
“A huntress from outside the Spire. Ready to stab and poison anything in her way.”
A deadly huntress who employs poison, shivs, and cunning to eliminate foes. Masters of card draw, discard manipulation, and multiple consistent archetypes that mesh together extremely well.
リソースシステム: Standard Energy (3 per turn). Sly keyword turns discards into free plays — an unofficial second resource.
解放条件: Play as The Ironclad.
おすすめプレイヤー: Players who enjoy strategic thinking and planning ahead. The Silent rewards careful sequencing and resource management.
The Silent is Slay the Spire 2's rogue-assassin character, and many experienced players consider her the strongest character in the game. Her kit revolves around three powerful archetypes that can be mixed and matched: Poison, Shivs, and the new Sly discard mechanic. Poison is a debuff that deals its full value in damage at the start of the poisoned enemy's turn, then decreases by 1. This means 10 Poison will deal 10+9+8+7+6+5+4+3+2+1 = 55 total damage over time, and critically, Poison damage ignores Block and bypasses armor effects like Plating. This makes the Silent uniquely effective against tanky enemies that other characters struggle to damage.
The Shiv archetype focuses on generating and playing massive quantities of zero-cost attack cards.
Shivs deal 4 damage (6 with Accuracy) and Exhaust after use. Cards like Blade Dance create 3-4 Shivs, Cloak and Dagger adds Shivs while providing Block, and Knife Trap generates Shivs as a trap effect. The power card Accuracy increases all Shiv damage by 4 (6 upgraded), turning each tiny Shiv into a significant threat. With After Image (gain 1 Block per card played) and Kunai/Shuriken relics, Shiv storms generate incredible defense and offense simultaneously.
New to Slay the Spire 2 is the Sly keyword, which fundamentally changes how the Silent handles discards.
Normally, when an effect like Survivor tells you to discard a card, that card goes to your discard pile unused. With Sly, discarded cards are played instead. This means every discard effect becomes a free play — Survivor discards a Sly card, and you get both Survivor's Block AND the Sly card's effect at no additional Energy cost. This mechanic is devastatingly powerful because the Silent has abundant discard effects, effectively creating a secondary resource system where discards equal free actions.
Ring of the Snake, the Silent's starting relic, draws 2 additional cards at the start of each combat.
This means your first turn always has 7 cards instead of 5, giving you significantly more options for setup. First-turn advantages compound throughout the fight — playing a power card, applying poison, or setting up defensive buffs on turn 1 puts you ahead on every subsequent turn. Ring of the Snake is particularly powerful with Sly cards, as having more cards in hand means more discard targets and more free plays.
The Silent's defensive suite is arguably the best in the game.
Footwork permanently increases Block from all sources by 2-3, stacking with itself. Leg Sweep applies Weak while providing heavy Block. Wraith Form provides 2-3 Intangibility (reduce ALL damage to 1) for multiple turns — often enough to win the fight outright. After Image gives 1 Block per card played, which synergizes with the Silent's naturally high card-play count from Shivs and cycle effects. Defensive consistency is why the Silent can survive long enough for Poison to kill anything.
For Poison, Noxious Fumes is the go-to for passive damage. Stack Block to survive while Poison ticks down. For Shivs, look for Blade Dance, Knife Trap, Cloak and Dagger, and especially Accuracy. Key power cards like Footwork, Leg Sweep, Serpent Form, and Wraith Form can single-handedly win runs. The discard archetype is also extremely strong in StS2.
The Silent starts with 5 Strikes, 4 Defends, Survivor, and Neutralize. Survivor discards a card to gain Block, introducing the discard mechanic from turn 1. Neutralize deals damage and applies Weak for 0 Energy, making it one of the best starting cards in the game. Your early goal is finding a build direction — Poison synergy cards or Shiv generation — and committing hard. Remove Strikes aggressively.
Poison is the Silent's signature damage mechanic. Each point of Poison deals damage at the start of the enemy's turn, then ticks down by 1. This means Poison deals triangular damage: 10 Poison = 55 total damage over time. Noxious Fumes applies 2-3 Poison to ALL enemies every turn passively. Bouncing Flask randomly distributes Poison hits. Deadly Poison applies a burst of 5-7 Poison. Catalyst doubles or triples existing Poison, creating exponential scaling. Poison ignores Block, making it the best counter to heavily-armored enemies.
Shivs are zero-cost Attack cards that deal 4 damage and Exhaust after use. The Silent generates Shivs through multiple cards: Blade Dance (3-4 Shivs), Cloak and Dagger (1-2 Shivs + Block), Infinite Blades (1 Shiv per turn), and Storm of Steel (discard hand, gain Shivs). Accuracy increases Shiv damage by 4-6, transforming them from chip damage into serious threats. Each Shiv played triggers 'on-card-played' effects like After Image (Block) and Kunai/Shuriken relics (Dexterity/Strength).
