Slay the Spire
What are your "run-winning" Silent builds?
Looks like there are two main paths one can take with the Silent, the draw and play "machine gun" silent that stacks shivs and 0 energy draws to cycle their deck, and the poison Silent that keeps big enemies poisoned and smaller ones weakened.

What builds/strategies has helped you secure a win in your playthroughs?
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I just won my first game as silent today; full discard meta. Funny cause I had failed about a thousand times thinking to play poison, but rolled dagger throw and underhand strike on the first two rooms and decided to give it a shot. Steamrolled awakened one in the end in like 4 turns. It really drove home how important it is to keep the deck light and have every chance to cycle through till you hit your big cards.

Card draw is king.
My favorite thing about the silent character is that it feels like you have so many ways to win/build a very strong deck.

My favorite til today was the poison stacking Silent, where you constantly apply poison and weakness until you can triple (or burst+ triple triple... which is fun as all hell) the poison and kill anything. Especially if you get the relic that moves your poison stacks to another enemy after it dies.

But I just won with a Silent build that had 26 cards (most i've ever had in a winning run, by a somewhat significant margin) and could have that many cards because I had two upgraded Tools of the Trade, along with three of the cards that deal 10 damage when discarded, and tactician, which gives you 2 energy when discarded. I also had two footwork+'s and a caltrops, which I would usually use nightmare with and have TWENTY stacks of thorns.

It allowed me to get up to 99 block some turns and my 3 acrobats, outmaneuver+, and 2 backflips gave me insane card draw. I could get up to 10 energy a turn, have 80+ block, and do at minimum 20 damage a turn without even using an attack. Slow as hell but so fun and amusing haha
I just had a somewhat odd winning run. I got the relic that makes you start combat confused, so I focused hard on card draw and discard, without paying any attention to card costs.

While it did result in a few hands that were basically useless, it generally did pretty well - I'd use any 0-cost discard cards discard anything that drew with a high cost back into my deck, draw them again using any 0-cost draw cards I had, rinse and repeat. I had a few hands where I had four chokes applied and got through a dozen or so cards. Choke does some real pretty damage in those types of scenarios.
Just won a game with Silent with what I thought would be a crap deck. Final was Neutralize, Survivor, Dagger Throw, Acrobatics, 3 Backflips, Outmaneuver, 2 Prepared, Endless Agony, 2 Escape Plan, Finisher, 2 Infinite Blades (one came really late tho), Riddle with Holes, Terror, Thousand Cuts, Adrenaline, Phantasmal Killer, Doppelganger.

I got the Phantasmal, Doppel and Outmaneuver from the Astrolabe (boss relic, transform and upgrade 3 cards). Riddle with Holes I picked up after getting the Necronomicon (double cast one 2 cost attack per turn). The Thousand Cuts really did work. 2 damage for every one of my zero cost cards.

I would have really liked to get a Choke. A Panache would have been good too. I regularly blew through 10 cards a turn.
twpe 2018年1月21日 7時43分 
Won earlier with a hybrid hyper poison / unceasing top cycle deck. Just for lols I decided to use nightmare on blur+ instead of catalyst. Had 447 block when AO died to poison.

Ended up keeping a screenshot just because every few days someone posts on this forum saying the Silent can't become invincible like the Ironclad can. A ridiculous notion.
Keyen 2018年1月21日 8時00分 
Promethian の投稿を引用:
A Panache would have been good too. I regularly blew through 10 cards a turn.
Panache is just a cheaper thousand cut which require you to play 5 cards by 5 cards. They are exactly the same otherwise.
the most reliable silent decks focus on key powers (footwork, envenom, after image, infinite blades, noxious fumes, tools of the trade, thousand cuts, well laid plans, accuracy); cards that are dual purpose, such as block and damage (cloak and dagger, dash), strong block cards that are free to use: escape plan; and cards that draw/add energy (adrenaline, acrobatics, backflip, flying knee, outmaneuver, tactician, predator, dagger toss, prepared). And debuffs (terror, leg sweep). Bullet time can be very effective as well, and goes great with draw and snecko eye. An early acrobatics is a dead card, but still often worth the investment, since it pairs so well with bullet time and tactician. If you don't get a card that has strong value to the deck, you must choose to not add a card. Adding weak cards to your deck is the worst thing you can do to a run. Of the cards mentioned, leg sweep and dash are only quasi-good, because of 2 cost. Always be sure to upgrade cards at a campfire, when an upgrade reduces the cost of the card.
最近の変更はkerputnickが行いました; 2018年1月21日 8時16分
I won with the silent with a build that used 2 cloak and dagger, 2 accuracy, 1 infanate dagger, and the thaing that let me win was envenom and phamtom
the final boss was the awoken
TripSin (禁止済) 2018年1月21日 10時06分 
Just won my first run. It was with using the draw/discard mechanic deck (you get them at the 2nd or 3rd unlock). Managed to pick up 3 of them (1x each of Underhanded Strike, Reflex, Tactician). Had some pretty good RNG in other aspects like good relics and managed to pick up an Apotheosis fairly early on in the game at a merchant. Also had draw cards to cycle through the deck pretty fast (Acrobatics/Prepared/Predator/Quick Slash). For powers got A Thousand Cuts (which synergized with 3 Endless Agony I picked up), Tools of the Trade, and After Image (again synergizes with the 3 Endless Agony). Cards for discarding include Dagger Throws/ Prepared/Survivor/Tools of the Trade. I also got Awakened One for the last boss, which I think is the easiest?
So, summarizing:

