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, silences and slows for a long duration if the target casts a spell. If the target does not cast a spell before the curse duration ends the effects are the same. 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 the unique innate ability, Intelligence Steal, which permanently steals the intelligence of enemy heroes that die near him or are directly killed by 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."
|| Carry / Support / Disabler / Initiator / Nuker
|| 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)
- Curse of the Silent is dispelled when the affected hero casts a spell.
- Successive casts of Curse of the Silent place always new, independent debuffs. This includes the curse applied by Global Silence.
- Cannot place the curse on invulnerable or hidden units, however, if a unit turns invulnerable or hidden while being cursed, it still loses mana.
- 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 reductions) and burn up to 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 instance is only audible to the affected unit's 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 does increase/decrease its damage.
- When the target casts a spell during the initial debuff or when the initial debuff expires, it gets damaged, then the cast spell goes off, and then the silence/slow is applied.
- This means when the damage of Last Word is enough to kill the target, the cast spell does not go off.
- Triggers on channeling spells, but waits for the channeling to stop first.
- Despite being listed, Last Word does trigger on Phase Shift. However, it only applies its effects when Phase Shift gets canceled manually.
- When Recall is cast while having the debuff on, it freezes and does not trigger until another spell is cast.
- Sun Ray is not treated as a channeling spell and gets immediatly canceled when cast during Last Word.
- Grants shared vision as long as the 4 second initial debuff is on.
- The curse placed by the ultimate works exactly like Silencer's Curse of the Silent, so if not learned, Global Silence does not apply it by any means.
- This means that the curse always lasts 6 seconds, regardless of how long the silence lasts and is only placed on heroes and illusions.
- The sound effect of Global Silence which plays on each enemies hero has the highest sound priority in the game.
- This means that it heavily tones 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 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 extend the silence portion of Last Word 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 their mana gets 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 ensures 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 does not remove the debuff from Curse of the Silent. Additionally, certain spells owned by creeps do 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 are immediately silenced, slowed and take damage, useful for breaking the spell combo of enemies like Tiny and Tinker.
- The slow from Last Word can place the enemy in a disadvantageous position as they are unable to easily chase or escape. Choosing to not cast a spell prevents them from decisively nuking or disabling the enemy for the trade-off of not being slowed, which eventually happens at the end of the delay. This can cause enemies to reconsider their options, as choosing to continue engaging the enemy can lead to them being slowed and silenced at an inopportune time, while choosing to disengage removes them from play anyways as they cannot re-engage easily because of the slow nor cast any spells due to the silence.
- Last Word's silence proc follows the same rule as Curse of the Silent, and only procs on spells requiring mana or which are not toggle-able.
- In general, Last Word is used best against spell casters, as they suffer the most from the silence, and the slow hinders their ability to chase or flee and get in position for their spells once the silence wears off. Physical attack carries do not often have to cast numerous spells, however the slow can hinder melee carries who depend on movement speed in order to prevent themselves from being kited.
- Last Word is a powerful harassing spell in-lane, as it can force the enemy to retreat from the lane even if they do not cast a spell. If the enemy does not retreat, they are slowed and silenced near the creep wave, allowing them to be chased down and killed.
- 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 he 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 are only 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 gives 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 removes 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 can simply disengage 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.
- 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 slow at the end of the delay. This can extend the duration of silence on a single enemy, as well as adding slow 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. Or to simply blink in to steal intelligence from dying enemy Heroes.
- 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. This can be upgraded to Ethereal Blade which gives him agility for more attack speed and armor, and if Silencer has stolen a substantial amount of intelligence, Silencer can easily nuke down weakened or low-leveled Heroes with its active Ether Blast. And if Ether Blast is used in tandem with a Dagon Silencer further increases his killing power, provided he has stolen plenty of intelligence.
- 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.
- Chen is a member of the Knights of the Fold which would make him an enemy to Silencer based on Silencer's background. Despite this, there is no dialogue between the two heroes.
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
- Reduced movement speed from 300 to 295.
- Last Word
- Reduced inital debuff duration from 5 to 4.
- No longer disarms the target for the silence duration when the initial debuff expires.
- Now slows the target for 14%/16%/18%/20% for the silence duration.
- The slow is always applied, not only when the initial debuff expires.
- Increased Glaives of Wisdom intelligence as damage from 30%/45%/60%/75% to 30%/48%/66%/84%.
- Increased Global Silence manacost from 250/350/450 to 250/375/500.
- Intelligence steal is now an innate ability of Silencer, instead of being bound to Glaives of Wisdom.
- Increased Last Word manacost from 100 to 115.
- Increased base intelligence from 21 to 27.
- Reduced base attack damage from 22-36 to 16-30 (total attack damage is still 43-57 due to the increased intelligence).
