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{{CardAutobox}}
 
{{CardAutobox}}
Malaise is a Rare card for [[Silent|The Silent]]
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Malaise is a Rare card for [[Silent|The Silent]] which permanently reduces one enemy's {{KW|Strength}} and applies many turns of {{KW|Weak}}. As an X-cost card, it consumes all remaining Energy when played.
   
 
Strength Reduction is applied before Weak, and will be negated by {{KW|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.
==In-Game==
 
 
Malaise permanently reduces one enemy's {{KW|Strength}} and applies many turns of {{KW|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 {{KW|Strength}} Loss and 1 {{KW|Weak}} for no cost.
 
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 {{KW|Strength}} Loss and 1 {{KW|Weak}} for no cost.
   
 
== Strategy ==
 
== Strategy ==
Malaise is a deceptively strong card. It has a potential to be the strongest source of permanent Strength reduction. Its Strength reduction punishes the [[Snake Plant]], [[Hexaghost]], [[Corrupt Heart]], and other enemies that rely on multi-strike, low damage attacks. Its Weak applied can also cripple a hard-hitting enemy for many turns.
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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.
 
The Silent has access to a number of Energy-increasing cards, which can power Malaise up further.
   
 
=== Synergies ===
Note that the {{KW|Strength}} Loss is applied before the Weak effect, so an enemy with 1 {{KW|Artifact}} will only get the {{KW|Weak}}.
 
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<div style="color:lightgreen"> <!--Positive-->
 
 
* {{C|Well-Laid Plans}} can {{KW|Retain}} Malaise until a turn with respectably generated Energy.
== Synergies ==
 
 
* {{C|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.
* {{C|Flying Knee}}, {{C|Outmaneuver}}, and {{C|Doppelganger}} can accumulate more Energy for a backbreaking Malaise.
 
 
** For example, playing {{C|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 [[File:ChemicalX.png|link=Chemical X|21x23px]] [[Chemical X]], as the bonus application is applied twice.
 
 
* Malaise applies two debuffs for the purpose of {{C|Sadistic Nature}}.
* {{C|Concentrate}}, {{C|Tactician}}, and {{C|Adrenaline}} grants a burst of Energy for an immediate use.
 
 
* {{C|Well-Laid Plans}} can [[retain]] Malaise until a turn with respectably generated Energy.
 
 
 
* [[File:IceCream.png|link=Ice Cream|21x23px]] [[Ice Cream]] helps the Silent accumulating energy even further.
 
* [[File:IceCream.png|link=Ice Cream|21x23px]] [[Ice Cream]] helps the Silent accumulating energy even further.
 
 
* [[File:ChemicalX.png|link=Chemical X|21x23px]] [[Chemical X]] outperforms with this card, permanently reducing an enemy's Strength by two or three points for free.
 
* [[File:ChemicalX.png|link=Chemical X|21x23px]] [[Chemical X]] outperforms with this card, permanently reducing an enemy's Strength by two or three points for free.
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* [[File:PaperCrane.png|link=Paper Krane|21x23px]] [[Paper Krane]] cripples enemy even further with empowered Weak, softens even a single, hard-hitting attack to be more manageable.
 
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** Malaise can also applies a longer-lasting Weak with a single use, making [[File:PaperCrane.png|link=Paper Krane|21x23px]] [[Paper Krane]] even more effective in a longer fight.
* Malaise applies two debuffs for the purpose of {{C|Sadistic Nature}}.
 
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* [[File:BagofMarbles.png|link=Bag of Marbles|21x23px]] [[Bag of Marbles]], [[File:RedMask.png|link=Red Mask|21x23px]] [[Red Mask]], and [[File:TwistedFunnel.png|link=Twisted Funnel|21x23px]] [[Twisted Funnel]] help clear innate Artifact charges to allow Malaise to be used with its full potential.
 
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* [[Hexaghost]], [[Snake Plant]], and [[Byrd]] are severely crippled by this card, as they mostly rely on multiple hits attack.
* {{C|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.
 
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</div>
** For example, playing {{C|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 [[File:ChemicalX.png|link=Chemical X|21x23px]] [[Chemical X]], as the bonus application is applied twice.
 
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<div style="color:gray"> <!--Neutral-->
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* Malaise, especially its upgraded form, can be used to clear 2 stacks of {{KW|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 {{KW|Poison}}.
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* [[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.
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** [[Corrupt Heart]] however cannot remove {{KW|Weak}} via Buff and has to wait until it runs out, which could be invaluable if Weak is applied beforehand in a large quantity.
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</div>
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<div style="color:#ec4662"> <!--Negative-->
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* 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.
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* Enemies with innate Artifact, such as [[Sentry]], [[Spheric Guardian]], and [[Donu and Deca]] make it harder to efficiently or quickly use Malaise.
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** [[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.
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* [[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.
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** All three of them can also regain Strength lost before gaining even more Strength to top it off.
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** [[Awakened One]] and [[Time Eater]] also regain their health, making the long fight much harder.
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</div>
   
 
==Update History==
 
==Update History==

Revision as of 15:12, 24 July 2020

Malaise is a Rare card for The Silent which permanently reduces one enemy's Icon Strength Strength and applies many turns of Icon Weak Weak. As an X-cost card, it consumes all remaining Energy when played.

Strength Reduction is applied before Weak, and will be negated by Icon Artifact 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 Icon Strength Strength Loss and 1 Icon Weak 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 Icon Retain 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 ChemicalX Chemical X, as the bonus application is applied twice.
  • Malaise applies two debuffs for the purpose of Sadistic Nature.
  • IceCream Ice Cream helps the Silent accumulating energy even further.
  • ChemicalX Chemical X outperforms with this card, permanently reducing an enemy's Strength by two or three points for free.
  • PaperCrane 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 PaperCrane Paper Krane even more effective in a longer fight.
  • BagofMarbles Bag of Marbles, RedMask Red Mask, and TwistedFunnel 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 Icon Artifact 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 Icon Poison 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 Icon Weak Weak via Buff and has to wait until it runs out, which could be invaluable if Weak is applied beforehand in a large quantity.
  • 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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