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17 + 2.2
16 + 3.0
27 + 2.5
Level 1 16 25
Hit Points 473 1138 1841
Mana 351 858 1391
Damage 43‒57 82‒96 123‒137
Armor 1.24 7.82 14.12
Attacks / Second 0.68 0.95 1.22
Movement Speed 300
Turn Rate 0.6
Sight Range 1800/800
Attack Range 600
Missile Speed 1000
Attack Duration 0.5+0.5
Cast Duration 0.3+0.51
Base Attack Time 1.7
Collision Size 24

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.


Silencer Nortrom, the Silencer
Play "Quiet as the grave."
Role: Pip roamer.png Support / Pip carry.png Carry / Pip initiator.png Initiator
Lore: 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.
Voice: Michael Gregory (Responses)


Intelligence Steal
Cannot be purged.
Glaives of Wisdom icon.png
Ability Affects
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.

Curse of the Silent
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
Curse of the Silent icon.png
Ability Affects Damage
Target Area Enemy Heroes Magical
Curses the target area, causing enemy heroes to take damage and lose mana until they cast a spell.
Cast Range: 800
Radius: 350
Damage per Second: 20/35/50/65
Mana Loss per Second: 8/16/24/32
Duration: 6
Cooldown 20/16/12/8 Mana 75/95/115/135
Nortrom's lack of incantations is less of a problem for him than it is for his adversaries.


  • 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.
  • The sound effect played on every damage instances is only audible to the affected units' player.

Glaives of Wisdom
Unique Attack Modifier. Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
Glaives of Wisdom icon.png
Ability Affects Damage
Autocast Enemies Pure
Silencer enchants his glaives with his wisdom, dealing additional pure damage based on his Intelligence.
Cast Range: 600
Intelligence as Damage: 30%/50%/70%/90%
Mana 15
Although lacking in traditional incantations, Nortrom's pedigree of the Aeol Drias gives him uncanny wisdom, which he applies to physical combat.


  • 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.

Last Word
Blocked by Spell Immunity. Blocked by Linken's Sphere. Partially purgeable. Play
Last Word icon.png
Ability Affects Damage
Target Unit Enemies Magical
Enchants a target damaging and silencing them if they cast a spell. If the enchantment expires, the target will be disarmed in addition to being damaged and silenced.
Cast Range: 900
Damage: 150/200/250/300
Initial Debuff Duration: 5
Silence/Disarm Duration: 3/4/5/6
Cooldown 30/24/18/12 Mana 115
Partially purgeable. Initial debuff cannot be purged. Silence and Disarm can be purged.
Nortrom ensures that spells uttered by his opponents will be their last.


  • 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.
  • 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 icon.png Puck can fully avoid Last Word's effects by channeling Phase Shift icon.png Phase Shift for its full duration. However, it will get hit when Phase Shift gets canceled instead.
  • When Keeper of the Light icon.png Keeper of the Light casts Recall icon.png Recall while having the debuff on, it will freeze and not trigger until he casts another spell.
  • Sun Ray icon.png 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.

Global Silence
Not blocked by Spell Immunity. Not blocked by Linken's Sphere. Can be purged. Play
Global Silence icon.png
Ability Affects
No Target Enemies
Silencer stops all sound, preventing enemy heroes and units on the map from casting spells.
Radius: Global
Duration: 4/5/6
Cooldown 130 Mana 250/375/500
Can be Improved by Aghanim's Scepter (* shows the improved values). Applies current level of Curse of the Silent to all units.
With a shock to the ground, all magic and sound pauses, and Nortrom fulfills his prophecy.


  • 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 icon.png 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.

Recommended items[edit]

Starting Items:

  • Silencer should start out with plenty of Clarity to abuse Curse of the Silent as much as possible during laning.

Early-game items:

  • Silencer needs attributes but is usually short on funds early. Null Talisman is cheap and provides good attributes for the gold spent on it.

Core items:

  • Force Staff gives Silencer a decent boost to Intelligence, and the activation helps Silencer's poor mobility significantly.
  • Mekansm is a very common support item that gives Silencer the ability to team-fight well, which is useful because Silencer is reliant on being in team-fights.

Situational items:

  • Scythe of Vyse provides a strong disable, and helps with Silencer's lack of slows.
  • Rod of Atos is an inexpensive item that provides both Intelligence and HP, and is great for Silencer if he needs early survivability.
  • Orchid Malevolence is a powerful Intelligence carry item, greatly increasing his right-click potential while also increasing the size of his mana pool. Its active component 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, also extending the duration of silence to up to 11 seconds.
  • Silencer is well-known for his silences, but they may not last as long as you'd like. Black King Bar aids in Silencer's survivability if he finds himself in extended fights against heavy magic damage.
  • Aghanim's Scepter increases the duration of Global Silence by an additional second, and adds on Curse of the Silent on a global scale for the duration of Global Silence, allowing Silencer to finish off retreating Heroes in similar fashion to Zeus's Thundergod's Wrath. Silencer's Curse of the Silent will stack with the upgraded Global Silence debuff.