- Curse of the Silent
- Increased damage per second from 20/30/40/50 to 20/35/50/65.
- Increased mana drain per second from 10/15/20/25 to 8/16/24/32.
- Rescaled duration from 5/6/7/8 to 6 on each level.
- Glaives of Wisdom
- Now steals 2 intelligence from an enemy hero when it dies within 900 radius around Silencer, or when Silencer kills a hero, regardless of distance.
- Reworked Last Word
- Old Last Word:
- Causes any unit under the effect of this aura to become silenced after it finishes casting a spell. If an enemy hero dies when under this aura, Nortrom will permanently steal 2 intelligence from it.
- Radius: 750
- Silence duration: 0.75/1.5/2.25/3
- Notes: Silences units as soon as they reach the cast point of a spell. Waits for channeling spells to end or get canceled. Does not trigger on items.
- New Last Word:
- Causes the target enemy to take damage and become silenced and slowed as soon as it casts a spell or when the duration runs out.
- Cast range: 900
- Damage: 150/200/250/300
- Debuff duration: 5
- Silence/Disarm duration: 3/4/5/6
- Manacost: 100
- Cooldown: 36/28/20/12
- Notes: Provides vision over the target as long as it has the debuff on. Does not trigger on item usage. Waits for channeling spells to finish or to get canceled.
- Global Silence
- Increased duration from 3/4.5/6 to 4/5/6.
- Reduced cooldown from 160 to 140.
- Increased strength gain from 1.7 to 2.2.
- Last Word now always steals 2 intelligence if an enemy hero dies in its radius, instead of 1, but 2 when Silencer makes last hit.
- Increased Global Silence duration from 3/4/5 to 3/4.5/6.
- Increased Glaives of Wisdom intelligence as damage from 30%/40%/50%/60% to 30%/45%/60%/75%.
- Last Word
- Is no longer disabled while Silencer is silenced or stunned.
- No longer triggers on any item ability.
- Reduced movement speed from 300 to 290.
- Reduced Curse of the Silent cast range from 900 to 800.
- Reduced Glaives of Wisdom cooldown from 2/0/0/0 to 0 on each level.
- Last Word
- Is now also disabled when Silencer is stunned (previously it was only disabled when he was silenced).
- Now steals 2 intelligence if Silencer gets the last hit on the enemy hero within the aura's radius.
- No longer triggers on active attack modifier.
- Reduced radius from 900 to 750.
- Increased Curse of the Silent cooldown from 14 on each level to 20/18/16/14.
- Glaives of Wisdom
- Increased intelligence as damage from 15%/30%/45%/60% to 30%/40%/50%/60%.
- Reduced cooldown from 3/2/1/0 to 2/0/0/0.
- Rescaled base attack damage from 18-40 to 22-36 (total attack damage is now 43-57).
- Curse of the Silent
- Increased cast range from 650 to 900.
- Reduced damage per second from 50 on each level to 20/30/40/50.
- Reduced mana loss per second from 25 on each level to 10/15/20/25.
- Increased duration from 2/4/6/8 to 5/6/7/8.
- Reduced manacost from 105/115/125/135 to 75/95/115/135.
- Reduced cooldown from 20 to 14.
- Curse of the Silent
- Increased damage per second from 10/20/30/40 to 50 on each level.
- Increased mana loss per second from 5/10/15/20 to 25 on each level.
- Reduced duration from 10 on each level to 2/4/6/8.
- Glaives of Wisdom no longer causes Silencer to steal 1 intelligence whenever he kills an enemy hero.
- Last Word
- Now causes Silencer to steal 1 intelligence from any enemy hero which dies within the aura's radius.
- Increased radius from 700 to 900.
- Last Word
- Now triggers right upon reaching the cast point, instead of when the backswing finishes (canceling the backswing caused the aura to not register the spell cast).
- Still waits for channeling abilities to finish or get canceled.
- Now displays intelligence stolen as numbers above Silencer and the dying enemy hero.
- Fixed some bugs with Last Word while Silencer is dead.
- No longer triggers on Rot
- Reduced silence duration 1/2/3/4 to 0.75/1.5/2.25/3.
- Curse of the Silent is now a ground targeted spell with a 250 radius, instead of single target.
- Fixed night vision being 1400 instead of the standard 800.
- Reduced movement speed from 300 to 290.
- Last Word is now disabled while Silencer is silenced.
- Rescaled Last Word radius from 500/600/700/800 to 700 on each level.
- Global Silence
- Increased manacost from 150/200/250 to 250/350/450.
- Increased cooldown from 120 to 160.
- Last Word
- now silences upon finishing a spell cast, instead of upon reaching cast point.
- This allows channeling spells to get channeled without getting instantly canceled by Last Word.
- Increased radius from 350/450/550/650 to 500/600/700/800.
- Increased silence duration from 0.75/1.5/2.25/3 to 1/2/3/4.
