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[[File:Silent.png|center|216x216px]]
''"A deadly huntress from the foglands. Eradicates foes with daggers and poisons"''
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<div align="center">''"A deadly huntress from the foglands. Eradicates foes with daggers and poisons"''
[[File:Silent.png|thumb|right|216x216px]]
 
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{{Icon|<G>}}
 The '''Silent '''is one of three playable characters in Slay the Spire. She is themed on a rogue fantasy build.  
 
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</div>
   
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 The '''Silent '''is one of four playable characters in Slay the Spire. She is a huntress themed on a rogue fantasy build. This cunning character weakens her foes with numerous cuts and poison, while using cheap tricks and agility to avoid their attacks. With many powerful cards that draw and discard, the Silent ensures that she will always be one step ahead of her enemy. She starts with a relatively low 70 hp.  
The Silent's starting [[Relic]] is [[Ring of the Snake|Ring of the Snake:]] Draw 2 additional [[Cards]] when starting combat. 
 
   
 
The Silent's starting [[Relic]] is {{R|Ring of the Snake}}, which draws 2 additional cards when starting combat. 
[[Silent Cards|For the Silent's full list of cards, click here]]. 
 
   
== Basic Cards (Default/Starting Deck) ==
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==Cards==
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===Starting Deck===
 
*  5 {{C|Strike_G|Strikes}}
 
*  5 {{C|Strike_G|Strikes}}
 
*  5 {{C|Defend_G|Defends}}
 
*  5 {{C|Defend_G|Defends}}
 
*  1 {{C|Survivor}}
 
*  1 {{C|Survivor}}
*  1 {{C|Neutralize}}
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*  1 {{C|Neutralize}}<br>
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{{Silent Card Navbox}}
   
 
== Strategy ==
 
== Strategy ==
Unlike [[Ironclad|the Ironclad]], the '''Silent''' does not get any healing whenever she finishes combat. Therefore she is often more focused on {{KW|Block}}, and gaining explosive advantage so that she can end the encounter faster. Many of her cards give additional {{KW|Energy}} and card draw, allowing her to chain momentum together to overcome the lack of built-in healing.
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Unlike [[Ironclad|the Ironclad]], the Silent does not get any healing whenever she finishes combat. Therefore she is often more focused on {{KW|Block}}, and gaining explosive advantage so that she can end the encounter faster. Many of her cards give additional {{KW|Energy}} and card draw, allowing her to chain momentum together to overcome the lack of built-in healing.
   
 
=== Starting Deck ===
 
=== Starting Deck ===
The Silent's starting deck is the largest of the 3 characters, at 12 cards, compared to Ironclad's and Defect's starting deck, both of which have 10 cards. This means more Strikes and Defends are encountered in Act 1, and it's slightly more difficult to remove all starting cards from The Silent's Deck.
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The Silent's starting deck is the largest of the 4 characters, at 12 cards, compared to the Ironclad's, Defect's and Watcher's starting deck, each of which have 10 cards. This means more Strikes and Defends are encountered in Act 1, and it's slightly more difficult to remove all starting cards from The Silent's Deck.
   
The Silent's starting deck is also the cheapest, with it's 2 non-Strike non-Defend cards costing 1 and 0. This means it's easier to take strong 2-damage card options earlier in the game, such as {{C|Dash}}, {{C|Predator}}, and {{C|Leg Sweep}}.
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* The Silent's starting deck is also the cheapest, with its 2 non-Strike non-Defend cards costing 1 and 0. This means it's easier to take strong 2-cost card options earlier in the game, such as {{C|Dash}}, {{C|Predator}}, and {{C|Leg Sweep}}.
   
 
=== Starting Relic ===
 
=== Starting Relic ===
The Silent's starting Relic, {{R|Ring of the Snake}}, ensures that the first turn of every fight is slightly stronger than all of the other turns. This makes [[Innate]] cards slightly better for Silent since they only take up 1 of 7 cards instead of 1 of 5 cards.
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The Silent's starting Relic, {{R|Ring of the Snake}} ensures that the first turn of every fight is slightly stronger than all of the other turns. This makes Innate cards slightly better for Silent since they only take up 1 of 7 cards instead of 1 of 5 cards.
   
