vs slowsDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsDispel MagicDispel Magic3,200 soulsTier 3ArmorInstantCast+45sCooldown+10%Spirit Resist+3sBuff Duration+250Heal Amount
Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation
Fight the wolf at range. The transformed kit is melee — Go For The Throat and Tail Whack both require adjacency, and Mauling Leap is a single committed gap-closer on a cooldown
Buy healing reduction before the transformation window. 40% Lifesteal plus missing-health healing is the only sustain she has, and anti-heal removes it entirely
Hold your dash and stamina through Entangling BolaEntangling Bola23s CooldownSilver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration.Crowd ControlSlow plus a complete lockout on movement abilities, stamina use and jumping…Damage40 spirit damage; -45% move speed for 1.5s at base with an additional -25%…DefensiveStopping a diver's dash mid-approach is her main defensive use11 AP: additional -25% movement speed22 AP: -8s cooldown (23s to 15s)55 AP: bola ricochets to a second target's ~1.5s lockout rather than burning them into it, or cleanse it to restore movement immediately
Break line of sight within 3 seconds of being Boot Kicked — the mark expires and the bonus Spirit Damage never lands
Stay past ~25m during Slam FireSlam Fire0m Range5s Duration25s CooldownSilver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health.Damage3 shots at 300% fire rate, dealing 4% of the target's current health as…12 AP: damage boost and -10s cooldown (25s to 15s)25 AP: additional health-scaling damage; the accuracy penalty means the boosted shots scatter, and the ability is only 3 shots long regardless
Entangling Bola into Boot KickBoot Kick10.6m Range21s CooldownSilver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark.Crowd Controlnone, but the kick displaces Silver herself away from the targetDamage45 mark damage and 25 bonus spirit damage on the marked shot;MobilityA forward dash that ends in a backward push off the target — net…11 AP: -6s cooldown (21s to 15s)22 AP: restores stamina on hero hits55 AP: applies enemy damage reduction to the target into Slam Fire: the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and Slam Fire empties 3 boosted shots into a target that cannot strafe
Slam Fire deals 4% of your current health per shot, so being at full health does not make you safe from it — high-HP frontliners take the most from it, not the least
Transformed Tail Whack disarms everyone around her for 2.5s; if your gun carry is inside that radius the fight is over before it starts
Mauling Leap applies reduced Bullet Resist for ~6s, which amplifies her entire team's weapon damage onto whoever she lands on
Post-patch the bola increases gravity and interrupts flying abilities, so air-mobility escapes are simply deleted mid-flight
Go For The Throat at 40% Lifesteal means trading damage into a transformed Silver actively heals her
Entangling Bola first. It is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop
Then Boot Kick. It is both her mark and her escape; a Silver who has kicked cannot disengage from your frontliner for 21s (15s at 1 AP), and dodging it denies the 2 AP stamina refund
Slam Fire is worth draining in lane specifically: force her to use it on a wave and her burst is gone for 25 seconds
Do not bait Lycan CurseLycan Curse15s Duration60s CooldownDamaging enemies passively fills a bloodlust meter, filling faster at low health.Crowd ControlNo CC on the cast itself.DamageSources disagree on the exact bonuses.MobilityBonus move speed while transformed, plus Mauling Leap replacing Boot Kick as…1Upgrade tiers scale the transformation's bonuses (health, fire rate, move speed and…. Forcing it early is usually a mistake because the transformation is a power increase, not a resource spent — instead deny it by disengaging before bloodlust fills
Entangling Bola on cooldown (23s base) — she has no way to stop a dash-in and her only escape is a single 21s Boot Kick
Immediately after Boot Kick connects and pushes her backward: the dash is spent, and she is committed to whichever direction the recoil put her
After the third Slam Fire shot — the boosted window ends on shot count, not on a timer, so count the shots rather than waiting out a duration
The moment the transformation ends: she reverts to a 7-round rifle with no sustain, no Lifesteal and whatever cooldowns the wolf form did not restore