The Silent has the best card draw in Slay the Spire 2. Ring of the Snake provides +2 cards on turn 1. Acrobatics draws 3 cards (then discards 1, perfect for Sly). Backflip draws 2 cards while providing Block. Adrenaline draws 2 and gives 1 Energy. Calculated Gamble discards your entire hand and redraws the same number. These draw effects let the Silent see more of her deck each turn, increasing consistency and enabling combo turns.
The Sly keyword in Slay the Spire 2 turns the Silent's abundant discard effects into free plays. Survivor, Acrobatics, Calculated Gamble, and Tactician all discard cards — if those discarded cards have Sly, they're played instead. This creates a pseudo-resource system where every discard is an opportunity for a free action. Sneaky Strike costs 0 when discarded with Sly, and Reflex draws cards when discarded. The discard archetype adds a layer of strategic planning unique to the Silent.
Poison ignores Block, Plating, and armor effects. Enemies that stack hundreds of Block per turn — like certain Act 3 hallway fights — are trivial for the Silent because Poison ticks down their HP directly. Catalyst doubles or triples existing Poison, enabling one-turn kills on enemies with 300+ HP.
The Sly keyword in Slay the Spire 2 turns every discard effect into a free play. When combined with the Silent's abundant discard mechanics (Survivor, Acrobatics, Calculated Gamble), Sly cards effectively cost negative Energy — you gain their effect plus the discard trigger's effect. This is one of the most powerful mechanics in the game.
Ring of the Snake, Backflip, Acrobatics, Adrenaline, and Calculated Gamble give the Silent unmatched card draw. Seeing more cards per turn means more consistent combos, more chances to find your key cards, and fewer dead hands. Draw power is the Silent's hidden strength.
Poison, Shivs, and Sly discard are all independently viable win conditions that also synergize with each other. Poison + Shivs works. Shivs + Sly works. Poison + Sly works. This flexibility means the Silent can build a winning deck from almost any card reward combination.
At 70 HP, the Silent has 10 less HP than the Ironclad. This might not sound like much, but it translates to roughly 1-2 fewer hits she can survive from Act 2+ enemies. Combined with no innate healing (unlike Burning Blood), the Silent must play more carefully and value Block more highly.
Some enemies have time limits — they run away, enrage, or escalate after a set number of turns. Poison's strength is dealing damage over time, which directly conflicts with time pressure. Against these enemies, the Silent needs burst damage (Shivs, Catalyst) rather than gradual poison stacking.
Without Accuracy, Shivs deal only 4 damage each. That's not enough to meaningfully impact Act 2+ enemies. Shiv builds are heavily reliant on finding Accuracy (preferably upgraded for +6 damage) or scaling through Strength relics. Without this payoff, Shiv generation is wasted deck space.
Frail reduces Block gained from cards by 25%. Since the Silent's survival depends heavily on consistent Block generation through Footwork stacking and defensive skills, Frail hits her harder than any other character. Bosses that apply Frail are particularly dangerous matchups.
The Silent starts with 5 Strikes, 4 Defends, Survivor, and Neutralize. Survivor discards a card to gain Block, introducing the discard mechanic from turn 1. Neutralize deals damage and applies Weak for 0 Energy, making it one of the best starting cards in the game. Your early goal is finding a build direction — Poison synergy cards or Shiv generation — and committing hard. Remove Strikes aggressively.
Basic 6-damage attack. Even weaker on the Silent than other characters because her scaling comes from Poison or Shivs, not raw attack damage.
Never. Do not waste an upgrade on Strike. Literally any other card benefits more.
First cards to remove at every shop. The sooner you eliminate Strikes, the faster you draw into Noxious Fumes, Blade Dance, or other key cards.
Basic 5-Block defensive card. Necessary until you find Footwork, Leg Sweep, or other superior defensive options.
Low. Defend+ gives 8 Block. Only upgrade if your next rest site has no better target.
Replace with Backflip (Block + draw), Dodge and Roll, or Leg Sweep. Keep 2-3 Defends until you have replacements.
Gain 8 Block and discard 1 card. The discard is the key feature — use it to trigger Sly effects, activate Reflex draws, or dump useless cards.
Medium. Survivor+ gives 11 Block. It's a solid upgrade that improves your main source of flexible Block.
Keep Survivor long-term. It's the backbone of discard synergies and provides reliable Block. Only consider replacing in very specialized builds.
Deal 3 damage and apply 1 Weak for 0 Energy. Play this every time you draw it — it's free damage reduction (Weak = 25% less enemy damage). Incredible value at 0 cost.
High. Neutralize+ applies 2 turns of Weak, doubling the damage reduction. This is often worth upgrading before anything except a game-changing rare card.
Never. Neutralize is good at every stage of the game. 0-cost Weak application is always useful regardless of your build.





