Nortrom, The Silencer; A Guide For Both 'em' And Competitive Games
Created by hemlock. on 2007-10-23
Last modified: -
Viewed 193671 times
Afflicts enemies with the Curse of the Silent. The target will lose hp and mana per second until it casts a spell.
Level 1 - Loses 20 hp and 10 mana per second. Lasts 5 seconds.
Level 2 - Loses 30 hp and 15 mana per second. Lasts 6 seconds.
Level 3 - Loses 40 hp and 20 mana per second. Lasts 7 seconds.
Level 4 - Loses 50 hp and 25 mana per second. Lasts 8 seconds.
350 AOE and 800 casting range
Mana Cost: 75/95/115/135
Cooldown: 20/18/16/14 seconds
Comment: This may seem like an essential skill, but I consider it useless. A simple tango can counter this spell. Extremely useless compared to Glaives. I would rather use 135 Mana for Glaives of Wisdom. This skill is for girly-men ^^.
Nortrom's Glaives are enchanted by his experience in magic. Dealing extra damage based on his Intelligence.
Level 1 - Deals 30% of your intelligence in bonus damage.
Level 2 - Deals 40% of your intelligence in bonus damage.
Level 3 - Deals 50% of your intelligence in bonus damage.
Level 4 - Deals 60% of your intelligence in bonus damage.
• Orb effects do not stack
• Buff placers do not stack
Mana Cost: 15
Cooldown: 0 Seconds
Comment: This is your ultimate skill for farming, harassing and killing. Glaives totally ignore Armour, which makes it one of the most powerful arrow/orb ability in the game. Note, the hot key is 'W', and you should use this hotkey for Silencer's full potential. You can also use this ability for last hitting, or preferably orb walking. You move around the creeps until they are on red life, you then either deny the creep, or use the hotkey 'W' to kill the creep. The extra punch given by Glaives ensure you get the creep kill, and allows you to last hit earlier. Glaives are also perfect for harassing.
Causes any unit under the effect of this aura to become silenced after it finishes casting a spell. Has a 900 AOE.
Level 1 - 0.75 second.
Level 2 - 1.5 seconds.
Level 3 - 2.25 seconds.
Level 4 - 3 seconds.
• The aura will be disabled when Nortrom is silenced or stunned.
• Channeling skills will activate this even if they are canceled.
• Silencer will permanently steal 1 Intelligence from any enemy hero that dies within 750 range.
• If Silencer is the killer, he will steal 2 Intelligence instead.
• The -stats (-st) command can be used to know how much Intelligence you gained through this skill.
Mana Cost: N/A
Comment: This is an incredibly annoying aura, which will irritate enemies, mostly chain nukers.
Stops all enemies on the map from casting spells.
Level 1 - Lasts 3 seconds.
Level 2 - Lasts 4 seconds.
Level 3 - Lasts 5 seconds.
• This skill works on invisible units.
• Silence works on magic immune units.
• Game-wide sound is muted when Global Silence is used.
Mana Cost: 250/350/450
Cooldown: 160 seconds
Comment: This global spell is extremely powerful and dominant. Global Silence is used when entering combat, or to ensure ones safety. If you are about to enter a 5 v 5 battle, notify your teammates, letting them know that as soon as they engage in battle you will Silence the opposition. Secondly, you can use it when you are getting ganged, you can use this spell to turn the tables around.
Skill Build:1. Glaives of Wisdom
3. Glaives of Wisdom
5. Glaives of Wisdom
7. Glaives of Wisdom
10. Global Silence
11. Global Silence
12. Last Word
13. Last Word
14. Last Word
15. Last Word
16. Global Silence
5 All Attributes
Passive: Mekansm Aura
4 HP regeneration. 500 AoE
Heals 250 HP and gives +2 armor in 750 AoE. Armor bonus lasts 25 seconds. Doesn't affect units that have been healed by any Restore in the last 25 seconds. 150 manacost. 45 seconds cooldown.
Headdress of Rejuvenation + Netherezim Buckler + Mekansm Recipe Scroll
The items listed here are the main ones you will be able to get in most games. Other items will be mentioned and suggested later in this guide. Mekansm is an essential item for Silencer, as it allows him to stay in his lane forever with his large Mana pool. Mekansm is self explanatory. Mainly, it is used to ensure one's safety.
