Home / All guides / Slay the Spire 2 Silent Character Guide: Poison, Shiv & Sly Discard Builds (v0.111)

Slay the Spire 2 Silent Character Guide: Poison, Shiv & Sly Discard Builds (v0.111)

Complete Silent guide for Slay the Spire 2 v0.111: Ring of the Snake openings, the Poison engine (Noxious Fumes, Catalyst, Snecko Skull), the Shiv bridge, the Sly discard ceiling with Tactician and Acrobatics, Wraith Form defense, relic priority and boss-by-boss matchup notes.
characters Hard 17 min read 📅 2026-09-04
By the STS2 Guide Team · How we research and verify →
Fact-checked against patch notes and the community wiki. Numbers cite game v0.111 and may shift between patches.

You Are Not a Smaller Ironclad: What 70 HP Actually Forces

The scenario: floor 9, you fought three hallway fights, took maybe 6 damage in each because attacking felt faster than blocking, and now you sit at 48 of 70 HP staring at an elite node with no potions and no plan. That is the Silent experience when piloted like a discount Ironclad. She starts at 70 HP, ahead of only the Necrobinder's 66 on the roster, and her starter relic heals nothing. What she has instead is time. Ring of the Snake draws extra cards at combat start, which means your first turn is usually your strongest turn of the fight, and her entire kit is built around converting that tempo advantage into a permanent one before the enemy engine comes online.

Start with the card everyone underrates because it is a starter: Neutralize. Zero cost, 3 damage (4 upgraded) plus 1 Weak (2 upgraded). Our database rates it the strongest starter card in the game, and the reason is the Weak: enemy attack damage drops 25 percent. A 12-damage Nibbit ram becomes 9. A 31-damage Kaiser Crab laser becomes roughly 23. That is Block you generated without drawing a Block card, at zero energy, every single fight, and upgraded it doubles the application. Weak is, per our status effects rundown, the best-value mitigation in StS2, and she starts with it in her opening hand every run.

Identity in one paragraph: three engines with three different clocks. Poison, built on Noxious Fumes and Catalyst, wins long fights and scales into anything. Shivs, built on Blade Dance and Backstab, win the early game and provide the mid-run damage floor. Sly discard, the new StS2 keyword archetype where cards play themselves for free when discarded, carries the highest single-turn damage ceiling in the game per our build data, at the price of being the hardest deck to pilot on the roster. Most winning Silent runs use one engine as the spine and a second as seasoning, and the art is knowing which is which by end of Act 1.

Unlock context: Silent unlocks the moment you start a run as Ironclad, and starting a run as her unlocks the Regent, then the Necrobinder, then the Defect. That order is deliberate. She punishes sloppy defense much harder than he does, and the game wants you to have basic Block discipline before handing you a 70 HP character whose recovery tools are zero.

Version anchor: v0.111 beta. Two patches matter here. Acrobatics moved from common to uncommon in v0.103, so the Sly engine's key draw piece appears in rewards less often than launch-era guides claim. And v0.110 redesigned the whole poison package: Haze, Outbreak and Mirage were reworked, and Mirage no longer Exhausts. If your instinct says poison decks run out of steam late, that instinct predates the rework and is describing a weaker deck than the one you are playing now.

Floors 1-5: Front-Loaded Picks Before Any Engine Exists

The Silent question for floors 1 to 5 is sharper than the Ironclad one: your base damage is weaker, so which five cards make elites killable at all? Floor 6 has spawned no elites since v0.101, so you get six safe floors to answer it.

Front-loaded picks, in order. Backstab first: 0-cost burst damage that our data flags as fitting Poison, Shiv and Sly decks alike, which is a polite way of saying it fits whatever you end up building, so it is never a wasted pick. Blade Dance second: 1 energy, adds Shivs to your hand, raw damage per energy that carries Act 1 hallway fights almost single-handedly. Dagger Throw third: 9 damage (12 upgraded), draw 1 then discard 1. Even before you own a single Sly card, drawing and discarding smooths your hand, and later it becomes an actual combo piece, so it ages in the right direction. Acrobatics, draw 3 (4 upgraded) then discard 1, is the engine card; it is uncommon since v0.103, so when it does appear, treat the reward screen like a small event. Adrenaline, 0 cost, draw plus energy in one card, fits virtually every Silent deck and is an instant take, though as a rare it will rarely ask.

