17 + 2.2
16 + 3.0
27 + 2.5
Nortrom the Silencer is a ranged Intelligence hero who can be played as a Support, Carry or Initiator. He is one of the minority of Intelligence heroes who truly benefits from Intelligence items and is effective against Heroes who rely mostly on spells, as he can silence them while stealing their Intelligence and adding it to his own. He is a notorious anti-caster hero who can disrupt the magical abilities of his enemies and cripple spellcasters throughout the game. Curse of the Silent causes enemies to lose health and mana until the end of the duration or until the enemy casts a spell. Last Word places a curse on Nortrom's target that damages and silences for a long duration if the target casts a spell. If the target does not cast a spell before the curse's duration ends they will be damaged, silenced, and disarmed. Glaives of Wisdom is a Unique Attack Modifier that deals a percentage of Nortrom's intelligence as pure damage. Nortrom's ultimate, Global Silence, silences all enemy units on the map for a few seconds. A well-timed Global Silence can be used to save yourself or an ally, initiate a teamfight, or ruin the enemy's initiation.
Silencer has a unique trait shared only with Earth Spirit in the fact that he has an innate ability: Intelligence Steal permanently steals the intelligence of enemy heroes that die near him and adds it to his own. This rewards his presence in teamfights, also making his Glaives ever stronger as the battle goes on.
| Nortrom, the Silencer
| Play "Quiet as the grave."
|| Support / Carry / Initiator
|| 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.
|| Michael Gregory (Responses)
| Intelligence Steal
| Innate Passive
|| Enemy Heroes
| Silencer will permanently steal 2 intelligence from any enemy hero who dies within range or is killed by the Silencer at any range.
| Steal Radius: 925
- This is an innate ability and does not need to be skilled.
- Stolen intelligence is added to Silencer's base intelligence.
- It does not matter how an enemy hero within the radius dies, Silencer will always steal its intelligence.
- Silencer will always get the intelligence when he makes a kill, no matter how far away the target is, unless the kill is made by the Radiant/Dire and then credited to Silencer, in which case Silencer has to be within range to gain the intelligence.
- However, Silencer needs to be alive as the kill happens to steal the intelligence.
- When an enemy hero has no intelligence to steal left anymore, Silencer won't get more intelligence from that hero.
- The status buff however will increase by 2 on every kill or nearby death.
- Cannot reduce enemy intelligence below 1.
- The following spells cannot dispel the curse:
- Stone Remnant Nightmare End, Return Astral Spirit, Ice Armor, Heal, Quas, Wex, Exort, Release Illuminate, Pulse Nova, Split Shot, Mana Shield, Morph, Stop Icarus Dive, Launch Fire Spirit, Stop Sun Ray, Toggle Movement, Break Tether, Spirits In, Spirits Out, Overcharge, Focused Detonate, Minefield Sign, Phase Shift, Ethereal Jaunt, Rot, Telekinesis Land, Shadow Poison Release, Reality, Trap, Return Chakram, Voodoo Restoration and Berserker's Rage
- All not listed spells will dispel it, including all not listed sub-spells.
- Active attack modifier and active items do not dispel the curse.
- Cannot place the curse on invulnerable or hidden units, however, if a unit turns invulnerable or hidden while being cursed, it still will lose mana meanwhile.
- Damages and burns mana in 1 second intervals, starting 1 second after the debuff is applied, resulting in 6 instances.
- Can deal up to 120/210/300/390 damage (before reduction) and burn 48/96/144/192 mana on a single unit.
- Applies the mana loss first on each tick, and then the damage.
- The sound effect played on every damage instances is only audible to the affected units' player.
- Glaives of Wisdom deal their damage in a seperate damage instance. So they are unaffected by any attack modifying effect.
- Glaives of Wisdom deal their damage before the attack damage is applied, but still depend on the attack hitting the target.
- Checks Silencer's intelligence as the projectile hits. Gaining/losing intelligence while the projectile is traveling will increase/decrease its damage.
- When the target casts a spell during the initial debuff, it gets damaged first, then the casted spell goes off, and then the silence is applied.
- This means when the damage of Last Word is enough to kill the target, the casted spell will not be used.