 
=== General Build Archetypes ===
 
=== General Build Archetypes ===
 
These are the standard types of decks that may give you an idea of direction for your deck, or what you want to go for. Keep in mind that none of these builds are mutually exclusive. Many of them are more of a general strategy, which can be adapted or combined into multiple builds in a single deck
 
These are the standard types of decks that may give you an idea of direction for your deck, or what you want to go for. Keep in mind that none of these builds are mutually exclusive. Many of them are more of a general strategy, which can be adapted or combined into multiple builds in a single deck
   
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{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
==== '''Defensive/{{KW|Block}} Builds''' ====
 
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! style="background-color: transparent; border: solid #008060; color: #008060; border-width: 0px 0px 1px 0px;" |<div style="color:#A1EC4C">{{KW|Block|Defensive}} Deck</div>
Block builds revolve around playing defensively. This means drafting a smaller deck than usual, and focusing on getting enough block to block all damage every turn. The combat is then stalled out until a decks win condition is met.
 
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* {{C|Footwork}}- The strongest card for this deck. This improves every block card by 2 for the rest of the combat. If you are drafting a defensive deck, you want as many copies of this as you are offered (although more than 4 is perhaps too many).
 
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| style="background-color: transparent; border: solid #008060; border-width: 0px 0px 1px 0px;" |
* {{C|Dodge and Roll}}- very good block-to-energy ratio, and gets extra value when you know you will be attacked every turn.
 
 
{{KW|Block}} builds revolve around playing defensively. This means drafting a smaller deck than usual, and focusing on getting enough {{KW|Block}} to block all damage every turn. The combat is then stalled out until a decks win condition is met.
* {{C|Leg Sweep}}- a single card that provides multiple turns of [[Weak]] is always good value, and this is very good against Bosses and single-target Elites as well as some of the stronger single-target enemies like [[Transient]] and [[The Maw]]
 
 
* {{C|Footwork}} is possibly the strongest card for this deck. This improves every {{KW|Block}} gained card by 2 for the rest of the combat. If you are drafting a defensive deck, you want as many copies of this as you are offered (although more than 4 is perhaps too many).
* {{C|Cloak And Dagger}}- Basically a {{C|Defend}} + {{C|Shiv}} in one card. Decently strong on its own, and gets a lot better as the deck acquires additional Shiv synergies.
 
 
* {{C|Dodge and Roll}} is very good {{KW|Block}}-to-{{KW|Energy}} ratio, and gets extra value when you know you will be attacked every turn.
* {{C|After Image}}- Very good block card with huge value throughout every combat. For 1 energy you get usually at least 4-5 block every turn for the rest of combat. Synergizes very well with card-generation cards and 0-energy cards.
 
 
* {{C|Leg Sweep}} is a single card that provides multiple turns of {{KW|Weak}} is always good value, and this is very good against Bosses and single-target Elites as well as some of the stronger single-target enemies like [[Transient]] and [[The Maw]]
* {{C|Burst}}- a very strong card, as it basically doubles the block of your next block-card. Goes very good with the above block cards.
 
 
* {{C|Cloak and Dagger}} is basically a {{C|Defend}} +{{C|Shiv}} in one card. Decently strong on its own, and gets a lot better as the deck acquires additional {{C|Shiv}} synergies.
** It's also good for executing your win condition. A Bursted {{C|Catalyst}} or {{C|Phantasmal Killer}} can win the combat by itself.
 
 
* {{C|After Image}} is a very good {{KW|Block}} card with huge value throughout every combat. For 1 {{KW|Energy}} you get usually at least 4-5 block every turn for the rest of combat. Synergizes very well with card-generation cards and 0-{{KW|Energy}} cards.
* {{C|Blur}}- Blur is very good at stacking block. However, it's not as good as Ironclad's {{C|Barricade}} since it only lasts one turn. You need to use it wisely, or have a small enough deck, or have multiple copies of Blur if you want to keep stacking block enough.
 
 
* {{C|Burst}} is another strong card, as it basically doubles the {{KW|Block}} of your next {{KW|Block}} card. Goes very good with all the above {{KW|Block}} cards.
 
** It's also good for executing your win condition. A {{C|Burst}} with {{C|Catalyst}} or {{C|Phantasmal Killer}} can win the combat by itself.
 
* {{C|Blur}} is very good at stacking {{KW|Block}}. However, it's not as good as Ironclad's {{C|Barricade}} since it only lasts one turn. You need to use it wisely, or have a small enough deck, or have multiple copies of Blur if you want to keep stacking {{KW|Block}}.
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{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
==== '''{{KW|Poison}} Builds''' ====
 
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! style="background-color: transparent; border: solid #008060; color: #008060; border-width: 0px 0px 1px 0px;" |<div style="color:#A1EC4C">{{KW|Poison}} Deck</div>
Poison Builds use poison stacks as their main source of damage. With the right cards, you can ramp up poison stacks on an enemy very quickly and kill them in 1-2 turns. However, the usual style of poison builds slowly ramp up stacks over time and whittle the enemy down over many turns.
 