The one genuinely hard early decision is Noxious Fumes. One energy, a Power: at the start of each turn apply 2 Poison (3 upgraded) to ALL enemies. In a two-enemy hallway fight that is 4 free damage per turn forever, and in the Act 2 Entomancer fight, with bees respawning all game long, it is the best card in your deck. But Poison deals nothing the turn it lands, so if your Act 1 damage is thin, Fumes will not save you from the elite you needed dead by floor 8. Rule of thumb: take it if you already hold two of Backstab, Blade Dance or Dagger Throw; skip it if you hold none, because Fumes does not fix a missing damage floor.

Removal order for Silent is Strikes before Defends. Neutralize and Backstab replace attack slots, so every Strike cut upgrades your offense twice: once by deleting a bad card, once by raising the odds of drawing the good ones. Defends stay until your Block cards arrive, because at 70 HP you cannot afford to thin the wall before replacing it.

Early events pay differently for her than for the tank. Byrdonis Nest, eating the egg for Max HP, is strictly good at this health pool. Abyssal Baths soaking, +2 Max HP for 3 damage a dip, repeatable, is better the earlier you find it. Dense Vegetations offers card removal for HP, which on a character who cannot heal is a real price: push through only when the card is genuinely dead weight.

First elite check. Bygone Effigy's sleep phase is a free window to land Fumes and set up draw. Byrdonis, 91 HP, alternates Dive and Peck: an upgraded Neutralize on the Peck turns plus Shiv damage is the intended kill line. Underdocks' Fossil Stalker snowballs off unblocked hits through Suck, +3 Strength per leak, and this is where the character lesson lands: on 70 HP one leaked hit is not recoverable chip, it is a scaling enemy. If your hand cannot block the bite, path elsewhere.

The Poison Engine: Noxious Fumes, Catalyst and Where It Carries

Poison is Silent's most consistent archetype, A tier with the lowest difficulty rating of her decks, and the reason is that it converts time into damage using almost no card slots. Two cards and one relic are the whole spine.

Noxious Fumes, 1 energy: at the start of each turn apply 2 Poison (3 upgraded) to ALL enemies. Read that as written: every enemy, every turn, from one card, for the rest of the combat. Against a single boss it is stacking damage per turn; against a three-enemy elite pack it is 6 per turn without you spending another card on offense. It is the engine card that makes poison decks feel idle, because your damage resolves at turn start while your actual energy goes to Block and draw.

Catalyst, 1 energy: double an enemy's Poison, triple when upgraded. This is the finisher and the reason poison scales past its slow start. The sequencing discipline is simple to state and hard to hold: never Catalyst a small stack. A 15-Poison enemy doubled is 30, which is 30 damage for 1 energy, the best rate in her kit. Stack first, double second, and hold a Duplicator potion, which plays your next card twice, for a doubled Catalyst on a big stack when a boss needs to die this cycle.

Snecko Skull, a common Silent relic, applies 1 additional Poison whenever you apply Poison. Calling it mandatory for Poison Silent is not our editorializing, it is the relic's own description, and the description is right: Fumes becomes 3 per turn, every Catalyst target arrives effectively bigger before doubling, and the relic shortens every fight by a turn or two on its own. If you see it in a shop and are anywhere near the poison plan, it is a removal-level priority purchase.

Patch context you need: v0.110 reworked the Silent poison package. Haze, Outbreak and Mirage were redesigned, and Mirage no longer Exhausts. The practical consequence is that poison decks keep their engine cards through long fights instead of burning them, which quietly fixed the archetype's old Act 3 stall. Any guide predating August is describing a weaker deck than the one running on v0.111.

Where poison outright wins: Waterfall Giant, 240 HP, goes invulnerable at 0 HP and detonates for its Steam Eruption stack count, and Poison is explicitly excellent there because steady stacks can finish it at 0 stacks, while Weak does not reduce the blast. Doormaker in Act 3 respawns its door phase at full HP with Strength carrying over, and Poison persists across phases while most resets wipe, which is why our boss page calls it the DoT-deck fight. Entomancer, 145 HP summoning bees all game, is a Fumes showcase, since the bees spawn into a field that already damages everything per turn.

Where poison times out: the build data is honest that poison is slow against high-HP bosses. Test Subject C10 is a 600-HP marathon whose DoTs reset between phases, so a pure poison list stalls without burst backup. Knowledge Demon self-heals while your stacks tick, so the race needs the doubled Catalyst early, not late. Plan that backup before floor 14, not during the boss loading screen.

