All Crests in Silksong & how to get them

Finding crests in Silksong is confusing, and figuring out how to actually use them is worse.

You swap a whole combat style, then the game expects you to read the room with little to no guidance. And though we wouldn’t have it any other way, this guide solves both problems.

First, a quick table with where to get every crest. Then, bite-sized sections that explain how each one plays. No spoilers beyond locations and basics.

All crests & how to get them

Hunter

A balanced, forgiving baseline with one red, one blue, one yellow slot. Swings are quick, arcs are familiar, and the 45-degree down-stab makes pogo tests readable.

It is the safest choice while learning new enemies and rooms. You can later upgrade it to ramp damage as you chain hits without taking a hit, which rewards clean play.

If you want a “do everything pretty well” style that supports testing tools and scouting bosses, start here and only switch when a specific fight or route really calls for it.

Wanderer

A faster, tighter moveset with shorter reach and two yellow slots that favor exploration builds.

Attacks come out snappier, and the straight down-slash makes pogo lines simpler in platform gauntlets. Think of it as a precision kit that trades width for speed.

If Hunter feels too wide or floaty, Wanderer lets you thread gaps and reset quicker between taps.

Reaper

Deliberate, heavy arcs that pay you back with fatter hits and a bind window that causes enemies to drop silk fragments.

Related

The downward cut is wider, so spacing with Dash and timing matter more than with Hunter. Do not mash. Wait, punish, step out. It feels best in fights with obvious tells or arena waves where you can bind, cash silk drops, and snowball tempo.

If a boss’s recovery is generous, you get huge value. If it is hyperactive, you may feel stuck.

Beast

With the beast, you trade normal healing during fury for sustain on hit, which is strong in add-heavy fights or phases where you can keep swinging.

Aerial control feels different, and the down move’s timing needs practice. Treat any height tech as optional spice, not required.

If you like aggression, Beast lets you stay in, heal by attacking, and keep momentum, but it can feel risky in platform-dense routes where safe bind windows are rare.

Witch

Whip-like sweeps with a leech pulse tied to your “heal” action.

One red and one blue slot supports a bruiser setup that sustains through chip damage while clearing groups. Once on, play around the leech radius and commit when you know the swing will complete.

It rewards positioning and crowd control rather than tight duels. If you are sick of backing off to heal, Witch turns that moment into a punish instead.

Architect

Multihit spins chew through health bars, with chargeable lunge and dive for reach and burst.

You can also spend silk to rapidly craft tools, which turns silk into tempo if you manage it well. The catch is resource flow. Plan for silk income through safe hits or phases where you can rebuild.

Architect is a bully in hallways and small arenas, and a boss shredder when you can safely charge mid-motion.

Shaman

Swinging casts forward into blade waves, slowing your swing but extending your reach.

It buffs Silk Skills with runes, so your utility and specials do more work while you poke from midrange. Slot layout is atypical, built around its special tool type rather than pure red aggression.

If you are tired of eating contact damage, Shaman lets you control space and solve rooms without hugging hitboxes.

As long as Steam doesn’t break again, you should be able to enjoy the full game alongside all other half a million players.