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Heroes/Silencer
Silencer
IntelligenceRanged

Silencer

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. <br><br>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.

Base STR

18 +2.2

Base AGI

22 +2.2

Base INT

25 +2.9

Move Speed

300

Attack Range

600

Base Armor

0

Attack DMG

18–32

Projectile

900

Suffer In Silence

Suffer In Silence

PassiveInnate

Silencer takes less damage from and deals more damage to silenced targets.

If an enemy Hero dies within 925 range of Silencer or was debuffed by Silencer at the time of death, Silencer permanently steals 1 Intelligence from them. If the victim was silenced, steal an extra 1 Intelligence.

SILENCED TARGET DAMAGE:

5%

Arcane Curse

Arcane Curse

Point TargetAOE

Cooldown

22 / 20 / 18 / 16s

Mana

120 / 130 / 140 / 150

Curses the target area, dealing damage and causing enemies to take damage over time and slowing their movement speed.

Anytime affected enemies cast a spell, the duration is increased. The duration is paused as long as the target is silenced.

DAMAGE:

16 / 24 / 32 / 40

INITIAL DAMAGE:

20 / 40 / 60 / 80

RADIUS:

350

BASE DURATION:

6

MOVEMENT SLOW:

-16 / -19 / -22 / -25%

PENALTY DURATION:

2

  • Affects creeps.

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

Glaives of Wisdom

Glaives of Wisdom

Unit TargetAghanim's Shard

Mana

12 / 14 / 16 / 18

Silencer enchants his glaives with his wisdom, stealing his target's Intelligence with each hit and dealing additional damage based on his Intelligence.

INT TO DAMAGE:

35 / 50 / 65 / 80%

INT STEAL:

2 / 3 / 4 / 5

INT STEAL DURATION:

10 / 20 / 30 / 40

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

Last Word

Last Word

Unit Target

Cooldown

22 / 18 / 14 / 10s

Mana

100 / 105 / 110 / 115

Enchants a target, providing vision of them and causing them to be damaged and silenced if they cast a spell or if the enchantment timer expires. Deals extra damage based on the difference in intelligence between Silencer and the target.

BASE DAMAGE:

120 / 160 / 200 / 240

INT DIFF MULTIPLIER:

1 / 1.5 / 2 / 2.5

ENEMY CAST TIMER:

4

SILENCE DURATION:

3 / 4 / 5 / 6

AOE:

  • Channeling abilities will trigger this effect once the caster finishes its channel.

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

Global Silence

Global Silence

No TargetAghanim's Scepter

Cooldown

120s

Mana

300 / 450 / 600

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

FIRST DURATION:

0

SECOND DURATION:

0

DURATION:

4.5 / 5.25 / 6

  • This skill works on invisible and Debuff Immune units, but gaining debuff immunity will remove its effect.
  • Multiple Arcane Curses from Aghanim's Scepter Global Silence do not stack.

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

+25 Attack Speed
10
+7% Suffer In Silence Silenced Target Damage
-15s Global Silence Cooldown
15
+2s/+1s Arcane Curse Base/Penalty Duration
+40s Glaives of Wisdom Int Steal Duration
20
250 AoE Last Word
+30% Glaives of Wisdom Damage
25
+2s Global Silence Duration
Aghanim's Scepter
Global Silence

Global Silence

Global Silence applies Arcane Curse to heroes for the duration of Global Silence.

Aghanim's Shard
Glaives of Wisdom

Glaives of Wisdom

Causes Glaives of Wisdom to bounce 0 time to a random enemy within 0 range and increases intelligence steal.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

51%

Win rate in recent matches

Performance

62%

KDA ratio (kills + assists / deaths)

Laning

16%

Last hits per minute over full game

Farm

46%

Average gold per minute

Fighting

20%

Average kills + assists per match

Experience

61%

Average XP per minute

Strategy

When to Pick Silencer?