Shivs: The Act 1 Bridge That Pays Rent in Act 3

Shivs are Silent's currency for the first two acts. Blade Dance, 1 energy, adds Shivs to your hand: raw, immediate, flexible damage that asks nothing of your future draws. The archetype's official pairing is Accuracy, which adds a flat damage bonus to every Shiv, and that flat bonus is the entire reason the deck scales: without Accuracy, Shivs are a bridge; with it, they are a win condition.

Think of the Shiv package as renting. Poison owns the late game but pays nothing on move-in; Sly owns the ceiling but needs specific pieces you have not drawn yet. Shivs pay on floor 1. Backstab, 0-cost burst that fits every Silent deck, plus Blade Dance plus Dagger Throw's 9 damage means your first three card rewards can produce 20-plus damage turns by floor 4, which is exactly the floor-8 elite requirement. When the Shiv package is your opening, your engine decision later in the run gets made from a position of strength instead of desperation.

The multipliers, in order of availability. Vulnerable, from a Vulnerable Potion solo or a teammate in co-op, multiplies every Shiv because they are attacks. Pen Nib, an uncommon relic, makes every 10th Attack you play deal double damage, and no deck plays Attacks faster than a Shiv deck, so the nib procs land early and often; counting your way to a doubled hit on a boss's big turn is a legitimate line. Adrenaline, 0 cost, draw plus energy, is the accelerant: it turns a 3-energy turn into a 5-card volley without spending a draw.

The honest limitation: Shivs convert energy to damage at a fixed rate, and Act 3 asks for scaling. Frog Knight carries 191 HP and 15 Plating; Owl Magistrate carries 234. Flat 4s stop being a plan somewhere deep in Act 2 unless Accuracy arrived, and even then, single-target pressure matters more than volume against Kaiser Crab, where the Rocket claw must die fast or its 31-damage Laser ends you.

Practical drafting rule: take Shiv generators in Act 1 freely, then stop. Every Blade Dance after the third is a card that lowers engine density without adding a new capability. The exceptions are Accuracy itself, always, and Adrenaline, always, since it is rare and fits everything. By Act 2 your rewards should be flowing to draw (Acrobatics), the poison spine (Fumes, Catalyst) or Sly pieces, with the Shivs you already own acting as the damage floor you never stop standing on.

One interaction worth memorizing: Shivs are added to your hand rather than drawn, so they neither consume Ring of the Snake's extra opening draw nor depend on your draw pile being healthy. They simply appear and get spent. That makes Blade Dance one of the few cards in the game whose value is completely independent of your draw pile state, which is precisely why it is the bridge card: it still works in the exact fights, the bricked openers, where nothing else in your deck does.

Sly Discard: The Highest Damage Ceiling in StS2, and Why It Is Hard

Sly is the keyword StS2 added to make discard a payoff instead of a cost: a card with Sly plays itself for free when discarded. Not optionally, automatically. The moment a discard effect touches it, the card resolves at zero energy, does its job, and leaves your hand. Our build data rates the Sly discard deck S tier with the highest damage ceiling in the game and a difficulty of 4 out of 5, resolving 5 or more cards a turn once assembled. This section is about why it is that good and why it is that hard.

The centerpiece is Tactician, and you have to read it twice to believe it. Printed cost: 3 energy. Effect: gain 1 energy (2 upgraded). Keyword: Sly. In your hand it is nearly unplayable, since 3 energy for 1 is a bad card by any measure. Discarded, it plays for free and you are up energy. Every discard outlet in your deck is therefore a free energy ritual, and the gap between the card's two modes is the entire archetype: the deck wants to discard Tactician every single turn, and the engine exists to make that happen on schedule.

The outlets. Acrobatics, 1 energy: draw 3 (4 upgraded) then discard 1. One card, plus a card in hand, plus a triggered Sly. Dagger Throw, 1 energy: 9 damage, draw 1, discard 1. Attack, cycle, trigger. Prepared-style discard effects, which our build page names alongside Acrobatics and Adrenaline as the engine, do the same job even cheaper. Adrenaline itself, 0 cost, gives draw plus energy, which is what a combo turn runs on. And Gambling Chip, a rare relic that lets you discard any number of cards and draw that many at combat start, effectively opens every fight with a tuned hand and free Sly triggers: it is the archetype's best relic and a reason to gamble on rare relic picks.

