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{{CardAutobox}}
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{{CardAutobox|image1=<tabber>
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|-|Standard=[[File:BulletTime.png]]
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|-|Beta Art=[[File:BulletTimeBeta.png]]
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</tabber>}}'''Bullet Time''' is a [[Rare Cards|Rare]] [[Cards#Card Types|Skill]] for the [[Silent]]. It inflicts [[No Draw]] status on the player, preventing them from drawing any cards for the rest of the turn, and all cards in hand have their costs reduced to 0 {{KW|Energy}}.
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When {{KW|Upgrade|Upgraded}}, Bullet Time costs 2 {{KW|Energy}} instead of 3.
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== Mechanics ==
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*The No Draw status can be negated by {{KW|Artifact}}, or removed with {{R|Orange Pellets}}.
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* No Draw only prevents you from drawing cards from your deck; it will not prevent you from generating cards via e.g. the {{R|Dead Branch}} or {{C|Shiv}}-creating cards.
   
 
==Strategy==
 
==Strategy==
 
* Taking full advantage of Bullet Time requires more thought and effort than it might seem at first. The key thing to remember is that Bullet Time itself takes up a slot in any hand you draw it into, and does nothing but let you play the remaining cards. Furthermore, unlike with generic energy-gain cards, cards that draw other cards must be played before Bullet Time itself.
 
* Taking full advantage of Bullet Time requires more thought and effort than it might seem at first. The key thing to remember is that Bullet Time itself takes up a slot in any hand you draw it into, and does nothing but let you play the remaining cards. Furthermore, unlike with generic energy-gain cards, cards that draw other cards must be played before Bullet Time itself.
* If you're just drawing five cards a turn, Bullet Time will let you play four of them; if you already have an Energy relic, and most of your cards are cost 1 or 0, Bullet Time will be completely useless (no better than a {{KW|Curse}}) every time it's drawn. For it to be useful, the total cost of the other cards worth playing in your hand has to be higher than your energy limit. In a normal deck that hasn't been intentionally built around it, this happens less frequently than you would expect.
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* If you're just drawing five cards a turn, Bullet Time will let you play four of them; if you already have an Energy relic, and most of your cards cost 1 or 0, Bullet Time will be completely useless (no better than a {{KW|Curse}}) every time it's drawn. For it to be useful, the total cost of the other cards worth playing in your hand has to be higher than your Energy limit. In a normal deck that hasn't been intentionally built around it, this happens less frequently than you would expect.
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**Alternatively, instead of running a high-cost deck, you must at least ensure you have enough card-draw effects that you can use before Bullet Time consistently, specifically {{C|Acrobatics}} or {{C|Backflip}}. This requires 4 Energy or Bullet Time+. Other draws such as {{C|Prepared}} or {{C|Tools of the Trade}} aren't necessarily sufficient, since they don't give a net positive in the amount of cards you get. {{C|Escape Plan}} only replaces itself and may grant some {{KW|Block}}, but does not increase the number of cards in your hand.
* Therefore, the decks that want it are ones with lots of high-cost cards and few cards that cost 0 or even 1. It's also more valuable if you've made it to the late game and still haven't found any energy relics, forcing you to accomplish as much as you can with your starting 3.
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* As a result of this, the decks that want Bullet Time are ones with lots of high-cost cards and few cards that cost 0 or even 1. It's also more valuable if you've made it to the late game and still haven't found any suitable Energy relics, forcing you to accomplish as much as you can with your starting 3.
 
* {{KW|Curse|Curses}} and {{KW|Status|Statuses}} can weaken Bullet Time further; any deck that uses it is going to be vulnerable to them.
 
* {{KW|Curse|Curses}} and {{KW|Status|Statuses}} can weaken Bullet Time further; any deck that uses it is going to be vulnerable to them.
   
 
== Synergies ==
 
== Synergies ==
* Bullet Time is extremely useful with [[Snecko Eye]], since the extra draw and random costs increase the chance that it will let you play more than you could have otherwise; it also provides a degree of protection from bad cost rolls, since you'll always be able to play it and then the other six cards in your hand. And since Snecko Eye will often reduce its cost below 3, it can still be paired with some draw in that case as long as you play the draw cards first.
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* Bullet Time is extremely useful with the {{R|Snecko Eye}}, since the extra draw and random costs increase the chance that it will let you play more than you could have otherwise. It also provides a degree of protection from bad cost rolls, since you'll always be able to play Bullet Time if you draw it, thereby enabling you to play all the other cards in your hand. The Snecko Eye will often reduce Bullet Time's cost below 3 Energy as well, meaning that there may still be spare Energy for drawing more cards before using Bullet Time.
* [[Wrist Blade]] - Bullet Time makes all of your attacks cost 0, and therefore they all get the bonus damage from Wrist Blade
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*Since Bullet Time makes all Attacks cost 0, the {{R|Wrist Blade}} will make them stronger.
* [[Runic Pyramid]] - Keeping the cards that weren't played last turn means often having a full or nearly-full hand.
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*The {{R|Runic Pyramid}} can keep cards that weren't played during a turn to fill up a hand to play with Bullet Time.
 
