* Heroes that can disable or silence Silencer for a long time, such as Bane and Legion Commander, can lock down Silencer while their allies put him down.
* Heroes with spell immunity can still be disabled by Fiend's Grip and damaged by Brain Sap: Juggernaut, Lifestealer, Pangolier.
* Heroes who rely on passive abilities and attacks, such as Drow Ranger, Wraith King, and Lone Druid, can render Silencer useless. But remember that a smart Silencer will most likely buy Silver Edge to counter this if he is played as carry.
* Powerful physical hitters that can destroy Pangolier during his rolling from afar: Drow Ranger, Sniper, Templar Assassin, Arc Warden
* Silencer relies on preventing enemies from using abilities in teamfights with Arcane Curse, Last Word, and Global Silence. However, they are ineffective against Ursa since he relies more on items and attacks than abilities.
* Against a carry Silencer, Enrage can help Ursa reduce all damage he takes, even Glaives of Wisdom's pure damage will just tickle Ursa while his Enrage is active.
* Silencer's disables are useless on Lone Druid since he is more reliant on physical attacks rather than spells.
* Silencer has poor mobility so Lone Druid can run him down.
* Lone Druid's Shard will remove most of Silencer's spells once used.
* Rage can protect Lifestealer from most of the Silencer's abilities with the exception of Global Silence, as it will still silence if cast while the target is magic immune. However, it will not work if Lifestealer is infesting a unit.
* Silencer is vulnerable to Open Wounds due to his lack of an innate escape.
* Against a carry Silencer, Aghanim's Scepter upgraded Infest can disarm him and allow Lifestealer to attack Silencer from within, even if Silencer is spell immune.
Additional:
* Rage can protect Lifestealer from most of the Silencer's abilities with the exception of Global Silence.
* If Lifestealer can Infest himself on any unit, he can literally avoid being affected by Global Silence.
* Against a carry Silencer, Aghanim's Scepter upgraded Infest can disarm him and allow Lifestealer to attack Silencer from within, even if Silencer is spell immune.
* Open Wounds from Aghanim's Shard can severely slow down Silencer, and allow Lifestealer and his team to heal themselves by attacking Silencer.
* Rupture works through Rolling Thunder and Swashbuckle, greatly reducing Pangolier's mobility.
Additional:
* Thirst provides constant sight and speed to Bloodseeker, allows him to catch up a fleeing Pangolier through all of his mobility.
* Rupture is a great threat to Pangolier, causing him to take heavy damage if he uses Swashbuckle and especially Rolling Thunder, forcing him to stop his ultimate prematurely, or keep rolling to his death.
* Pangolier will proc Retaliate several times if he attempts to use Swashbuckle on Centaur Warrunner.
* Centaur can cast Stampede to allow all of his allies to easily avoid Rolling Thunder.
* Centaur's tankiness makes it hard for Pangolier to burst him down in the late game.
Additional:
* When Swashbuckle hits Centaur Warrunner, Retaliate will deal significant damage, as it procs off every strike made.
* Stampede helps allies avoid or disengage from Pangolier during Rolling Thunder, as well as neutralizing the slow debuff from Lucky Shot.
* Phantom Assassin doesn't care about Silencer's spells as she relies on right-clicks more than spells.
* Phantom Assassin often builds Black King Bar, which allows her to remove Global Silence before engaging.
* Charge of Darkness can be used to chase down Pangolier if he escapes with Swashbuckle or Rolling Thunder.
* Nether Strike ignores Rolling Thunder's spell immunity, and will still hit Pangolier if he rolls or dashes away.
* Last Word is extremely easy to reflect with Spiked Carapace for large amounts damage, due to triggering when Nyx Assassin casts a spell, but can still silence Nyx Assassin. It also has the added bonus of dealing more damage the more Intelligence Silencer has.
* Glaives of Wisdom quickly builds Silencer's Intelligence, making him a particularly prime target for Mana Burn.
* Silencer rarely builds survivability items, nor is he able to steal much Intelligence while surrounded by his team, and so is an excellent target for Vendetta.
* Silencer has no reliable way of dealing with a burrowed Nyx, and also lacks the ability to prevent Nyx from escaping with Vendetta,
Additional:
* Silencer is rather squishy and has poor mobility without items, making him an easy target for Nyx.
* Silencer's intelligence steal ability is a complete disadvantage against Nyx Assassin as Mind Flare will deal increasing damage for each point of intelligence Silencer has stolen, turning Silencer's intelligence steal against him.
* Even though carry Silencer can easily take down a support Jakiro with his Glaives of Wisdom, Jakiro can also do the same to Silencer if he is not careful and if Jakiro is not played as support. As Silencer is rather squishy and lacks escape mechanisms without items, and Jakiro's damage over time abilities can take advantage of this.
* Ice Path can be used to prevent Silencer from escaping. And if Jakiro uses Ice Path along with Macropyre and Dual Breath in anticipation right before Silencer uses his abilities to disable Jakiro, Jakiro will be able to kill Silencer before he even gets a chance to do anything to Jakiro.
* Dual Breath, Liquid Fire and Liquid Frost from Aghanim's Shard can greatly reduce Silencer's attack speed.
* Aghanim's Scepter upgraded Macropyre can deal huge pure damage to Silencer even if Silencer is spell immune.
* Bear in mind, however, that Jakiro should approach Silencer carefully as Silencer's Arcane Curse, Last Word and Global Silence prevents Jakiro from casting any spell. Jakiro, however, can counter this by going for Guardian Greaves, a common item on support Jakiro, and with Black King Bar and Manta Style, a situational items on Jakiro.