- The following spells cannot proc Last Word:
- Stone Remnant Nightmare End, Return Astral Spirit, Ice Armor, Heal, Quas, Wex, Exort, Release Illuminate, Pulse Nova, Split Shot, Mana Shield, Morph, Stop Icarus Dive, Launch Fire Spirit, Stop Sun Ray, Toggle Movement, Break Tether, Spirits In, Spirits Out, Overcharge, Focused Detonate, Minefield Sign, Ethereal Jaunt, Rot, Telekinesis Land, Shadow Poison Release, Reality, Trap, Return Chakram, Voodoo Restoration and Berserker's Rage
- All not listed spells will trigger it, including all not listed sub-spells.
- Active attack modifier and active items do not trigger Last Word.
- Does trigger on channeling spells, but waits for the channeling to stop first.
- Puck can fully avoid Last Word's effects by channeling Phase Shift for its full duration. However, it will get hit when Phase Shift gets canceled instead.
- When Keeper of the Light casts Recall while having the debuff on, it will freeze and not trigger until he casts another spell.
- Sun Ray is not treated as a channeling spell and will immediatly get canceled when cast during Last Word.
- Grants shared vision as long as the 5 second initial debuff is on.
- This means that the curse will always last 6 seconds, regardless of how long the silence lasts and only is placed on heroes and illusions.
- The sound effect of Global Silence which only enemies hear has the highest sound priority in the game.
- This means that it will heavily tone down other game sounds for the enemies, making it basically the only sound they can hear during the silence.
- One each of Tango and Healing Salve are minimum regen requirements to stay in lane without being harassed out. As a support, Silencer can also share the benefits of this regen with his carry.
- As he is reliant on casting spells, Clarity is very important for allowing Silencer to harass enemies with Curse of the Silent or cast his other spells as needed.
- Choice of early stat items varies depending on Silencer's role. If playing as a carry, Circlet and Mantle of Intelligence give him the most benefit for the inventory space, but if played as a support cheaper items should be substituted as Silencer must spend his starting gold on support items instead.
- Boots of Speed are mandatory on all heroes. In Silencer's case, being able to get close enough to cast his spells is important, as he can potentially get kills or assists to proc 16px Intelligence Steal.
- Magic Stick is beneficial on all heroes. For Silencer, the burst regen gives him more survivability and the mana to cast a crucial spell in critical situations, whether he is a carry or support.
- Null Talisman is a cheap stat item that provides good attributes for the gold spent on it. Increasing his intelligence is important for giving him base damage, increasing the size of his mana pool, and gaining more bonus damage from Glaives of Wisdom.
- Power Treads are important for providing Silencer with stats, particularly strength to give him more HP, no matter if he's a carry or support. The ability to switch attributes can help with spell casting or damage output, and the attack speed is highly beneficial when playing as a carry.
- Force Staff is important on Silencer whether he is played as a carry or support. As a support, it provides mobility that helps mitigate his frailty and allows him to close the distance quickly to cast spells, while also giving him HP regen and some intelligence to give him more mana. As a carry, it also increases the effectiveness of Glaives of Wisdom.
- Magic Wand has all the benefits of Magic Stick, along with providing stats and greater charge storage. As Silencer is quite vulnerable to enemy attacks even as a carry, burst HP regen is always helpful.
- Mekansm is a very good support item that gives Silencer the ability to contribute more in teamfights, as it gives him stats and armor alongside the heal. While a carry Silencer often needs to build more powerful items instead, Mekansm is beneficial for a carry Silencer as well.
- Town Portal Scroll is a mandatory requirement on all heroes. As Silencer benefits greatly from showing up to teamfights due to his disables and Intelligence Steal, at least one should be carried at all times.
- Scythe of Vyse provides a strong disable, and helps with Silencer's lack of hard disables. The stats it provides are very beneficial, giving him more intelligence and HP as well as powerful mana regen to sustain his spells. It is a good item to build whether as a support or carry.
- Rod of Atos is an inexpensive utility item that provides both Intelligence and HP, and is great for Silencer if he needs early survivability. The slow is also great for catching enemies out of position, or holding them in place so that you can cut them down with Glaives of Wisdom.
- Shiva's Guard greatly increases Silencer's survivability against physical damage while also granting him more intelligence to fuel his spells and attacks, making it a powerful carry item. The slow can also be used to chase down fleeing enemies more easily.
- Eul's Scepter of Divinity is a very powerful utility item, particularly on a support Silencer. The increased movement speed and mana regen allows Silencer to be more active on the map, while Cyclone can disable enemies, remove debuffs from yourself and make yourself temporarily invulnerable.