Gain 2-3 turns of Intangibility (all damage reduced to 1). Essentially invincibility. The Silent's strongest defensive card.






Apply 2-3 Poison to ALL enemies at the start of each turn. Passive, scaling, multi-target damage that requires zero effort after playing.






Draw 2 cards, gain 1 Energy, Exhaust. A free turn accelerator. Play it whenever you draw it — pure upside.






Gain 2-3 Dexterity permanently. Every Block card in your deck becomes better. Stacks with itself. The Silent's best defensive scaling.
Double (or triple, upgraded) an enemy's Poison. Turns 10 Poison into 30 in one card. The ultimate Poison payoff card.






Shivs deal 4-6 more damage. Transforms chip damage into real damage. Essential for Shiv builds, still good for occasional Shivs.






Add 3-4 Shivs to your hand. Primary Shiv generation card. Great with Accuracy, After Image, and on-card-played triggers.






Gain 5 Block, draw 2 cards. Block + cycle — the perfect Silent card. Never bad to play.






Apply 2 Weak, gain 11 Block. Heavy defensive card that replaces multiple Defends. Upgraded gives 14 Block.






Apply 5-7 Poison. Simple, efficient burst poison application. Your primary poison source before Noxious Fumes comes online.
Gain 1 Block whenever you play a card. On a character that plays 8-15 cards per turn, this is 8-15 free Block per turn.






Apply 3 Poison randomly 3-4 times. Great multi-target poison application. Excellent in hallway fights.






Apply X Weak and reduce Strength by X where X = Energy spent. Incredible against bosses but expensive. Best with Energy relics.





Apply Poison. When enemy dies, deal its max HP as damage to ALL enemies. Build-around card for multi-enemy fights.






Discard hand, gain Shivs equal to cards discarded. All-in Shiv burst. Great with large hands and Accuracy.






Next Skill is played twice. Double Catalyst (4x Poison) or double Leg Sweep is game-winning.






At start of turn, draw 1, discard 1. Consistent cycle effect that enables Sly cards every turn.






Deals 4 damage to ALL enemies twice. Too low damage without Strength scaling, which the Silent doesn't focus on.