Additional:
* Even though carry Silencer can easily take down a support Jakiro with his Glaives of Wisdom, Jakiro can also do the same to Silencer if he is not careful and if Jakiro is not played as support. As Silencer is rather squishy and lacks escape mechanisms without items, and Jakiro's damage over time abilities can take advantage of this.
* Ice Path can be used to prevent Silencer from escaping. And if Jakiro uses Ice Path along with Macropyre and Dual Breath in anticipation right before Silencer uses his abilities to disable Jakiro, Jakiro will be able to kill SIlencer before he even gets a chance to do anything to Jakiro.
* Dual Breath, Liquid Fire and Liquid Frost from Aghanim's Shard can greatly reduce Silencer's attack speed.
* Aghanim's Scepter upgraded Macropyre can deal huge pure damage to Silencer even if Silencer is spell immune.
* Bear in mind, however, that Jakiro should approach Silencer carefully as Silencer's Arcane Curse, Last Word and Global Silence prevents Jakiro from casting any spell. Jakiro, however, can counter this by going for Guardian Greaves, a common item on support Jakiro, and with Black King Bar and Manta Style, a situational items on Jakiro.
* Shadow Fiend is mostly played as right-click carry and natural Black King Bar carrier, making Silencer's spells very ineffective against him.
* Shield Crash is a great area-of-effect ability on Rubick primarily for farming.
* Swashbuckle is a great reposition and damage ability on the hands of Rubick.
* Note that Rubick does not have Lucky Shot, so the ability might be less effective as a source of damage.
* Pangolier may build items such as Maelstrom or Diffusal Blade to add up attack multipliers to the ability, and Rubick can choose to build similar items should he choose the route.
* Rolling Thunder is a unique ability that allows Rubick to jump in the center of teamfight while protected by Spell Immunity, creating chaos and possibly chain stun the enemy team.
* Rolling Thunder negates the collision damage and stun from Pangolier's Rolling Thunder.
* Rubick uses the fixed 0.15 second cast time when casting Rolling Thunder, making it faster than Pangolier himself.
* Rubick can still use his abilities during Rolling Thunder - throwing an enemy en route by casting Telekinesis can be a good idea.
* The decision to steal Rolling Thunder should be made quickly as Pangolier cast Shield Crash very often during Rolling Thunder.
* Soulbind ignores spell immunity, forcing Pangolier to roll in place during his ultimate as well as anchoring the other victim to his vicinity.
* Ice Shards can easily interfere with Rolling Thunder, making him stuck inside the arc and wasting his ultimate. Do not panic and use Shield Crash to get out of that position.
* Snowball helps Tusk and his allies follow a fleeing Pangolier, keep in mind that the Pangolier can always counter-initiate with his Rolling Thunder.
* Walrus PUNCH! deals heavy damage even during his Rolling Thunder.
* Silencer's low mobility and lack of any stuns or roots makes him an easy target.
* Silence will not protect Silencer from Jingu Mastery's extra damage and lifesteal.
* Monkey King often buys Black King Bar, which can be used to negate silence debuff effects.
* Heroes with powerful rooting abilities will disable most of Pangolier's skills, a bonus point if it pierces spell immunity since it will also be able to stop Pangolier during his Rolling Thunder: Treant Protector, Meepo, Crystal Maiden, Dark Willow, Underlord, Naga Siren
* Heroes with other kind of disables that pierce spell immunity can hold Pangolier in place during Rolling Thunder: Axe, Beastmaster, Enigma, Magnus, Pudge, Batrider, Bane, Winter Wyvern
* Heroes with other kind of disables that pierce spell immunity can hold Pangolier in place during Rolling Thunder: Axe, Beastmaster, Enigma, Magnus, Pudge, Batrider, Bane, Winter Wyvern
* Heroes who rely on passive abilities and attacks, such as Drow Ranger, Wraith King, and Lone Druid, can render Silencer useless. But remember that a smart Silencer will most likely buy Silver Edge to counter this if he is played as carry.
* Certain heroes can mess up with Pangolier's positioning and timing (especially if he intends to use Rolling Thunder during combat): Vengeful Spirit, Keeper of the Light, Huskar, Dark Seer
* Certain heroes can mess up with Pangolier's positioning and timing (especially if he intends to use Rolling Thunder during combat): Vengeful Spirit, Keeper of the Light, Huskar, Dark Seer
* Heroes with considerable mobility can easily escape from a rolling Pangolier: Anti-Mage, Queen of Pain, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* Heroes with damage-increasing passive abilities, such as Viper and Riki, will usually kill Silencer in a short time before he even has time to set up his abilities.
* Heroes with considerable mobility can easily escape from a rolling Pangolier: Anti-Mage, Queen of Pain, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* Heroes with damage-increasing passive abilities, such as Viper and Riki, will usually kill Silencer in a short time before he even has time to set up his abilities.
* Heroes with other kind of disables that pierce spell immunity can hold Pangolier in place during Rolling Thunder: Axe, Beastmaster, Enigma, Magnus, Pudge, Batrider, Bane, Winter Wyvern
* Any hero with low mobility and max healthsuch as Silencer, Crystal Maiden etc.
* Vulnerable spellcasters with no escape mechanisms are easy targets for Huskar: Lich, Crystal Maiden, Silencer, Keeper of the Light, Venomancer, etc.
