Laning and early game
Use Cometic Lance for a one-second stun and Spiral Strangling to build marks, but aim the spin to hit both wave and hero only when safe. Snowball early rather than allowing superior late carries to reach full items uncontested.

A magic damage fighter who traps one target inside Imperial Justice, reduces their defenses, and overwhelms them with sustained attacks.
Difficulty
Medium
2/ 5
Easy
Very easy to pick up, with a straightforward and forgiving kit.
Medium
Easy to learn, but needs some practice with timing or positioning.
Hard
Needs consistent mechanics, decision-making, and matchup knowledge.
Very Hard
Mechanically demanding and takes considerable practice to play well.
Extreme
Exceptionally difficult to control and requires extensive dedicated practice.
Official Skills tab

Silvanna's Basic Attacks deal 25 (+45% Total Physical Attack) (+75% Total Magic Power) Magic Damage .
Silvanna's attacks apply a mark on enemy heroes for 5s on hit, each mark reducing their Physical & Magic Defense by 3-6 (up to 5 stacks).
Silvanna's skills and Basic Attacks deal 30% extra damage to enemy heroes with the max number of marks.
Gameplay guide
Silvanna is an EXP-lane or jungle magic fighter who applies five marks to reduce both defenses and amplify her damage by 30%. Imperial Justice traps the closest hero for 3.5 seconds and gives Silvanna major Attack Speed and Lifesteal inside the circle, while Spiral Strangling supplies shielded multi-hit pressure.
Use Cometic Lance for a one-second stun and Spiral Strangling to build marks, but aim the spin to hit both wave and hero only when safe. Snowball early rather than allowing superior late carries to reach full items uncontested.
Select a squishy or mobile priority target before jumping. Land Imperial Justice so that hero is closest, then use Lance and the shielded spin while the circle's attack speed and lifesteal remain active.
Wait for abilities that cancel Spiral Strangling and punish their cooldown. Isolate a carry from fog, or use Imperial Justice defensively on a diver if an aggressive jump would leave allied damage unprotected.
Track interruption before Spiral Strangling; Imperial Justice prevents escape but does not guarantee the channel will continue.
Cast Spiral Strangling after the target is controlled or trapped so the full channel connects and the shield has time to build.
Choose a target whose nearby allies cannot immediately interrupt Silvanna inside the ring; isolation does not prevent outside damage and control.



The circle restrains and grants attack speed, Lance supplies the stun, and the spin rapidly stacks defense reduction before empowered follow-up basics.


Stun first so more spins connect, reach maximum marks for the 30% damage bonus, and avoid extending after the shield or interruption window changes.