Silent Whispers Card Stats & Abilities: Complete Database
Building the optimal deck in Silent Whispers requires deep knowledge of every card at your disposal. Each card in the game carries a unique combination of base stats, active abilities, passive effects, and affinity bonuses that determine its role in your strategy. This database covers every card released in Silent Whispers up to July 2025, organized by character and rarity. Whether you are theorycrafting a meta deck or deciding which SR cards to invest in alongside your SSR pulls, this is your definitive reference.
Understanding Card Stats
Before diving into the database, let us review the core stat system that governs all cards in Silent Whispers. Every card has five primary stats that increase with level and enhancement:
| Stat | Abbreviation | Effect | Priority For |
|---|
| Attack | ATK | Damage dealt by active abilities and basic attacks | Ryan, Zachary decks |
| Defense | DEF | Damage reduction from all incoming attacks | Ivan decks |
| Health Points | HP | Total health before incapacitation | Vincent, Liam decks |
| Speed | SPD | Determines turn order and ability cooldown reduction | Zachary control decks |
| Affection | AFF | Bonus affection gained with the card character during story segments | All route-focused builds |
Cards also have secondary stats that unlock at enhancement levels 3, 6, and 9. These include Critical Rate (CR), Critical Damage (CD), Effect Hit Rate (EHR), Effect Resistance (ER), and Shield Power (SP). Secondary stats are randomized within a range when you first obtain a card and can be refined using duplicate cards as enhancement material.
Rarity Scaling Overview
The rarity of a card determines its base stat range, maximum level, and the number of passive abilities it possesses. Here is how each rarity tier compares at max level:
| Stat | SSR (Lv.90) | SR (Lv.70) | R (Lv.50) | N (Lv.30) |
|---|
| Base ATK Range | 850-1,200 | 500-750 | 280-450 | 100-200 |
| Base DEF Range | 600-900 | 350-550 | 180-320 | 80-160 |
| Base HP Range | 3,000-5,500 | 1,800-3,200 | 900-1,800 | 400-800 |
| Active Abilities | 1 strong | 1 moderate | 1 basic | None |
| Passive Abilities | 1-2 | 1 | 0-1 | 0 |
| Max Enhancement | +15 | +10 | +5 | +3 |
As you can see, the gap between SSR and SR cards at max level is significant but not insurmountable. A well-enhanced SR card with good secondary stats can approach a base-level SSR in performance, which is why investing in key SR cards is a viable strategy for resource-conscious players.
Vincent Cards
Vincent is the gentle, dependable protector whose cards focus on healing, shielding, and team sustain. His card pool is the most support-oriented in the game, making him essential for defensive and endurance strategies.
Vincent SSR Cards
Moonlit Confession
| Stat | Base (Lv.1) | Max (Lv.90 +15) |
|---|
| ATK | 320 | 1,150 |
| DEF | 450 | 870 |
| HP | 2,200 | 5,200 |
| SPD | 98 | 145 |
| AFF | 45 | 120 |
- Active Ability — Lunar Embrace: Restores 40% of team max HP and applies a shield equal to 20% of Vincent DEF for 2 turns. Cooldown: 4 turns.
- Passive 1 — Gentle Watch: When any ally drops below 50% HP, automatically triggers a mini-heal for 15% max HP (once per battle).
- Passive 2 — Moonlit Vigil: All Vincent cards in deck gain +15% damage when team HP is above 80%.
- Affinity Bonus: +25% performance to all Vincent cards in the same deck.
Eternal Garden
| Stat | Base (Lv.1) | Max (Lv.90 +15) |
|---|
| ATK | 350 | 1,080 |
| DEF | 380 | 780 |
| HP | 1,900 | 4,800 |
| SPD | 102 | 150 |
| AFF | 35 | 95 |
- Active Ability — Garden Bloom: Deals 200% ATK to all enemies and heals team for 20% max HP. Cooldown: 5 turns.
- Passive 1 — Nurturing Grounds: All SR cards in the deck gain +10% to every stat.
- Affinity Bonus: +15% SR card performance in deck.