* Certain heroes can mess up with Pangolier's positioning and timing (especially if he intends to use Rolling Thunder during combat): Vengeful Spirit, Keeper of the Light, Huskar, Dark Seer
* Heroes with pure damage can kill Huskar when he inevitably gets low on health: Outworld Destroyer, Silencer.
* Due to Sniper having a such a long range, he will rarely get hit by any of Silencer's spells.
* Global Silence will not hinder Sniper much as other heroes since most of his damage output comes from his attacks.
Additional:
* Sniper is a pure right click carry with a very long range, making it hard for Silencer to cast any of his skills on him in lane. During team-fights, Global Silence has little impact on Sniper.
* Powerful physical hitters that can destroy Pangolier during his rolling from afar: Drow Ranger, Sniper, Templar Assassin, Arc Warden
* Pangolier can easily get close to Sniper with Swashbuckle and Rolling Thunder, negating Sniper's range advantage.
* Lucky Shot disarms Sniper and leaves him unable to effectively fight back.
* Heroes with other kind of disables that pierce spell immunity can hold Pangolier in place during Rolling Thunder: Axe, Beastmaster, Enigma, Magnus, Pudge, Batrider, Bane, Winter Wyvern
* Heroes with other kind of disables that pierce spell immunity can hold Pangolier in place during Rolling Thunder: Axe, Beastmaster, Enigma, Magnus, Pudge, Batrider, Bane, Winter Wyvern
* Warcry can protect Sven and his teammates from Swashbuckle.
* With Black King Bar, Sven will be able to protect himself from most of Pangolier's skills.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* Shapeshift is useful for killing or escaping Silencer.
* Summon Wolves, can be used to hunt and harass silencer - even when Lycan himself can't fight.
* Heroes who have summons, which can be quickly cleared by his powerful area of effect skill: Nature's Prophet, Enigma, Lycan
* If Silencer can't prevent Dragon Knight from using Elder Dragon Form, Silencer's spells aren't going to be that effective against him, as Dragon Knight relies on right-clicks and not spells.
* Dragon Blood's armor bonus and health regeneration allows Dragon Knight to stay in the lane against Glaives of Wisdom.
* Dragon Knight often builds Black King Bar, allowing him to remove Global Silence before engaging.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* Ranged heroes will have a hard time hitting enemies inside Magnetic Field: Silencer, Viper.
* Powerful physical hitters that can destroy Pangolier during his rolling from afar: Drow Ranger, Sniper, Templar Assassin, Arc Warden
* Rolling Thunder hits Arc Warden, his Tempest Double and any allies through Magnetic Field.
* Rolling Thunder also causes Pangolier to take no damage from existing stacks of Flux as well as clear all Spark Wraiths on the way.
* Fragile supports with low armor are always a good prey, also her Psionic Trap will wear down most attempts to flee with their built-in disables: Silencer, Crystal Maiden, Warlock, Ancient Apparition, Grimstroke, Witch Doctor
* Powerful physical hitters that can destroy Pangolier during his rolling from afar: Drow Ranger, Sniper, Templar Assassin, Arc Warden
* Swashbuckle quickly burns away Refraction charges.
* Lucky Shot can possibly disrupt Templar Assassin when she is boosted with Refraction.
* Pangolier's abilities which does not need to target and has big area of effect allows him to damage her even during Meld.
* Pangolier's high mobility easily shrug off the slow from Psionic Trap.
* Timbersaw is heavily reliant on his abilities for damage and escape, allowing Silencer to effectively disable him and make him useless in both team fights and 1v1 scenarios.
Additional:
* Arcane Curse deals repeated stacks of damage to Timbersaw because he relies on constantly using his abilities.
* Glaives of Wisdom deals pure damage and when cast manually, nearby creeps will not attack silencer, making it an effective harassment tool. The intelligence steal is also especially potent against Timbersaw since he often uses up all of his mana throughout the entire game.
* Although Last Word takes a while to trigger, it will break Timbersaw's ability combo and can be used to silence him.
* Global Silence will silence Timbersaw no matter where he is on the map. This can be used to help allies get a kill on him, or prevent Timbersaw from killing someone.
* Rolling Thunder's stuns make it harder for Timbersaw to escape with Timber Chain.
* Terrorblade is a double-edged sword type of matchup against Silencer. Although Terrorblade is more reliant on direct attacks to be effective, he relies on Sunder to save himself and stay alive and Last Word and Global Silence prevent him from doing that.
* Arcane Curse and Aghanim's Scepter upgraded Last Word help Silencer deal with Terrorblade's illusions from Conjure Image and Manta Style.
* With Last Word Mutes talent, Silencer can not only disable Terrorblade from turning tables with Sunder, but can also prevent him from using Manta Style and Black King Bar, items Terrorblade needs to be effective in teamfights.
* Glaives of Wisdom deals pure damage against the real Terrorblade, bypassing his high base armor.
* Global Silence can silence Terrorblade even if he has Black King Bar active, though bear in mind that Terrorblade can dispel Global Silence with Manta Style and Black King Bar if the Global Silence was activated first.
Additional:
* Silencer is a double-edged sword type of matchup against Terrorblade. Although Terrorblade is more reliant on direct attacks to be effective, he relies on Sunder to save himself and stay alive and Last Word and Global Silence prevent him from doing that.
* Arcane Curse, Glaives of Wisdom upgraded with 2 Glaives of Wisdom Bounces talent and Aghanim's Scepter upgraded Last Word help Silencer deal with Terrorblade's illusions from Conjure Image and Manta Style.
