late Game

By this point of the game, you will have a good amount of stolen Intelligence, as well as a couple of items. Your role will switch from a Support to a Semi-Carry at this stage of the game. You will still need to stay back, as Silencer is still pretty squishy and easy to kill, even with a durable item build.

Your role doesn't change too much from Mid Game, except you will deal a lot more damage with Glaives with the stats you gain from items and levels. Don't be afraid to stick onto one target at a time, since you will easily be able to take down targets one at a time.

Your spells are still very powerful. Global Silence will go through Magic Immunity, which can be annoying for heroes that rely a lot on their spells in order to contribute to a team. And the disarm from Last Word will be great against hard carries at this stage, which should be guarenteed with your Level 3 Global Silence.
Allies: Quiet Teammates
Silencer's friends are plentiful:
  • Any reliable stun or silence will help Silencer proct the disarm from Last Word.
  • Other mana burners or Diffusal Blade buyers will help maximize the duration of your Curse.
  • Heroes with a definitive role on a team. What I mean by this are heroes that have a set role on a team and do not have to switch between certain roles. Silencer can initiate, support, and carry well, but he is not the best to perform any of these role or other roles such as ganking.
  • Hard carries, in general. They would love your lane controlling capabilities in order to have room to farm.

Here are a few of my favorite heroes to be with:


He enjoys having a support that can control a lane very well. And the slows from Spirit Lance and Diffusal Blade are two things you really like as Silencer. The mana burn from Diffusal Blade will also help you maximize the damage from Curse, while your disarm and silences allow him to right click away.


Her AoE silence is very easy to hit, which allows Last Word to disarm almost every time. Her high Agility early game and Ice Shot orbwalking allows her to kite and harass very well, which in turn allows you to kite and harass very well. Very aggressive lane combo.


He would love your lane controlling capabilities with his low mana pool and melee attacks. He can also setup kills with Reality Rift and Chaos Bolt on top of your spells. If you (and CK) are lucky, that Chaos Bolt will hit higher durations of stun, since this will help proct the disarm from Last Word. Global Silence also allows CK to initiate fights very well without having to worry about spells.


A real ganking machine that will help you get quick stacks on Glaives with no problem very early.
The Crippling Fear silence at night will guarentee the disarm, which makes his ganking potential much more deadly.


One of my favorite laning partners as SIlencer. Mana Leak is another mana burning spell, while Chakra will help keep your mana up, allowing you to spam Curse to your heart's content. You will also be able to farm on your lane (hopefully), as KotL stands back and Illuminate your opponents. This combo is also an extremely powerful lane control combo, since you have Curse to harass without pushing lanes, and Illuminate to harass AND push lanes.
Enemies: You are too Loud!
  • Dedicated gankers will eat Silencer alive.
  • Silences. Which is weird for SIlencer...
  • One-Hit-Wonder heroes, heroes that can nuke you with one spell, heroes that do not rely on comboing with spells (setup and follow up).
  • Heroes with low mana costs. They can remove Curse easily, which is Silencer's main AoE damage.

Here are heroes I dread to go against:


Vendetta and Mana Burn will murder Silencer. Dagon will also give Nyx a reliable nuke, since it will go through silence.

How to manage: A Linken's Sphere will block either Mana Burn or Dagon. But if you are going to survive against Nyx, you will need Sentries or someone to hold onto a Gem.


Yes, I like him. But I also hate him. The silence and miss chance pretty much screws you every time.

How to manage: Keeping constant vision of him with Observer Wards and Sentry Wards will allow you to keep track of NS. NIght Stalker will fall off around mid-late to late game, so surviving against him early will help you and your team later on. Linken's will also block one of his spells, which will either prevent you from being silenced, or allowing you to TP away.


Lich's Frost Blast will both nuke you and kite you. Lich also has Sacrifice, which easily removes your Curse and keep his mana up.

How to manage: The only time he will beat you is on a lane. Make sure to spread out to avoid Chain Frost bouncing between you and your allies. The alternative build will be critical in order to match his early burst.


Static Link will easily remove Curse, while Static Remnant will punish you HARD for casting Last Word on him in lane. His high movement speed will also allow him to keep on you with your lack of mobility.

How to manage: Global Silence and Curse of the Silent will be your best friend against him. You will HAVE to disarm him in order to keep him from murdering you with Static Link. Glaives will still deal true damage, but make sure you don't orbwalk with it.

Special Mentions:


He steals your Intelligence in lane, but you steal his Intelligence anytime he dies near you. The higher Intelligence wins this matchup.

How to manage: Linken's will prevent him from Imprisoning you. An Orchid on top of your silences will block Arcane Orb completely. You will also have to get early INT in order to take less damage from Sanity and trade with him in lane.


Rubick loves to have your spells and use it against you. Last Word and Global Silence is devastating to go against if he gets his hands on them.

How to manage: Last Word > Curse of the Silent combo will be powerful to go against him. Since all of his main abilities requires an enemy target, stay in Fog of War to prevent him from casting anything on you.
Final Notes: In conclusion
I will probably need to update this guide once I fit more games in with Silencer. I hope to see him used more competitively with his very powerful skillsets and semi-carry potential.

Thanks to αlpha and CDL | 2x2 for editing this guide.

Thanks to DotA staff for bringing Silencer into the fields of battle.

My extension is Oblivion2011 if you have any questions.

Please rate on top, favorite, and tell me what you think of this guide in the comments below.


(Source: http://1-media-cdn.foolz.us/ffuuka/board/vg/image/1350/36/1350360407582.jpg )
23 Comments
76561198151454101 12 Jul, 2015 @ 5:37am 
Good Job!
LED at the end of the tunnel 13 Dec, 2014 @ 1:32am 
outdated till aghs refresher is considered the default build, rest is good.
Amaikkie 17 Jun, 2013 @ 8:29pm 
This is an amazing guide and I love it. They added Aghanim's Scepter for Silencer now and it makes Silencer's ulti more powerful (silenced and current level of Curse of the Silent), perhaps maybe add a section for explaining good situations and what-not? (My English is terrible)
Radiance  [author] 28 Mar, 2013 @ 12:13pm 
@AgainstAllOdds

Like I stated, it all depends on your game. BKB will probably be picked up moreso than Linken's. I personally like Linken's because it blocks some spells that BKB can't. But if you are expected to be in big team fights, then BKB will be better of course.
AgainstAllOdds 28 Mar, 2013 @ 11:26am 
even if ur against heavy targets nukes its much better with bkb becouse the bkb + ur ulti means ur god for alittle while since no1 can touch u so better to have bkb under situational then linkns tbh linkens isnt much of use on silencer
Radiance  [author] 28 Mar, 2013 @ 8:32am 
@AgainstAllOdds

Please note that Linken's is stated under situational items, as well as late game items. Linken's might have to be considered if you are against heavy single target nukes, but it won't be an item that you NEED.
Radiance  [author] 28 Mar, 2013 @ 8:24am 
@4evra

Yea, I was meaning to play SIlencer more to post a better W/R ratio. My Dark Seer and Slark guides have better W/L, but I think this guide is still fairly good.
AgainstAllOdds 27 Mar, 2013 @ 4:43pm 
linkens on silencer is waste of gold unless ur vs doombringer
4evra 27 Mar, 2013 @ 3:57pm 
Why would u post your Silencer score?
That bar shows how good your score with him is compared to other heroes of yours.
In other terms,a 10+ score in win-lose is not that much of assuring.It rather leads to conclusion that you are mediocre with most of other heroes.
Radiance  [author] 27 Mar, 2013 @ 10:39am 
Please continue to give me feedback on this guide and rate on top!