Ironclad
beginnerFrontline Warrior●●○○○Easy
Hit hard, tank harder, and turn pain into power
Playstyle: aggro· Strong early, scales to infinity
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
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
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
Upgrade Order
Limit Break → Offering → Battle Trance
Elite Tactics
Giant Head demands fast scaling. Nemesis punishes inconsistent block — have Impervious or Flame Barrier ready
Act 1
Goal
Draft front-loaded damage for Elite fights
Priority Picks
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
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
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
Core Cards
Strategy
Stack infinite Strength with Demon Form, then one-shot everything. Most straightforward build — play Power cards early, attack late.
Corruption Exhaust Engine
Key Relics
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
Core Cards
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
Key Relics
Strategy
Barricade keeps block between turns. Entrench doubles it. Body Slam converts block to damage. Slow but nearly invincible.
Relic Tier List
Run-defining
+2 Strength per turn, enemies also gain +1. Pure aggression.
Every exhausted card generates a new one. Infinite value with Corruption.
Gain block when you lose HP. Triggers on self-damage.
Strong synergy
+3 Strength when below 50% HP. Synergizes with self-damage.
Deal 3 damage to all enemies when you exhaust a card.
Healing is 50% more effective. Buffs Burning Blood and Reaper.
Situationally good
Apply 1 Vulnerable to all enemies at combat start.
Enemies with Vulnerable take 75% more damage instead of 50%.
Common Pitfalls
Over-drafting Attack cards
criticalIronclad already has 5 Strikes. You need scaling and block, not more basic attacks.
Ignoring card draw
highIronclad's starting draw is terrible. Prioritize Battle Trance, Offering, or Pommel Strike+.
Demon Form in Act 1
mediumA 3-cost Power with no immediate impact kills you in hallway fights. Take it late Act 1 at the earliest.
HP hoarding
mediumBurning Blood heals 6 HP after every combat. Spend HP freely on Offering, Hemokinesis, and events.
Corruption without support
highPlaying Corruption without exhaust synergies burns all your block cards. Get Feel No Pain or Dark Embrace first.
Ironclad Strategy Guides(7)
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.
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.
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.
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.
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.
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.
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.
Common(20 cards)

Anger
ADeal 6 damage. Add a copy of this card into your Discard Pile.

Armaments
SGain 5 Block. Upgrade a card in your Hand.

Blood Wall
SLose 2 HP. Gain 16 Block.

Bloodletting
SLose 3 HP. Gain .

Body Slam
ADeal damage equal to your Block.

Breakthrough
ALose 1 HP. Deal 9 damage to ALL enemies.

Cinder
ADeal 18 damage. Exhaust 1 card at random.

Havoc
SPlay the top card of your Draw Pile and Exhaust it.

Headbutt
ADeal 9 damage. Put a card from your Discard Pile on top of your Draw Pile.

Iron Wave
AGain 5 Block. Deal 5 damage.

Molten Fist
ADeal 10 damage. Double the enemy's Vulnerable.

Perfected Strike
ADeal 6 damage. Deals 2 additional damage for ALL your cards containing “Strike”.

Pommel Strike
ADeal 9 damage. Draw 1 card.

Setup Strike
ADeal 7 damage. Gain 2 Strength this turn.

Shrug It Off
SGain 8 Block. Draw 1 card.

Sword Boomerang
ADeal 3 damage to a random enemy 3 times.

Thunderclap
ADeal 4 damage and apply 1 Vulnerable to ALL enemies.

Tremble
SApply 3 Vulnerable.

True Grit
SGain 7 Block. Exhaust 1 card at random.

Twin Strike
ADeal 5 damage twice.
Uncommon(26 cards)

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

Barricade
PBlock is not removed at the start of your turn.

Brand
SLose 1 HP. Exhaust 1 card. Gain 1 Strength.

Cascade
SPlay the top X cards of your Draw Pile.

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

Conflagration
ADeal 2 damage to ALL enemies 4 times.

Crimson Mantle
PAt the start of your turn, lose 1 HP and gain 8 Block.

Cruelty
PVulnerable enemies take an additional 25% damage.

Dark Embrace
PWhenever a card is Exhausted, draw 1 card.

Demon Form
PAt the start of your turn, gain 2 Strength.

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

Fiend Fire
AExhaust your Hand. Deal 7 damage for each card Exhausted.

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

Impervious
SGain 30 Block.

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

Mangle
ADeal 15 damage. Enemy loses 10 Strength this turn.

Offering
SLose 6 HP. Gain . Draw 3 cards.

One-Two Punch
SThis turn, your next Attack is played an extra time.

Pact's End
AIf you have 3 or more cards in your Exhaust Pile, deal 17 damage to ALL enemies.

Primal Force
STransform all Attacks in your Hand into Giant Rock.

Pyre
PGain at the start of each turn.

Stoke
SExhaust your Hand. Add 1 random card into your Hand for each card Exhausted.

Tank
PTake double damage from enemies. Allies take half damage from enemies.

Tear Asunder
ADeal 5 damage. Hits an additional time for each time you lost HP this combat.

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

Unmovable
PThe first time you gain Block from a card each turn, double the amount gained.
Rare(35 cards)

Ashen Strike
ADeal 6 damage. Deals 3 additional damage for each card in your Exhaust Pile.

Battle Trance
SDraw 3 cards. You cannot draw additional cards this turn.

Bludgeon
ADeal 32 damage.

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

Burning Pact
SExhaust 1 card. Draw 2 cards.

Demonic Shield
SLose 1 HP. Give another player Block equal to your Block.

Dismantle
ADeal 8 damage. If the enemy is Vulnerable, hits twice.

Dominate
SApply 1 Vulnerable. Gain 1 Strength for each Vulnerable on the enemy.

Drum of Battle
PDraw 2 cards. When this card is Exhausted, gain .

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

Expect a Fight
SGain for each Attack in your Hand. You cannot gain additional this turn.

Feel No Pain
PWhenever a card is Exhausted, gain 3 Block.

Fight Me!
ADeal 5 damage twice. Gain 3 Strength. The enemy gains 1 Strength.

Flame Barrier
SGain 12 Block. Whenever you are attacked this turn, deal 4 damage back.

Forgotten Ritual
SIf you Exhausted a card this turn, gain .

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

Hemokinesis
ALose 2 HP. Deal 15 damage.

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

Infernal Blade
SAdd a random Attack into your Hand. It's free to play this turn.

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

Inflame
PGain 2 Strength.

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

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

Rage
SWhenever you play an Attack this turn, gain 3 Block.

Rampage
ADeal 9 damage. Increase this card's damage by 5 this combat.

Rupture
PWhenever you lose HP on your turn, gain 1 Strength.

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

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

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

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

Stone Armor
PGain 4 Plating.

Taunt
SGain 7 Block. Apply 1 Vulnerable.

Unrelenting
ADeal 14 damage. The next Attack you play costs 0 .

Uppercut
ADeal 13 damage. Apply 1 Weak. Apply 1 Vulnerable.

Vicious
PWhenever you apply Vulnerable, draw 1 card.