* With Last Word Mutes talent, Silencer can not only disable Terrorblade from turning tables with Sunder, but can also prevent him from using Manta Style and Black King Bar, items Terrorblade needs to be effective in teamfights.
* Glaives of Wisdom deals magical damage against the real Terrorblade, bypassing his high base armor. Later it can be upgraded with 2 Glaives of Wisdom Bounces talent to deal against Terrorblade's illusions. Alternatively, Silencer is a natural Revenant's Brooch wielder, which gives him another way to damaging Terrorblade through his high base armor.
* Global Silence can silence Terrorblade even if he has Black King Bar active, though bear in mind that Terrorblade can dispel Global Silence with Manta Style and Black King Bar if the Global Silence was activated first.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* Invoker is heavily dependent on his spells, making him useless during Global Silence, as well as interrupting Invoker during his combo.
* Arcane Curse is particularly deadly, because Invoker will continuously lose health if he keeps invoking and casting new spells.
* Last Word will silence Invoker when he casts Invoke, interrupting his combo.
* Heroes with abilities which have a built-in spell immunity: Lifestealer, Juggernaut, Pangolier.
* Pugna is very reliant on his abilities for damage which Silencer can take advantage off. But he has to be careful around the Nether Ward as Silencer's abilities cost a lot of mana to use.
* Heroes who rely on channeling abilities can be interrupted in teamfights by Rolling Thunder: Crystal Maiden, Pugna, Witch Doctor
* Like any hero with a channeled spell, Last Word is a counter to it.
* Global Silence goes through spell immunity and prevents Witch Doctor from casting his spells.
* Heroes who rely on channeling abilities can be interrupted in teamfights by Rolling Thunder: Crystal Maiden, Pugna, Witch Doctor
* Silencer's abilities hamper Windranger's effectiveness in battle, preventing her from comboing abilities and escaping using Windrun.
Additional:
* Glaives of Wisdom's intelligence steal can prove detrimental to Windranger, as she heavily relies on her abilities to be able to make an impact.
* Silencer's abilities hamper Windranger's effectiveness in battle, preventing her from comboing abilities and escaping using Windrun.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
Additional:
* Rolling Thunder allows Pangolier to escape from Focus Fire, or close the gap to Windranger whenever she tries to escape with Windrun.
* Disarm from Lucky Shot makes Focus Fire temporarily useless.
* Global Silence stops Snapfire's Mortimer Kisses.
* Last Word can prevent Snapfire from casting additional spells.
* Silencer can reduce Muerta's damage output with his Glaives of Wisdom, and since he commonly buys Revenant's Brooch, he will be able to attack her even through Pierce the Veil.
* Silencer has reliable, long-range silences in Last Word and Global Silence, preventing Muerta from using her spells as effectively.
* As Muerta tends to use her spells, particularly Dead Shot; Arcane Curse is very effective against her as that can punish her for doing so.
* Arcane Curse stacks every time Bristleback uses an ability, forcing him to stop spamming his abilities, or take heavy health degeneration.
* Glaives of Wisdom steals intelligence both permanently and temporarily, causing mana issues for Bristleback.
* Last Word and Global Silence stops Bristleback from using his abilities altogether.
Additional:
* Bristleback will not be able to cast Viscous Nasal Goo or Quill Spray while silenced, effectively blocking a major part of the hero's damage and preventing Warpath charges from stacking.
* Arcane Curse slows Bristleback down and lasts longer the more abilities he uses. On the other hand, if he doesn't use any abilities, he will begin to lose Warpath charges.
* Swashbuckle is an auto attack and therefore ignores Mars' Bulwark.
* Shield Crash upgraded with Aghanim is an auto attack and therefore ignores Mars' Bulwark.
* Rolling Thunder makes him immune to magic, making Pangolier able to roll in and out of Mars' Arena Of Blood.
* A well-timed Global Silence prevents Dazzle from saving allies with Shallow Grave or Shadow Wave. Items that could dispel the silence are expensive, and difficult for Dazzle to farm from a support role.
* Arcane Curse and Last Word cause long damage over time, which may outlast Shallow Grave.
* Zeus' main source of damage is his low cooldown, high damage spells - meaning Last Word and Global Silence will pretty much take him out of the game for the duration.
* Zeus likes to spam his abilities, which makes him vulnerable to Arcane Curse.
* If Zeus dies near Silencer, he will begin to lose intelligence, reducing his mana pool, mana regen, and attack damage. Furthermore, if the game is long and Zeus dies often, the intelligence losses will also reduce his spell damage.
Additional:
* Silencer's Global Silence will render Zeus useless for 6 seconds in a team fight.
* Arcane Curse will punish Zeus for casting spells, which can cause continuous damage to him should he continue to cast spells.
* Last Word can silence Zeus and prevent him from spamming his spells.
* Silencer often builds Orchid Malevolence (or Bloodthorn) which can be used on spell casters like Zeus, forcing him to invest in a Linken's Sphere.
* Heroes with powerful rooting abilities will disable most of Pangolier's skills, a bonus point if it pierces spell immunity since it will also be able to stop Pangolier during his Rolling Thunder: Treant Protector, Meepo, Crystal Maiden, Dark Willow, Underlord, Naga Siren
* Crystal Maiden is squishy, is heavily spell reliant, has low base Intelligence, and is naturally slow, making her an ideal target for Silencer.
* Crystal Maiden's Freezing Field has a similar cooldown to Global Silence, therefore, Freezing Field can almost always be canceled to ruin aggressive Crystal Maiden initiations.