Null Talisman (480)
Mantle of Intelligence + Circlet of Nobility + Null Talisman Recipe Scroll (145)
Null Talisman is obtained, simply because it increases your stats. The extra intelligence allows you to deal higher damage. You will want to get two of these. You may also argue a set of Bracers are better because the extra HP it provides. You may get 2x Bracers if you are not comfortable with your HP, although Null Talismans are advisable.
Boots of Travel (2500)
100 Movement Speed
- Teleports you to an allied non-hero unit or building
- Casting time: 3 seconds
- Manacost: 75 mana
- Cooldown: 60 seconds
- Shares cooldown with Scroll of Town Portal
Note: Movement speed bonus does not stack with Boots of Travel, Phase Boots, Power Treads, Tranquil Boots or Boots of Speed.
Double clicking teleports you to your fountain.
Boots of Speed + Boots of Travel Recipe Scroll
Since you will be orb walking, a higher movespeed acts in accordance with Silencer's strength. Silencer's move speed isn't in the fast side, which prevents him from chasing heroes. The benifits Boots of Travel provides is also great; it enables you to travel faster, which is really convinient and it also allows to juxe better, since your move speed is reasonably high. No to treads!
4. Eul`s Scepter of Divinity
Eul's Scepter of Divinity also seems self explanatory. With this item your DPS will be increased by a reasonable amount, it is also your escape device. You can use this items to chase a fast move speed hero/ to engage in battle/ to ensure one's safety/ and to save yourself!
5. Guinsoo`s Scythe of Vyse
The Hex is extremely useful, and the powerful increase in intelligence makes your Glaives a powerful punch. Regarding these benifits, it is safe to say enemies will die after the 'Hex' effect runs out.
Early Game:Table of Contents (I would much prefer a 'Table of Contents' at the start of the guide)NOTE: This guide requisites a lot of reading, although I tried to be concise as possible. Please respect this, and I would really much appreciate it, if you examine my guide carefully before posting a constructive criticism. Also note this hero can only be used to his full potential if the player is advanced. Early Game Strategy -Positives and Negatives-Item Choice - Early game Walkthrough:
Lane Pick Last hitting/Lane Controlling-Early Game Objectives
Mid Game Strategy-Overview-Recommended Items/Explanation-Mid Game Objectives Late Game Strategy-Overview-Possible Items-Gameplay Ideas-Recommended Guides to Have a Look At
Early Game Strategy
Positives and Negatives
Now let us examine Silencer's strong points and weak points:
He is a great farmer, harasser, and a great carry
He has a high range with a good DPS
Regarded as one of the most powerful heroes in a solo lane (in Leagues, Scrims, Wars and such)
A lot of sexy silencing
Is unable to disable against a hero with fast -ms
He is rather fragile
Rather item dependent for full potential
He requires a lot of practice
Okay, now let us begin. There are mainly two types of modes for a DotA game. Either an 'em' game or a non 'em' game. Let us examine the differences; 'em' games or Easy Mode games, are games that are very flexible. Yes flexible, one does not require much skill to farm. Mainly beginners play this mode, or simply to enjoy a crazy game. In 'em' games you receive a substantial amount of gold for doing nothing. Yes, nothing, you may auto attack much as you like and make a large income. 'em' games are enjoyable and fun, if you choose a late hero, e.g. a Naix, as you can benifit a lot from the large income.
The non 'em' games, i.e. -rd,- xl,- lm,- ap, -ar, normal mode, etc... ... are less flexible, and one must often play more smartly. In non 'em' games you should try to find a foundation of last hitting, which will be discussed later on. Most leagues, Clan Wars are played as non 'em' 5 v 5 games, where standard rules apply. Silencer benifits much more from non 'em' games, due to it allowing him to be used proficiently.
But, I respect both modes. DotA is simply a game for enjoyment, and one must not be prejudiced against 'em' players. So, I leave it to your decision, you may either play 'em' games or the standard non 'em' games.
We have clearly differentiated the two main types of modes, so we now know the which items are preferable. In an 'em' game you will be able to purchase a Ring of Regeneration, 2x Ironwood Branches, and a Tango.
