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Silent runs four archetypes in Slay the Spire 2: Shiv Deck, Sly Discard, Poison, and raw attack builds. Her starting relic, Ring of the Snake, draws two extra cards on turn one of every combat, front-loading hand advantage before any engine activates. Each archetype demands a different approach to card selection, relic priority, and deck size — Silent has no healing, which makes every trade-off between offense and defense consequential. Silent builds tierlist ranks all four from Tier-S to Tier-C.
Powerful Silent Build (Tier-S): Sly-Discard Deck

The Sly Discard Deck cycles the hand each turn through deliberate discards, triggering Sly cards for free and generating chains of attacks and blocks without spending energy.
Card | Type | Effect | Upgraded |
Tools of the Trade | Power | Draw 1 card and discard 1 card at the start of each turn | Costs 0 energy |
Calculated Gamble | Skill | Discard your hand, draw that many cards, Exhaust | Draws one additional card |
Tactician | Skill — Sly | Gain 1 Energy when discarded | Gains 2 Energy when discarded |
Reflex | Skill — Sly | Draw 2 cards when discarded | Draw 3 cards when discarded |
Dagger Throw | Attack — Sly | Deal damage and discard 1 card when discarded | Increased damage when discarded |
I think the Sly Discard build is the most mechanically demanding archetype Silent has, and the one that collapses fastest without its core pieces. Tools of the Trade drives the engine on its own — one automatic draw and discard per turn activates any Sly card in hand without additional setup. Tactician converts each discard into free energy, allowing chains that would otherwise run dry to keep producing plays. Calculated Gamble replaces the entire hand at once, triggering every Sly card in it simultaneously and producing large swings on the turns it resolves. Each non-Sly card added dilutes the draw and reduces the frequency of Tactician and Reflex triggers, which is why removing Strikes at every Merchant visit is non-negotiable for this build to function past Act 2.

Read the complete relics guide for the full Silent relic breakdowns. Ninja Scroll starts each combat with three Shivs; Shuriken, Kunai, and Ornamental Fan all trigger from Shiv spam and stack passive bonuses across each iteration. Wrist Blade functions as an additional damage multiplier on every cheap attack, compounding faster once multiple Accuracy copies are in play.
Strongest Silent Build (Tier-S): Speedster Draw Loop

Speedster converts every card draw into passive AoE damage — pair it with Corrosive Wave and a draw engine built on Acrobatics and Preparation, and the deck cycles repeatedly in a single turn, stacking damage and Poison without playing a single attack.
Card | Type | Effect | Upgraded |
Speedster | Power | Deals 2 damage to all enemies whenever you draw a card during your turn | Deals 3 damage per draw |
Corrosive Wave | Skill | Whenever you draw a card this turn, apply 3 Poison to all enemies | Increased Poison per draw |
Acrobatics | Skill | Draw 3 cards, discard 1 | Draw 3 cards, discard 0 |
Preparation | Skill | Draw 1 card, discard 1. Costs 0 energy | Draw 2 cards, discard 1 |
Play Speedster first, then chain Acrobatics and Preparation to draw as many cards as possible — each draw triggers Speedster's passive damage against every enemy simultaneously. Corrosive Wave added to the same turn multiplies the pressure: each draw also stacks 3 Poison on all enemies, converting the draw loop into both direct AoE and a ramping damage-over-time engine. Upgrading Speedster shifts the per-draw damage from 2 to 3, which compounds across a full deck cycle into numbers that close elite fights without a dedicated attack card in hand.
The loop relies entirely on sustaining draws, so any card that blocks further drawing — including mismanaged hand size — stalls the engine mid-turn. Keep the deck thin and strip every card that does not draw, discard, or generate energy, since dead cards in hand reduce the number of Speedster triggers available per cycle.
Strong Silent Build (Tier-A): Shiv Deck

The Shiv Deck generates as many zero-cost Shiv cards as possible, then amplifies each hit through Accuracy stacks — the loop requires no energy to sustain and closes fights through raw card volume.
The especially important card is A Thousand Cuts, it gives you a good buff.
Card | Type | Effect | Upgraded |
Blade Dance | Skill | Adds 3 Shivs to hand, Exhausts | Adds 4 Shivs to hand |
Infinite Blades | Power | Generates 1 Shiv at the start of each turn | Innate; Shiv appears at the start of combat |
Knife Trap | Skill | Costs 2 energy; plays every Shiv in your Exhaust Pile against the target enemy | Upgrades each Shiv before playing it, increasing the damage of the entire chain |
Accuracy | Power | Increases Shiv damage for the rest of combat | Increases Shiv damage by a greater amount |
Fan of Knives | Skill | Adds 5 Shivs to hand; Shivs now hit all enemies | Adds 5 Shivs, upgraded damage to all enemies |
Cloak and Dagger | Skill | Grants Block and adds 1 Shiv to hand | Grants more Block, adds 1 Shiv |
A Thousand Cuts | Power | Whenever you play a card, deal 4 damage to a random enemy | Deals increased damage per card played |
Play Infinite Blades to guarantee a Shiv each turn, stack Accuracy copies to raise individual Shiv damage, then exhaust Blade Dance and Fan of Knives to flood the hand. Upgraded Accuracy stacks multiply across every Shiv played that turn, turning ten zero-cost attacks into genuine burst damage against elites and bosses. Fan of Knives shifts Shiv damage to all enemies simultaneously, which solves the build's otherwise weak AoE coverage.