* Heroes who rely on channeling abilities can be interrupted in teamfights by Rolling Thunder: Crystal Maiden, Pugna, Witch Doctor
* Arcane Curse punishes Necrophos if tries to spam Death Pulse, increasing the duration of the slow and damage taken over time.
* Last Word heavily damages Necrophos and also silence him for a lenghty duration.
* Glaives of Wisdom will reduce temporarily Necrophos intelligence on each hit dealing hindering his ability to spam Death Pulse, also reducing his attack damage and mana pool; dealing increasing amounts of phisical and pure damage each time. Silencer will permanently steal Necrophos intelligence if Necrophos is killed by him or if he dies nears him.
* Global Silence turns Necrophos almost useless for a long time, allowing Silencer and his team to easily dispatch him, since Necrohpos heavily relies on his spells to survive.
* Silencer will most likely disrupt an initiation with his ultimate, Global Silence, prevent escape with his Last Word, and if Phoenix happens to die to him (or near him) enough times, he would sap enough of Phoenix's much needed Intelligence to make him a stronger foe and Phoenix with less mana than it already had.
* Kunkka relies on his powerful AOE spells to turn the tides of teamfights. He cannot use them while silenced.
* Last Word can mess up Kunkka's ability synergy, silencing him in the middle of his strong combo.
* Global Silence can disable Kunkka's spell casting from anywhere on the map, even if Kunkka is spell immune at the time.
* Shadow Demon's main source of damage is his low cooldown, high damage spells - meaning Last Word and Global Silence will pretty much take him out of the game for the duration.
* Shadow Demon likes to spam his abilities, which makes him vulnerable to Arcane Curse.
* If Shadow Demon dies near Silencer, he will lose intelligence, reducing his mana pool, mana regen, and attack damage. Furthermore, if the game is long and Shadow Demon dies often, the intelligence losses will also reduce his spell damage.
* Because Warlock's abilities are all active abilities, Silencer can make his impact minimal.
* Arcane Curse prevents Warlock from using his abilities without increasing it's duration, which since all of Warlock's abilities are actives it is very effective against him.
* Last Word can prevent Warlock from casting his Fatal Bonds, Chaotic Offering, and Upheaval combo.
* Global Silence can nullify Warlock's impact in fights by preventing him from casting Fatal Bonds and Chaotic Offering, or by interrupting his Upheaval.
* Pangolier's Lucky shot disarms her if procs making Unleash useless.
* Swashbuckle have a lower cooldown than Rebound so Pangolier can out maneuver her quite easily.
Additional:
* Pangolier's Lucky Shot disarms her if it procs, making Unleash useless.
* Swashbuckle will easily burn away Marci's already low mana pool with Diffusal Blade, an item commonly built on Pangolier.
* Swashbuckle's cooldown is shorter than Rebound, making it easy for Pangolier to outmaneuver her.
* Marci will get stunned if she tries to use Rebound while Pangolier is using Rolling Thunder, somewhat hindering her mobility in teamfights.
* Arcane Curse makes it too difficult Lina from using her abilities, preventing her from building up Fiery Soul stacks without causing harm to herself.
* Last Word and Global Silence are great against Lina for the same reason, as well as interrupting her combos and preventing her from casting spells.
* Both Arcane Curse and Last Word punishes casters with spammable spells such as Sand King.
* As a strength caster, Intelligence Steal reduces Sand King's mana pool even more.
* Global Silence silences Sand King, effectively reducing Sand King's initiation and counter-initiation potential. It can also interrupt channeling of Epicenter.
* Heroes with other kind of disables that pierce spell immunity can hold Pangolier in place during Rolling Thunder: Axe, Beastmaster, Enigma, Magnus, Pudge, Batrider, Bane, Winter Wyvern
* Arcane Curse can be cast from a long range to put Enigma's Blink Dagger on cooldown.
* Global Silence can interrupt Enigma's Black Hole channeling through Black King Bar and Linken's Sphere, making Silencer one of Enigma's hard counters. But bear in mind that Global Silence can be dispelled with Black King Bar if activated first.
Additional:
* Silencer can easily ruin Enigma's initiation, as Global Silence cancels Black Hole, even through Black King Bar and Linken's Sphere.
* Heroes who have summons, which can be quickly cleared by his powerful area of effect skill: Nature's Prophet, Enigma, Lycan
* Arcane Curse can effectively discourage Undying from casting his spammable abilities in a team fight, as Undying will have to suffer more damage and the slow due to the penalty duration of Arcane Curse.
* Last Word and Global Silence are able to silence Undying for up to 6 seconds, preventing Undying from gaining strength and healing his ally or himself.
* Pangolier's high mobility allows Pangolier to escape from Visage's ganking attempt. Keep in mind that his familiars can easily interfere with your ultimate during casting time if they are able to scout your position.
* Swashbuckle quickly burn away Gravekeeper's Cloak charges.
* Global Silence takes Omniknight out of the fight completely.
* Glaives of Wisdom are a great harass vs Omniknight during the laning stages of the game, since it doesn't aggro creeps & ignores his high base armor. It deals pure damage, which means it can also go through Guardian Angel.
* Silencer's intelligence steal can also cause Omniknight to falter in the early phases as it reduces his ability to use his spells.
* Silencer can stop Rearm, preventing Tinker from spamming his abilities/items or escaping.
* Tinker heavily relies on his mana pool and has mana issues throughout the entire game and Silencer's intelligence steal does not help with that.
Additional:
* As Tinker relies heavily on his spells to be effective, Last Word and Global Silence will render him largely useless.