1. Poison build. Noxoius fumes + a lot of block. Corpse explosion could be a fun finisher, though I never used it.

2. Shiv build. Kinda obvious.

3. Discard/draw build. Acrobatics + Adrenalin + Calculated gamble in combination with unplayable cards, which make damage/draw another cards while discarded.

Are there any other options? Some cards like predator, outmaneuver and others give you perks for the next hand - like maintain block, double damage or give energy. I never understood how to use any of those. Is there the whole deck build behind those cards?
KonstantinYurlov の投稿を引用:
So, summarizing:

1. Poison build. Noxoius fumes + a lot of block. Corpse explosion could be a fun finisher, though I never used it.

2. Shiv build. Kinda obvious.

3. Discard/draw build. Acrobatics + Adrenalin + Calculated gamble in combination with unplayable cards, which make damage/draw another cards while discarded.

Are there any other options?

Absolutely, either sub-archetypes of those, or other builds.

* You can spam a bunch of 0-cost cycling cards and let thousand cuts (or preferably panache and/or some relics) do damage, while after image gets you block.
* You can build around finisher (usually good in shiv/spammy decks).
* You can try to build around grand finale (very hard to do, but fun when it works).
* You can do a poison combo instead of slow poison (486 poison in 4 cards = Deadly Poison+, Burst+, 2x Catalyst+, 162 poison in 3 cards = Deadly Poison+, Nightmare+, Catalyst+)

You can draft a deck full of good cards that have OK synergy, play well, and eek out a win. Most of my wins are not some specific "archetype", they're mostly just good stuff thrown together. For example, here's my 2nd-to-last silent win:

http://steamcommunity.com/sharedfiles/filedetails/?id=1323750438

Yes, there's an unceasing top, but I got it too late to do any cool combo stuff. There's not really any combos or theme here, just a pile of cards I think the thing that won this for me was the Girya. Do you even lift, brah?

Some cards like predator, outmaneuver and others give you perks for the next hand - like maintain block, double damage or give energy. I never understood how to use any of those. Is there the whole deck build behind those cards?

You can sorta do a build that focuses aorund alternate turn damage, but the times I've tried it, it was fairly unreliable. But those cards are often good on their own, or in other decks (phantasmal killer upgraded is decent in any non-poison build that has some card draw). Predator is kind of expensive, IMO, so I'd only play it in Snecko's.
Keyen の投稿を引用:
Promethian の投稿を引用:
A Panache would have been good too. I regularly blew through 10 cards a turn.
Panache is just a cheaper thousand cut which require you to play 5 cards by 5 cards. They are exactly the same otherwise.

Panache does WAY more damage. 5 cards through an upgraded Panache is 14 damage instead of 5 damage.
Just finished this one

Had a bit of luck wih relics and it didn't win fast, but it was one of those runs where I felt like I couldn't lose unless I was up against Time Eater. Feels nice.
Drecon の投稿を引用:
Just finished this one

Had a bit of luck wih relics and it didn't win fast, but it was one of those runs where I felt like I couldn't lose unless I was up against Time Eater. Feels nice.

Nice one.
By the way, how do you take in-game screenshots? When I'm trying to, it's just black screen.
最近の変更はKonstantinYurlovが行いました; 2018年3月8日 11時22分
KonstantinYurlov の投稿を引用:
Nice one.
By the way, how do you take in-game screenshots? When I'm trying to, it's just black screen.

In Steam the standard way is F12. Should work for every game unless it's disabled. Works for StS in any case.
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投稿日: 2018年1月20日 14時19分
投稿数: 51