Silent

Silent

A huntress from outside the Spire. Ready to stab and poison anything in her way

HP (Base): 70
HP (Ascension): 56

Unlock: She is unlocked after completing a run with the Ironclad.

Playstyle guide

In Slay the Spire 2, the Silent stays the agile, tactically deep "rogue" of the Spire: many small hits, toxins, strong card draw, and debilitating debuffs to control tempo. She rewards efficiency and mitigation over raw burst. Her mechanics often win through volume—many cards played, stacked status effects, or repeated small attacks.

Sly

If a Sly card is discarded from your hand before the end of your turn, it is played for free. This opens fast, discard-driven lines and combos with cards that cycle or replace your hand.

Strengths

  • Fast turns—often playing many cards in a single turn
  • High skill ceiling with strong late-game scaling
  • Excellent synergy between draw, discard, Shivs, Poison, and Sly

Weaknesses

  • Steep learning curve for newcomers
  • Little to no in-kit healing compared to some other characters
  • Lower upfront damage early, before synergies come online

Deck directions

Shiv deck

Generate, buff, and fire as many Shivs as possible. Shivs that are played also trigger strike-based relic effects (e.g. Nunchaku, Shuriken, Kunai).

Early commons

  • Leading Strike — attack that adds a Shiv to hand
  • Cloak and Dagger — block that adds a Shiv
  • Blade Dance — now Exhaust; at 3 Shivs gained can be a large burst and enables Shiv synergy

Early uncommons

  • Accuracy — strong signal for Shiv focus; doubles Shiv damage (stack when possible)
  • Infinite Blades — a Shiv each turn; upgrading to Innate helps on turn 1
  • Hidden Daggers — strong with Sly payoffs (e.g. Abrasive, Reflex, Untouchable)

High synergy

  • Fan of Knives — useful in AoE fights though 2 Energy is costly
  • Knife Trap — powerful finisher; can play many Shivs in one turn (they count as played attacks)
  • Finisher — big payoff on turns where many Shivs were played
  • Afterimage — extra Block each turn
  • Serpent Form — expensive but huge damage with Shivs and Knife Trap

Relics & items

  • Ninja Scroll — strong Shiv opener
  • Helical Dart — defensive coverage while playing Shivs
  • Iron Club, Nunchaku, Shuriken, Kunai, Ornamental Fan, Kusarigama — excellent when spamming Shivs
  • Joss Paper — extra draw helps because Shivs Exhaust when played

Tips

  • Even a light Shiv package (one or two generators) can unlock relic value.
  • Plan around Exhaust on Blade Dance and draw to find your payoffs.

Poison deck

Ramp damage over time: slow start, then exponential pressure as Poison stacks. Stack fast, then multiply or accelerate ticks.

Early commons

  • Poisoned Stab — efficient damage plus Poison
  • Deadly Poison — strong Poison-per-Energy spread over several turns

Early uncommons

  • Haze — AoE that fits many decks; Sly helps because discard is common (Prepared, Acrobatics, Survivor)
  • Noxious Fumes — steady Poison on all enemies
  • Outbreak — great with wide Poison (e.g. Bouncing Flask)

High synergy

  • Accelerant — amplifies Poison damage; very strong upgraded
  • Bubble Bubble — efficient enhancer when Poison is already on targets
  • Mirage — panic / scaling button for later turns
  • Burst — many applicators are Skills, so doubling them matters

Relics & items

  • Snecko Skull — easier Poison application
  • Unsettling Lamp — doubles the first Poison hit
  • Twisted Funnel — frontloads Poison so Bubble Bubble and scaling come online sooner
  • History Course — replaying your last Attack or Skill can chain Poison plays
  • Anchor, Horn Cleat, Captain's Wheel — stall while Poison ramps

Tips

  • Surviving the first few turns is critical; lean on Block and debuffs.
  • Artifact blocks Poison application—plan answers or alternate damage.
  • AoE Poison is weaker without old tools like Corpse Explosion; use Haze, Outbreak, and Accelerant instead.

Sly deck

Thin, fast deck that discards on purpose to trigger Sly and play high-impact cards for free while cycling.

Early commons

  • Flick-Flack — solid damage early; fine even when not discarded
  • Ricochet — stronger single-target when discarded; weaker AoE and when not discarded
  • Untouchable — core defensive piece
  • Acrobatics — draw plus Sly enabler
  • Dagger Throw — generically strong, better with Sly
  • Prepared — free discard enabler (less draw than Acrobatics)

Early uncommons

  • Haze — AoE that fits discard lines
  • Reflex — extra cycling
  • Tactician — Energy from discards; keeps the engine running
  • Calculated Gamble — full hand refresh plus mass Sly triggers
  • Speedster — damage while you cycle

High synergy

  • Tools of the Trade — standout Power for discard strategies
  • Master Planner — non-Sly Skills gain Sly
  • Abrasive — stronger Block and Thorns; great in hallway fights, less boss-specialized
  • Serpent Form — costly but huge payoff

Relics & items

  • Tingsha — damage on discard
  • Tough Bandages — Block on discard
  • Iron Club, Nunchaku, Shuriken, Kunai, Ornamental Fan, Kusarigama — Sly plays are real card plays
  • Pendulum — optional extra draw when cycling hard
  • The Abacus — extra Block

Tips

  • Keep the deck thin; remove Strikes when you can.
  • Survivor is a natural base for discard + Sly.
  • Missing Sly payoffs (especially Tactician) stalls the cycle—prioritize seeing them often.
  • Supplement damage with Poison tools like Haze if needed.

Reference: Mobalytics — Silent guide & overview

Starting Relic & Deck

Ring of the Snake

At the start of each combat, draw 2 additional cards

Upgraded: Ring of the DrakeAt the start of your first 3 turns, draw 2 additional cards. Details for this relic will be revealed in the future...

Starting Deck

  • Strike (Silent) ×5(Attack)Deal 6 damage.
  • Defend (Silent) ×5(Skill)Gain 5 Block.
  • Neutralize ×1(Attack)Deal 3 damage.Apply 1 Weak.
  • Survivor ×1(Skill)Gain 8 Block.Discard 1 card.

Cards (91)

Exclusive Relics (7)

Exclusive Potions (3)