Ironclad

Ironclad

The last soldier of the Ironclads. Crushes foes with sword and flame against his will

HP (Base): 80
HP (Ascension): 64

Unlock: Ironclad is one of five characters in Slay the Spire 2, and the only to be unlocked when you first start the game.

Playstyle guide

The Ironclad in Slay the Spire 2 remains the heavy-hitting, resilient frontline of the Spire. He leverages his demonic pact for physical damage and staying power. Cards and playstyle center on HP manipulation, Strength scaling, and Exhaust synergies. He is widely considered the most beginner-friendly character. His starting relic Burning Blood heals a small amount at the end of each combat.

Strengths

  • Easy to pilot with straightforward mechanics
  • Post-combat healing from Burning Blood
  • Beginner-friendly curve and card pool

Weaknesses

  • Exhaust can be awkward to manage without support
  • Simple kit: accessible floor, less extreme high-skill scaling than some characters

Deck directions

Strength build

Strength is the Ironclad’s main scaling axis. Flat damage buffs turn multi-hit attacks into lethal sequences: set up Strength, then slam with cheap attacks—each hit benefits from Strength.

Early commons

  • Twin Strike — solid early damage; Strength applies twice

Early uncommons

  • Fight Me! — Strength plus multi-hit damage
  • Inflame — cheap Strength
  • Rupture — pairs with self-damage / Bloodletting lines
  • Whirlwind — strong multi-hit and AoE with Strength

High synergy

  • Demon Form — best passive Strength; expensive setup
  • Brand — thins Strikes/Defends or Status; scales with Rupture
  • Thrash — multiple hits that consume Strength-boosted strikes for huge scaling

Relics & items

  • Anchor, Horn Cleat, Permafrost — time to set up Demon Form with extra Block
  • Brimstone — risk/reward; often favors the player in Strength shells
  • Ruined Helmet — small Strength bump; rarely build-defining but useful
  • Sword of Jade — free Strength

Tips

  • Vulnerable pairs well with big Strength-backed attacks
  • Extra Energy helps you set up and still attack in the same turn

Block build

Maximize Block and convert it into damage—especially with Body Slam. Barricade lets Block persist so you can stack safely and spike damage.

Early commons

  • Body Slam — primary damage; scales with Block
  • Shrug It Off — defense plus draw; staple in many decks
  • True Grit — Block and deck thinning off Strikes

Early uncommons

  • Flame Barrier — costly Block plus chip damage; strong vs multi-hit enemies
  • Taunt — sets up Body Slam; upgraded applies 2 Vulnerable (great for Colossus)
  • Stone Armor — passive armor over several turns

High synergy

  • Juggernaut — main damage engine beyond Body Slam setups
  • Barricade — keeps Block between turns for consistent Body Slam
  • Crimson Mantle — cheap enabler for Block synergies; watch interaction with Unmovable
  • Impervious — panic Block; much stronger with Barricade and/or Unmovable

Relics & items

  • Cloak Clasp — Block at end of turn; still triggers Juggernaut
  • Fresnel Lens — amplifies Block from cards
  • Vambrace — similar role to Unmovable
  • Sai — simple Block engine
  • Parrying Shield — small extra damage
  • Pael's Legion — Block that stacks especially with Barricade
  • Bronze Scales — reward for face-tanking; fits defensive shells

Tips

  • Passive armor sources like Plating help a lot
  • Weak on enemies (or reducing their Strength) preserves your Block

Exhaust build

Turn Exhaust from a cost into upside with Powers. The classic trio Corruption + Dark Embrace + Feel No Pain cycles Skills for Block and draw; Juggernaut can punish each Exhaust. Without Dead Branch, the deck is faster and more finisher-focused (Ashen Strike, Body Slam, Pact's End).