Transformed but with Mauling Leap spent — a melee wolf with no gap-closer is a free kite, especially given the 17-42m falloff on the form she just left
Early lane before the 1 AP cooldown cuts, when Boot Kick (21s) and Entangling Bola (23s) are both at base and she cannot kick off troopers since the 09-16-2026 patch
Two distinct kits means she covers both the mid-range and close-range phases of a fight without itemising for both
Entangling Bola locks out movement abilities and, since the 09-16-2026 patch, interrupts flight
Slam Fire's percent-of-current-health scaling gives her real damage into high-HP frontliners despite a small weapon
Transformed form has genuine sustain (40% Lifesteal, missing-health healing) that the base form completely lacks
Weak to
The automatic transformation takes timing out of her hands and can strand her in melee form at range or at the wrong moment
Base form has zero healing and only one escape on a 21s cooldown
Slam Fire's accuracy penalty forces her closer than her falloff band wants
Entangling Bola's base duration is short (~1.5s) and global slows were cut roughly 20% in the 09-16-2026 patch
In lane, good at
813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner
Slam Fire's bonus damage against troopers and HauntsHaunts Neutral camps Lanes and Districts across the mapHaunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III.Souls41/68/181 soulstier I / II / IIIa creep+0.44 / +0.73 / +1.95 a minute makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime
Boot Kick's self-knockback is a genuine escape from a duo-lane all-in, and at 2 AP it refunds stamina on a hero hit
Entangling Bola stops a gap-closer's dash outright, which is unusually strong for a laning-phase ability
In lane, weak to
Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it
7-round clip means her burst is entirely gated on Slam Fire's 25s cooldown
Since the 09-16-2026 patch Boot Kick and Entangling Bola only target heroes, so she can no longer kick off a trooper to escape
Bloodlust builds faster at low health, so a losing lane can force her into an unwanted melee transformation
Lycan Curse unlock — Adds a second kit with sustain, a leap and a 2.5s AoE Disarm, and the bloodlust passive starts building from the first damage she deals
1 AP into Boot Kick — -6s cooldown (21s to 15s) makes her escape-and-mark loop available nearly every skirmish
2 AP into Entangling Bola — -8s cooldown (23s to 15s) turns the movement lockout from a situational catch into a reliable opener
Late 35min+ with Lifesteal items — Transformed Go For The Throat at 40% Lifesteal plus item Lifesteal makes the wolf window genuinely hard to burn down
Long-Range Rifle
SpreadshotMedium Range
42DPS
Falloff Range 17m → 42m
Roughly 42 DPS from 1.18 shots a second, each of seven pellets at 5.1 damage, from a 7-round clip, with an extremely fast 0.30s reload and 813 m/s bullet velocity with falloff from 17m to 42m. The tiny magazine is the point — Slam Fire instantly reloads it, so her burst pattern is empty-the-clip, Slam Fire, empty it again. In werewolf form the gun is replaced entirely.
5.10Bullet Damage
7Pellets per Shot
1.18Bullets per sec
7Ammo
0.30sReload Time
813m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
830Health
3Health Regen
6.70m/sMove Speed
2.50m/sSprint Speed
2Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Silver wins most with, against what their two win rates would predict.
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)54.8% together+3.2% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)53.9% together+2.9% above expected
KelvinKelvinSupportControllerMid rangeHybrid damageFrozen Shelter is a hard physical barrier that stops ranged damage and ultimates outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)53.2% together+2.2% above expected
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)53.7% together+1.8% above expected
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)52.2% together+1.5% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)51.9% together+1.5% above expected
Silver wins 46.6% of games overall.
Who counters Silver and who Silver counters: all 43 opponents, from Silver's hardest to easiest, with how far each sits from that average. Silver strugglesSilver does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Silver in particular: Deadman Danny (Silver wins 41.0%), Seven (Silver wins 40.6%) and Dynamo (Silver wins 44.1%).
