Ironclad — Slay the Spire 2 Character Guide | Spire Guide | Spire Guide

Ironclad

beginner

Frontline Warrior●●○○○Easy

Hit hard, tank harder, and turn pain into power

Playstyle: aggro· Strong early, scales to infinity

84
Cards in Pool
3
Starting Deck
7
Guides
35
Rare Cards

Core Mechanics

💪

Strength Scaling

+1 damage per Strength on attacks

Multiply Strength with multi-hit attacks like Sword Boomerang and Pummel

🔥

Exhaust Synergy

Thins deck while generating block/draw

Corruption + Dark Embrace + Feel No Pain is an infinite engine

🩸

Self-Damage

Pay HP for powerful effects

Offering and Hemokinesis are strong — HP is a resource, not a score

❤️

Sustain

Recover HP through specific cards

Reaper with high Strength provides full heals in multi-enemy fights

Starting Deck

Ironclad begins each run with these 3 card types (10 total cards). Smart early picks and upgrades depend on knowing your starting deck.

Strategy Timeline

🏰

Act 1

Goal

Draft front-loaded damage for Elite fights

Priority Picks

sword-boomerangpommel-striketwin-strikeangerclotheslineuppercut

Upgrade Order

Bash → Uppercut → Sword Boomerang

Elite Tactics

Fight all three elites if possible — Ironclad's starting HP pool and Burning Blood make him the best elite farmer

🌆

Act 2

Goal

Pick a scaling engine and commit

Priority Picks

demon-formcorruptioninflamespot-weaknessflame-barrierreaper

Upgrade Order

Demon Form → Spot Weakness → Flame Barrier

Elite Tactics

Book of Stabbing is easy with Disarm. Gremlin Leader requires AoE (Cleave/Whirlwind)

🗼

Act 3

Goal

Maximize scaling speed, add draw consistency

Priority Picks

limit-breakofferingbattle-tranceseeing-reddark-embrace

Upgrade Order

Limit Break → Offering → Battle Trance

Elite Tactics

Giant Head demands fast scaling. Nemesis punishes inconsistent block — have Impervious or Flame Barrier ready

Archetypes & Builds

Demon Form Strength

beginnerIronclad

Strategy

Stack infinite Strength with Demon Form, then one-shot everything. Most straightforward build — play Power cards early, attack late.

Corruption Exhaust Engine

intermediateIronclad

Strategy

Corruption makes all Skills cost 0. Dark Embrace draws on exhaust. Feel No Pain generates block. Together they create infinite turns.

Self-Damage Berserker

advancedIronclad

Strategy

Convert HP into power. Rupture gives Strength whenever you lose HP. Self-Forming Clay blocks after you take self-damage. High-risk, high-reward.

Entrench Block

beginnerIronclad

Strategy

Barricade keeps block between turns. Entrench doubles it. Body Slam converts block to damage. Slow but nearly invincible.

Relic Tier List

S

Run-defining

🔥Brimstone

+2 Strength per turn, enemies also gain +1. Pure aggression.

🌿Dead Branch

Every exhausted card generates a new one. Infinite value with Corruption.

🧱Self-Forming Clay

Gain block when you lose HP. Triggers on self-damage.

A

Strong synergy

💀Red Skull

+3 Strength when below 50% HP. Synergizes with self-damage.

⚱️Charon's Ashes

Deal 3 damage to all enemies when you exhaust a card.

🌸Magic Flower

Healing is 50% more effective. Buffs Burning Blood and Reaper.

B

Situationally good

🏆Champion Belt

Apply 1 Vulnerable to all enemies at combat start.

🐸Paper Phrog

Enemies with Vulnerable take 75% more damage instead of 50%.

Common Pitfalls

Over-drafting Attack cards

critical

Ironclad already has 5 Strikes. You need scaling and block, not more basic attacks.

Ignoring card draw

high

Ironclad's starting draw is terrible. Prioritize Battle Trance, Offering, or Pommel Strike+.

Demon Form in Act 1

medium

A 3-cost Power with no immediate impact kills you in hallway fights. Take it late Act 1 at the earliest.