- Fixed Clarity dispelling Curse of the Silent.
- Glaives of Wisdom
- Fixed not working for multiple Silencers in a match.
- Reduced intelligence as damage from 20%/40%/60%/80% to 15%/30%/45%/60%.
- Global Silence
- Fixed Global Silence disabling Silencer during the cast time.
- Reduced silence duration from 4/5/6 to 3/4/5.
- Increased attack projectile speed from 700 to 1000.
- Reduced Curse of the Silent mana loss per second from 10/20/30/40 to 5/10/15/20.
- Glaives of Wisdom
- Reduced intelligence as damage from 30%/60%/90%/120% to 20%/40%/60%/80%.
- Reduced manacost from 50 to 30.
- Reduced cooldown from 4/3/2/1 to 3/2/1/9.
- Last Word
- Reduced radius from 500/550/600/650 to 350/450/550/650.
- Reduced silence duration from 1/2/3/4 to 0.75/1.5/2.25/3.
- Curse of the Silent:
- Afflicts a target with the Curse of the Silent. The target will lose health and mana per second until it casts a spell.
- Cast range:
- Damage per second: 10/20/30/40
- Mana per second: 10/20/30/40
- Duration: 10
- Notes: The curse instantly ends when the target casts a spell.
- Glaives of Wisdom:
- Nortrom's glaives are enchanted by his experience in magic. If he kills a hero, he will permanently steal 1 intelligence from it.
- Cast range: 600
- Own intelligence as damage: 30%/60%/90%/120%
- Intelligence steal: 1
- Cooldown: 0
- Notes: Is a Unique Attack Modifier, which adds damage to Silence attacks based on his intelligence. Steals 1 intelligence when he makes a kill, regardless of how he makes it.
- Last Word:
- Causes any unit under the effect of this aura to become silenced after it casts a spell.
- Radius: 500/550/600/650
- Silence duration: 1/2/3/4
- Notes: The spell which triggers Last Word is still executed.
- Global Silence:
- Stops all enemies on the map from casting spells.
- Radius: Global
- Silence duration: 4/5/6
- Notes: The silence goes through spell immunity, but is dispelled by it when becoming spell immune after cast.
- Fixed the delay between the attack and the silence on Silencer.
- This ability got reworked into the current Last Word in the 6.76 gameplay patch.
- The spell which triggers the aura still takes effect.
- Last Word does not trigger on item use.
- Does trigger on channeling spells, but waits for the channeling to stop first.
- The intelligence steal is not retroactive, meaning any kills made before this ability is leveled at least once does not count.
- Stolen intelligence is added to Silencer's base intelligence.
- It does not matter how an enemy hero within the radius dies, Silencer always steals its intelligence.
- However, Silencer needs to be alive as the kill happens to steal the intelligence.
- The meteors start spawning after 1 second of channeling and need approximately 0.57 seconds to hit their targets.
- Meteors may spawn at any time after having channeled for 1 second, but require Silencer to keep channeling in order to spawn.
- If Silencer is not channeling as the meteor hits the target, it deals no damage. Silencer must channel until the meteor hits for it to deal damage.
- This sometimes leads to meteors dealing no damage without being able to do anything against that.
- This happens when a meteor spawns too late. Since the spell can be only channeled for 1.99 seconds, meteors spawning at later than ~1.42 seconds deal no damage.
- Bounces in 0.25 second intervals, so healing all targets takes 0.75/1/1.25/1.5 seconds.
- Heals each target 0.25 seconds after having bounced to it, including the initial target.
- Can never heal the same unit twice per cast.
- This is how much each bounce heals on each level:
- Level 1: 120 / 90 / 67.5
- Level 1: 195 / 145.25 / 109.69 / 82.27
- Level 1: 250 / 187.5 / 140.63 / 105.47 / 79.1
- Level 1: 325 / 243.75 / 182.81 / 137.11 / 102.83 / 77.12
- All bounces together can heal up to 277.5 / 532.2 / 762.7 / 1068.63 health.
- This ability got replaced by Last Word in the 6.15 gameplay patch.
- The Infernals spawn at a random spot within the 400 spawn radius. After spawning, they take 1 second to land on the ground.
- Upon landing, the Infernals deal damage and stun units within a small radius around them.
- Spawns Infernals in 1 second interval, starting immediatly upon cast, resulting in up to 1/1/2/3 infernals when fully channeled.
- Since the Infernals spawn with 1 second delay between each other, a unit within the radius can be stunned for up to 1/1/2/3 seconds.
- The Infernals destroy trees within a 250 radius around them upon landing.
- This ability got replaced by Global Silence in the 6.15 gameplay patch.
- Simply silences enemy units upon successfully landing an attack on them.
- Multiple attacks on the same target refresh the duration.