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* {{C|Noxious Fumes}}''': '''This Power, on its own, will gradually build up more and more poison until the enemy dies. It allows many builds to play much more defensively, and stall out fights with full-defense turns, as they are passively dealing more and more damage. Synergizes amazingly with Block Builds. However, this playstyle struggles with enemies that scale by buffing their own strength. {{C|Malaise}} is a great addition to a Fumes build.
 
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* {{C|Poisoned Stab}}''':''' A decent damage source on its own, this becomes better when you have a poison deck and can reliably stack poison.
 
 
{{KW|Poison}} Builds use {{KW|Poison}} stacks as their main source of damage. With the right cards, you can ramp up {{KW|Poison}} stacks on an enemy very quickly and kill them in 1-2 turns. However, the usual style of {{KW|Poison}} builds slowly ramp up stacks over time and whittle the enemy down over many turns.
* {{C|Catalyst}}''': '''If you're able to play Catalyst multiple times, you can exponentially increase {{KW|Poison}} to ridiculous levels in a single turn. With {{C|Nightmare}} or {{C|Burst}} (or both), you get extra plays out of your {{C|Catalyst}}, which can quickly stack up hundreds of {{KW|Poison}}. This build has incredible single-target damage, but very bad at damaging multiple targets (without [[The Specimen]]), and requires a decent supply of draw/energy. Very good for all single-target encounters, and becomes worse the more enemies there are.
 
 
* {{C|Noxious Fumes}} on its own, will gradually build up more and more poison until the enemy dies. It allows many builds to play much more defensively, and stall out fights with full-defense turns, as they are passively dealing more and more damage. Synergizes amazingly with {{KW|Block}} Builds. However, this playstyle struggles with enemies that scale by buffing their own strength. {{C|Malaise}} is a great addition to a {{C|Noxious Fumes|Fumes}} build.
* Average Poison cards: most of these cards are not that great on their own, and only become stronger if you already have a poison deck built around them.
 
 
* {{C|Poisoned Stab}} is a decent damage source on its own, this becomes better when you have a {{KW|Poison}} deck and can reliably stack {{KW|Poison}}.
 
* {{C|Catalyst}}, if you're able to play it multiple times, can exponentially increase {{KW|Poison}} to ridiculous levels in a single turn. With {{C|Nightmare}} or {{C|Burst}} (or both), you get extra plays out of your {{C|Catalyst}}, which can quickly stack up hundreds of {{KW|Poison}}. This build has incredible single-target damage, but very bad at damaging multiple targets (without {{R|The Specimen}}), and requires a decent supply of draw/energy. Very good for all single-target encounters, and becomes worse the more enemies there are.
 
* Average {{KW|Poison}} cards are not that great on their own, and only become stronger if you already have a {{KW|Poison}} deck built around them.
 
** {{C|Bane}}
 
** {{C|Bane}}
 
** {{C|Deadly Poison}}
 
** {{C|Deadly Poison}}
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** {{C|Crippling Cloud}}
 
** {{C|Crippling Cloud}}
   
* {{C|Envenom}}- A very strong card, this adds poision onto all of your attack cards. Works extremely well if you are able to play many attack cards in a turn, so it synergizes well with multi-card attacks like{{C|Endless Agony}}, and pretty much all{{C|Shiv}}-generating cards.
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* {{C|Envenom}} adds {{KW|Poison}} onto all of your attack cards. Works extremely well if you are able to play many attack cards in a turn. Synergizes well with cheap attacks like {{C|Endless Agony}}, multiple-hit like {{C|Riddle with Holes}} and pretty much all {{C|Shiv}}-generating cards.
* {{C|Corpse Explosion}}- Very good AOE damage and allows the poison deck to kill multiple enemies at once.
 
   
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* {{C|Corpse Explosion}} could help solve the lack of AoE damage of {{KW|Poison}}.
{{R|Snecko Skull}}
 
- Extremely strong for poison decks, this simply just gives more poison to your existing poison cards. You get the best value from this using poison sources that give small stacks of poision at a time: namely, {{C|Noxious Fumes}} and {{C|Envenom}}.
 
   
 
* {{R|Snecko Skull}} is very strong for poison decks, this simply just gives more poison to your existing poison cards. You get the best value from this using poison sources that give small stacks of poison at a time: namely,{{C|Noxious Fumes}} and {{C|Envenom}}.
{{R|The Specimen}}
 
- gives poison decks much-needed AOE damage. This is a must-have if you encounter this relic after you have committed to making a poison deck.
 