HP hoarding

medium

Burning Blood heals 6 HP after every combat. Spend HP freely on Offering, Hemokinesis, and events.

Corruption without support

high

Playing Corruption without exhaust synergies burns all your block cards. Get Feel No Pain or Dark Embrace first.

Ironclad Strategy Guides(7)

Build Guide

Ironclad Entrench Block Build — Best Cards & Relics

Complete Entrench Block build guide for Ironclad in Slay the Spire 2. Core cards, relic priorities, act-by-act strategy, and matchup advice.

Build Guide

Ironclad Self-Damage Berserker Build — Best Cards & Relics

Complete Self-Damage Berserker build guide for Ironclad in Slay the Spire 2. Core cards, relic priorities, act-by-act strategy, and matchup advice.

Build Guide

Ironclad Strike Deck Build — Perfected Strike & Hellraiser Guide

Complete Perfected Strike and Hellraiser build guide for Ironclad in Slay the Spire 2. Master the Strike archetype, auto-play combos, and deck-thinning strategy.

Build Guide

Ironclad Vulnerable Aggro Build — Dismantle, Cruelty & Colossus Guide

Complete Vulnerable Aggro build guide for Ironclad in Slay the Spire 2. Master the Dismantle double-hit, Cruelty multiplier, and Colossus defense. Best cards, relics, and act-by-act strategy.

Build Guide

Ironclad Exhaust Engine Build — Corruption & Dark Embrace Synergy

Complete Exhaust engine build guide for Ironclad in Slay the Spire 2. Corruption, Dark Embrace, Feel No Pain synergies, relic priorities, and detailed floor-by-floor strategy.

Build Guide

Ironclad Demon Form Strength Build — Best Cards & Relics

Complete Demon Form Strength build guide for Ironclad in Slay the Spire 2. Core cards, relic priorities, act-by-act strategy, and matchup advice.

Character Overview

Ironclad Character Overview — Strengths, Weaknesses & Playstyle

Complete Ironclad overview for Slay the Spire 2. Learn the Ironclad's core mechanics, best cards, relic synergies, and how to build around Strength scaling and Exhaust engines.

Card Pool(81 cards)

All 81 cards Ironclad can obtain during a run, grouped by rarity.

Uncommon(26 cards)

Aggression

Aggression

P

At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.

Barricade

Barricade

P

Block is not removed at the start of your turn.

Brand

Brand

S

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

Cascade

Cascade

S

Play the top X cards of your Draw Pile.

Colossus

Colossus

S

Gain 5 Block. You receive 50% less damage from Vulnerable enemies this turn.

Conflagration

Conflagration

A

Deal 2 damage to ALL enemies 4 times.

Crimson Mantle

Crimson Mantle

P

At the start of your turn, lose 1 HP and gain 8 Block.

Cruelty

Cruelty

P

Vulnerable enemies take an additional 25% damage.

Dark Embrace

Dark Embrace

P

Whenever a card is Exhausted, draw 1 card.

Demon Form

Demon Form

P

At the start of your turn, gain 2 Strength.

Feed

Feed

A

Deal 10 damage. If Fatal, raise your Max HP by 3.

Fiend Fire

Fiend Fire

A

Exhaust your Hand. Deal 7 damage for each card Exhausted.

Hellraiser

Hellraiser

P

Whenever you draw a card containing “Strike”, it is played against a random enemy.

Impervious

Impervious

S

Gain 30 Block.

Juggernaut

Juggernaut

P

Whenever you gain Block, deal 6 damage to a random enemy.

Mangle

Mangle

A

Deal 15 damage. Enemy loses 10 Strength this turn.

Offering

Offering

S

Lose 6 HP. Gain . Draw 3 cards.

One-Two Punch

One-Two Punch

S

This turn, your next Attack is played an extra time.

Pact's End

Pact's End

A

If you have 3 or more cards in your Exhaust Pile, deal 17 damage to ALL enemies.

Primal Force

Primal Force

S

Transform all Attacks in your Hand into Giant Rock.