- Orchid Malevolence is a powerful item to build on a carry Silencer. The intelligence gives him a bigger mana pool and increases the effectiveness of Glaives of Wisdom, the attack speed and damage give him more physical damage output, and the mana regen allows him to ignore the mana cost of Glaives of Wisdom. Soul Burn is especially powerful as Silencer lacks a directly targeted silence in his spells, and it can be used in conjunction with his other abilities, both to allow Curse of the Silent to last for its full duration and to ensure that the target is disarmed by Last Word, extending the duration of silence to up to 11 seconds.
- Black King Bar greatly increases Silencer's survivability, particularly as a carry. It gives him more HP and right-click damage, and the spell immunity prevents him from being disabled before he can cast his spells to disable the enemy instead.
- Aghanim's Scepter adds Curse of the Silent for the duration of Global Silence, greatly increasing the amount of damage he deals no matter what role he is played in. It is useful for drastically hindering the enemy's ability to cast spells since they will have their mana destroyed for the duration of the debuff, reducing their ability to cast spells once they are able to do so. The item itself also grants Silencer many beneficial stats across the board, giving him more survivability overall.
- Silencer can be played as a carry or support. As a carry, he focuses on taking fights and getting kills and assists with his spells, dealing tremendous damage with his auto-attacks while using his spells to prevent the enemy from easily retaliating. As a support, he focuses on harassing the enemy with his spells and building support-utility items while reserving his ultimate for major teamfights.
- Intelligence Steal allows Silencer to reduce enemy heroes' base intelligence simply by being nearby when they die. This means that Silencer benefits greatly from showing up to fights and ganks, even if he does not actually directly contribute to kills. The earlier he begins acquiring Intelligence Steal stacks, the more easily he can capitalize on the stolen stats and gain an early advantage no matter what role he is played in.
- It is possible to proc Intelligence Steal from outside of its radius if Silencer gets kill credit on the enemy. This means that kills using Last Word or Curse of the Silent, which do not immediately kill their targets, can still award Silencer with stolen intelligence even if the enemy manages to escape to outside the radius.
- Your team benefits much more if you manage to steal intelligence from heroes with already small mana pools such as Phantom Assassin, Centaur Warrunner, Pudge, and so on. As such heroes are already hard-pressed to cast their spells on a regular basis, reducing their intelligence further still can render them almost impotent in fights, or force them to build intelligence items just to ensure that they can cast spells, wasting their inventory slots.
- Curse of the Silent is a strong harass spell as it costs little mana to use and can either destroy a sizable amount of the enemy's HP and mana, or force the enemy to cast a spell in order to conserve their HP, depleting their mana further. Its area-of-effect nature allows Silencer to apply the debuff to multiple enemy heroes at once, or cast it from a safe range by edging the enemy with the far end of the effect radius.
- In teamfights, harassing the enemy with Curse of the Silent before the engagement can severely weaken their mana pools or force them to cast a spell in order to remove the debuff, placing it on cooldown before the fight starts. However, this greatly depends on the enemy's lineup, as heroes such as Bristleback or Batrider can easily remove the debuff with a cheap low-cooldown spell, while others such as Wraith King, Tiny or Chaos Knight can suffer greatly due to their small mana pools and costly high-cooldown spells. This principle also applies in the laning stage.
- Try to force enemies to cast their spells before afflicting them with Curse of the Silent when laning. This will ensure that they take the full duration of the debuff, destroying their HP and mana when they do not have the option of removing the debuff. Otherwise, it can force them to waste even more mana if they do have another spell that they can use to remove the debuff.
- In general, if an ability does not cost mana or is toggled, it will not remove the debuff from Curse of the Silent. Additionally, certain spells owned by creeps will not remove the debuff if cast by Doom. Use this to your advantage when laning against certain opponents.
- Keep in mind, even if an enemy has a spell that costs mana, they may be unable to use it under certain circumstances. For instance, Rubick cannot cast any of his targeted spells if there are no enemy units nearby, Windranger cannot use Shackleshot, and so on. If you can isolate an enemy from any targets for their spells, it is possible to make Curse of the Silent run for its full course.
- Glaives of Wisdom is what allows Silencer to become a powerful right-click carry, normally something that intelligence heroes cannot do. As its Pure damage scales with Silencer's intelligence, he can inflict large amounts of damage with his auto-attacks by building up enough intelligence, whether through farming items or via Intelligence Steal.