== Interactions ==
 
* Bullet Time's draw-prevention is a debuff and can be canceled with {{KW|Artifact}} or removed with [[Orange Pellets]].
 
* Bullet Time does not prevent you from drawing cards through Dead Branch's effect or through Shiv cards (Cloak and Dagger, Blade Dance).
 
   
 
==Update History==
 
==Update History==
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*Patch V2.0: The Watcher
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**Fixed Escape Plan gaining Block when card drawn is blocked by No Draw power.
 
*Weekly Patch 33: Terror
 
*Weekly Patch 33: Terror
 
**No Draw power now counts as a debuff.
 
**No Draw power now counts as a debuff.

Latest revision as of 05:51, 15 August 2023

Bullet Time is a Rare Skill for the Silent. It inflicts No Draw status on the player, preventing them from drawing any cards for the rest of the turn, and all cards in hand have their costs reduced to 0 Energy.

When Upgraded, Bullet Time costs 2 Energy instead of 3.

Mechanics[]

  • The No Draw status can be negated by Icon Artifact Artifact, or removed with OrangePellets Orange Pellets.
  • No Draw only prevents you from drawing cards from your deck; it will not prevent you from generating cards via e.g. the DeadBranch Dead Branch or Shiv-creating cards.

Strategy[]

  • Taking full advantage of Bullet Time requires more thought and effort than it might seem at first. The key thing to remember is that Bullet Time itself takes up a slot in any hand you draw it into, and does nothing but let you play the remaining cards. Furthermore, unlike with generic energy-gain cards, cards that draw other cards must be played before Bullet Time itself.
  • If you're just drawing five cards a turn, Bullet Time will let you play four of them; if you already have an Energy relic, and most of your cards cost 1 or 0, Bullet Time will be completely useless (no better than a Curse) every time it's drawn. For it to be useful, the total cost of the other cards worth playing in your hand has to be higher than your Energy limit. In a normal deck that hasn't been intentionally built around it, this happens less frequently than you would expect.
    • Alternatively, instead of running a high-cost deck, you must at least ensure you have enough card-draw effects that you can use before Bullet Time consistently, specifically Acrobatics or Backflip. This requires 4 Energy or Bullet Time+. Other draws such as Prepared or Tools of the Trade aren't necessarily sufficient, since they don't give a net positive in the amount of cards you get. Escape Plan only replaces itself and may grant some Icon Block Block, but does not increase the number of cards in your hand.
  • As a result of this, the decks that want Bullet Time are ones with lots of high-cost cards and few cards that cost 0 or even 1. It's also more valuable if you've made it to the late game and still haven't found any suitable Energy relics, forcing you to accomplish as much as you can with your starting 3.
  • Curses and Statuses can weaken Bullet Time further; any deck that uses it is going to be vulnerable to them.

Synergies[]

  • Bullet Time is extremely useful with the SneckoEye Snecko Eye, since the extra draw and random costs increase the chance that it will let you play more than you could have otherwise. It also provides a degree of protection from bad cost rolls, since you'll always be able to play Bullet Time if you draw it, thereby enabling you to play all the other cards in your hand. The Snecko Eye will often reduce Bullet Time's cost below 3 Energy as well, meaning that there may still be spare Energy for drawing more cards before using Bullet Time.
  • Since Bullet Time makes all Attacks cost 0, the WristBlade Wrist Blade will make them stronger.
  • The RunicPyramid Runic Pyramid can keep cards that weren't played during a turn to fill up a hand to play with Bullet Time.

Update History[]

  • Patch V2.0: The Watcher
    • Fixed Escape Plan gaining Block when card drawn is blocked by No Draw power.
  • Weekly Patch 33: Terror
    • No Draw power now counts as a debuff.
  • Weekly Patch 5: Happy Holidays!
    • Bullet Time now affects all cards currently in hand, works with Madness, and no longer applies a Power to you.
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