Deal 6 damage for 0 Energy. Looks free but adds a card to your deck that doesn't synergize with Poison or Shivs.
Deal 7 damage. If enemy is Poisoned, deal 7 again. Decent but Poison should be killing enemies on its own.
Basic Strike variant. Doesn't contribute to any meaningful archetype.
1ターンの間にアタックを3枚プレイするたび、敏捷1を得る
Gain 1 Dexterity every time you play 3 Attacks in a turn. Shiv builds hit this every turn, stacking defense passively.
1ターンの間にアタックを3枚プレイするたび、筋力1を得る
Gain 1 Strength every time you play 3 Attacks in a turn. Combined with Shivs, your damage ramps quickly each turn.
毒を付与するたび、追加で毒1を付与する
Whenever you apply Poison, apply 1 additional Poison. Affects every Poison source — Noxious Fumes, Deadly Poison, Bouncing Flask. Massive cumulative value.
自身のターン中にカードを捨てるたび、3ブロックを得る
Gain 3 Block whenever you discard a card. The Silent discards constantly — Survivor, Acrobatics, Calculated Gamble. Free Block every turn.
自身のターン中にカードを捨てるたび、捨てたカード1枚につき、ランダムな敵1体に3ダメージを与える
Whenever you discard a card, deal 3 damage to a random enemy. Turns every discard into chip damage, stacking with Sly plays.
アタックを10回プレイするたび、そのダメージが2倍になる
10回目のアタックが2倍ダメージになり、ナイフを連打するターンと非常に相性がよい。
On Ascension 1+, prioritize Footwork even more. The reduced healing from Ascension modifiers means you need to take less damage per fight, and stacked Dexterity is the most reliable way to achieve this.
At Ascension 5+, Wraith Form becomes essentially mandatory for boss fights. 2-3 turns of Intangibility gives you breathing room to set up Poison or finish off enemies before their scaling overwhelms you.
Ascension 10+ makes Act 2 significantly harder. The Silent should look for Noxious Fumes in Act 1 to have passive damage ready for Act 2's multi-enemy hallway fights, which become very punishing.
For Ascension 15+, Catalyst is the most important card in the Silent's deck. Doubled or tripled Poison is often the only way to kill high-Ascension bosses before they outscale your defenses.
At Ascension 18+, consider the Sly archetype as your primary strategy. The ability to play cards for free via discard gives you effectively double the Energy of other characters, which is crucial when fights become longer and more dangerous.
At the highest Ascensions, always take Wraith Form over any other rare card. No other card provides as much survivability in the fights that actually end runs.
Stack Poison on enemies and watch them melt. Noxious Fumes provides passive scaling while you focus on survival. Catalyst doubles or triples Poison stacks for explosive burst damage. The most reliable Silent archetype.
Poison is the Silent's premiere scaling mechanic. Each turn, enemies lose HP equal to their Poison stacks, then Poison decreases by 1. Noxious Fumes applies Poison passively every turn, Deadly Poison applies a burst of stacks, and Catalyst multiplies existing Poison. The strategy is simple: apply Poison, defend, and wait. Against bosses, Catalyst turns 20 Poison into 60 in one card play.
AGenerate waves of Shivs boosted by Accuracy for rapid-fire damage. Each Shiv is a free 0-cost attack that triggers on-attack relics. Fast, aggressive, and deeply satisfying.
Shivs are 0-cost attack cards that deal 4 damage each (6 with Accuracy). On their own, Shivs are weak. But with Accuracy boosting their damage, attack-count relics like Kunai and Shuriken triggering every 3 attacks, and Infinite Blades generating free Shivs every turn, the damage becomes overwhelming. The build also synergizes with any 'on attack played' effects.
SA fast-cycling deck that exploits the Silent's unique Sly keyword to play powerful cards for free when discarded. By rapidly cycling through a thin deck with discard effects, Sly cards trigger automatically, generating massive value without spending Energy. One of the most powerful and skill-intensive Silent archetypes.
Sly cards are played for free when discarded from your hand before end of turn. This build creates a discard engine using Acrobatics, Prepared, and Calculated Gamble to cycle through the deck while triggering Sly cards like Untouchable (free Block), Tactician (free Energy), and Flick-Flack (free damage). The key is keeping the deck thin so you cycle through it multiple times per combat, generating overwhelming free value each turn. Tools of the Trade provides consistent discard every turn.