- In the laning stage, it may be beneficial to get one early level of Glaives of Wisdom, as Silencer can deal around 8-10 bonus Pure damage with an attack, useful for last-hitting as a carry. As well, the attack modifier can be manually cast to harass the enemy without drawing creep aggro, whether as a support or carry.
- Last Word curses Silencer's target to be faced with unfortunate consequences. If they cast a spell during the debuff duration, they will be silenced and take damage, useful for breaking the spell combo of enemies like Tiny and Tinker. If they don't cast a spell inside of the delay, they will still be silenced and damaged, but they will also be disarmed, eliminating their ability to attack with right-clicks.
- Last Word's silence proc follows the same rule as Curse of the Silent, and will only proc on spells requiring mana or are not toggle-able.
- In general, Last Word is best used against spell casters, as they will suffer the most from the silence. Physical attack carries do not often have to cast numerous spells, and thus can simply cast their single disable or debuff spell, and then continue on with their right-clicks.
- Last Word is a powerful harassing spell in-lane, as it can force the enemy to decide between saving mana and being able to last-hit. Against enemies with high mana cost spells or small mana pools, you can force them to leave the lane entirely by harassing them with Last Word and Curse of the Silent.
- Remember that Last Word has a very long cast range, and thus can be targeted on fleeing enemy heroes. If you manage to cast it on an enemy who is already very low on health, you can secure the kill as they will most likely die to the damage at the end of the delay, proccing Intelligence Steal at the same time.
- Last Word can be highly effective against heroes with two-spell combos or single spells with two parts, as they will be able to cast the first part of their combo but not the second due to the silence. This is particularly effective against combos such as Tiny's Avalanche-Toss, Keeper of the Light's Illuminate, Elder Titan's Astral Spirit into Echo Stomp, Phoenix's Icarus Dive, and so on.
- Global Silence is a powerful initiating and counter-initiating spell that can be cast no matter where Silencer is. However, keep in mind the spell's long cooldown, as using it ineffectively will give the enemy a window of opportunity where they can engage your team in the knowledge that you do not have your ultimate.
- Global Silence can apply its debuff through spell immunity and invulnerability. This means that it is able to silence enemies even after they activate a Black King Bar, and even through spells like Ball Lightning. However, it is also a purgable debuff, meaning that activating Black King Bar or Manta Style after being afflicted with Global Silence will remove it. As such, it is important to time your use of the ultimate wisely.
- Silencer on his own is not an initiator; if you try to initiate with Global Silence alone, the enemy team will simply walk away and wait out the silence. However, Global Silence can synergize extremely well with almost any initiator. When someone on your team initiates (or immediately before), activate Global Silence. The other team will be helpless as you collapse on them.
- Silencer's spells can combo in many useful ways.
- Inflicting a target with Curse of the Silent, and then Last Word after they remove the debuff, can force the target to waste even more mana and then be damaged and silenced. If the target does not have more than one castable spell, it can inflict them with the damage, disarm and silence, rendering them impotent in a fight.
- Casting Last Word on a target, and then inflicting them with Curse of the Silent after they are silenced (whether at the end of the delay or from casting a spell) can force them to take the entire HP and mana loss from the debuff. This can be especially powerful against heroes with small mana pools but cheap spammable spells, as you can counter their spammable spells by instead draining their mana, removing their ability to cast any spells at all.
- Applying Curse of the Silent to enemies during Global Silence can destroy their HP and mana, doubly so if you have an Aghanim's Scepter. Destroying the enemy's mana in this manner can render them much less able to cast spells once Global Silence's duration does end.
- Last Word can be applied to an enemy during Global Silence, ensuring the silence and disarm at the end of the delay. This can extend the duration of silence on a single enemy, as well as adding disarm to the mix, and can be further compounded with Curse of the Silent as needed.
- Due to being able to be played as a support or carry, Silencer can build many different types of items.
- When played as a support, Silencer should carry at least some of the support duties. This means assisting the team's other supports in purchasing the Animal Courier, starting Observer Ward, upgrading to the Flying Courier, and so on.
- Bottle can be beneficial on Silencer if he is played as a mid carry, as his harass spells do not cost large amounts of mana. The health regen also allows him to stay in lane longer.
- Blink Dagger is a powerful mobility tool, no matter what role Silencer is played in. As a support he can easily position himself to cast his disables on the enemy, as well as use it to evade enemy ganks. As a carry, it gives him strong positioning, allowing him to move quickly into a fight to attack after disabling the enemy with his ultimate.