   
 
* {{R|The Specimen}} gives poison decks much-needed multi-target damage. This is a must-have if you encounter this relic and have committed to making a poison deck.
==== '''Discard/Draw Builds''' ====
 
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! style="background-color: transparent; border: solid #008060; color: #008060; border-width: 0px 0px 1px 0px;" |<div style="color:#A1EC4C">[[Discard]] and [[Draw Card|Draw]] Deck</div>
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This build aims to cycle through your deck quickly to find the key cards needed to finish the fight.
 
This build aims to cycle through your deck quickly to find the key cards needed to finish the fight.
 
* Discard/Draw cards: these are the main cards in the deck that cycle through your deck for you:
 
* Discard/Draw cards: these are the main cards in the deck that cycle through your deck for you:
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** {{C|Calculated Gamble}}
 
** {{C|Calculated Gamble}}
   
* [[Tingsha|'''Tingsha''']]'''/[[Tough Bandages]]: '''Deal 3 damage / Gain 3 block when you discard. If you can get these relics, you can spam discard to fight for you.
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* {{R|Tingsha}}/{{R|Tough Bandages}} deals 3 damage / grants 3 block on each discard. If you can get these relics, you can spam discard to fight for you.
 
* {{C|Eviscerate}}
 
* {{C|Eviscerate}}
* {{C|Tactician|'''Tactician'''}}''': '''Grants 1 (2) Energy when discarded. If your deck can reliably discard {{C|Tactician}}, then it has a steady supply of Energy, which makes most of your turns much more efficient. With a small enough deck, you can actually guarantee discarding {{C|Tactician}} multiple times, which can become Infinite.
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* {{C|Tactician}} grants 1 (2) {{KW|Energy}} when discarded. If your deck can reliably discard {{C|Tactician}}, then it has a steady supply of {{KW|Energy}}, which makes most of your turns much more efficient. With a small enough deck, you can actually guarantee discarding {{C|Tactician}} multiple times, which can become Infinite.
* {{C|Reflex}}''':''' Draw 1 (2) card when you discard. Fully upgraded {{C|Tactican}}{{C|Reflex}} combine with {{C|Prepared}}, upgraded {{C|Calculated Gamble}} and small deck, you can infinite your deck and 1-turn kill any enemy. Few {{C|Neutralize}} + {{C|Heel Hook}}, {{C|Sneaky Strike}}, and {{C|Eviscerate}} cards could provide enough damage. {{C|Backflip}} is also acceptable source of defense and {{C|Escape Plan}} is even better.
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* {{C|Reflex}} draws 1 (2) card when you discard. Fully upgraded {{C|Tactican}}{{C|Reflex}} combine with {{C|Prepared}}, upgraded {{C|Calculated Gamble}} and small deck, you can infinite your deck and 1-turn kill any enemy. Few {{C|Neutralize}} +{{C|Heel Hook}}, {{C|Sneaky Strike}}, and {{C|Eviscerate}} cards could provide enough damage.{{C|Backflip}} is also acceptable source of defense and {{C|Escape Plan}} is even better.
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{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
==== '''Momentum/Value/Ramp Builds''' ====
 
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! style="background-color: transparent; border: solid #008060; color: #008060; border-width: 0px 0px 1px 0px;" |<div style="color:#A1EC4C">{{R|Unceasing Top|Momentum}} Deck</div>
* '''[[Unceasing Top]]: '''Whenever your hand is empty, draw 1 card. Allows you to play discard without fear of "running out of cards". If {{C|Concentrate}} is your last card, you get free energy by playing it and drawing. Deflect, Slice, and other 0-cost cards are much better, as they no longer lead to "dead hands". Unplayable cards, including {{KW|Status|Statuses}} & {{KW|Curse|Curses}}, can completely ruin the build. Be careful.
 
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{{R|Unceasing Top}}: Whenever your hand is empty, draw 1 card. Allows you to play discard without fear of "running out of cards". This build also exploits Silent's relatively low cost of her cards, and her synergy with playing a large number of cards.
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* If {{C|Concentrate}} is your last card, you get free energy by playing it and drawing.
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* {{C|Deflect}}, {{C|Slice}}, and other 0-cost cards are much better in this build, as they do not lead to "dead hands".
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* {{C|Adrenaline}} can generates {{KW|Energy}} in a pinch, allowing you to continue playing more cards.
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* As this build revolves around playing a lot of cards, {{C|After Image}} and {{C|A Thousand Cuts}} becomes much more effective.
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* Unplayable cards, including {{KW|Status|Statuses}} & {{KW|Curse|Curses}}, can completely ruin the build. Be careful.
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** Consider picking up {{R|Blue Candle}} and {{R|Medical Kit}} to help get rid of {{KW|Curse|Curses}} and {{KW|Status|Statuses}}, respectively.
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{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
==== '''Shiv Builds''' ====
 
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! style="background-color: transparent; border: solid #008060; color: #008060; border-width: 0px 0px 1px 0px;" |<div style="color:#A1EC4C">{{C|Shiv}} Deck</div>
A primarily damage-focused build that revolves around gaining and using many [[Shiv]]s during each combat. The Silent also has a few [[Relics]] that are specifically for enhancing Shivs.
 
