The Ironclad
The Ironclad
Guide 80 HP · 3 Energy

The Ironclad

The Ironclad is the bruiser of Slay the Spire 2. His cards revolve around HP manipulation, Strength scaling, and Exhaust synergies. Burning Blood heals him after every combat, making him forgiving for newer players while still offering deep build variety.

Starting Relic: Burning Blood — heals for a small amount at the end of each combat.

Strengths

  • + Easy to pilot and beginner friendly
  • + Heals after combat via Burning Blood
  • + Straightforward Strength scaling mechanics
  • + High damage ceiling with multi-hit attacks

Weaknesses

  • - Exhaust can be awkward to manage
  • - Self-damage builds require careful HP management
  • - Relies on setup turns for scaling builds
  • - Vulnerable to enemies that remove buffs
01

Strength Build

Strength remains the Ironclad's primary scaling method. Buff Strength with cheap generators, then leverage multi-hit attacks where each hit benefits from the bonus. Simple to pilot and effective at all Ascension levels.

Core Cards

Inflame
Inflame
Core
Power · Uncommon · 1 Energy

Cheap Strength generator — play early for immediate value

Whirlwind
Whirlwind
Core
Attack · Uncommon · X Energy · 5 DMG

Best multi-hit card with AoE — scales with both Strength and Energy

Early Pick Cards

Twin Strike
Twin Strike
Early Pick
Attack · Common · 1 Energy · 5×2 DMG

Hits twice, each benefiting from Strength

Thrash
Thrash
Early Pick
Attack · Rare · 1 Energy · 4×2 DMG

Multi-hit attack that scales with Strength on each hit

Payoff Cards

Demon Form
Demon Form
Payoff
Power · Rare · 3 Energy

Best passive Strength generation, but requires setup turn

Brand
Brand
Payoff
Skill · Rare · 0 Energy

Thins your deck of Strikes/Defends and scales with Rupture

Key Relics

Anchor
Anchor Common

Free Block on turn 1 — buys time to set up Demon Form

Brimstone
Brimstone Shop

Risk/reward — huge Strength but enemies gain some too

Sword of Jade
Sword of Jade Event

Free Strength with no downside

02

Block Build

Stack Block with Barricade, Stone Armor, and defensive powers, then convert your massive Block into damage with Body Slam. Very safe once online, but slow to set up — prioritize defensive cards early.

Core Cards

Barricade
Barricade
Core
Power · Rare · 3 Energy

Core power — Block no longer resets at start of turn

Body Slam
Body Slam
Core
Attack · Common · 1 Energy

Converts your entire Block stack into damage — the win condition

Impervious
Impervious
Core
Skill · Rare · 2 Energy · 30 BLK

Massive single-turn Block — great for surviving big hits

Early Pick Cards

Stone Armor
Stone Armor
Early Pick
Power · Uncommon · 1 Energy

Gives Plating for passive Block every turn

Shrug It Off
Shrug It Off
Early Pick
Skill · Common · 1 Energy · 8 BLK

Solid Block + card draw — always useful

Key Relics

Anchor
Anchor Common

Free Block on turn 1 — stacks with Barricade

Horn Cleat
Horn Cleat Uncommon

Block on turn 1 — helps survive until setup is complete

Permafrost
Permafrost Common

Adds passive Block generation each turn

03

Exhaust Build

Thin your deck mid-combat by Exhausting cards, triggering powerful on-exhaust effects. Corruption makes all Skills free but Exhausts them — pair with Feel No Pain for Block and Dark Embrace for draw. High skill ceiling but devastating when assembled.

Core Cards

Corruption
Corruption
Core
Power · Ancient · 3 Energy

Makes all Skills cost 0 but Exhausts them — the engine

Dark Embrace
Dark Embrace
Core
Power · Rare · 2 Energy

Draw a card whenever you Exhaust — keeps your hand full

Feel No Pain
Feel No Pain
Core
Power · Uncommon · 1 Energy

Gain Block on every Exhaust — your defense while comboing

Early Pick Cards

Second Wind
Second Wind
Early Pick
Skill · Uncommon · 1 Energy · 5 BLK

Exhausts all non-Attack cards for Block — great with Corruption

Payoff Cards

Fiend Fire
Fiend Fire
Payoff
Attack · Rare · 2 Energy · 7 DMG

Exhausts entire hand for massive single-target damage

Key Relics

Charon's Ashes
Charon's Ashes Rare

Deals damage to all enemies whenever you Exhaust a card

Burning Blood
Burning Blood Starter

Post-combat heal offsets any chip damage from aggressive plays

04

Bloodletting Build

Trade HP for power. Self-damage cards like Offering and Bloodletting trigger Rupture for permanent Strength gains. Burning Blood helps offset the HP cost. High risk, high reward — the most aggressive Ironclad archetype.