SAn infinite combo build that cycles the entire deck to repeatedly play Grand Finale, dealing 50 damage to all enemies each loop. By keeping the deck extremely thin and using discard/draw cards to empty the draw pile, Grand Finale can be played multiple times per turn for devastating AoE damage that trivializes every encounter.
Grand Finale deals 50 damage to ALL enemies but can only be played when your draw pile is empty. The entire build focuses on one goal: cycle your deck to empty the draw pile, play Grand Finale, then cycle again and repeat. This requires an extremely thin deck (10-14 cards) filled with draw and discard effects. Acrobatics draws 3 and discards 1, Calculated Gamble replaces your hand, Tactician gives Energy when discarded via Sly, and Reflex draws cards when discarded. When the engine is running, you play Grand Finale 2-4+ times per turn.
AApply Poison on every single attack hit through Envenom, then amplify it with multi-hit attacks and Shivs. Unlike pure Poison builds that rely on specific poison cards, Envenom turns every attack in your deck into a Poison applicator, creating a devastating hybrid of direct damage and poison scaling.
Envenom is a Power that causes every attack you play to apply 1 Poison per hit. Multi-hit attacks like Fan of Knives, Dagger Spray, and Blade Dance become poison factories — Blade Dance spawning 3 Shivs means 3 Poison applications on top of direct damage. Snakebite upgrades this further. Finisher deals bonus damage per Attack played this turn, rewarding the many cheap attacks. The build creates a dual-threat: direct damage kills fast, while Poison finishes off tankier enemies.
AA defensive scaling powerhouse that chains Wraith Form + Nightmare for multiple turns of Intangible, reducing ALL incoming damage to 1. Footwork stacks Dexterity for massive Block, while Burst doubles key skills. Once set up, you become virtually invincible — the ultimate late-game control deck.
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.
The Poison build centered around Noxious Fumes and Catalyst is the most consistent. Play Noxious Fumes early for passive Poison application, stack Block with Footwork and Leg Sweep to survive, then use Catalyst to double or triple the accumulated Poison for a kill. Wraith Form provides emergency invincibility for the toughest fights.
Sly is a keyword on certain Silent cards. When a card with Sly would be discarded (by Survivor, Acrobatics, Calculated Gamble, etc.), it is played instead of going to the discard pile. This means you get the discard effect AND the Sly card's effect at no additional Energy cost. It effectively turns discards into free plays.
Poison is generally more consistent and reliable, especially at higher Ascensions. It scales quadratically (doubling via Catalyst), ignores Block, and works passively through Noxious Fumes. Shivs have a higher burst-damage ceiling but require Accuracy to scale and are worse against heavily-armored enemies. Many successful runs combine elements of both.
Upgrade Neutralize first in most cases. Neutralize+ applies 2 turns of Weak (25% less enemy damage for 2 turns vs. 1), which is more impactful than Survivor's Block increase. Weak reducing incoming damage by 25% for an extra turn saves more HP than 3 additional Block from Survivor+.
Snecko Skull (+1 Poison on every Poison application) for Poison builds. Kunai and Shuriken (Dexterity/Strength on 3 Attacks played) for Shiv builds. Tough Bandages (Block on discard) for Sly/discard builds. Pen Nib (double damage every 10 Attacks) is incredible with Shiv storms. After Image pairs with any Silent build.
Some enemies cleanse Poison or have Artifact charges that block debuffs. Against these enemies, switch to your secondary damage source — Shivs or direct attacks. This is why mixed Poison/Shiv builds are valuable. Also, Artifact only blocks one application, so multiple small Poison applications can strip Artifacts before a large Catalyst play.
The Silent is widely considered S-tier, alongside the Defect. Her combination of Poison scaling, Sly mechanics, excellent card draw, and defensive tools like Wraith Form give her the highest win rate at most Ascension levels. However, character strength depends on player skill and playstyle preferences.