Malaise

SilentSkillRare
Enemy loses X Strength. Apply X Weak.
Exhaust.
  • Effect: you choose X Energy and the enemy loses X Strength and gains X Weak, then the card Exhausts.
  • Duration: the Strength loss is applied as negative Strength, not a temporary drain, so it lasts the whole fight and can push an enemy below zero.
  • Upgrade: the code adds 1 after X is resolved, so both amounts are X+1 and playing it for 0 Energy still costs the enemy 1 Strength and 1 Weak.
  • Artifact: the two debuffs are applied one after the other, so Artifact eats them separately.
Character
Type
Skill
Rarity
Rare
Cost
X Energyall you have left
Target
One enemy

When to take Malaise

Save it for elites and bosses that hit hard or gain Strength, since even a small X on turn 1 weakens every attack for the rest of the fight. Upgrade it for the free extra point.

Cards that synergize with Malaise

Tracking
Power
2
Weak enemies take double damage from Attacks.
Tracking doubles your Attack damage while the Weak lasts.Weak enemies take double damage from Attacks.
Tactician
Skill
3
Sly.
Gain .
Tactician and Adrenaline bank the Energy for a big X.Sly.
Gain .
Adrenaline
Skill
0
Gain .
Draw 2 cards.
Exhaust.
Tactician and Adrenaline bank the Energy for a big X.Gain .
Draw 2 cards.
Exhaust.
Piercing Wail
Skill
1
ALL enemies lose 6 Strength this turn.
Exhaust.
Piercing Wail covers the group while Malaise handles the leader.ALL enemies lose 6 Strength this turn.
Exhaust.
Automation
Power
1
Every 10 cards you draw, gain .
Automation gives extra Energy, and Malaise spends all of it as XEvery 10 cards you draw, gain .
Restlessness
Skill
0
Retain.
If your Hand is empty, draw 2 cards and gain .
Restlessness gives extra Energy, and Malaise spends all of it as XRetain.
If your Hand is empty, draw 2 cards and gain .
Brightest Flame
Skill
0
Gain .
Draw 2 cards.
Lose 1 Max HP.
Brightest Flame gives extra Energy, and Malaise spends all of it as XGain .
Draw 2 cards.
Lose 1 Max HP.
Outmaneuver
Skill
1
Next turn, gain .
Outmaneuver gives extra Energy, and Malaise spends all of it as XNext turn, gain .
Production
Skill
0
Gain .
Exhaust.
Production gives extra Energy, and Malaise spends all of it as XGain .
Exhaust.
Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Relax gives extra Energy, and Malaise spends all of it as XGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Sidestep
Skill
0
Next turn, gain .
Sidestep gives extra Energy, and Malaise spends all of it as XNext turn, gain .

Relics that synergize with Malaise

Chemical X
Chemical X adds 2 to X.The effects of your cost X cards are increased by 2.
Paper Krane
Paper Krane deepens the Weak to 40%.Enemies with Weak deal 40% less damage to you rather than 25%.
Nunchaku
Nunchaku gives extra Energy, and Malaise spends all of it as XEvery time you play 10 Attacks, gain .
Bread
Bread gives extra Energy, and Malaise spends all of it as XAt the start of your first turn, lose . At the start of all other turns, gain .
Happy Flower???
Happy Flower??? gives extra Energy, and Malaise spends all of it as XEvery 5 turns, gain .
Seal of Gold
Seal of Gold gives extra Energy, and Malaise spends all of it as XAt the start of your turn, spend 5 Gold to gain .
Chandelier
Chandelier gives extra Energy, and Malaise spends all of it as XAt the start of your 3rd turn, gain .
Happy Flower
Happy Flower gives extra Energy, and Malaise spends all of it as XEvery 3 turns, gain .
Booming Conch
Booming Conch gives extra Energy, and Malaise spends all of it as XAt the start of Elite combats, draw 2 additional cards and gain .
Candelabra
Candelabra gives extra Energy, and Malaise spends all of it as XAt the start of your 2nd turn, gain .
Pael's Tears
Pael's Tears gives extra Energy, and Malaise spends all of it as XIf you end your turn with unspent , gain an additional next turn.
Venerable Tea Set
Venerable Tea Set gives extra Energy, and Malaise spends all of it as XWhenever you enter a Rest Site, start the next combat with an additional .
Art of War
Art of War gives extra Energy, and Malaise spends all of it as XIf you do not play any Attacks during your turn, gain an additional next turn.
Blessed Antler
Blessed Antler gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile.
Blood-Soaked Rose
Blood-Soaked Rose gives extra Energy, and Malaise spends all of it as XUpon pickup, add 1 Enthralled to your Deck. Gain at the start of each turn.
Ectoplasm
Ectoplasm gives extra Energy, and Malaise spends all of it as XYou can no longer gain Gold. Gain at the start of each turn.
Gremlin Horn
Gremlin Horn gives extra Energy, and Malaise spends all of it as XWhenever an enemy dies, gain and draw 1 card.
Ice Cream
Ice Cream gives extra Energy, and Malaise spends all of it as XEnergy is now conserved between turns.
Pael's Flesh
Pael's Flesh gives extra Energy, and Malaise spends all of it as XGain an additional at the start of your 3rd turn, and every turn after that.
Philosopher's Stone
Philosopher's Stone gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. ALL enemies start combat with 1 Strength.
Prismatic Gem
Prismatic Gem gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. Card rewards now contain cards from other colors.
Pumpkin Candle
Pumpkin Candle gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. Extinguishes after 5 combats. Can be Kindled at Rest Sites.
Sozu
Sozu gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. You can no longer obtain potions.
Spiked Gauntlets
Spiked Gauntlets gives extra Energy, and Malaise spends all of it as XGain at the start of each turn. Powers cost 1 more .

Rules and timing

When upgraded the effect uses X + 1.

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