  • The large radius on Curse of the Silent makes him a very strong harasser.
  • Curse of the Silent is great against heroes like Tiny or Pudge that require a lot of mana to cast their spells very early on.
  • Glaives of Wisdom can be used to harass by Orb Walking.
  • Silencer can be considered a counter-initiate hero, because of his high disruption with Global Silence. Use this knowledge to completely cripple enemies that could do anything dangerous to your team.
  • Against heroes that have low mana cost abilities, it's best to let them expend mana before you cast Curse of the Silent, as it is your main source of damage early game.
  • Silencer is able to become a carry via high intelligence coupled with Glaives of Wisdom, whether he gains that intelligence by kills or by items.
  • Last Word curses his target to be faced with unfortunate consequences, if they cast a spell during the debuff duration, they will be silenced and damaged, this is perfect for breaking the spell combo of his enemies like Tiny and Tinker. If they don't cast a spell until the duration. they will still be silenced and damaged, but they will also be disarmed, this works well with Curse of the Silent and Global Silence, and it's crucial for enemy carries who rely on their physical attacks, as they can't attack or even cast spells for a long time.
    • Last Word also effectively gives the enemy a choice - cast a spell, likely wasting mana due to bad timing or a lack of player-targets for the spell, or don't cast a spell - and be disarmed in addition to the silence.
  • A Dagon can be purchased by Silencer, adding powerful burst damage to his arsenal and increasing his intelligence. This along with Silencer's other nukes can easily kill most enemies early game.
  • If Silencer is fighting against Outworld Devourer, it is possible that Outworld Devourer's Sanity's Eclipse will be ineffective against Silencer as long as Silencer's Intelligence can surpass Outworld Devourer's due to his innate Intelligence steal.
  • 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 Global Silence and Last Word are great for tying down heroes that rely on abilities to evade (Weaver, Storm Spirit, Queen of Pain, etc.).
  • A Refresher Orb can be purchased if the enemy is mostly reliant on their usage of spells in a fight. If a fight occurs, you can silence the enemy at max level up to 12 seconds by using the Refresher Orb to cast your ultimate again (14 with Aghanim's Scepter). Heroes who need their spells to be effective are left useless in team fights.
  • If Last Word is used while/before Phoenix uses his Icarus Dive he will not be able to cancel it.


  • Unlike most heroes, Silencer's attack projectiles actually use the model of his equipped cosmetic weapon.
  • Like Death Prophet icon.png Death Prophet, Omniknight icon.png Omniknight and Io icon.png 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 icon.png 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.

Update history[edit]

July 18, 2013 Patch

July 12, 2013 Patch

February 14, 2013 Patch

  • Enabled Silencer icon.png Silencer in Tournament lobbies.

February 07, 2013 Patch

  • Enabled Silencer icon.png 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 Drow Ranger and Silencer 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 Silencer and Spirit Breaker Spirit Breaker in Captain's Mode.

January 12, 2012 Patch

Balance changelog[edit]




  • Agility gain increased from 2.1 to 3.0.
  • Curse of the Silent icon.png 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 icon.png Glaives of Wisdom.



  • Last Word icon.png Last Word manacost increased from 100 to 115.


  • Base Intelligence increased by 6.
  • Base Damage reduced by 6.
  • Curse of the Silent icon.png 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 icon.png Last Word back to Glaives of Wisdom icon.png 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 icon.png 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 icon.png 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 icon.png Last Word now always steals 2 intelligence if an enemy hero dies in its AoE.
  • Global Silence icon.png Global Silence duration increased from 3/4/5 to 3/4.5/6.


  • Glaives of Wisdom icon.png Glaives of Wisdom damage increased from 30/40/50/60% to 30/45/60/75%.
  • Last Word icon.png 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 icon.png Curse of the Silent cast range decreased from 900 to 800.
  • Glaives of Wisdom icon.png Glaives of Wisdom cooldown removed.
  • Last Word icon.png 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

Replaced Abilities[edit]

Last Word (Old)
Not blocked by Spell Immunity. Blocked by Linken's Sphere.
Last Word icon.png
Ability Affects
Aura Enemy Heroes
Enemy heroes nearby will be silenced whenever they cast a spell. If an enemy hero dies while in range of Last Word, Silencer will permanently steal 2 Intelligence from that hero.
Radius: 750
Duration: 0.75/1.5/2.25/3
Nortrom ensures that spells uttered by his opponents will be their last.


  • 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


See also[edit]