Core Cards

Rupture
Rupture
Core
Power · Uncommon · 1 Energy

Gains Strength whenever you lose HP from a card — the payoff engine

Offering
Offering
Core
Skill · Rare · 0 Energy

Lose HP to draw 3 and gain Energy — one of the best cards in the game

Early Pick Cards

Hemokinesis
Hemokinesis
Early Pick
Attack · Uncommon · 1 Energy · 14 DMG

Lose HP to deal high damage — triggers Rupture

Bloodletting
Bloodletting
Early Pick
Skill · Common · 0 Energy

Lose HP to gain Energy — triggers Rupture and accelerates turns

Rage
Rage
Early Pick
Skill · Uncommon · 0 Energy

Gain Block whenever you play an Attack — sustain while going aggressive

Key Relics

Burning Blood
Burning Blood Starter

Post-combat heal offsets the self-damage — essential for consistency

Red Skull
Red Skull Common

Bonus Strength when at low HP — synergizes naturally with self-damage

Boss Matchups

Ceremonial Beast

Ceremonial Beast

Medium

Strength scaling races the Beast before it buffs. Burst during stun windows. Flame Barrier punishes multi-attacks. Watch for Ringing turns limiting you to 1 card.

Vantom

Vantom

Easy

Multi-hit attacks like Whirlwind strip Slippery stacks fast. Save Block for Turn 3 Dismember (27 dmg). Burst on Turn 4 safe window.

Lagavulin Matriarch

Lagavulin Matriarch

Medium

Use her 3 sleep turns to set up Demon Form or Barricade. Front-load damage once she wakes. She debuffs Strength — Block builds are safer.

Soul Fysh

Soul Fysh

Easy

Play Beckon cards immediately to avoid unblockable damage. Don’t waste attacks during Intangible phases. Concentrate damage on turns 2-3.

Waterfall Giant

Waterfall Giant

Easy

Big HP pool but predictable. Stack Strength and burst with Whirlwind. Save Block for the explosion turn when he dies at 0 HP.

Crusher

Crusher

Medium

Always face the attacking claw. Kill Rocket first (higher damage), then burst Crusher. Flame Barrier and Shrug It Off are premium.

Knowledge Demon

Knowledge Demon

Hard

Play aggressively — Ponder heals 30 HP + Strength. Pick Disintegration if your build is fast. Save Offering for burst turns.

The Insatiable

The Insatiable

Medium

Pure DPS race — Sandpit counter kills you at 0. Always play Frantic Escape cards. Never use random Exhaust (may remove Escapes).

Queen

Queen

Hard

Kill the Amalgam first (before turn 10). Whirlwind clears adds while Strength handles Queen. Plan around Chains locking 3 cards.

Doormaker

Doormaker

Medium

Multiple phases — Doormaker HP persists between cycles. Barricade/Body Slam is safest. Burst during the stun turn after Door transforms.

Draft Priority

01
Act 1

Raw damage and basic defense. Need to kill Elites fast.

02
Act 2

Start building your archetype. Key Powers define the rest of the run.

03
Act 3+

Win conditions and boss-killers. Skip anything that doesn't directly support your build.

?
Offering (if missing)

Ascension Tips

1

A1-4: Ironclad is forgiving. Take strong Attacks early, rely on Burning Blood healing. Fight Elites for relics.

Burning Blood
Burning Blood
2

A5: You start with Ascender's Bane curse. Remove it at the first shop — a dead card in your deck costs you turns.

Burning Blood
Burning Blood
3

A6-7: Fewer Rest Sites and rarer upgrades. Strength + Block hybrid is the most consistent. Don't rely on finding specific Rares.

Girya
Girya
Anchor
Anchor
4

A8-9: Enemies have more HP and deal more damage. Draft defensively — Flame Barrier and Shrug It Off are premium picks.

Anchor
Anchor
Captain's Wheel
Captain's Wheel
5

A10: Double boss at Act 3 end. Barricade/Body Slam is the safest boss-killer. Deck must handle two full fights back-to-back.

Captain's Wheel
Captain's Wheel
GGEZ.GG · Slay the Spire 2 · Early Access · March 2026
Fan site — not affiliated with Mega Crit · r/slaythespire