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* {{C|Infinite Blades}}, {{C|Cloak And Dagger}}, {{C|Blade Dance}}''': ''' An absolute starter for the archetype. All add {{C|Shiv|Shivs}} to your hand. Amplified by strength cards and relics ( i.e.{{C|J.A.X.}}, [[Shuriken]], [[Kunai]], [[Ornamental Fan]]). Don't forget to upgrade {{C|Infinite Blades}} first so it appear innately on your hand.
 
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* [[Wrist Blade|'''Wrist Blade''']]''':''' Amplifies not only shivs but Silent's other 0 energy attacks, such as {{C|Slice}} and {{C|Backstab}}. 0 energy attacks also have great synergy with {{C|Choke}} and {{C|A Thousand Cuts}}.
 
 
A primarily damage-focused build that revolves around gaining and using many {{C|Shiv|Shivs}} during each combat. The Silent also has a few [[Relics]] that are specifically for enhancing Shivs.
* [[Ninja Scroll|'''Ninja Scroll''']]''': '''Can quickly jump start your first turn every combat
 
 
* {{C|Infinite Blades}}, {{C|Cloak and Dagger}}, {{C|Blade Dance}} are absolute musts for the archetype. All add {{C|Shiv|Shivs}} to your hand. Amplified by strength cards and relics ( i.e. {{C|J.A.X.}}, {{R|Shuriken}}, {{R|Kunai}}, {{R|Ornamental Fan}}). Don't forget to upgrade {{C|Infinite Blades}} first so it appear innately on your hand.
* {{C|Accuracy}}''': ''' Amplifies your shivs. The more, the better. Beware of [[Awakened One|The Awakened One]].
 
 
* {{R|Wrist Blade}} amplifies not only {{C|Shiv|Shivs}} but Silent's other 0 energy attacks, such as {{C|Slice}} and {{C|Backstab}}. 0 energy attacks also have great synergy with {{C|Choke}} and {{C|A Thousand Cuts}}.
* {{C|Envenom}}''': ''' Apply {{KW|Poison}} while you attack with barrages of {{C|Shiv|Shivs}}. Couple with the [[Snecko Skull]] relic for easy clears. {{C|Sadistic Nature}} also combines extremely effectively with it; the {{KW|Poison}} from {{C|Envenom}} will trigger the damage from {{C|Sadistic Nature}}. This strategy can serve as a bridge between {{KW|Poison}} and {{C|Shiv}} builds in case you end up with a mix of cards and relics suitable for each.
 
 
* {{R|Ninja Scroll}} can quickly jump start your first turn every combat
** [[Storm of Steel]] can be a great finisher if you have Envenom
 
 
* {{C|Accuracy}} amplifies your shivs. The more, the better. Beware of [[Awakened One|The Awakened One]].
* {{C|After Image}}''': ''' A couple of {{C|After Image|After Images}} give you great survivability due to card-spammy mechanics of this archetype.
 
 
* {{C|Envenom}} applies {{KW|Poison}} while you attack with barrages of {{C|Shiv|Shivs}}. Couple with the {{R|Snecko Skull}} relic for easy clears.{{C|Sadistic Nature}} also combines extremely effectively with it; the {{KW|Poison}} from {{C|Envenom}} will trigger the damage from {{C|Sadistic Nature}}. This strategy can serve as a bridge between {{KW|Poison}} and {{C|Shiv}} builds in case you end up with a mix of cards and relics suitable for each.
* {{C|Finisher}}''':''' After unloading all your {{C|Shiv|Shivs}}, {{C|Finisher}} adds free damage.
 
 
** {{C|Storm of Steel}} can be a great finisher if you have {{C|Envenom}}
* '''[[Dead Branch]]: '''{{C|Shiv|Shivs}} {{KW|exhaust}}exhaust when played, and so benefit from relics that trigger on card exhaustion{{KW|exhaust|exhaustion}}.
 
 
* A couple of {{C|After Image|After Images}} give you great survivability due to card-spamming nature of this archetype.
* [[Anchor]] Useful for surviving while setting up your combo since your initial setup will take up most of your energy ({{C|Infinite Blades}}, {{C|After Image}}, {{C|A Thousand Cuts}}, etc.)
 