Vincent SR Cards
Silent Promise
| Stat | Base (Lv.1) | Max (Lv.70 +10) |
|---|
| ATK | 200 | 650 |
| DEF | 280 | 530 |
| HP | 1,200 | 2,800 |
| SPD | 90 | 130 |
| AFF | 30 | 75 |
- Active Ability — Quiet Shield: Shields one ally for 25% of Vincent DEF for 3 turns. Cooldown: 3 turns.
- Passive — Steadfast: When Vincent is the lead card, all allies gain +8% DEF.
Warm Horizon
| Stat | Base (Lv.1) | Max (Lv.70 +10) |
|---|
| ATK | 240 | 720 |
| DEF | 220 | 420 |
| HP | 1,000 | 2,200 |
| SPD | 95 | 138 |
| AFF | 35 | 80 |
- Active Ability — Sunrise Heal: Heals team for 25% max HP. Cooldown: 4 turns.
- Passive — Morning Light: At battle start, heals 10% HP to all allies.
Ryan Cards
Ryan is the fierce, independent fighter whose cards specialize in critical hits, burst damage, and aggressive combat strategies. His card pool rewards high-risk, high-reward gameplay.
Ryan SSR Cards
Shattered Reflection
| Stat | Base (Lv.1) | Max (Lv.90 +15) |
|---|
| ATK | 480 | 1,200 |
| DEF | 250 | 600 |
| HP | 1,500 | 3,800 |
| SPD | 108 | 165 |
| AFF | 40 | 110 |
- Active Ability — Breaking Point: Deals 350% ATK to all enemies, ignoring 30% of enemy DEF. Critical hits apply a 2-turn bleed for 50% ATK per turn. Cooldown: 5 turns.
- Passive 1 — Fury Unleashed: +10% ATK for each Ryan card in the deck (max +50%).
- Passive 2 — Ruthless Precision: Critical rate +30% when HP is below 50%.
- Affinity Bonus: +30% critical rate for Ryan cards in deck.
Fading Echo
| Stat | Base (Lv.1) | Max (Lv.90 +15) |
|---|
| ATK | 450 | 1,100 |
| DEF | 280 | 620 |
| HP | 1,600 | 3,600 |
| SPD | 105 | 158 |
| AFF | 30 | 85 |
- Active Ability — Phantom Strike: Deals 250% ATK to a single target with full DEF penetration. Cooldown: 4 turns.
- Passive — Life Strike: Critical hits restore 10% of damage dealt as HP.
- Affinity Bonus: +15% critical damage for the entire team.
Ryan SR Cards
Burning Trail
| Stat | Base (Lv.1) | Max (Lv.70 +10) |
|---|
| ATK | 300 | 750 |
| DEF | 150 | 350 |
| HP | 800 | 1,900 |
| SPD | 98 | 142 |
| AFF | 25 | 65 |
- Active Ability — Flame Rush: Deals 180% ATK to one enemy. If it kills, refunds 1 turn cooldown. Cooldown: 3 turns.
- Passive — Momentum: Each kill increases ATK by 8% (stacks up to 5 times).
Shadow Step
| Stat | Base (Lv.1) | Max (Lv.70 +10) |
|---|
| ATK | 280 | 700 |
| DEF | 180 | 380 |
| HP | 900 | 2,000 |
| SPD | 100 | 145 |
| AFF | 20 | 55 |
- Active Ability — Vanishing Strike: Deals 150% ATK and grants Ryan evasion for 1 turn. Cooldown: 4 turns.
- Passive — Unseen: Evasion chance +15% when Ryan is lead card.
Zachary Cards
Zachary is the charismatic, calculating strategist whose cards control the battlefield through charm, debuffs, and manipulation. His deck archetypes favor tactical play over brute force.
Zachary SSR Cards
Crimson Waltz
| Stat | Base (Lv.1) | Max (Lv.90 +15) |
|---|
| ATK | 400 | 1,050 |
| DEF | 350 | 720 |
| HP | 1,800 | 4,200 |
| SPD | 112 | 170 |
| AFF | 50 | 130 |
- Active Ability — Dance of Charms: Charms all enemies for 1 turn (they skip their action). Charmed enemies take 25% more damage. Cooldown: 5 turns.