If in the case you have got Silencer by random, who may have enough gold to substitute the Branches for Circlets, and you may be able to add in a extra Tango. It is up to your decision, but I do recommend you purchase from this list; tango, branches, RoR, circlets, mantles.
Now in an non 'em' game, I do recommend you either purchase a Ring of Regerneration, and two Ironwood Branches, or 2 pairs of Tangos, 2 Ironwood Branches, and a Circlet of Nobility.
Now, the Ring of Regeneration is recommended as it provides lane controlling benifits. It simply enables you to stay in your lane longer.
The next items that you will want to purchase are:
2x Null Talismans, Boots of Speed, Hand of Midas (Optional), Headdress of Rejuvenation, Netherezim Buckler, and preferably if you have farmed enough, a Mekansm. I also recommend you purchase a Town Portal, but no more than two, as your job is to farm and control your lane to your fullest extent. Feel free to use Mekansm when you have lost 300 HP or more, as you have a large mana pool.
Now, I find the correct lane quite important.
If in the case of an 'em' game, the probability of receiving mid solo is very low, as most public players do not understand the Silencer carry concept. So, I believe in an 'em' game any lane works fine, but if you are very confident in your last hitting and lane control, do try and receive a solo lane.
In an non 'em' game, you must obtain mid solo, unless you aren't very good with your last hitting and lane control, but despite the flamers, it is a great opportunity if you can obtain the mid solo lane. If you are a capable player, the mid solo is near compulsory.
Remember for both modes, it is quite wise to creep block, in doing so you are able to receive altitude advantage and last hitting advantage. Yes altitude advantage, if you are on a higher terrain, whilst the opponent is on the lower terrain, you receive a large 25% Evasion. This is an extremely dominant advantage.
Last Hitting/Lane Controlling
Last hitting/Lane controlling is one of the most important skills to acquire in DotA. Simply because it allows you to gain the creep kills, and as it allows you to deny your opponent. Orb walking also goes under this section, as it is a part of last hitting and lane controlling. Last hitting and orb walking helps you avoid chances of creep aggro, remember to launch multiple number of Glaives, although at the start the damage is laughable, but this accumulates and become a pretty powerful punch at the enemy, especially at levels 5 and 7.
Last Hitting: To last hit, place your thumb on the 'alt' key. This would show the health bar of creeps and heroes. Move around the creeps, or smartly move in and out of the fog (so you may not be harassed), when a creep is lowered to red life, use the hotkey 'A' to deny a creep, or use the hotkey 'W' to last hit the opponents creep. The reason for the 'W' hotkey is explained above, beside the skill explanation. By successfully last hitting, you are farming gold, and you are also slowing the level process and gold gain of the opponent.
Lane Controlling: This includes tower hugging, and more. If you would like to learn more about Last Hitting/Lane Controlling, I really recommend having a look at Genosis' Guide to Lane Controlling at www.dota-allstars.com, or simply copy paste this link;
Early Game Objectives:
During the early game, your job is to simply farm for the future benifit as a carry hero. As soon as you turn level 7, you will play more aggressively, and animation cancel (see link above to learn about animation canceling). You will be able throw quite a powerful punch at level 7. Also, I have forgotten to mention, your teammates should get a chicken, so you can purchase your items without having to move back to the fountain, resulting in a loss in experience points and farming opportunities.
Silencer can kill heroes with ease, if orb walking is used. Even heroes near the tower can be killed, but ensure the enemy tower is attacking the creeps, as long as you orb walk the tower will not aim you. By orb walking, you use the hotkey 'w' and use Glaives manually whilst moving fowards, i.e. you Gliave once or tiwce and move fowards and Glaive again, then move onwards, and you carry on this process to harass or to kill. Manual Glaives makes the tower ignore you! In any case you are able to farm a Mekansm quickly, feel free to use it when you have lost 300 HP or so. Your mana is pretty much limitless, due to you not using/spamming Curse. You are also hard to kill once you activate Mekansm, so use it when you are ganked or have lost HP.
Furthermore, you should have these following items in your inventory at the end of the early game. (초반)
You may get a Hand of Midas if you want, as the IAS is a great benifit, and the transmute aids a lot into the farming, and since you have a large mana pool you wouldn't lose much mana constantly transmuting. Now, let us proceed to the Mid Game Strategy.