Silent Kombo-Build

Ein defensives Kraftpaket, das Geisterform + Alptraum für mehrere Züge Unverwundbarkeit verkettet.

4
Core Cards
2
Key Relics
A
Tier Rank
D
Character

Core Cards

Strategy Guide

Overview

The build exploits Wraith Form (gain 2 turns of Intangible — all damage taken reduced to 1) combined with Nightmare (add 3 copies of a card to your hand next turn). Nightmare targeting Wraith Form gives you 3 extra Wraith Forms next turn, meaning 6+ turns of Intangible. Burst doubles your next Skill, so Burst → Wraith Form gives 4 turns of Intangible. During these invincible turns, stack Footwork Dexterity and prepare your win condition. Afterimage and Well-Laid Plans support the engine.

1

Act 1 — Early Game

Footwork is priority #1 — gain 2 Dexterity (3 upgraded) per play. Each Footwork makes every Block card give 2-3 more Block. Stack multiple copies. Backflip and Dodge and Roll provide Block + draw, perfect for surviving Act 1 while you build the engine. Acrobatics draws cards to find combo pieces. Well-Laid Plans lets you retain key cards between turns, essential for holding Nightmare until you find Wraith Form.

2

Act 2 — Mid Game

Wraith Form is THE card. 3 Energy for 2 turns of Intangible means taking 1 damage per hit for 2 full turns. Nightmare should target Wraith Form — next turn you'll have 3 copies, giving 6 additional Intangible turns. Burst doubles your next Skill: Burst → Wraith Form = 4 Intangible turns from one combo. Burst → Footwork doubles your Dexterity gain. Start trimming your deck aggressively — the combo needs to be drawn consistently. Adrenaline provides draw and Energy for combo turns.

3

Act 3 — Late Game

The endgame loop: Turn 1, play Wraith Form (2 Intangible). Turn 2-3, under Intangible, play Nightmare on Wraith Form (3 copies next turn) and stack Footwork. Turn 4, play all 3 Wraith Forms (6 more Intangible turns). You're invincible for 8+ turns total. With 6-9 Dexterity from Footwork, even basic Defends give 11-14 Block after Intangible wears off. After Image provides 1 Block per card played, adding up fast. For damage, Skewer or Predator deal enough — you have unlimited turns to kill.

Card Acquisition Priority

Muss gewählt werden
Wraith Form

2 turns of Intangible (all damage = 1). The build's core defensive card. One copy is enough.

Muss gewählt werden
Nightmare

Add 3 copies of target card to hand next turn. Targeting Wraith Form = 6+ Intangible turns. Game-winning.

Muss gewählt werden
Footwork

Gain 2 Dexterity (3 upgraded). Stack 2-3 copies for 6-9 permanent Dexterity. Every Block card becomes incredible.

Muss gewählt werden
Burst

Play next Skill twice. Burst → Wraith Form = 4 Intangible. Burst → Footwork = double Dexterity.

Hoch
Well-Laid Plans

Retain 1 card per turn (2 upgraded). Hold Nightmare until Wraith Form is drawn. Enables the combo.

Hoch
Afterimage

Gain 1 Block per card played. Passive defense that rewards playing many cards during safe turns.

Hoch
Backflip

5 Block + draw 2 cards. Efficient defense and cycle to find combo pieces.

Mittel
Adrenaline

Gain 1 Energy, draw 2 cards, Exhaust. Perfect for combo turns when you need extra resources.

Flex / Alternative Cards

When core cards aren't available, these alternatives keep the build functional.

Relic Priority

Best Relics
Schlangenring
Schlangenring

Silent's starter. Extra draw turn 1 helps find combo pieces (Footwork, Wraith Form) faster.

Eis
Eis

Energy conserved between turns. Save Energy during Intangible turns to fuel explosive combo plays.

Runische Pyramide
Runische Pyramide

Retain your entire hand between turns. Hold Nightmare until you draw Wraith Form. Perfect synergy.

Good Relics
Wolframstab
Wolframstab

Reduce all HP loss by 1. During Intangible, you already take only 1 — Tungsten Rod makes it 0.

Taschenuhr
Taschenuhr

Draw 3 extra cards if you played 3 or fewer cards. Setup turns often play few cards, triggering this for draw.

Tasche der Vorbereitung
Tasche der Vorbereitung

Draw 2 extra cards turn 1. Critical for finding Footwork and setup cards early.

Avoid
Samthalsband
Samthalsband

Combo turns often require 6+ card plays (Burst + Nightmare + Footwork + Block cards).

Stein der Weisen
Stein der Weisen

Enemies gain Strength. After Intangible wears off, Strength-boosted enemies hit extremely hard.

Snecko-Auge
Snecko-Auge

Randomized costs can make Wraith Form unplayable on key turns. The combo needs precise Energy management.

Boss Strategy Tips

Guardian

Save Wraith Form for Guardian's big attack phases. Intangible trivializes Guardian's damage. Use safe turns to stack Footwork and draw.

Hexaghost

Wraith Form before turn 2 Inferno reduces it to 6 damage (6 hits × 1). Use remaining Intangible turns to set up Nightmare combo for the rest of the fight.

Slime Boss

Intangible through the split damage. Footwork + Block handle post-split pressure. Nightmare → Wraith Form ensures you never take significant damage.

Collector

Intangible handles minion chip damage perfectly — each minion hit deals 1. Focus on the Collector during safe turns. The extended fight lets you cycle through combo pieces naturally.

Time Eater

Play fewer but higher-impact cards: Wraith Form (1 card for 2 turns invincibility), Nightmare (1 card for massive value). The combo's efficiency fits perfectly under the card limit.

Frequently Asked Questions

What if I never draw Wraith Form and Nightmare together?

Well-Laid Plans solves this. Retain Nightmare between turns until you draw Wraith Form. A small deck (18-22 cards) also ensures you cycle through cards fast enough to find both. Adrenaline and Acrobatics provide extra draw.

Doesn't Wraith Form's Dexterity loss matter?

Wraith Form reduces Dexterity by 1 each turn after it ends. With 2-3 Footwork copies giving +6-9 Dexterity, the loss is manageable. And if you chain 8+ Intangible turns via Nightmare, the fight is usually over before Dexterity loss matters.

How do I actually deal damage?

This build wins through inevitability. During Intangible turns, play any damage card safely. Predator, Skewer, Blade Dance, or even basic Strikes deal enough when you have unlimited safe turns. You don't need big damage — you need consistency.

Is this build too slow for hallway fights?

Yes — don't use the full combo in hallway fights. Footwork + Block cards handle hallways fine. Save Wraith Form + Nightmare for elites and bosses. In hallways, just play your deck normally with high Dexterity Block.

Can I combine this with Poison?

Absolutely! Noxious Fumes provides passive Poison ticking during Intangible turns. You deal zero damage per turn but Poison stacks. By the time Intangible ends, enemies have 20+ Poison. It's a natural fit.