* Arcane Curse effectively prevents Tinker from casting spells during its duration, as he will otherwise suffer heavy damage.
* Glaives of Wisdom deal pure damage, which make quick work of fragile heroes like Tinker.
* Silencer's intelligence steal permanently weakens Tinker since he's a hero who requires lots of mana to be effective.
* Heroes with silencing abilities that are not blocked by Linken's Sphere, like Puck's Waning Rift, Death Prophet's Silence or Silencer's Global Silence.
* Heroes with low mana pools (eg.Doom andTidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* Heroes with silences and hard stuns such as Doom, Silencer, and Lion can keep Mirana from Leaping away.
* Heroes who have summons, which can be quickly cleared by his powerful area of effect skill: Nature's Prophet, Enigma, Lycan
* Heroes who are illusion based, or even heroes who frequently build Manta Style can be cleared quickly by Pangolier's high damage, or lose their damage ouput because of Lucky Shot: Chaos Knight, Naga Siren
* Lion is extremely dependent on his abilities. Silences like Silencer's Last Word, magic resistance like Oracle's Fate's Edict, and dispels like Legion Commander's Press the Attack all make his abilities less effective.
* Heroes with low mana pools (eg.Doom andTidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* Heroes with silence and mana drain abilites, as Ancient Apparition relies entirely on his abilities: Invoker, Silencer, Nyx Assassin, Skywrath Mage, Shadow Shaman, Lion and etc.
* Heroes with silences : Bloodseeker, Riki, Silencer.
* Heroes with spell immunity: Juggernaut, Pangolier, Huskar.
* Silences and other types of lockdown that prevent Weaver from using his spells: Silencer, Riki, Lion, Legion Commander, Shadow Shaman, Bane.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* Heroes with silence such as Riki, Silencer, or Night Stalker prevents Skywrath Mage from using his spells.
* Silencer's Global Silence and Doom's Doom makes Earthshaker temporarily useless.
* Heroes who rely on burst physical damage are affected by Lucky Shot's disarm: Terrorblade, Sven, Clinkz, Windranger, Alchemist, Dragon Knight, Legion Commander
* Lich is heavily reliant on his abilities to contribute to team fights, so be wary of enemies that can Silence: Bloodseeker, Death Prophet, Silencer, Drow Ranger, Skywrath Mage.
* With 4 active abilities, Shadow Shaman is weak against silencing foes such as Silencer, Drow Ranger and Death Prophet.
* Heroes that have long silences, such as Night Stalker and Silencer, will prevent Abaddon from saving his allies effectively and disable the active component of Borrowed Time.
* Certain heroes can mess up with Pangolier's positioning and timing (especially if he intends to use Rolling Thunder during combat): Vengeful Spirit, Keeper of the Light, Huskar, Dark Seer
* Being a cast-oriented hero, Ezalor will suffer from all of Silencer's abilities.
* Global Silence is a guaranteed lengthy silence which will render Ezalor useless in a teamfight.
* Arcane Curse and Last Word are good against any caster, since they are extremely potent.
* However, it should be worth mentioning that a smart Ezalor will buy Eul's Scepter of Divinity to dispel Silencer's abilities. Combined with the level 20 talent (Chakra Magic applies a basic dispel), Ezalor can purge Silencer's abilities off allies and himself alike.
* Heroes with considerable mobility can easily escape from a rolling Pangolier: Anti-Mage, Queen of Pain, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* Glaives of Wisdom's intelligence steal will heavily punish Queen of Pain, as the loss of intelligence means that her mana pool is also reduced, since she is heavily reliant on her abilities to be able to make an impact.
* In the laning stage, Queen of Pain's reliance on spamming Shadow Strike and Scream of Pain will be significantly hindered by Arcane Curse.
* Last Word and Global Silence will render Queen of Pain defenseless unless she has an item/ally to dispel the silence.
* Heroes with powerful rooting abilities will disable most of Pangolier's skills, a bonus point if it pierces spell immunity since it will also be able to stop Pangolier during his Rolling Thunder: Treant Protector, Meepo, Crystal Maiden, Dark Willow, Underlord, Naga Siren
* Last Word and Arcane Curse have the range to hit Dark Willow beyond Bramble Maze.
* Global Silence renders Dark Willow useless in teamfights.
* Heroes with powerful rooting abilities will disable most of Pangolier's skills, a bonus point if it pierces spell immunity since it will also be able to stop Pangolier during his Rolling Thunder: Treant Protector, Meepo, Crystal Maiden, Dark Willow, Underlord, Naga Siren
* Pangolier's arsenal deals heavy damage in a wide area, make him deadly even for a Meepo with a high magic resistance.
* Shield Crash can easily give him a ridiculous 80% damage resistance (Becomes 100% if Pangolier gets his +5% Shield Crash talent, Or there is 5 Meepos), resulting in a near unkillable Pangolier in a short amount of time.
* Rolling Thunder disrupts Meepo's initiation or escaping.
* Swashbuckle can hit all of Meepo clones.
* Lucky Shot can disarm Meepo's clones.
Additional:
* Shield Crash gains its damage reduction bonus from all Meepo clones, and can be used even when rooted, allowing Pangolier to gain a massive amount of damage reduction (even more than 100%).
* With too many clone running around during combat, it is almost impossible for Meepo to avoid Rolling Thunder or Swashbuckle.
* Still, remember that a lone Pangolier can never escape from a ganking Meepo.
* Heroes that can disable or silence Silencer for a long time, such as Bane and Legion Commander, can lock down Silencer while their allies put him down.