- Ghost Scepter is highly beneficial on a support Silencer, who does not rely on his right-clicks in order to be effective. Becoming immune to physical damage allows Silencer to get his spells off more easily, and buys him time if the enemy's carry jumps on him.
- Heaven's Halberd is a powerful survivability item that can either be used for utility on a support Silencer or more staying power as a carry Silencer. The extra HP and evasion give Silencer more survivability against physical damage, and the active can be used to disarm a target on top of silences, rendering enemies completely unable to do anything.
- Diffusal Blade is an unorthodox item to build on Silencer but serves him extremely well as a carry. The agility gives him much more attack speed and some armor, and the intelligence firms up his mana pool and increases Glaives of Wisdom's effectiveness. However, the main utility is that the mana burn stacks with Glaives of Wisdom, allowing Silencer to deal large amounts of Pure damage and destroy the enemy's mana with each attack, creating powerful synergy with Curse of the Silent. The active ability is also very powerful in removing debuffs from Silencer or other allies, or removing buffs from enemies while holding them in place to eviscerate them with your right-clicks.
- Mjollnir is a situational weapon to build on a carry Silencer. While it is a Unique Attack Modifier, it does not completely override Glaives of Wisdom, only when it procs, allowing Silencer to continue to deal Pure damage with his attacks while throwing chained magical damage into the mix. The vastly increased attack speed allows Silencer to output a lot of damage with his physical attacks, and the shield can be used on himself to deal out even more physical damage or on a highly durable ally who can tank on the front lines.
- Refresher Orb can be a powerful utility item to purchase on a support Silencer if the enemy is mostly reliant on their usage of spells in a fight. The ability to inflict up to 12 seconds of silence to the enemy in a teamfight, through spell immunity and invulnerability, can prevent them from retaliating effectively against your team, securing a victory.
- Unlike most heroes, Silencer's attack projectiles actually use the model of his equipped cosmetic weapon.
- Like Death Prophet, Omniknight and Io, Silencer received a color palette change, changing his model and icons, having his former red armor replaced with violet.
- Before his palette change, newer players would occasionally mistake Silencer for Dragon Knight, and he would sometimes be referred to as "The other Dragon Knight". Even after the palette swap, some older players may refer to him as "Purple Dragon Knight".
- Silencer's spell sound effects are based on some of his voice lines. Curse of the Silent debuff sounds is based on "Play Curse you!", Last Word is based on one of his laughing lines and Global Silence is based on Play this.
July 18, 2013 Patch
July 12, 2013 Patch
February 14, 2013 Patch
- Enabled Silencer in Tournament lobbies.
February 07, 2013 Patch
- Enabled Silencer in Captain's Mode for Latest Version (will be enabled in Tournament Version the following week).
December 13, 2012 Patch
December 06, 2012 Patch
November 08, 2012 Patch
- Fixed Illusions stealing intelligence.
October 29, 2012 Patch
October 25, 2012 Patch
- [Undocumented] Drow Ranger and Silencer are no longer available in Captain's Mode.
September 13, 2012 Patch
August 15, 2012 Patch
- Fixed Invoke proccing Last Word.
July 19, 2012 Patch
- Fixed Curse of the Silent affecting Warlock's Golem and Spirit Bear.
May 10, 2012 Patch
- Fixed turn rates for the following heroes: Lifestealer, Alchemist, Clockwerk, Bounty Hunter, Dark Seer, Dazzle, Ancient Apparition, Brewmaster, Chen, Silencer, Lone Druid, Spectre and Spiritbreaker.
April 12, 2012 Patch
- Fixed Global Silences affecting couriers abilities.
February 16, 2012 Patch
- Added intelligence steal counter to Last Word aura.
January 26, 2012 Patch
- Fixed Glaives of Wisdom being usable while silenced.
January 20, 2012 Patch
- Fixed Glaives of Wisdom being usable while silenced.
January 19, 2012 Patch
- Fixed being unable to steal Int from dying magic immune heroes.
- Fixed Last Word silencing invulnerable units.
- Fixed stealing intelligence from Reincarnating heroes.
- Fixed Global Silence silencing only heroes.
- Enabled Silencer and Spirit Breaker in Captain's Mode.
January 12, 2012 Patch
- Agility gain increased from 2.1 to 3.0.
- Curse of the Silent cooldown reduced from 20/18/16/14 to 20/16/12/8.