Early commons

  • Corruption — core of Exhaust synergies
  • True Grit — early Block and Strike removal
  • Body Slam — real damage once Feel No Pain stacks Block

Early uncommons

  • Ashen Strike — late-turn finisher (StS2)
  • Burning Pact — draw; less critical if Dark Embrace is online
  • Evil Eye — often ~1 Energy for a large Block spike
  • Feel No Pain — critical passive Block
  • Forgotten Ritual — free Energy if draw supports it

High synergy

  • Dark Embrace — keeps the engine drawing
  • Brand — free Exhaust; less mandatory with Corruption
  • Offering — premium draw and tempo here
  • Pact's End — 0-cost AoE finisher (StS2)
  • Thrash — strong scaling damage; extra Exhaust upside in this shell

Relics & items

  • Charon's Ashes — AoE on Exhaust
  • Forgotten Soul — smaller Charon's Ashes-style value
  • Burning Sticks — modest "mini Dead Branch" feel
  • Joss Paper — more draw

Tips

  • Vulnerable makes finisher attacks (Body Slam, Pact's End, Ashen Strike) much scarier
  • Skew Skill-heavy so Corruption fuels Feel No Pain and Dark Embrace

Bloodletting build

Self-damage cards trade HP for power. Rupture turns that HP loss into Strength; Inferno turns it into AoE. Multi-hit attacks shine once Strength is stacked.

Early commons

  • Breakthrough — strong AoE for only 1 HP
  • Bloodletting — needs draw support; 3 HP is steep

Early uncommons

  • Rupture — keystone; upgrades double efficiency
  • Inferno — keystone AoE from self-damage
  • Hemokinesis — strong single-target; 2 HP tax

High synergy

  • Crimson Mantle — reliable small self-hit each turn plus Block
  • Brand — trims Strikes; great all-rounder here
  • Offering — high upside, high cost
  • Feed — flat damage intake makes a bigger HP pool valuable
  • Tear Asunder — can close runs with Strength + self-damage

Relics & items

  • Centennial Puzzle — often free turn-1 draw
  • Demon Tongue — excellent with Bloodletting and Offering
  • Self-Forming Clay — Block that adds up from taking hits

Tips

  • Two upgraded Ruptures stack Strength very quickly
  • Crimson Mantle and Inferno guarantee recurring self-damage
  • The Pain curse (1 HP when playing other cards) can actively help this deck

Strike deck

Jam cards with "Strike" in the name to fuel Perfected Strike for big nukes. Easy to start—five Strikes already in the deck— but avoid stuffing every mediocre Strike just for one more Perfected tick.

Early commons

  • Perfected Strike — core; already ~18+ damage early with starter Strikes
  • Twin Strike — efficient damage; double Strength value
  • Pommel Strike — draw
  • Breakthrough — early AoE
  • Tremble — weak card but Vulnerable helps nukes

Early uncommons

  • Taunt — upgraded for 2 Vulnerable
  • Expect a Fight — strong Energy for expensive Perfected Strike turns

High synergy

  • Pyre — more Energy flexibility
  • Hellraiser — redefines the deck; invest in draw (Pommel loops possible)
  • Colossus — defense you otherwise lack
  • Cruelty — payoff if you lean on Vulnerable

Relics & items

  • Strike Dummy — obvious synergy
  • Intimidating Helmet — small Block on big turns
  • Ancient relics that grant Energy

Tips

  • Do not add every Strike-named card—marginal Strikes often hurt more than they help Perfected Strike
  • Sprinkle real Block; don’t rely only on Colossus
  • With spare Energy, Uppercut adds utility

Reference: Mobalytics — Ironclad guide & overview

Starting Relic & Deck

Burning Blood

Heal for 6 HP at the end of combat

Upgraded: Black BloodAt the end of combat, heal 12 HP. Details for this relic will be revealed in the future...

Starting Deck

  • Strike (Ironclad) ×5(Attack)Deal 6 damage.
  • Defend (Ironclad) ×4(Skill)Gain 5 Block.
  • Bash ×1(Attack)Deal 8 damage.Apply 2 Vulnerable.

Cards (90)

Exclusive Relics (7)

Exclusive Potions (3)