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Silent
シブビルド
Shiv Build
Build Overview
The Shiv build generates and throws massive numbers of 0-cost Shivs to stack damage fast. Accuracy dramatically raises per-Shiv damage, and Finisher closes the turn out with (attacks played this turn) × 6–9 damage. Infinite Blades refills Shivs for free at the start of every turn, Storm of Steel converts the entire hand into Shivs, and Bullet Time lets you fire the whole hand at 0 cost. Shiv generation is abundant, which makes the build consistent as well as explosive. With Afterimage online, each Shiv also adds Block, and the deck becomes offense-and-defense in one.
Tier: S
Delivers reliable damage in both hallways and boss fights. Once Accuracy + Finisher is online, 50–100+ damage turns are realistic, and almost any enemy dies within a few turns. Alongside Poison, this is one of Silent's strongest builds. Adding Storm of Steel or similar AoE tools also covers hallways, closing the few remaining weak points.
Key Cards (required)
- Accuracy: a power that gives Shivs +4–6 damage. One copy nearly doubles Shiv damage. Stacking multiples is even stronger.
- Infinite Blades: a power that adds 1–2 Shivs to hand at the start of every turn. A must for a stable Shiv supply.
- Finisher: deals (attacks played this turn) × 6–9 damage. The finisher after a wave of Shivs.
- Storm of Steel: a skill that converts the hand into Shivs. Upgraded it becomes 0-cost, turning the whole hand into high-damage Shivs.
- Afterimage: a power that adds 1 Block every time you play a card. Spamming Shivs constantly adds Block, so offense doubles as defense.
Candidate Cards
- Blade Dance: a 1-cost Exude skill that creates 3–4 Shivs. Combined with Burst, it produces 6–8 Shivs in one sequence.
- Bullet Time: plays your entire hand at 0 cost (3 cost, 2 after upgrade). After filling the hand with Shivs via Storm of Steel, this becomes a massive damage turn.
- Acrobatics: 0-cost, 3–4 draw, discard 1. Perfect for refilling the hand before Bullet Time.
- Storm of Steel: a power that turns Shivs into AoE and supplies 4–6 starting Shivs. Transforms hallway clear speed.
- Choke: deals 2–3 damage to the target every time you play a card this turn. Playing it early in a 0-cost spam turn adds huge damage.
- Dagger Throw: Innate, 0-cost, Exude attack. A free 11–15 damage opener that also counts toward Finisher.
- Craftsmanship: a skill that refills the hand to 6. Use before Storm of Steel to maximize Shiv generation.
Relic Synergies
- Kunai: gain 1 Dexterity for every 3 attacks played on the same turn. Constant Shiv throwing stacks Dexterity, turning later turns into impenetrable defense.
- Shuriken: gain 1 Strength for every 3 attacks played on the same turn. Stacks Strength to continually raise Shiv damage.
- Nunchaku: gain 1 Energy for every 10 attacks played. Turns with 10+ Shivs are routine, so the extra Energy fuels Finisher or other key cards.
- Ninja Scroll: start combat with 3 Shivs in hand. Immediate Accuracy-boosted damage, stabilizing the first turn.
- Kusarigama: deal 6 damage to a random enemy per 3 attacks played on the same turn. Every Shiv wave adds damage even before Finisher.
- Pen Nib: every 10 attacks played, the next attack deals double damage. Easy to charge with Shivs, and doubling Finisher is devastating.
Combat Play
Act 1
Prioritize Accuracy and Infinite Blades. These two alone give you auto-refilled Shivs and real damage, stabilizing hallway fights. Finisher is also a top-priority pick and lets you end every turn with a burst. Storm of Steel becomes significantly stronger when upgraded to 0-cost, so target that upgrade early. Slot Afterimage soon as well to tighten defense.
Act 2
Storm of Steel and Bullet Time unlock true burst turns. Multiple copies of Accuracy raise per-Shiv damage dramatically, so pick them up at shops if possible. AoE Shiv effects give you major hallway clear. Choke also pairs with 0-cost spam for even more damage. Against Act 2 bosses, set up the hand with Acrobatics before Bullet Time for a decisive turn.
Act 3
With the deck complete, multiple Accuracy + Finisher + upgraded Storm of Steel produces 80–120-damage turns. Set up the hand for Bullet Time + Storm of Steel against bosses. Afterimage keeps defense consistent, so you can eat big attacks while forcing the kill. If a Poison-application power sneaks in, every attack also stacks Poison, and you gain a Poison-build backup — the build stops having weaknesses.
Strengths and Weaknesses
Strengths
- 0-cost spam enables many actions per turn and huge Finisher ceilings.
- Combined with Afterimage, more Shivs means more Block: offense and defense in one.
- AoE Shiv tools handle hallways cleanly, covering any encounter.
Weaknesses
- Before Accuracy and Finisher come online, damage is on the low side.
- Against high-Block enemies, base Shiv damage (3–4 without Accuracy) struggles to punch through.
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