Malaise is a Rare card for The Silent which permanently reduces one enemy's Strength and applies many turns of
Weak. As an X-cost card, it consumes all remaining Energy when played.
Strength Reduction is applied before Weak, and will be negated by Artifact in that sequence. Enemy with 1 Artifact charge will have only Weak applied on them, as Strength Reduction is blocked. 2 or more Artifact charges will completely nullify this card's effect, removing 2 Artifact charges in the process.
Upgrading Malaise increases the Strength loss and Weak count by 1. This will trigger even if you play Malaise with 0 Energy remaining, effectively applying 1 Strength Loss and 1
Weak for no cost.
Strategy[]
Malaise is a deceptively strong card. It has a potential to be the strongest source of permanent Strength reduction. Its Strength reduction severely punishes the Snake Plant, Hexaghost, and other enemies that rely on multi-strike, low damage attacks. Its Weak applied can also cripple a hard-hitting enemy for many turns.
The Silent has access to a number of Energy-increasing cards, which can power Malaise up further.
Synergies[]
- Well-Laid Plans can
Retain Malaise until a turn with respectably generated Energy.
- Burst interacts with Malaise the same way as any other X-cost card: Malaise will be played twice at X Strength, where X is the amount of Energy remaining.
- For example, playing Burst at energy 3, then playing Malaise (with 2 energy), will reduce Strength by 4 and apply 4 Weak (barring Artifact). This is particularly powerful with
Chemical X, as the bonus application is applied twice.
- For example, playing Burst at energy 3, then playing Malaise (with 2 energy), will reduce Strength by 4 and apply 4 Weak (barring Artifact). This is particularly powerful with
- Malaise applies two debuffs for the purpose of Sadistic Nature.
Ice Cream helps the Silent accumulating energy even further.
Chemical X overperforms with this card, permanently reducing an enemy's Strength by two or three points for free.
Paper Krane cripples enemy even further with empowered Weak, softens even a single, hard-hitting attack to be more manageable.
- Malaise can also applies a longer-lasting Weak with a single use, making
Paper Krane even more effective in a longer fight.
- Malaise can also applies a longer-lasting Weak with a single use, making
Bag of Marbles,
Red Mask, and
Twisted Funnel help clear innate
Artifact charges to allow Malaise to be used with its full potential.
- Hexaghost, Snake Plant, and Byrd are severely crippled by this card, as they mostly rely on multiple hits attack.
- Malaise, especially its upgraded form, can be used to clear 2 stacks of
Artifact in a clutch. This is generally not advised, but it can be used in a case that you want to apply other debuff, such as
Poison.
- Corrupt Heart can have its Blood Shots, a rapid attack, nullified once with Malaise. However, its Strength Reduction will be periodically cleared, and its first use of Buff grants it 2 charges of Artifact, making future Malaise harder to use.
- Corrupt Heart however cannot remove
Weak via Buff and has to wait until it runs out, which could be invaluable if Weak is applied beforehand in a large quantity.
- Corrupt Heart however cannot remove
- Malaise is very impractical when there is a large number of enemies, as you can use it on only one of them and it consumes all of your remaining Energy.
- Enemies with innate Artifact, such as Sentry, Spheric Guardian, and Donu and Deca make it harder to efficiently or quickly use Malaise.
- Donu and Deca are especially good at countering this card. They come in a pair, have innate 2 or 3 charges of Artifact and steadily and rapidly scale their Strength up, rendering Malaise moot in no time.
- The Champ, Awakened One, and Time Eater can remove all debuffs. While Malaise could make the beginning of the fight easier, you could potentially still have to face their fully-powered attack later in the fight.
- All three of them can also regain Strength lost before gaining even more Strength to top it off.
- Awakened One and Time Eater also regain their health, making the long fight much harder.
Update History[]
- Weekly Patch 34: Malaise
- Malaise card is now Rare (was Uncommon).
- Weekly Patch 10: Quality of Life
- Removing 'Spend all [R].' from all X-cost cards for consistency.
- Fixed bug where cost X cards do not work with energy gain cards if played too fast.
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Starters | |||
Attacks | Common
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Bane • Dagger Spray • Dagger Throw • Flying Knee • Poisoned Stab • Quick Slash • Slice • Sneaky Strike • Sucker Punch
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Uncommon
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All-Out Attack • Backstab • Choke • Dash • Endless Agony • Eviscerate • Finisher • Flechettes • Heel Hook • Masterful Stab • Predator • Riddle with Holes • Skewer
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Rare
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Skills | Common
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Uncommon
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Blur • Bouncing Flask • Calculated Gamble • Catalyst • Concentrate • Crippling Cloud • Distraction • Escape Plan • Expertise • Leg Sweep • Reflex • Setup • Tactician • Terror
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Rare
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Adrenaline • Alchemize • Bullet Time • Burst • Corpse Explosion • Doppelganger • Malaise • Nightmare • Phantasmal Killer • Storm of Steel
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Powers | Uncommon
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Rare
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