- Passive 1 — Master Tactician: Reduces enemy ATK by 15% when Zachary is the lead card.
- Passive 2 — Social Grace: +20% affection gain from all Zachary interactions.
- Affinity Bonus: +20% affection gain from all Zachary interactions in the same deck.
Silver Tongue
| Stat | Base (Lv.1) | Max (Lv.90 +15) |
|---|
| ATK | 380 | 980 |
| DEF | 380 | 740 |
| HP | 1,700 | 4,000 |
| SPD | 110 | 168 |
| AFF | 45 | 115 |
- Active Ability — Negotiator: Reduces DEF of all enemies by 30% for 2 turns. Cooldown: 4 turns.
- Passive — Diplomat: Charmed enemies deal 10% less damage.
- Affinity Bonus: +10% affection from dialogue choices.
Zachary SR Cards
Clever Machination
| Stat | Base (Lv.1) | Max (Lv.70 +10) |
|---|
| ATK | 250 | 680 |
| DEF | 230 | 500 |
| HP | 1,100 | 2,500 |
| SPD | 102 | 148 |
| AFF | 28 | 70 |
- Active Ability — Outmaneuver: Swaps ATK and DEF of one enemy for 2 turns. Cooldown: 4 turns.
- Passive — Schemer: When an enemy is debuffed, Zachary gains +12% ATK.
Charming Smile
| Stat | Base (Lv.1) | Max (Lv.70 +10) |
|---|
| ATK | 220 | 600 |
| DEF | 250 | 520 |
| HP | 1,200 | 2,700 |
| SPD | 98 | 140 |
| AFF | 32 | 78 |
- Active Ability — Captivate: Charms one enemy for 1 turn and reduces their SPD by 20%. Cooldown: 3 turns.
- Passive — Charisma: +8% affection gain for all Zachary cards in deck.
Ivan Cards
Ivan is the enigmatic, stoic guardian whose cards excel at defense, damage reflection, and crowd control through freeze mechanics. His decks are the most resilient in the game.
Ivan SSR Cards
Stormbound Oath
| Stat | Base (Lv.1) | Max (Lv.90 +15) |
|---|
| ATK | 300 | 870 |
| DEF | 480 | 900 |
| HP | 2,400 | 5,500 |
| SPD | 95 | 142 |
| AFF | 38 | 100 |
- Active Ability — Unbreakable: Grants invincibility to lead card for 1 turn. All other allies gain 30% damage reduction. Cooldown: 5 turns.
- Passive 1 — Iron Will: Reflects 20% of damage taken back to the attacker.
- Passive 2 — Guardian Vow: +20% DEF for all Ivan cards in deck.
- Affinity Bonus: +20% DEF for all Ivan cards in deck.
Frozen Resolve
| Stat | Base (Lv.1) | Max (Lv.90 +15) |
|---|
| ATK | 350 | 920 |
| DEF | 420 | 850 |
| HP | 2,100 | 5,000 |
| SPD | 92 | 138 |
| AFF | 30 | 82 |
- Active Ability — Absolute Zero: Freezes target for 2 turns (cannot act). Cooldown: 5 turns.
- Passive — Frostbite: Frozen enemies take 25% more damage from all sources.
- Affinity Bonus: +15% damage reduction for the team.
Ivan SR Cards
Winter Guard
| Stat | Base (Lv.1) | Max (Lv.70 +10) |
|---|
| ATK | 180 | 500 |
| DEF | 340 | 550 |
| HP | 1,400 | 3,000 |
| SPD | 85 | 125 |
| AFF | 25 | 65 |
- Active Ability — Frost Shield: Shields all allies for 20% of Ivan DEF for 2 turns. Cooldown: 3 turns.
- Passive — Endurance: When HP drops below 30%, gain 50% damage reduction for 1 turn.
Ice Barrier
| Stat | Base (Lv.1) | Max (Lv.70 +10) |
|---|
| ATK | 200 | 520 |
| DEF | 300 | 500 |
| HP | 1,300 | 2,800 |
| SPD | 88 | 128 |
| AFF | 20 | 55 |
- Active Ability — Shatter: Deals 120% ATK and has 35% chance to freeze target for 1 turn. Cooldown: 3 turns.