Pick an ability to see what it does and how to play around it.
Slam Fire
Ability 1 · Self-Buff Weapon Burst with Instant Reload
Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. The shots suffer an accuracy penalty.
Purpose: Her burst window and her entire reason for carrying a 7-round clip. It turns an empty magazine into an immediate second magazine fired at triple rate, which is the bulk of her single-target damage.
Damage
3 shots at 300% fire rate, dealing 4% of the target's current health as bonus damage per shot; also deals bonus damage against troopers and HauntsHaunts Neutral camps Lanes and Districts across the mapHaunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III.Souls41/68/181 soulstier I / II / IIIa creep+0.44 / +0.73 / +1.95 a minute (neutral camps). 25s cooldown (mobalytics 2026, corroborated by tracklock)
How to play against it
The accuracy penalty is your friend — hold range past ~25m and most of the 3 boosted shots miss
It is 3 shots only, not a duration — take cover for the burst and re-engage; the window ends after the third shot regardless
Because it scales off current health, high-HP frontliners should not be the ones absorbing it; let a lower-HP body eat the burst instead
Track the 25s cooldown: an empty Silver clip with Slam Fire down is a hero doing 42 DPS with a 0.30s reload and nothing else
Interactions
The accuracy penalty means the raw damage only lands at close-to-mid range, which pulls her out of her comfortable 17-42m band
Fire an empty clip first, then Slam Fire: the instant reload is wasted if used on a full magazine
Bonus damage against troopers and HauntsHaunts Neutral camps Lanes and Districts across the mapHaunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III.Souls41/68/181 soulstier I / II / IIIa creep+0.44 / +0.73 / +1.95 a minute makes it double as a farming tool
The 5 AP upgrade adds further health-scaling damage, pushing it toward an anti-tank button
Upgrade tiers
2 AP: damage boost and -10s cooldown (25s to 15s)
5 AP: additional health-scaling damage
Boot Kick
Ability 2 · Short Forward Dash with a Marking Melee Hit and Self-Knockback
Silver dashes forward and kicks the first enemy she hits, dealing Melee Damage while pushing herself backward off them and leaving a mark. Shooting the marked target deals bonus Spirit Damage and consumes the mark.
Purpose: Her mobility, her disengage and her damage amplifier in one button. The self-knockback means she engages and retreats with a single cast, which is how a rifle hero survives being approached.
Damage
45 mark damage and 25 bonus Spirit Damage on the marked shot; 3s mark duration. 21s cooldown (mobalytics 2026, corroborated by deadlock.one and tracklock)
Crowd control
None, but the kick displaces Silver herself away from the target
Mobility
A forward dash that ends in a backward push off the target — net repositioning away from whoever she hits
Defensive
This is her primary escape from an approaching melee threat, since she gets pushed backward off the kick
How to play against it
The mark lasts only 3 seconds — break line of sight immediately after being kicked and the follow-up shot never lands
Since the patch it only hits heroes and objectives, so standing behind a trooper wave no longer eats the kick but also means the dash passes straight through to you
Deny the 2 AP stamina refund by not letting her connect on a hero: dodge the dash and it is a 21s (15s at 1 AP) cooldown with no refund
She is pushed backward by her own kick, so chasing directly into the recoil direction is the wrong angle — cut off where she lands
Interactions
As of the 09-16-2026 patch, Boot Kick can only target heroes and objectives — it no longer connects with troopers or HauntsHaunts Neutral camps Lanes and Districts across the mapHaunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III.Souls41/68/181 soulstier I / II / IIIa creep+0.44 / +0.73 / +1.95 a minute, which removes it as a jungle escape
The 2 AP upgrade restores stamina on hero hits, so kicking a hero effectively refunds mobility
Mark-then-shoot is the intended sequence; the mark is consumed on the shot, so it is one bonus instance, not a duration debuff
Combos naturally with Entangling Bola — bola first to stop the target's movement abilities, then kick and shoot the mark
Upgrade tiers
1 AP: -6s cooldown (21s to 15s)
2 AP: restores stamina on hero hits
5 AP: applies enemy damage reduction to the target
Entangling Bola
Ability 3 · Thrown Skillshot Applying a Movement Lockout
Silver throws a bola that deals Spirit Damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration.