No, guys—Silencer is not forgotten right now. I hate to say it, but the data tells a completely different story. Hawk Live moved him from B-tier straight to S-tier in the current patch. Strafe named him one of the three best hard supports available. The reason the hero FEELS forgotten is because he is not flashy, not picked in every game, and does not produce the kind of obvious visual chaos that Shadow Shaman's wards or Rubick's stolen spells produce. But the hero who quietly accumulates intelligence across an entire game, applies a harassment curse from range that grows longer every time the enemy support dares to cast a spell, and then presses R at the exact right moment to freeze the entire enemy team in silence while your carry murders them? That hero is winning games. Consistently.

The new Suffer in Silence innate is the mechanic that changes everything about how you think about this hero in the current patch. Silencer now deals more damage to AND takes less damage from silenced targets — scaling at 5% plus 0.5% per hero level for BOTH the bonus damage output and the incoming damage reduction simultaneously. At level twenty, that is 15% more damage dealt to silenced heroes and 15% less damage received from them at the same time. Combine this with the intelligence steal mechanic—one permanent intelligence point stolen from any hero who dies within 925 range, two if they were silenced at the time of death, and additionally one from any hero who dies while debuffed by Silencer regardless of distance—and a late-game Silencer in a game where his team has been winning fights is dealing significantly amplified damage with his Glaives against silenced targets while simultaneously taking reduced damage, AND his intelligence pool is continuing to grow from stolen int, making Glaives hit harder with every hero death near him. It is a compounding loop that makes Silencer more threatening the longer the game goes and the more the enemy team dies near him.

The current meta of intelligence-heavy midlaners and spellcaster supports playing high-mana ability rotations is exactly what Arcane Curse was designed to punish. Cast Arcane Curse on a Leshrac who needs to spam his abilities for lane presence—every ability he casts while the curse is active extends the duration further, dealing more and more damage-per-second tick the longer the extension compounds. A Leshrac who casts four abilities during an active Arcane Curse is sitting under a debuff that has been extended four times and is dealing ongoing damage-per-second through BKB—Arcane Curse explicitly goes through magic immunity on the duration extension and damage ticks. Last Word enforces a silence the moment the target casts anything or automatically triggers after four seconds if they manage to hold themselves back from casting—which means against a target with Last Word active, they are damned if they cast and damned if they do not. And then global silence exists. One button. Every hero on the enemy team stops casting spells simultaneously. In the current meta where Enigma needs Black Hole to win, Tidehunter needs Ravage to survive, and Leshrac needs his entire spell rotation to deal damage—four full seconds of complete global silence turns every threatening cooldown on the enemy team into a wasted window that they will never get back. The Arcane Curse nerf in the current patch removed the 1.25x damage and slow multiplier against silenced enemies—which genuinely did hurt—but Suffer in Silence's innate damage amp on silenced targets partially compensates for the loss in a different way by making Silencer's own attacks more threatening against the heroes he has silenced. He is disgusted with spell-heavy lineups that have no BKB and no reliable dispel—intelligence supports, greedy caster mids, and offlaners who need multiple spell casts to fight effectively. He pairs beautifully with physical damage carries who benefit from Global Silence freezing the enemy team's defensive cooldowns—a Night Stalker or Lifestealer whose targets cannot pop BKB, blink away, or activate defensive actives during four seconds of Global Silence is killing everyone in front of him with zero opposition. Avoid picking him into lineups with heavy BKB users who can operate entirely through the global silence window without needing spells and into teams that can itemize Lotus Orb or Eul's Scepter to dispel Arcane Curse before it has accumulated meaningful duration.

