Slay the Spire
Silent
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Silent: Character Overview
The Silent is the most tactically versatile character in Slay the Spire. She has the lowest HP of all four characters at 70, but compensates with four distinct build directions — Poison, Shiv, Discard, and Wraith Form — and a rich toolkit for disruption, card draw, and zero-cost attacks.
| Base Stat | Value |
|---|---|
| HP | 70 (lowest of all characters) |
| Starter Relic | Ring of the Snake |
| Starting Deck Size | 12 cards (largest of all characters) |
Ring of the Snake: Draw 2 additional cards at the start of every combat, opening with 7 cards instead of 5. This relic delivers value from the first turn of Act 1 all the way to the Heart fight — having 7 cards in the opening hand makes it dramatically easier to secure both a defensive card and a key offensive card simultaneously.
Starting Deck Breakdown:
| Card | Count | Effect |
|---|---|---|
| Strike | 6 | Deal 6 damage |
| Defend | 5 | Gain 8 Block |
| Survivor | 1 | Gain 8 Block, discard 1 card (cost 1) |
| Neutralize | 1 | Deal 3 damage, apply 1 Weak (cost 0) |
The 12-card starting deck is a liability. Trimming Strikes and Defends through Shop removals is the most reliable path to a consistent deck. Neutralize, however, is a permanent keeper — 0-cost Weak application has value in every single fight.
How Poison Works
Understanding the exact timing of Poison is the prerequisite for every Poison build.
Poison mechanic step by step:
- Poison stacks are applied to enemies using various cards
- At the start of the player's turn, each Poisoned enemy takes damage equal to their current Poison stacks
- After dealing damage, the Poison stack count decreases by 1
- When stacks reach 0, the effect ends
Critical implication: Poison applied this turn does NOT deal damage this turn. The first tick fires at the start of your next turn. In situations where an enemy is telegraphing a lethal hit next turn, stacking Poison that turn will not save you.
Total Poison damage formula: Applying N stacks of Poison generates a total of N + (N−1) + ... + 1 = N×(N+1)÷2 damage over time. Poison 10 = 55 total damage. Poison 20 = 210 total damage. This exponential scaling is why Catalyst is so powerful.
Build 1: Poison Build
The Poison build wins through attrition — pile on Poison stacks, block incoming damage, and let the Poison clock tick the enemy to zero.
Key Cards
| Card | Rarity | Cost | Effect |
|---|---|---|---|
| Deadly Poison | Common | 1 | Apply 5 Poison |
| Noxious Fumes | Common | 2 | Power: Apply 2 Poison to all enemies each turn |
| Bouncing Flask | Uncommon | 2 | Apply 3 Poison to a random enemy 3 times |
| Bane | Common | 1 | Deal 10 damage twice to Poisoned enemies |
| Burst | Rare | 1 | Next Skill is played twice |
| Catalyst | Uncommon | 1 | Double Poison stacks (Upgraded: triple) |
Catalyst (Upgraded) is the win condition of the Poison build. An enemy with 20 Poison stacks hit by an Upgraded Catalyst jumps to 60 stacks, generating over 1,800 total damage. The classic finish line is: stack Poison to ~20 → play Burst → play Upgraded Catalyst (fires twice) → Poison becomes 60 → win any non-Poison-immune enemy.
Key Relics
| Relic | Effect |
|---|---|
| Snecko Skull | Whenever you apply Poison, apply 1 additional stack |
| The Specimen | When an enemy dies while Poisoned, transfer their Poison to the next enemy |
| Twisted Funnel | Apply 4 Poison to ALL enemies (Rare / Shop) |
Poison Build Weaknesses
Three bosses actively counter Poison by removing debuffs:
| Enemy | When Debuffs Are Removed |
|---|---|
| The Champ | Removes all debuffs when transitioning to phase 2 (below 50% HP) |
| Time Eater | Reduces Poison, Weak, and Vulnerable by 1 every time you deal half its HP |
| Awakened One | Removes all debuffs when transitioning to phase 2 |
Against these bosses, always have a backup damage source — Bane for direct damage on Poisoned targets, or a Discard finisher for a burst turn.
Build 2: Shiv Build
A Shiv (Strike variant: 0-cost, 4 damage, Exhausts) spam build. Because Shivs cost 0, you can dump an entire hand of them in one turn. With enough Accuracy stacks and Relic support, a single turn can output 50–100+ damage.