Purpose: Her lockdown and her anti-mobility answer. Against a diver or a fleeing target it removes the escape option entirely for a short window, which is the setup for Slam Fire and Boot Kick.
Damage
40 Spirit Damage; -45% move speed for 1.5s at base with an additional -25% at 1 AP. 23s cooldown (mobalytics 2026; tracklock lists a smaller base slow value, so treat the exact slow percentage as approximate)
Crowd control
Slow plus a complete lockout on movement abilities, stamina use and jumping for ~1.5s.
Defensive
Stopping a diver's dash mid-approach is her main defensive use
How to play against it
The debuff is short at base (~1.5s) — the correct response is to hold your dash and stamina rather than burning them into the lockout and getting nothing
It is a thrown projectile: strafe it, or put a trooper wave between you (it can no longer be consumed by troopers since the patch, but geometry still blocks it)
Air-mobility heroes must not be mid-flight when it lands; the patch made it interrupt flying abilities and add gravity, so commit airborne movement only after it is on cooldown
Cleanse or debuff-removal restores your movement abilities immediately and wastes the setup for her Slam Fire burst
Break line of sight during the 1.5s rather than trying to walk away — the slow is significant but the duration is short
Interactions
The movement-ability lockout, not the slow, is what matters — it beats dash-based escapes outright
The added gravity and flying-ability interrupt from the 09-16-2026 patch make it a hard counter to air-mobility heroes specifically
As of that same patch it can only target heroes, so it is no longer usable on troopers or HauntsHaunts Neutral camps Lanes and Districts across the mapHaunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III.Souls41/68/181 soulstier I / II / IIIa creep+0.44 / +0.73 / +1.95 a minute
5 AP adds a ricochet, letting one throw catch a second nearby hero
It now grounds Grey Talon during Rain of ArrowsRain of Arrows4s Duration25s CooldownLaunches Grey Talon high into the air and lets him glide down slowly, gaining bonus weapon damage and firing multiple arrows per shot while airborne.Crowd Controltier-1 upgrade adds roughly a 24% movement slow to his arrows while airborneDamageno direct damage; tier 1 adds about +3 weapon damage and a 24% movement slow…Mobilityhigh vertical displacement plus a slow controlled glide1+3 weapon damage and a 24% movement slow applied by his shots2-12s cooldown5+30% bullet lifesteal, +30% spirit lifesteal and +30% bullet evasion, but no longer drops flying targets who are UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
Note: global slow effects were reduced roughly 20% in the 09-16-2026 patch, so the practical slow is weaker than older guides suggest
Upgrade tiers
1 AP: additional -25% movement speed
2 AP: -8s cooldown (23s to 15s)
5 AP: bola ricochets to a second target
Lycan Curse
Ultimate · Passive-Building Self-Transformation That Replaces the Entire Kit
Damaging enemies passively fills a bloodlust meter, filling faster at low health. At maximum bloodlust the transformation triggers automatically; Silver can also cast it manually to transform immediately. Transformed, she gains bonus health, move speed, healing and stacking fire rate against enemy heroes, and her weapon and all three basic abilities are replaced with werewolf versions.
Purpose: The hero's identity: she is a mid-range gun hero who converts into a short-range Lifesteal bruiser at a time that is only partly under her control. The transformed kit is melee-focused with a leap, an AoE Disarm and a Lifesteal bite.