Tips & common mistakes

  • Arcane Curse duration extends every time the affected unit casts an ability while under the debuff—most pub Silencer players cast Arcane Curse and then do nothing else, waiting for it to expire. The correct use is to immediately cast Last Word on the same target after Arcane Curse lands, because the four-second Last Word silence suspends the Arcane Curse duration from ticking down, and when the Last Word expires, forcing a cast or triggering the silence, the Arcane Curse resumes with compounded duration. The combination of the two abilities on a single target is dramatically more threatening than either used independently.
  • Suffer in Silence's innate applies Silencer's outgoing damage amp AND incoming damage reduction against silenced targets—which means Glaives of Wisdom against a silenced hero deals noticeably more damage per hit than against a non-silenced hero. Most pub Silencer players use Glaives purely as a passive harassment tool and never consciously activate Glaives against heroes who are currently silenced by Last Word or Global Silence to maximize the amp window. Time your Glaive's attacks to hit silenced targets specifically.
  • Intelligence is permanently stolen from heroes who die within 925 range OR while debuffed by Silencer from any distance — most pub Silencer players only think about the 925-range component and stay near dying heroes hoping for proximity kills. Applying ANY debuff to an enemy hero—Arcane Curse, Last Word, or Glaives hit—means their intelligence transfers to Silencer when they die regardless of where that death happens on the map. In teamfights, prioritize applying at least one debuff to the highest-intelligence enemy hero before the fight ends so their intelligence transfers on death even if they die far from Silencer.
  • Global Silence has a cooldown of 130/115/100 seconds—most pub Silencer players use it reactively in fights as a panic button the moment the fight starts, which often wastes it before the enemy team has committed their most valuable cooldowns. The correct use is to wait until the enemy team's initiator has already blinked in and committed, or until Enigma or Tidehunter's animation is visibly beginning, and then fire Global Silence to freeze the remaining enemy team during a window where they cannot respond to your team's counterattack.
  • Last Word provides four seconds of True Sight over the target—which means applying Last Word on an enemy hero who is using Shadow Blade or invisibility reveals them for four seconds regardless of whether the silence triggers. Most pub Silencer players use Last Word exclusively as a damage and silence tool and never think about the vision component. Against an enemy Riki or Clinkz, Last Word actively provides True Sight as a detection tool on a regular cooldown.
  • Arcane Curse goes through magic immunity on the duration extension—which means applying it before BKB is activated means the duration keeps growing from the BKB-using target's own spell casts during their immunity window. Most pub Silencer players avoid targeting BKB users entirely because they think Arcane Curse is blocked. Cast Arcane Curse BEFORE they pop BKB, then watch the duration compound from their own ability uses inside their immunity window.
  • Glaives of Wisdom: Every four attacks apply a 1.75-second silence on the target—most pub Silencer players never track their Glaives' attack count in fights and miss free silences because they do not know the fourth attack is coming. Mentally count your attacks against a priority target in fights to know when the silence proc is imminent, then use that silence window to immediately apply Last Word or Arcane Curse for the compounded duration interaction.

Summary

Silencer is not forgotten—Hawk Live has him S-tier, Strafe named him a top three hard support, and the numbers back it up.

The Suffer in Silence innate making him simultaneously deal more damage to and take less damage from silenced targets changes how threatening his Glaives are in the late game; the intelligence stealing compounds across an entire match into a meaningful stat advantage; and Global Silence remains one of the most oppressive teamfight ultimates a hard support can bring to any game with a magic-reliant enemy lineup.

The Arcane Curse nerf stings—losing the silenced multiplier was real—but Silencer is very much alive in the current meta. Pick him into skill-dependent teams. Press R at the right moment. And watch the enemy team stand completely helpless while your carry finishes them off.

Starting Items

branchestangoblood_grenadeward_dispenserfaerie_firemagic_stick

Early Game

bootsarcane_bootsnull_talismanurn_of_shadowstranquil_bootspavise

Core

force_staffglimmer_capeancient_janggopower_treadssolar_crestspirit_vessel

Late Game

refresherultimate_scepterhurricane_pikewitch_bladehand_of_midascyclone
Searing SignetEssence RingWhisper of the DreadGale GuardMana DraughtTumbler's Toy

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