Key Cards
| Card | Rarity | Cost | Effect |
|---|---|---|---|
| Blade Dance | Common | 1 | Add 3 Shivs to hand |
| Accuracy | Common | 1 | Power: Shivs deal +4 damage |
| Infinite Blades | Rare | 1 | Power: Add 1 Shiv to hand each turn |
| A Thousand Cuts | Rare | 2 | Power: Deal 1 damage to all enemies per card played |
| After Image | Rare | 1 | Power: Gain 1 Block per card played |
| Finisher | Common | 1 | Deal 8 damage per Attack played this turn |
| Cloak and Dagger | Common | 1 | Gain 6 Block, add 1 Shiv to hand |
Accuracy stacks multiplicatively across multiple copies. Two Accuracy copies means each Shiv deals 4+4+4 = 12 damage. Three Accuracy plus Infinite Blades means the passive Shiv that appears each turn automatically hits for 16 damage before you play any card.
Key Relics
| Relic | Effect |
|---|---|
| Kunai | Every 3 Attacks played in a turn: +1 Dexterity |
| Shuriken | Every 3 Attacks played in a turn: +1 Strength |
| Wrist Blade | 0-cost Attacks deal +4 damage |
Wrist Blade is arguably the strongest Boss Relic for a Shiv build. Every Shiv automatically gains +4 damage — stacking on top of Accuracy, making each Shiv hit significantly harder.
Shiv Build Weaknesses
Time Eater is the hard counter. Time Eater forces your turn to end when you play 12 or more cards in a single turn. Since the Shiv build wins by flooding the board with 0-cost cards, this mechanic shuts down the primary engine entirely.
Mitigation: carry one or two high-single-hit cards like Finisher or Dash so you have a damage output path that doesn't rely on volume.
Build 3: Discard Build
The Discard build converts discarded cards into Energy, draws, damage, and Block. It's the most mechanically unique of the Silent's builds and requires understanding which cards are meant to be discarded rather than played.
Key Cards
| Card | Rarity | Cost | Effect |
|---|---|---|---|
| Tactician | Common | — | When discarded from hand: gain 1 Energy (Exhausts) |
| Reflex | Common | — | When discarded from hand: draw 2 cards (Exhausts) |
| Concentrate | Common | 0 | Discard 3 cards, gain 2 Energy |
| Eviscerate | Uncommon | 3 | Deal 17 damage. Cost −1 for each card discarded this turn |
| Adrenaline | Rare | 0 | Draw 2 cards, gain 1 Energy (Exhausts) |
Tactician and Reflex are unplayable cards — they have no play cost and cannot be used from hand. Instead, you intentionally discard them via Concentrate, Survivor, or other discard triggers to fire their effects.
Eviscerate's cost-reduction scales with discards in the same turn. After playing Concentrate (discard 3), Eviscerate costs 0 — a 0-cost 17-damage card, which is exceptional value by any standard in this game.
Key Relics
| Relic | Effect |
|---|---|
| Tingsha | Whenever you discard from hand, deal 3 damage to a random enemy |
| Tough Bandages | Whenever you discard from hand, gain 3 Block |
| Hovering Kite | The first time you discard each turn, draw 2 cards |
Tingsha and Tough Bandages are Silent-specific Relics that transform every discard into both offense and defense simultaneously. With both Relics active, a single Concentrate (discards 3) generates 9 damage and 9 Block for 0 Energy — effectively one of the most efficient cards in the game.
Build 4: Wraith Form / Footwork Build
Wraith Form-based builds use sustained Block generation and Intangible to survive damage that would eliminate a 70 HP character.
Key Cards
| Card | Rarity | Cost | Effect |
|---|---|---|---|
| Wraith Form | Rare | 3 | Gain 2 Intangible (halve all damage received). Lose 1 Dexterity each turn |
| Footwork | Uncommon | 1 | Power: Gain 2 Dexterity |
| Blur | Uncommon | 1 | Gain 6 Block. Block does not expire this turn |
| Dodge and Roll | Common | 1 | Gain 4 Block, then 4 Block next turn |
Wraith Form's downside is the per-turn −1 Dexterity. Intangible halving all incoming damage is extremely powerful, but the Dexterity drain means your Block generation degrades each turn until it reaches 0 or below.
Footwork negates this drain. Each copy of Footwork adds a permanent +2 Dexterity — and crucially, multiple copies stack. Two Footwork cards give +4 Dexterity; subtract the −1 per turn from Wraith Form and you net +3 Dexterity per turn, generating more Block as the fight progresses rather than less.
Game Plan by Act
Act 1: Damage Control
With 70 HP, the Silent's primary Act 1 objective is minimizing damage taken while establishing a build direction.