Damage
Sources disagree on the exact bonuses. deadlock.one lists +125 bonus health and +60% fire rate; mobalytics lists +75 bonus health, +60% fire rate, +1.5 m/s move speed and 30% missing health as healing; tracklock lists +350 health and +3m move speed. 60s cooldown (mobalytics). Treat the specific numbers as unconfirmed and the direction (significant health, move speed, fire rate and healing gain) as reliable.
Crowd control
No CC on the cast itself. The transformed Tail Whack applies a 2.5s Disarm and a -30% movement slow in an area around her.
Mobility
Bonus move speed while transformed, plus Mauling Leap replacing Boot Kick as a committed forward gap-closer
Defensive
Missing-health healing on transformation plus 40% Lifesteal on Go For The Throat — this is her only real sustain and it only exists in wolf form
How to play against it
Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it
Disengage when she transforms rather than trading: the transformed kit is melee-range, so the counter to a wolf is distance, and the form has a limited duration
Buy healing reduction before she transforms; 40% Lifesteal on Go For The Throat and 30%-missing-health on the transformation are the whole reason she survives the melee window
Do not be the one adjacent hero when Tail Whack goes off — a 2.5s Disarm on a gun carry is a lost fight; spread out the moment she leaps in
Bait Mauling Leap; it is her only transformed gap-closer, and a wolf with no leap and no rifle is a melee hero walking at you
Interactions
Transformed abilities: Go For The Throat (melee, ~75 damage with 40% Lifesteal, scaling with the target's missing health), Mauling Leap (leap that mauls the first enemy hit, applying damage over time and reduced Bullet Resist for ~6s), and Tail Whack (AoE smash applying a 2.5s Disarm and -30% slow)
Go For The Throat counts weapon damage from Point BlankPoint Blank3,200 soulsTier 3WeaponPassive+50%Weapon Damage+20%Move Speed+2.5sSlow Duration+30%Melee Resist+75Bonus HealthBuilds from Close Quarters and Opening RoundsOpening Rounds1,600 soulsTier 2WeaponPassive+7Spirit Power+50%Threshold+60%Bullet Velocity+8%Weapon Damage+25%Weapon DamageBuilds from High-Velocity Rounds since 30 October 2026
The automatic trigger at full bloodlust is the key weakness: bloodlust builds faster at low health, so she can be forced into melee form at the exact moment she needed to be at range
Mauling Leap's Bullet Resist reduction amplifies her team's gun damage, not just her own
The 09-16-2026 patch raised her health per boon from 28 to 31 and her sprint speed from 1.5 to 2.5, making the transformed chase meaningfully stronger
Casting manually before bloodlust fills lets her control the timing, which is the main skill expression on the hero
Upgrade tiers
Upgrade tiers scale the transformation's bonuses (health, fire rate, move speed and healing) rather than changing its behaviour; exact per-tier values are not reliably sourced
Patch history for these abilities (1)
Entangling Bola As of the 09-16-2026 patch it also increases gravity during the debuff and interrupts flying abilities.
Values were last changed in patch 10-30-2026.
Silver's win rate by game length
Silver wants the game over early: 47.8% in games under 25 minutes (#27 of 44), 47.2% in games past 40 (#41 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch Silver falls behind other heroes in long games.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
53.6%
+7.0%
1,801
15–20
50.3%
+3.7%
4,238
20–25
46.1%
−0.5%
12,240
25–30
45.6%
−1.0%
36,427
30–35
45.9%
−0.7%
74,984
35–40
46.5%
−0.1%
85,874
40–45
47.0%
+0.4%
58,250
45–50
47.5%
+0.9%
30,789
50–55
47.3%
+0.7%
14,301
55–60
46.9%
+0.3%
5,446
60+
48.9%
+2.3%
2,781
"vs usual" is against Silver's 46.6% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Silver won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: deadlock.io lists Silver at client complexity 1 of 3 ('Easy') — https://deadlock.io/en/heroes/silver. Note that mobalytics describes a high execution requirement for form management, so the in-client rating understates the skill ceiling.