* Lucky Shot can disarm Legion Commander and reduce her armor, which can reduce her chances of winning a duel. If an ally is targeted, Pangolier can simply use Swashbuckle to inflict it on her.
* If an enemy Pangolier casts a well-timed Rolling Thunder before Legion Commander can cast Duel, it might result in her chasing down Pangolier until his or her ultimate ends, whichever duration ends first, resulting in an open window for enemy allies to target Legion Commander, making her vulnerable and susceptible to any source of attacks. If Legion Commander has an Aghanim's Scepter in her inventory, the risk of wasting a solid 8 seconds would result in a futile duel.
* Dueling Pangolier is normally a mistake, Pangolier can disarm you in the duel, and potentially gain some Duel damage, Only duel Pangolier if at least 1 ally is nearby, and he is on low health, And even then, be wary, A good duel can easily turn against you with one Lucky Shot (Due to Lucky Shot lasting 4 seconds).
Additional:
* Swashbuckle can be used to disarm Legion Commander while she is Dueling an ally, granting her opponent a considerable advantage, Lucky Shot lasts 4 seconds at most wasting Legion Commander's entire Duel, (Or half, if Legion Commander has the Scepter).
* Legion Commander will try not to duel Pangolier alone, as she will almost inevitably lose, thanks to Lucky Shot's disarm, If Legion Commander wants to duel a Pangolier, she must be with atleast a teammate, and if she has her scepter, 3 or 4 teammates.
* Legion Commander is often with her allies, allowing you to rack up some considerable damage resistance with Shield Crash.
* Heroes with considerable mobility can easily escape from a rolling Pangolier: Anti-Mage, Queen of Pain, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* Global Silence and Last Word can prevent Ember Spirit from casting Activate Fire Remnant to escape.
* Glaives of Wisdom also provide high pure damage that is not negated by Flame Guard.
* Arcane Curse is also a potent harassing tool in the laneing stage as its cooldown is lower than Flame Guard's.
* Heroes with other kind of disables that pierce spell immunity can hold Pangolier in place during Rolling Thunder: Axe, Beastmaster, Enigma, Magnus, Pudge, Batrider, Bane, Winter Wyvern
* Heroes with AoE abilities are a bane to Beastmaster's summons: Storm Spirit, Magnus, Pangolier.
* Due to Phantom Rush and Juxtapose being passives and not affected by silence, a Phantom Lancer with a Diffusal Blade can easily kill Silencer.
* Swashbuckle,Maelstrom or Diffusal Blade allow him to quickly destroy Phantom Lancer's illusions.
* Pangolier's high mobility allows him to easily escape from Phantom Lancer, through both Phantom Rush and Diffusal Blade.
* Phantom Rush will cause Phantom Lancer to be stunned by Rolling Thunder, or set himself up for a Shield Crash.
Additional:
* Pangolier's AoE abilities especially Shield Crash, are very effective against Phantom Lancer's illusions.
* Heroes with powerful rooting abilities will disable most of Pangolier's skills, a bonus point if it pierces spell immunity since it will also be able to stop Pangolier during his Rolling Thunder: Treant Protector, Meepo, Crystal Maiden, Dark Willow, Underlord, Naga Siren
* Heroes who are illusion based, or even heroes who frequently build Manta Style can be cleared quickly by Pangolier's high damage, or lose their damage ouput because of Lucky Shot: Chaos Knight, Naga Siren
* Illusory Orb and Waning Rift provides great mobility, allowing Puck to catch up Pangolier when he is attempting to disengage with his own skills.
* Dream Coil's leash act almost as a literal silence to Pangolier, disabling half of his arsenal and also piercing his spell immunity during Rolling Thunder. Also Dream Coil's very long duration will make Pangolier wasting his entire ultimate rolling in place.
Additional:
* Dream Coil and Wanning Rift prevent Pangolier from using Swashbuckle and Rolling Thunder. If Puck has Aghanim's Scepter, Dream coil will stop Rolling Thunder from moving entirely.
* Generally strong against lots of spellcaster-themed heroes, Puck fully relies on its skill set and cannot do almost anything when silenced.
* Arcane Curse disables Blink Dagger for quite some time, and is also effective against Puck as it tends to use its spells a lot.
* Glaives of Wisdom can do a lot of damage against Puck due to Puck's low agility gain and armor.
* Last Word can prevent Puck from getting a full combo off, limiting its effectiveness in team fights or ganks.
* Global Silence can take Puck out of fights entirely because of its long-duration silence.
* Heroes with considerable mobility can easily escape from a rolling Pangolier: Anti-Mage, Queen of Pain, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* Heroes with abilities or items that can silence or disable Anti-Mage for long periods of time will prevent him from Blinking away: Lion, Silencer, Shadow Shaman, Grimstroke, Witch Doctor, Riki, Faceless Void, Skywrath Mage, Puck.
* Heroes with considerable mobility can easily escape from a rolling Pangolier: Anti-Mage, Queen of Pain, Void Spirit, Storm Spirit, Ember Spirit, Earth Spirit, moreover, if a player is familiar with how Rolling Thunder works, they can adjust their movement to avoid it entirely and of course outplay the Pangolier player.
* Basically, Heroes that heavily rely on abilities for damage or escape, such as Queen of Pain and Storm Spirit.
Additional:
* Silencer's Intelligence Steal can reduce Storm Spirit's damage output if he gets some kills on laning phase.
* Last Word and Global Silence will make Storm Spirit an easy target.