 
* After unloading all your {{C|Shiv|Shivs}}, {{C|Finisher}} adds free damage.
* {{C|A Thousand Cuts}}''':''' very good AOE damage in a shiv deck.
 
 
* {{R|Dead Branch}} - {{C|Shiv|Shivs}} {{KW|exhaust}}exhaust when played, and so benefit from relics that trigger on card {{KW|exhaust|exhaustion}}.
* {{C|Choke}}''': '''offers strong single-target damage in a shiv deck. Also since choke causes the target to lose life instead of taking damage, it bypasses block.
 
 
* {{R|Anchor}} is useful for surviving while setting up your combo since your initial setup will take up most of your energy ({{C|Infinite Blades}},{{C|After Image}},{{C|A Thousand Cuts}}, etc.)
* {{C|Expertise}}''': '''Very good for refilling your hand after playing your low-cost Shiv/Slice/Endless Agony cards
 
 
* {{C|A Thousand Cuts}} provides a good AoE damage for this deck.
 
* {{C|Choke}} offers strong single-target damage in a {{C|Shiv}} deck. Also since {{C|Choke}} causes the target to lose life instead of taking damage, it bypasses enemy {{KW|Block}}.
 
* {{C|Expertise}} is very good for refilling your hand after playing your low-cost {{C|Shiv}}/{{C|Slice}}/E{{C|Endless Agony}} cards
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* Since you will be playing a lot of {{C|Shiv}}, which is an [[Attack]], you will trigger relics like {{R|Ornamental Fan}}, {{R|Nunchaku}}, {{R|Kunai}}, and {{R|Shuriken}} many times.
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==== ====
 
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! style="background-color: transparent; border: solid #008060; color: #008060; border-width: 0px 0px 1px 0px;" |<div style="color:#A1EC4C">{{C|Grand Finale}} Deck</div>
{{C|Grand Finale}}Grand Finale is a combo deck, and requires most or all of the deck to be built around it to work. Also there are a few cards needed specifically to make it work.
 
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* {{C|Well-Laid Plans}}- this card is essential for the deck to work, as it ensures that you have Grand Finale in your hand when your draw pile is empty.
 
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* {{C|Expertise}}- Having Expertise in your hand as you approach the end of your draw pile ensures that you can draw exactly the right amount of cards to put your draw pile at 0.
 
 
{{C|Grand Finale}} deck is a niche combo deck, and requires most or all of the deck to be built around it to work. Also there are a few cards needed specifically to make it work.
 
* {{C|Well-Laid Plans}} is essential for the deck to work, as it ensures that you have Grand Finale in your hand when your draw pile is empty.
 
* Having {{C|Expertise}} in your hand as you approach the end of your draw pile ensures that you can draw exactly the right amount of cards to put your draw pile at 0.
 
* Having cards that can draw different amount of cards will also help you get your draw pile to 0:
 
* Having cards that can draw different amount of cards will also help you get your draw pile to 0:
** {{C|Escape Plan}}/{{C|Prepared}} - 1
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** {{C|Escape Plan}}/{{C|Prepared}}/{{C|Quick Slash}}: 1
** {{C|Backflip}}/{{C|Adrenaline}}/{{C|Prepared|Prepared+}} - 2
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** {{C|Backflip}}/{{C|Adrenaline}}/{{C|Prepared|Prepared+}}: 2
** {{C|Acrobatics}}- 3
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** {{C|Acrobatics}}: 3
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** {{C|Acrobatics|Acrobatics+}}: 4
** {{C|Expertise}}- Your current hand size - 6
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** {{C|Expertise}}: 6 - Your current hand size
  +
** {{C|Expertise|Expertise+}}: 7 - Your current hand size
  +
  +
* The Gambler's Brew potion - which allows you to discard any number of cards, then draw that many can also be used on a one-off basis to reduce your draw pile to exactly zero.
  +
|-
  +
|}
   
 
== Unlocks ==
 
== Unlocks ==
  +
The Silent is unlocked by completing a run with The Ironclad.
 
