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− | {{CardAutobox |
+ | {{CardAutobox|image1=<tabber> |
+ | |-|Standard=[[File:Malaise.png]] |
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+ | |-|Beta Art=[[File:MalaiseBeta.png]] |
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+ | </tabber>}} |
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+ | 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. |
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== Strategy == |
== Strategy == |
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− | Malaise is a deceptively strong card |
+ | 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. |
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− | 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--> |
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+ | * {{C|Well-Laid Plans}} can {{KW|Retain}} Malaise until a turn with respectably generated Energy. |
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+ | * {{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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− | [[Flying Knee]], [[Outmaneuver]], [[Doppelganger]], [[Ice Cream]], and [[Concentrate]] can accumulate more Energy for a backbreaking Malaise. |
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+ | ** 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 {{R|Chemical X}}, as the bonus application is applied twice. |
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+ | * {{R|Ice Cream}} helps the Silent accumulating energy even further. |
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+ | * {{R|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 {{R|Paper Krane}} even more effective in a longer fight. |
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− | Note that [[Burst]] doesn't power up Malaise unless you also have Chemical X. The same Energy used to play Burst would also add 1 to Malaise. |
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+ | * {{R|Bag of Marbles}}, {{R|Red Mask}}, and {{R|Twisted Funnel}} help clear innate {{KW|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. |
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+ | </div> |
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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> |
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==Update History== |
==Update History== |
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*Weekly Patch 10: Quality of Life |
*Weekly Patch 10: Quality of Life |
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**Removing 'Spend all [R].' from all X-cost cards for consistency. |
**Removing 'Spend all [R].' from all X-cost cards for consistency. |
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+ | **Fixed bug where cost X cards do not work with energy gain cards if played too fast. |
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{{Silent Card Navbox}} |
{{Silent Card Navbox}} |
Latest revision as of 06:06, 15 August 2023
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.
- 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.
- 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.
- 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.
Silent Cards | |||
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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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