- Intelligence Steal is an innate part of the hero rather than an element of Glaives of Wisdom.
- Last Word manacost increased from 100 to 115.
- Base Intelligence increased by 6.
- Base Damage reduced by 6.
- Curse of the Silent
- Duration rescaled from 5/6/7/8 to 6.
- HP drain rescaled from 20/30/40/50 to 20/35/50/65.
- Mana drain rescaled from 10/15/20/25 to 8/16/24/32.
- Int steal moved from Last Word back to Glaives of Wisdom.
- Now steals Intelligence from outside of the AoE if Silencer gets the kill.
- AoE increased from 850 to the standard 900 range.
- Last Word replaced with new active skill:
- 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.
- Debuff Duration: 5
- Damage: 150/200/250/300
- Silence/Disarm Duration: 3/4/5/6
- Cast Range: 900
- Cooldown: 36/28/20/12
- Manacost: 100
- Note: You have basic vision over the last word target while the initial buff is on them.
- Global Silence
- Cooldown decreased from 160 to 140.
- Duration increased from 3/4.5/6 to 4/5/6.
- Strength growth increased from 1.7 to 2.2.
- Last Word now always steals 2 intelligence if an enemy hero dies in its AoE.
- Global Silence duration increased from 3/4/5 to 3/4.5/6.
- Glaives of Wisdom damage increased from 30/40/50/60% to 30/45/60/75%.
- Last Word
- Now functions while Silencer is stunned/silenced.
- No longer triggers when enemies use items.
- Movement speed increased from 290 to 300.
- Curse of the Silent cast range decreased from 900 to 800.
- Glaives of Wisdom cooldown removed.
- Last Word
- Now muted when Silencer is stunned (previously it was only when silenced).
- No longer triggers on Spell-Attacks (Frost Arrows, Burning Spears, etc).
- AoE decreased from 900 to 750.
- Now steals a point of intelligence if Silencer gets a killing blow on a hero.
- This is in addition if the hero died within the AoE. So if you kill a hero you will steal 2 intelligence points, otherwise you will steal 1.
- Base damage modified a little from 39-61 to 43-57
- Curse of the Silent duration changed from 2/4/6/8 to 5/6/7/8
- Curse of the Silent cooldown reduced from 20 to 14
- Curse of the Silent manacost decreased from 105/115/125/135 to 75/95/115/135
- Curse of the Silent damage/burn reduced from 50/25 hp/mp to 20/10, 30/15, 40/20 and 50/25.
- Transferred Glaive of Wisdom's secondary effect of +1/-1 Intelligence from hero kills to Last Word. If an enemy hero dies under the Last Word effect, that hero will lose 1 intelligence and you will gain 1 intelligence.
- Increased Last Word AoE from 700 to 900
- Rebalanced Curse of the Silent from 10/20/30/40 HP and 5/10/15/20 mana per second for 10 seconds to 50 HP and 25 mana for 2/4/6/8 seconds.
- Recoded Last Word to properly detect animation canceling and silence after a spell is casted
- Lowered Last Word duration (1/2/3/4->0.75/1.5/2.25/3)
- Increased Curse of the Silent AOE and reduced cooldown slightly
- Curse of the Silent is now an AOE effect
- Silencer's movement speed reduced from 300 to 290.
- Last Word will only work if Silencer is not silenced
- Last word AOE from 500/600/700/800 to a constant 700.
- Last Word no longer affects Blink Dagger or Black King Bar.
- Last Word effect now only happens after a spell is finished casting, not starting to cast. Now channeling abilities will be able to work without getting silenced first
- Balance tweaks done to the following heroes (Don't panic, these are mostly VERY minor, but you guys like to know, so here):
- Broodmother, Sven, SA, Enigma, Ursa, Tinker, Tiny, Sniper, Troll, Rhasta, Bristleback, Dragon Knight, Venomancer, Viper, Spiritbreaker, Bounty Hunter, Jugg, VS, Zeus, Weaver, Tide Hunter, Enchantress and Silencer.
- Balanced many aspects of silencer abilities
- Last Word functions even when Nortrom is silenced or stunned.
- Last Word does not trigger on item use.
- Channeling spells will activate this even if they are canceled.
- The silence happens at the end of the spell casting and will not interrupt channeling spells.
- Last Word's intelligence steal is not retroactive, meaning any kills made before you level Last Word at least once will not count