- Passive — Frozen Armor: Ivan gains 10% DEF when any enemy is frozen.
Liam Cards
Liam is the warm, mysterious healer whose cards combine restoration, card draw, and element-based abilities. His decks excel at sustained encounters and combo strategies.
Liam SSR Cards
Whispered Dawn
| Stat | Base (Lv.1) | Max (Lv.90 +15) |
|---|
| ATK | 280 | 850 |
| DEF | 320 | 650 |
| HP | 2,000 | 4,800 |
| SPD | 100 | 148 |
| AFF | 42 | 108 |
- Active Ability — Morning Light: Heals full team for 30% max HP and dispels all debuffs. Cooldown: 4 turns.
- Passive 1 — Whispered Insight: When a Liam card is played, 30% chance to draw an additional card from your deck.
- Passive 2 — Healing Affinity: +25% healing effectiveness for all Liam cards.
- Affinity Bonus: +25% healing effectiveness for Liam cards in deck.
Restless Tide
| Stat | Base (Lv.1) | Max (Lv.90 +15) |
|---|
| ATK | 380 | 1,000 |
| DEF | 280 | 600 |
| HP | 1,600 | 3,800 |
| SPD | 105 | 155 |
| AFF | 28 | 78 |
- Active Ability — Tidal Surge: Deals 180% AoE water damage to all enemies. Cooldown: 4 turns.
- Passive — Rising Tide: Water-element cards gain +5% ATK per wave of enemies cleared.
- Affinity Bonus: +10% water-element card ATK.
Liam SR Cards
Gentle Rain
| Stat | Base (Lv.1) | Max (Lv.70 +10) |
|---|
| ATK | 160 | 480 |
| DEF | 260 | 480 |
| HP | 1,300 | 2,900 |
| SPD | 92 | 132 |
| AFF | 30 | 72 |
- Active Ability — Soothing Rain: Heals team for 20% max HP over 2 turns. Cooldown: 3 turns.
- Passive — Renewal: At the start of each turn, Liam has 15% chance to heal 5% HP to the lowest HP ally.
Tidal Whisper
| Stat | Base (Lv.1) | Max (Lv.70 +10) |
|---|
| ATK | 260 | 700 |
| DEF | 200 | 400 |
| HP | 900 | 2,000 |
| SPD | 100 | 144 |
| AFF | 22 | 58 |
- Active Ability — Current: Deals 140% water damage and draws 1 card. Cooldown: 3 turns.
- Passive — Flow: When Liam draws a card, 10% chance to reduce all cooldowns by 1 turn.
Card Enhancement and Upgrade Paths
Enhancing cards requires duplicate copies or universal enhancement materials. The enhancement system follows a tiered structure:
| Enhancement Level | Material Cost | Effect |
|---|
| +1 to +3 | 1 duplicate or 50 Enhancement Shards | +5% base stats per level |
| +4 to +6 | 2 duplicates or 150 Enhancement Shards | +8% base stats per level, unlock secondary stat slot |
| +7 to +9 | 3 duplicates or 300 Enhancement Shards | +12% base stats per level, unlock second passive slot |
| +10 to +15 | 5 duplicates or 500 Enhancement Shards | +15% base stats per level, max enhancement bonuses |
The choice between using duplicates or shards depends on your collection goals. Using duplicates means you cannot unlock the card scene a second time, while shards are a universal but rarer resource. For SSR cards, using shards is almost always the better choice since duplicates are extremely valuable for the pity exchange system.
Building Synergistic Decks
Understanding individual card stats is only half the equation. The real power comes from building decks where cards amplify each other. Here are the three core synergy patterns:
- Character Stacking: Running 3-5 cards of the same character activates affinity bonuses that can multiply card performance by 25-50%.
- Role Synergy: Combining a dedicated healer (Vincent/Liam) with a burst damage dealer (Ryan) and a controller (Zachary) creates a balanced team.
- Elemental Chain: Cards of the same element trigger chain bonuses when played in sequence, adding bonus damage or effects to subsequent abilities.
For detailed deck-building strategies, refer to our Best Deck Builds guide. For card rankings and meta analysis, see our Card Tier List.