* Global Silence can be used to prevent Storm Spirit from connecting abilities after a Ball Lightning on his targets.
* Chronosphere's large obstacle denies Pangolier the room to roll around during teamfights, as well as wasting his ultimate's duration.
* Global Silence has faster-cast animation than Chronosphere, making Silencer can silence Faceless Void before he can cast Chronosphere.
* Astral Imprisonment protects an ally for much of Rolling Thunder's duration, especially at the lower levels. As Rolling Thunder has a considerable cast animation, an Outworld Destroyer with Blink Dagger can initiate on him and destroy his timing.
* Silencer's Intelligence Steal will heavily reduce Outworld Destroyer's damage output, particularly from Sanity's Eclipse.
* Last Word and Global Silence will take Outworld Destroyer out of the fight unless he has built Black King Bar.
Additional:
* Silencer's intelligence steal will heavily reduce Outworld Destroyer's damage output, especially if Destroyer dies a lot near Silencer and loses intelligence permanently.
* Global Silence and Last Word will render Outworld Destroyer helpless unless he has an item/ally to dispel silence.
* Broodmother relies less on abilities and more on right-clicks.
* Spiderlings can overwhelm Silencer, who has mediocre armor and no escape tool.
* Swashbuckle can be used for Pangolier to escape or kill Broodmother's spiders. Combined with Lucky Shot Pangolier can potentially disarm Broodmother preventing her from lifestealing off enemies.
* Shield Crash can be used for wave clear to deal with Broodmother's spiders.
* Rolling Thunder can be used as an escape or a means of initiating on Broodmother.
Additional:
* Swashbuckle and Shield Crash quickly destroys Broodmother's spiderlings and spiderites.
* Lucky Shot's disarm is very valuable when dealing with a Broodmother during her Insatiable Hunger.
* Heroes with powerful rooting abilities will disable most of Pangolier's skills, a bonus point if it pierces spell immunity since it will also be able to stop Pangolier during his Rolling Thunder: Treant Protector, Meepo, Crystal Maiden, Dark Willow, Underlord, Naga Siren
* Heroes with strong area-of-effect damaging and/or disabling abilities will be able to intercept Underlord and his team when they exit from Fiend's Gate: Luna's Aghanim's Scepter upgraded Eclipse, Dawnbreaker's Solar Guardian, Axe's Berserker's Call, Mars's Arena of Blood, Jakiro's Macropyre, Dual Breath and Ice Path, Naga Siren's Song of the Siren, Razor's Eye of the Storm and Plasma Field, Lina's Light Strike Array, Broodmother's Spinner's Snare from Aghanim's Scepter, Elder Titan's Earth Splitter and Echo Stomp, Alchemist's Unstable Concoction and Acid Spray, Queen of Pain's Sonic Wave, Dark Seer's Wall of Replica and Vacuum, Venomancer's Noxious Plague and Poison Nova from Aghanim's Scepter, Oracle's Fortune's End and Rain of Destiny from Aghanim's Shard, Bloodseeker's Blood Rite, Enigma's Black Hole and Midnight Pulse, Shadow Fiend's Requiem of Souls, Batrider's Aghanim's Scepter upgraded Flaming Lasso, Firefly, Flamebreak and Sticky Napalm, Ancient Apparition's Ice Blast, Sand King's Epicenter, Sand Storm and Burrowstrike, Gyrocopter's Call Down, Ember Spirit's Sleight of Fist, Death Prophet's Exorcism and Silence, Monkey King's Wukong's Command, Crystal Maiden's Freezing Field, Muerta's The Calling, Medusa's Stone Gaze, Zeus's Nimbus from Aghanim's Scepter. Dark Willow's Bramble Maze, Pangolier's Swashbuckle, Grimstroke's Soulbind, Ink Swell and Stroke of Fate, Earthshaker's Echo Slam and Fissure, Puck's Dream Coil and Waning Rift, Winter Wyvern's Winter's Curse, Magnus's Reverse Polarity.
* Split Shot will keep attacking Pangolier even when he is rolling around.
* Stone Gaze stuns Pangolier during Rolling Thunder, or forces him to roll away.
* Silencer burns easily through her effective HP from Mana Shield, by taking away her intelligence.
* Arcane Curse punishes her repeatedly casting Mystic Snake to keep her mana pool high. He can force her to use Manta Style before he has cast Global Silence and Medusa usually does not want to build Black King Bar.
* Fortune's End can nullify Arcane Curse, Last Word, and Global Silence, if cast at the right time with the right targets.
* Fate's Edict can prevent Silencer from attacking, which he relies on with Glaives of Wisdom, for a lot of his damage.
* Oracle's reliance on spamming his spells can be easily hindered by Silencer's Arcane Curse.
* Last Word and Global Silence negates Oracle's attempt to save his allies with his spells.
* Fate's Edict is useless against Glaives of Wisdom's pure damage.
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Silencer
* Slark's Dark Pact allows him to dispel Silencer's debuffs.
* Against a carry Silencer, Essence Shift will lower damage from both Glaives of Wisdom and his basic attack.
Pangolier
* Dark Pact easily purges away both slow and disarm effect from Lucky Shot.
* With Pounce now applying leash to the target, Pangolier is helpless against Slark since both his Swashbuckle and Rolling Thunder will be disabled. Pounce also help Slark to easily escape from Rolling Thunder.
Silencer
* Heroes with silencing abilities can be particularly deadly when Slark is trying to escape: Silencer, Death Prophet, Puck, Doom.