Sequencing rules that separate S+ from S-. Draw before discard: Acrobatics draws 3 then discards 1, so a Sly card revealed this turn can fire this turn, whereas a discard-first effect wastes triggers on cards you were about to draw anyway. Spend Tactician energy before attacks, because the refunded energy should fund the volley, not sit unused at end of turn. Count outlets before committing: the engine needs 2 or more reliable discard effects before Tactician stops being a 3-cost brick, so a single Acrobatics is a nice card, not an archetype.

The ceiling, concretely: a turn where Acrobatics draws into a second Acrobatics, each discarding a Tactician, the refunded energy funding Dagger Throws and Shivs while Sly cards resolve for free, can play 8 to 10 cards in one turn. Nothing else in the roster does that without setup relics, and it is why the community treats Sly as the ceiling benchmark.

The failure mode is equally concrete: a half-built Sly deck is a deck holding multiple 3-cost cards it cannot cast, and a bricked turn on 70 HP costs real life. Difficulty 4 means every card reward must be evaluated as a combo piece rather than a card. If the pieces have not arrived by early Act 2, take the poison spine instead and treat the discards you do own as hand smoothing.

Surviving at 70 HP: Weak, Wraith Form and the Block You Did Not Buy

Seventy HP with zero healing means Silent's defense has to come from debuffs, Block cards and ending fights early, roughly in that order of volume. The toolkit is small, but every piece is efficient.

Weak is the first line and it is free. Neutralize applies 1 Weak (2 upgraded) at 0 cost, and Weak cuts enemy attack damage by 25 percent. Our status guide calls it the best-value mitigation in the game because it applies to the enemy's whole turn, not to one attack: a Fossil Stalker's 12-damage bite carrying 2 Weak deals 6 less, permanently, from a card you start every run owning. Red Mask, an uncommon relic applying 1 Weak to ALL enemies at combat start, makes every multi-enemy fight measurably softer before you have played a single card.

Wraith Form is the panic button, and the v0.111 version is deliberately splashable: 3 energy for 2 Intangible (3 upgraded), lose 1 Dexterity at the start of each turn. It was raised to the new Ancient rarity tier precisely so any deck can splash it, per our card data. Intangible reduces all damage taken to 1, so the correct use is narrow and decisive: cast it into telegraphed kill turns. Vantom's turn-3 swing of 25-plus becomes 1 damage. Owl Magistrate's Verdict, 33 damage plus 4 Vulnerable, becomes 1. Mecha Knight's 35-damage Heavy Cleave becomes 1. Three specific turns, three near-total negations, one card slot.

The Dexterity tax is the balancing mechanism: minus 1 Dex per turn means Wraith Form is a timer, not a lifestyle. A defensive deck planning to Block for 15 turns cannot afford it; a deck planning to win in 5 turns can. Cast it when the fight is about to be over, either because you are about to win or because something unblockable is about to land.

Potions extend the same idea. Ghost in a Jar, a Silent potion, grants 1 Intangible to tank a single massive turn: hold it for the boss spike windows, the same ones you would target with Wraith Form. Block Potion, 12 Block, right before telegraphed heavies. Weak Potion, 3 Weak, at boss openers before their big attacks, which stacks with Neutralize's own application for serious reduction on the first damage turn of the fight.

The structural defense, though, is tempo, and this is the Silent habit no other character teaches as viscerally: killing things is Block. Festive Popper, 9 damage to all enemies at combat start and a community S tier relic, shortens every hallway fight by a turn. Mercury Hourglass, 3 damage to all at turn start, stacks with Noxious Fumes for 6 passive damage per turn before you play a card. Every enemy that dies before acting deals exactly zero damage, and a 70 HP pool preserved by tempo is a 70 HP pool you can spend on elites later. That is the whole economy of the character: she cannot refund HP the way Ironclad does, so her skill is never owing it in the first place.

Relic Priority for Silent: Snecko Skull and Four Engine Relics

Silent relic priority is decided by one question you should be able to answer by the end of Act 1: which engine am I in? The same relic swings from mandatory to near-blank depending on the answer.