{| class="article-table"
 
{| class="article-table"
 
!Unlock Number
 
!Unlock Number
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|-
 
|-
 
|2nd
 
|2nd
|[[Du-Vu Doll]], [[Smiling Mask]], [[Tiny Chest]]
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|{{R|Du-Vu Doll}}, {{R|Smiling Mask}}, {{R|Tiny Chest}}
 
|-
 
|-
 
|3rd
 
|3rd
|{{C|Cloak And Dagger}}, 
+
|{{C|Cloak and Dagger}},
 
{{C|Accuracy}},
 
{{C|Accuracy}},
 
{{C|Storm of Steel}}
 
{{C|Storm of Steel}}
 
|-
 
|-
 
|4th
 
|4th
|[[Art of War]], [[The Courier]], [[Pandora's Box]]
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|{{R|Art of War}}, {{R|The Courier}}, {{R|Pandora's Box}}
 
|-
 
|-
 
|5th
 
|5th
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==Gallery==
 
==Gallery==
<gallery>
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<gallery bordercolor="#69F073">
 
soylent1.jpg|The Silent in-game
 
soylent1.jpg|The Silent in-game
 
soylent2.jpg|The Silent appearing in her Steam Background
 
soylent2.jpg|The Silent appearing in her Steam Background

Revision as of 11:29, 14 May 2020

Silent
"A deadly huntress from the foglands. Eradicates foes with daggers and poisons"

GreenEnergy

 The Silent is one of four playable characters in Slay the Spire. She is a huntress themed on a rogue fantasy build. This cunning character weakens her foes with numerous cuts and poison, while using cheap tricks and agility to avoid their attacks. With many powerful cards that draw and discard, the Silent ensures that she will always be one step ahead of her enemy. She starts with a relatively low 70 hp.  

The Silent's starting Relic is RingoftheSnake Ring of the Snake, which draws 2 additional cards when starting combat. 

Cards

Starting Deck

GreenEnergy Silent Cards GreenEnergy
Starters
Attacks
Common
Uncommon
Rare
Skills
Common
Uncommon
Rare
Powers
Uncommon
Rare

Strategy

Unlike the Ironclad, the Silent does not get any healing whenever she finishes combat. Therefore she is often more focused on Icon Block Block, and gaining explosive advantage so that she can end the encounter faster. Many of her cards give additional Energy and card draw, allowing her to chain momentum together to overcome the lack of built-in healing.

Starting Deck

The Silent's starting deck is the largest of the 4 characters, at 12 cards, compared to the Ironclad's, Defect's and Watcher's starting deck, each of which have 10 cards. This means more Strikes and Defends are encountered in Act 1, and it's slightly more difficult to remove all starting cards from The Silent's Deck.

  • The Silent's starting deck is also the cheapest, with its 2 non-Strike non-Defend cards costing 1 and 0. This means it's easier to take strong 2-cost card options earlier in the game, such as Dash, Predator, and Leg Sweep.

Starting Relic

The Silent's starting Relic, RingoftheSnake Ring of the Snake ensures that the first turn of every fight is slightly stronger than all of the other turns. This makes Innate cards slightly better for Silent since they only take up 1 of 7 cards instead of 1 of 5 cards.

General Build Archetypes

These are the standard types of decks that may give you an idea of direction for your deck, or what you want to go for. Keep in mind that none of these builds are mutually exclusive. Many of them are more of a general strategy, which can be adapted or combined into multiple builds in a single deck

Icon Block Defensive Deck

Icon Block Block builds revolve around playing defensively. This means drafting a smaller deck than usual, and focusing on getting enough Icon Block Block to block all damage every turn. The combat is then stalled out until a decks win condition is met.

  • Footwork is possibly the strongest card for this deck. This improves every Icon Block Block gained card by 2 for the rest of the combat. If you are drafting a defensive deck, you want as many copies of this as you are offered (although more than 4 is perhaps too many).
  • Dodge and Roll is very good Icon Block Block-to-Energy ratio, and gets extra value when you know you will be attacked every turn.
  • Leg Sweep is a single card that provides multiple turns of Icon Weak Weak is always good value, and this is very good against Bosses and single-target Elites as well as some of the stronger single-target enemies like Transient and The Maw
  • Cloak and Dagger is basically a Defend +Shiv in one card. Decently strong on its own, and gets a lot better as the deck acquires additional Shiv synergies.
  • After Image is a very good Icon Block Block card with huge value throughout every combat. For 1 Energy you get usually at least 4-5 block every turn for the rest of combat. Synergizes very well with card-generation cards and 0-Energy cards.
  • Burst is another strong card, as it basically doubles the Icon Block Block of your next Icon Block Block card. Goes very good with all the above Icon Block Block cards.
  • Blur is very good at stacking Icon Block Block. However, it's not as good as Ironclad's Barricade since it only lasts one turn. You need to use it wisely, or have a small enough deck, or have multiple copies of Blur if you want to keep stacking Icon Block Block.
Icon Poison Poison Deck

Icon Poison Poison Builds use Icon Poison Poison stacks as their main source of damage. With the right cards, you can ramp up Icon Poison Poison stacks on an enemy very quickly and kill them in 1-2 turns. However, the usual style of Icon Poison Poison builds slowly ramp up stacks over time and whittle the enemy down over many turns.