Act 1 Priorities:
- Use Neutralize every turn: 0-cost Weak reduces enemy damage output by 25% for the rest of that combat turn. On a 70 HP character, this is a free defensive upgrade every single fight
- Never play Attack cards against Gremlin Nob: Gremlin Nob gains Anger stacks (increasing damage) each time you play an Attack. Survive this fight using only Skills and Block cards
- Remove Strikes and Defends aggressively: Getting the starting 12-card deck below 10 cards is worth 75 Gold at every Shop. Budget Gold accordingly from Act 1 onward
- Soft-commit to a build direction by Act 1 Elite: Look at what cards have been offered and trend toward one build. Forcing a specific build from turn 1 is inflexible; adapting to what has appeared is the correct approach
Act 2: Build Confirmation
Act 2 is where the build locks in. Double down on the direction established in Act 1, and stop taking cards that don't advance the core concept.
Act 2 Priorities:
- Secure the build's anchor card: Poison → Catalyst (and upgrade it at a Campfire). Shiv → multiple Accuracy. Discard → Tactician + Reflex pair
- Replace remaining filler cards with build-specific cards: Removing cards that contribute nothing to the combo is as valuable as adding new power cards
- Prepare for Act 2 bosses: Time Eater counters Shiv volume; The Champ and Awakened One reset Poison; know the counter and have a backup damage plan
Act 3 and the Heart
Act 3 Priorities:
- Upgrade Catalyst if running Poison: The difference between 2× and 3× Poison multiplier often doubles or triples total damage output against the Heart
- Maximize draw and cycling: Thin the deck to its core 10–15 cards. Every fight should loop through the key cards at least once per turn
- Consider Bullet Time: This Rare card sets all cards in hand to cost 0. Paired with a Shiv build or a large discard engine, it can produce one-turn kills in situations that would otherwise drag out
Common Failure Patterns
1. Misunderstanding Poison timing
The first Poison tick fires at the start of your next turn, not the turn you apply it. In a boss fight where the enemy telegraphs a lethal hit next turn, stacking Poison that turn will not save you. Always calculate timing before committing to a Poison setup turn.
2. Neglecting defense in a Poison build
Poison wins through attrition — but only if you survive long enough for it to tick. At 70 HP, the Silent cannot ignore incoming damage the way an 80 HP Ironclad might. Maintain Block generation even in a Poison build. The game plan is: pile on Poison, then hide behind Block.
3. Entering Time Eater with no plan against the 12-card limit
Time Eater hard-counters Shiv volume. Walking in with a pure Shiv deck and no high-damage burst cards leads to a prolonged fight at dwindling HP. Keep at least one or two damage cards that function even when card volume is capped.
4. Carrying 12 starting cards into the midgame
The 12-card starting deck is the largest liability in the run. Never pass a Shop without removing at least one Strike unless Gold is critically low. Skipping card rewards also prevents the deck from growing.
5. Undervaluing Weak from Neutralize
Weak reduces the affected unit's damage output by 25%. Against the Gremlin Nob, the Slavers, and the Act 3 boss, this translates directly to 25% fewer HP lost per enemy attack. Neutralize costs 0 — there is no reason not to play it every turn.
6. Playing aggressively at 70 HP
Compared to the Ironclad, the Silent starts every fight with less buffer for mistakes. Avoid unnecessary Elite fights below 50% HP. Spend Gold on HP-restoring events more willingly than you might on other characters. The Silent's flexibility only matters if she is alive long enough to use it.
7. Locking into one build too rigidly
Poison and Shiv hybrids are legitimate strategies. After Image (1 Block per card played) pairs well with any high-volume Shiv turn; Bane adds direct damage to Poison builds; Footwork benefits any build that generates Block from Skills. The build labels are starting points, not strict categories — evaluate each card on its fit with the specific deck you have assembled.
This article covers the original Slay the Spire (STS1).
S Tier (2)
A Tier (6)
シヴビルド
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ナイトメアビルド
Slay the Spireのサイレントナイトメアビルドの完全解説。悪夢で触媒やアドレナリンを3枚コピーする爆発コンボを紹介。
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Slay the Spireのサイレントフットワークビルドの完全解説。敏捷を大量に積んで毎ターン大量ブロックを生成する鉄壁型ビルドを紹介。
屍体爆発ビルド
Slay the Spireのサイレント屍体爆発ビルドの完全解説。死体爆破で敵を連鎖的に倒し、毒と組み合わせて効率的に処理するビルドを紹介。
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無限シヴビルド
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