For Poison, Snecko Skull, a common on the Silent pool, is the only truly mandatory relic on the roster. Plus 1 Poison on every application: Noxious Fumes ticks 3 per turn, every stack arrives bigger, and Catalyst doubles the bigger number. Our relic page does not hedge on this and neither should you. Mercury Hourglass, 3 damage to all at turn start, quietly stacks with Fumes for 6 passive damage per turn. Pantograph, healing 25 HP at the start of boss combats, matters more for her than for anyone, since 25 HP is over a third of her starting pool.

For Sly discard, Gambling Chip is the archetype in relic form: at the start of each combat, discard any number of cards and draw that many. Free Sly triggers, a sculpted opening hand, and a fix for bricked starts, which on this character are lethal. Unceasing Top, drawing 1 whenever your hand empties during your turn, keeps combo chains alive in a deck that plays cards this fast. Brilliant Scarf, making the 5th card you play each turn free, rewards exactly the 8-to-10-card turns the engine produces.

For Shivs and generic damage: Pen Nib, every 10th Attack deals double damage, counts procs faster here than anywhere; Akabeko, 8 Vigor at combat start, buffs your opening Backstab or first volley; Gremlin Horn, 1 energy and 1 card per enemy death, is the perpetual engine of multi-enemy fights, and Silent kills small enemies faster than anyone in the roster.

Engine-neutral picks that stay close to auto-takes: Lantern, +1 energy on turn one, stacks with Ring of the Snake so your best turn gets better; Bag of Preparation, drawing 2 extra on turn one, does the same thing in card form; Ice Cream, energy conserved between turns and a consensus S tier, lets you bank for a delayed Shiv dump or a doubled Catalyst turn; Red Mask and Bag of Marbles for team-wide Weak and Vulnerable, which in co-op are shared debuffs that multiply the entire party's output.

What to think twice about. Ectoplasm's +1 energy per turn is always strong, but the no-gold clause hurts Silent disproportionately, because her key purchases are specific, Snecko Skull and removals, rather than optional upgrades. Fiddle, draw 2 extra at turn start but no more draws that turn, is actively hostile to a deck whose engine is drawing mid-turn with Acrobatics. And every Affliction-priced event reward should scare a thin Silent deck more than most: Afflictions attach to your existing cards and cannot be shop-removed, and a thin deck feels each polluted card twice.

Budget rule for shops: removal before purchases, Strikes before Defends, engine relics before luxury ones. Membership Card, everything 50 percent less, found early changes the whole run's economy, and Ascension 6's Inflation, removals starting at 100 gold and climbing by 50, makes that discipline worth double.

Boss Matchups: Where Poison Carries and Where It Times Out

Boss matchups decide Silent builds more than any other character, because her three engines run on wildly different clocks. Quick reference, act by act and engine by engine.

Act 1. Vantom, 173 HP with 9 Slippery stacks, takes 1 damage per hit until stripped: Shivs are the ideal stack-stripper, cheap attacks in volume, so strip on turns 1 and 2, full Block on the turn-3 swing of 25-plus, then dump multiplied damage into the turn-4 self-buff window. The Kin, 190 plus 58 plus 59, wants the acolytes dead first, and Noxious Fumes is one of the few damage sources hitting all three bodies while you focus them down. Ceremonial Beast, 252 HP gaining +2 Strength every turn, is a pure DPS race and poison's worst Act 1 matchup: bring Shiv burst, because Fumes will not race a Strength-scaling 252 HP boss. In Underdocks, Waterfall Giant, 240 HP, is poison's best Act 1 fight, with the boss page explicitly rating Poison excellent: it detonates at 0 HP for its Steam stacks, so finish cleanly and remember Weak does not reduce the blast. Soul Fysh, 211 HP, stuffs Beckon statuses into your deck, 1-cost cards dealing 6 unblockable damage if unplayed: Silent's discard effects, Acrobatics and Dagger Throw, plus Gambler's Brew, are the cleanest answers in the entire roster. It gains Intangible on turns 4 and 5, so schedule damage around those. Lagavulin Matriarch, 222 HP, starts asleep and worsens over time: stack Fumes during the sleep, but commit before its scaling phase punishes patience.