One hard stop exists: high-Block enemies absorb Shiv volume without taking meaningful damage unless Expose has stripped their defenses first. Upgrading Infinite Blades to Innate ensures the engine starts from turn one without drawing into it.
Average Silent Build (Tier-B): Poison Deck

The Poison Deck stacks damage-over-time through Deadly Poison, Noxious Fumes, and Bubble Bubble, then accelerates the total with Accelerant once stacks reach a critical mass.
Card | Type | Effect | Upgraded |
Deadly Poison | Skill | Applies 5 Poison to the target | Applies 7 Poison |
Noxious Fumes | Power | Applies 2 Poison to all enemies at the start of each turn | Applies 3 Poison per turn |
Bubble Bubble | Skill | Applies 9 Poison to a Poisoned target | Applies 12 Poison |
Accelerant | Rare Skill | Multiplies all Poison on all enemies | Stronger multiplier |
Burst | Power | The next Skill played this turn is played twice | Two Skills played twice |
I see players underestimate how slow Poison starts in Act 1 — Noxious Fumes needs to resolve early, or Bubble Bubble's condition never activates and the damage engine stalls entirely. Once stacks reach double digits, Accelerant resolves the fight in a single turn without further attacks. Burst doubles Accelerant's output when both are active, producing exponential stack multiplication that bypasses even high-Block enemies since Poison damage ignores shields. The build's primary weakness is multi-enemy rooms, where stacks spread across targets instead of concentrating on one. Twisted Funnel partially solves this by opening combat with 4 automatic Poison stacks on all enemies, giving Bubble Bubble an active target from turn one.
Worst Silent Build (Tier-C): Raw Attack Build

A deck built around direct attack cards without Shiv generation, Sly triggers, or Poison stacking produces damage numbers that fall behind enemy scaling from Act 2 onward.
Card | Type | Effect | Upgraded |
Snakebite | Attack | Deals damage and applies 1 Poison | Deals more damage |
Haze | Skill | Deals damage to all enemies, applies 1 Poison | Increased damage |
Corrosive Wave | Attack | Deals damage and applies Weak | Applies more Weak stacks |
Envenom | Power | Applies 1 Poison whenever an Attack deals damage | Costs 1 less energy |
Without Accuracy multiplying hits, Snakebite and Haze deal damage at face value — numbers that stop threatening elites around Act 2 without additional scaling. Corrosive Wave applies Weak but cannot close fights on its own, and Envenom's 1-Poison-per-hit output requires dozens of attacks to accumulate meaningful stacks without Noxious Fumes or Deadly Poison accelerating the total. Haze's 1 Poison per cast is too slow against Act 3 bosses that absorb early stacks before any multiplier lands. Silent has no healing, so a build without a reliable damage engine bleeds HP across corridor fights before reaching the boss with neither Poison critical mass nor Shiv volume to close the encounter.
Slay The Spire 2 Builds for Beginners

Silent starts at 70 HP with no healing available, which makes every damage trade in early floors count against a fixed resource that never restores between fights. Check our STS2 beginners guide for full first-run tactics, pathing advice, and campfire strategy that apply across all characters. Ring of the Snake draws two extra cards on turn one of every combat, so playing aggressively on that first turn to establish Infinite Blades or Noxious Fumes before the enemy acts is the correct default. Elites should be fought two to three times per act — each drops a relic, and Silent's build-defining items like Ninja Scroll, Shuriken, and Snecko Skull only appear through those fights.
Every campfire defaults to upgrading over resting unless HP sits critically low, since upgraded Infinite Blades or Accelerant alter boss outcomes more than the restored HP. Discover the complete Slay The Spire 2 timeline (Epochs) to understand how one Ironclad run unlocks Silent immediately with no win required — a failed first attempt counts toward the score pool that drives relic and card unlocks in every subsequent run. Removing basic Strikes at every Merchant visit tightens the draw pool and raises the frequency of hitting Accuracy, Tactician, or Accelerant in opening hands.

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