Pyre

Pyre

P

Gain at the start of each turn.

Stoke

Stoke

S

Exhaust your Hand. Add 1 random card into your Hand for each card Exhausted.

Tank

Tank

P

Take double damage from enemies. Allies take half damage from enemies.

Tear Asunder

Tear Asunder

A

Deal 5 damage. Hits an additional time for each time you lost HP this combat.

Thrash

Thrash

A

Deal 4 damage twice. Exhaust a random Attack in your Hand and add its damage to this card.

Unmovable

Unmovable

P

The first time you gain Block from a card each turn, double the amount gained.

Rare(35 cards)

Ashen Strike

Ashen Strike

A

Deal 6 damage. Deals 3 additional damage for each card in your Exhaust Pile.

Battle Trance

Battle Trance

S

Draw 3 cards. You cannot draw additional cards this turn.

Bludgeon

Bludgeon

A

Deal 32 damage.

Bully

Bully

A

Deal 4 damage. Deals 2 additional damage for each Vulnerable on the enemy.

Burning Pact

Burning Pact

S

Exhaust 1 card. Draw 2 cards.

Demonic Shield

Demonic Shield

S

Lose 1 HP. Give another player Block equal to your Block.

Dismantle

Dismantle

A

Deal 8 damage. If the enemy is Vulnerable, hits twice.

Dominate

Dominate

S

Apply 1 Vulnerable. Gain 1 Strength for each Vulnerable on the enemy.

Drum of Battle

Drum of Battle

P

Draw 2 cards. When this card is Exhausted, gain .

Evil Eye

Evil Eye

S

Gain 8 Block. Gain another 8 Block if you have Exhausted a card this turn.

Expect a Fight

Expect a Fight

S

Gain for each Attack in your Hand. You cannot gain additional this turn.

Feel No Pain

Feel No Pain

P

Whenever a card is Exhausted, gain 3 Block.

Fight Me!

Fight Me!

A

Deal 5 damage twice. Gain 3 Strength. The enemy gains 1 Strength.

Flame Barrier

Flame Barrier

S

Gain 12 Block. Whenever you are attacked this turn, deal 4 damage back.

Forgotten Ritual

Forgotten Ritual

S

If you Exhausted a card this turn, gain .

Grapple

Grapple

A

Deal 7 damage. Whenever you gain Block this turn, deal 5 damage to the enemy.

Hemokinesis

Hemokinesis

A

Lose 2 HP. Deal 15 damage.

Howl from Beyond

Howl from Beyond

A

Deal 16 damage to ALL enemies. At the end of your turn, if this is in your Exhaust Pile, play it.

Infernal Blade

Infernal Blade

S

Add a random Attack into your Hand. It's free to play this turn.

Inferno

Inferno

P

At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Inflame

Inflame

P

Gain 2 Strength.

Juggling

Juggling

P

Add a copy of the third Attack you play each turn into your Hand.

Pillage

Pillage

A

Deal 6 damage. Draw cards until you draw a non-Attack card.

Rage

Rage

S

Whenever you play an Attack this turn, gain 3 Block.

Rampage

Rampage

A

Deal 9 damage. Increase this card's damage by 5 this combat.

Rupture

Rupture

P

Whenever you lose HP on your turn, gain 1 Strength.

Second Wind

Second Wind

S

Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.

Spite

Spite

A

Deal 5 damage. If you lost HP this turn, hits 2 times.

Stampede

Stampede

P

At the end of your turn, 1 random Attack in your Hand is played against a random enemy.

Stomp

Stomp

A

Deal 12 damage to ALL enemies. Costs 1 less for each Attack played this turn.

Stone Armor

Stone Armor

P

Gain 4 Plating.

Taunt

Taunt

S

Gain 7 Block. Apply 1 Vulnerable.

Unrelenting

Unrelenting

A

Deal 14 damage. The next Attack you play costs 0 .

Uppercut

Uppercut

A

Deal 13 damage. Apply 1 Weak. Apply 1 Vulnerable.

Vicious

Vicious

P

Whenever you apply Vulnerable, draw 1 card.