  • Noxious Fumes on its own, will gradually build up more and more poison until the enemy dies. It allows many builds to play much more defensively, and stall out fights with full-defense turns, as they are passively dealing more and more damage. Synergizes amazingly with Icon Block Block Builds. However, this playstyle struggles with enemies that scale by buffing their own strength. Malaise is a great addition to a Fumes build.
  • Poisoned Stab is a decent damage source on its own, this becomes better when you have a Icon Poison Poison deck and can reliably stack Icon Poison Poison.
  • Catalyst, if you're able to play it multiple times, can exponentially increase Icon Poison Poison to ridiculous levels in a single turn. With Nightmare or Burst (or both), you get extra plays out of your Catalyst, which can quickly stack up hundreds of Icon Poison Poison. This build has incredible single-target damage, but very bad at damaging multiple targets (without TheSpecimen The Specimen), and requires a decent supply of draw/energy. Very good for all single-target encounters, and becomes worse the more enemies there are.
  • Average Icon Poison Poison cards are not that great on their own, and only become stronger if you already have a Icon Poison Poison deck built around them.
  • Envenom adds Icon Poison Poison onto all of your attack cards. Works extremely well if you are able to play many attack cards in a turn. Synergizes well with cheap attacks like Endless Agony, multiple-hit like Riddle with Holes and pretty much all Shiv-generating cards.
  • SnakeSkull Snecko Skull is very strong for poison decks, this simply just gives more poison to your existing poison cards. You get the best value from this using poison sources that give small stacks of poison at a time: namely,Noxious Fumes and Envenom.
  • TheSpecimen The Specimen gives poison decks much-needed multi-target damage. This is a must-have if you encounter this relic and have committed to making a poison deck.
Discard and Draw Deck

This build aims to cycle through your deck quickly to find the key cards needed to finish the fight.

  • Tingsha Tingsha/ToughBandages Tough Bandages deals 3 damage / grants 3 block on each discard. If you can get these relics, you can spam discard to fight for you.
  • Eviscerate
  • Tactician grants 1 (2) Energy when discarded. If your deck can reliably discard Tactician, then it has a steady supply of Energy, which makes most of your turns much more efficient. With a small enough deck, you can actually guarantee discarding Tactician multiple times, which can become Infinite.
  • Reflex draws 1 (2) card when you discard. Fully upgraded Lua error in Module:Cards at line 108: attempt to index local 'theCard' (a nil value).Reflex combine with Prepared, upgraded Calculated Gamble and small deck, you can infinite your deck and 1-turn kill any enemy. Few Neutralize +Heel Hook, Sneaky Strike, and Eviscerate cards could provide enough damage.Backflip is also acceptable source of defense and Escape Plan is even better.
UnceasingTop Momentum Deck

UnceasingTop Unceasing Top: Whenever your hand is empty, draw 1 card. Allows you to play discard without fear of "running out of cards". This build also exploits Silent's relatively low cost of her cards, and her synergy with playing a large number of cards.

  • If Concentrate is your last card, you get free energy by playing it and drawing.
  • Deflect, Slice, and other 0-cost cards are much better in this build, as they do not lead to "dead hands".
  • Adrenaline can generates Energy in a pinch, allowing you to continue playing more cards.
  • As this build revolves around playing a lot of cards, After Image and A Thousand Cuts becomes much more effective.
  • Unplayable cards, including Statuses & Curses, can completely ruin the build. Be careful.
Shiv Deck

A primarily damage-focused build that revolves around gaining and using many Shivs during each combat. The Silent also has a few Relics that are specifically for enhancing Shivs.

Grand Finale deck is a niche combo deck, and requires most or all of the deck to be built around it to work. Also there are a few cards needed specifically to make it work.

  • The Gambler's Brew potion - which allows you to discard any number of cards, then draw that many can also be used on a one-off basis to reduce your draw pile to exactly zero.

Unlocks

The Silent is unlocked by completing a run with The Ironclad.

Unlock Number Prizes Unlocked
1st Bane,

Catalyst, Corpse Explosion

2nd Du-VuDoll Du-Vu Doll, SmilingMask Smiling Mask, TinyChest Tiny Chest
3rd Cloak and Dagger,

Accuracy, Storm of Steel

4th ArtofWar Art of War, TheCourier The Courier, PandorasBox Pandora's Box
5th Concentrate,

Setup, Grand Finale

Gallery