Act 2. Knowledge Demon, 321-plus HP and widely the hardest boss in the game, forces a permanent debuff every round, 6 damage per turn or minus 1 draw, escalating into card and energy caps, while self-healing and gaining Strength. Poison struggles into the self-heal, so the line is stack early and double a big Catalyst with a Duplicator potion before the caps arrive. The Insatiable, 321 HP, runs a Sandpit death timer starting at 4, with Frantic Escape cards buying turns: always play the Escapes, never exhaust carelessly, spend everything; both the discard-heavy and the poison-tick decks behave well here, but card count discipline decides it. Kaiser Crab, 209 plus 199 with you Surrounded and +50 percent from behind: focus the Rocket claw and its 31-damage Laser first, kill both claws within a turn or two of each other, and note that passive poison damages two bodies at once, which is quietly ideal.

Act 3. Doormaker is the poison showcase: it loops door and creature phases, respawning at full HP with Strength carrying over, and Poison persists across phases while most resets wipe. Test Subject C10, a 600-HP three-phase marathon, resets DoTs between phases, so pure poison stalls: you need Shiv burst for phase 1, which punishes Skills with +2 Strength and thus wants attacks, and Intangible answers for phase 3. The Queen, roughly 400 HP behind a 199 guard, Chains the first cards you draw each turn so only one Bound card is playable, but mid-turn draw is unrestricted: Acrobatics and Adrenaline are exactly the unrestricted mid-turn draw the mechanic begs for, and a Ghost in a Jar or Wraith Form covers her 99-stack debuff turn. Aeonglass, nerfed in v0.109, completes the Act 3 pool.

How Silent Runs Actually End: Sequencing, Dilution and Ceiling Chasing

Silent runs end in ways Ironclad runs do not, because her failure modes are sequencing and dilution rather than raw damage. Six patterns cover most deaths.

Sequencing errors come first, and they are quiet until Act 2 calls them in. Discarding before drawing wastes a potential Sly trigger. Catalyst on a 5-stack instead of waiting two turns for 15. Neutralize's Weak applied after the boss's big attack already resolved. The fix is procedural, not talent: read the intent, apply Weak before the damage turn, draw before discard, double only big stacks. If you can only fix one habit, fix the Weak timing; it is worth more HP per fight than any card pick.

Dilution with 0-cost filler is second. Free cards feel like free value, and duplicate Backstabs and extra Blade Dances are tempting, but every card past roughly 25 lowers the odds that Ring of the Snake's opening draw finds your engine. The fix is the skip button: card rewards are options, not obligations, and our beginner FAQ is blunt that a small focused deck is always stronger.

Chasing the Sly ceiling with half the pieces is the third and most seductive killer. A Tactician you cannot discard is a 3-cost dead card; two of them is a mulliganed turn. Commit to Sly only when you already hold 2 or more discard outlets, and if Acrobatics never shows, it is uncommon since v0.103, take the hint and build poison instead.

Potion hoarding is fourth. Three slots, and hoarding for the boss is a documented top mistake across the roster. A Block Potion that saves 12 HP at an elite is worth more than an expired one in Act 3, and Fairy in a Bottle is the only hold-forever exception.

Dodging elites is fifth. Silent needs Snecko Skull, Gambling Chip or Pen Nib depending on engine, and elite rewards plus the gold to buy them both come from taking elite paths. Same rule as everyone else: one or two answers in deck, a rest site before the node, and the discipline to skip the elite when neither is true.

Sixth, playing like it is StS1: no Dead Branch, no boss relics since Ancients replaced them at act start, and Afflictions now latch onto existing cards and cannot be shop-removed, which is uniquely brutal for a thin Sly or Shiv deck where every card is a combo piece. Decline Affliction-priced event rewards almost without exception, and read the event decisions guide before trusting old instincts.

The complexity bill, stated honestly: our build data rates Sly Discard difficulty 4 out of 5 and poison 2 out of 5, and that gap is real. Silent asks you to evaluate more decisions per turn than Ironclad does, and the payoff is the highest burst ceiling in StS2 plus the most flexible Act 1 in the game. In co-op she slots in as the debuff and poison amplifier: Vulnerable and Weak are shared team-wide, so her Neutralize upgrades and Weak Potions multiply everyone's damage while Fumes wins the attrition war against scaled HP pools. If your Silent deaths feel like your own mistakes rather than enemy power, that is not a coincidence, it is the character's design, and it is also why she has the highest skill ceiling on the roster.

Pro tip: Neutralize's Weak is free Block: upgrade it early and apply it before the enemy's big telegraphed turn, never after. Cutting a 31-damage Kaiser Crab laser by 25 percent is worth more than any card you could draw instead.