
“The last soldier of the Ironclads. Crushes foes with sword and flame against his will.”
A battle-hardened warrior who sold his soul to harness demonic power. Excels at raw strength and self-healing through combat. His Burning Blood relic restores 6 HP after every fight, making him forgiving for newer players.
Resource System: Standard Energy (3 per turn). No secondary resource — pure strength and block management.
Unlock: Available from the start.
Best For: New players learning Slay the Spire 2 fundamentals. His high HP and healing forgive early mistakes.
The Ironclad is the quintessential warrior of Slay the Spire 2 — a bruiser who thrives on raw power, self-sustain, and overwhelming force. His core identity revolves around the Strength buff, which adds flat damage to every single hit of every attack card he plays. This means that multi-hit attacks like Sword Boomerang, Twin Strike, and the devastating Whirlwind scale exponentially with Strength stacking. A single Inflame gives +2 Strength permanently, and Demon Form grants +2-3 Strength at the start of every turn. With enough Strength buffs online, even a humble Strike deals lethal damage.
The Ironclad's Burning Blood starting relic is arguably the most beginner-friendly relic in the entire game.
After every combat encounter, Burning Blood restores 6 HP automatically. In a game where healing opportunities are scarce and rest sites force a choice between healing and upgrading cards, having passive post-combat healing is enormously valuable. It means the Ironclad can afford to take chip damage during fights without spiraling into dangerous HP territory, giving new players more room to learn enemy patterns and combat timing.
The Exhaust mechanic is another cornerstone of the Ironclad's toolkit.
Cards like True Grit, Fiend Fire, and Corruption Exhaust other cards from your hand or deck during combat. While this might seem like a downside, it's actually a powerful deck-thinning tool. Cards like Feel No Pain grant Block whenever a card is Exhausted, and Dark Embrace draws a card whenever you Exhaust something. These synergies turn Exhaust into a self-fueling engine that simultaneously thins your deck, generates defense, and draws into your best cards.
Body Slam is a unique attack that deals damage equal to your current Block value.
This converts every point of Block into offensive power, meaning a defensive turn followed by Body Slam can deal massive damage while keeping you safe. When upgraded, Body Slam's cost drops to 0, making it one of the most efficient damage-per-energy cards in the game. Pair it with Barricade (Block doesn't expire at end of turn) for an unstoppable defense-into-offense strategy that scales infinitely.
The Ironclad also has access to the Perfected Strike archetype, where the card Perfected Strike gains +2 damage for every Strike card in your deck. This uniquely rewards keeping Strike cards rather than removing them, creating an alternative deckbuilding philosophy where quantity has a quality all its own. Combined with Hellraiser, which lets you play Strikes for free, and Wild Strike for additional Strike generation, this archetype turns the usually-weak starting cards into a legitimate win condition.
If you just want a simple deck that can carry you through to Act 3, try to pick up and build around Body Slam, which directly converts Block value into offensive punch. Focus on maximum defense, and when you draw a Body Slam (ideally upgraded), use it to slap down whatever's in your way. For more aggressive play, stack Strength through Inflame and Demon Form, then unleash devastating Heavy Blade attacks.
The Ironclad's starting deck consists of 5 Strikes, 4 Defends, and Bash. This is the simplest starting deck in the game with a clear damage/defense split. Your early priority is removing Strikes (they become dead draws as your deck improves) and upgrading Bash for its incredible 3-turn Vulnerable debuff. Look for a Strength source or Body Slam within the first few card rewards to establish your scaling direction.
Strength is the Ironclad's primary scaling mechanic. Each point of Strength adds +1 damage to every hit of every attack card. On multi-hit attacks like Sword Boomerang (3 hits) or Whirlwind (hits for each Energy spent), this bonus multiplies dramatically. Key Strength sources include Inflame (+2 permanent), Demon Form (+2-3 per turn), Spot Weakness (+3 if enemy attacks), and Limit Break (doubles current Strength). A single Limit Break with 10 Strength jumps you to 20 — enough to one-shot most non-boss enemies.
The Ironclad is the only character with reliable passive healing. Burning Blood restores 6 HP after every fight, and Reaper deals damage to all enemies while healing for the total damage dealt. Feed permanently increases max HP when it kills an enemy, creating long-term survivability scaling. Bandage Up adds a heal-on-demand skill, and Bite (from vampirism events) heals 2 HP per play. This self-sustain lets the Ironclad play more aggressively, taking fights other characters might avoid.
Exhaust removes cards from the current combat permanently. While this sounds risky, the Ironclad has multiple payoffs: Feel No Pain grants 3-4 Block per Exhaust, Dark Embrace draws a card per Exhaust, and Corruption makes all Skills cost 0 Energy but Exhaust after use. Combined, these create a deck-thinning engine where playing Skills generates free Block and card draw while naturally cycling to your power cards. Fiend Fire exhausts your entire hand for massive single-target damage.
At 80 starting HP, the Ironclad has the highest base health in Slay the Spire 2. This isn't just a safety net — it's a resource. Higher HP means you can afford to path through more Elite fights in Act 1 to collect powerful relics, take advantageous event options that cost HP, and survive bad draws without ending the run. Feed can push your max HP even higher, sometimes reaching 100+ by Act 3, making the Ironclad the character least likely to die from unlucky RNG.
With 80 HP and Burning Blood's 6 HP post-combat healing, the Ironclad has the largest effective health pool of any character. This lets you take risks other characters can't — pathing through extra Elites, accepting HP-cost events, and weathering bad draws without dying. Feed can push your max HP above 100.
Strength is the most straightforward and powerful scaling mechanic in Slay the Spire 2. With Demon Form providing +2-3 per turn and Limit Break doubling your total, the Ironclad's damage output grows exponentially. Multi-hit attacks multiply this bonus, letting you deal 100+ damage in a single card.
Body Slam converts defense into offense. Exhaust engines thin your deck while generating Block. Strength stacking overwhelms enemies with raw power. Perfected Strike turns basic cards into finishers. The Ironclad has more viable build paths than any other character.
You don't need to manage secondary resources, track orb slots, or balance two currencies. The Ironclad's gameplan is intuitive — get Strength, play attacks, stack Block, win. This simplicity makes him the most consistent character for players learning the game.
Unlike the Silent (who can stack poison immediately) or the Defect (who has orbs from turn 1), the Ironclad needs to find and play Strength cards before his scaling kicks in. Without Inflame or Demon Form, you're stuck dealing base damage for multiple fights.
If you Exhaust key cards accidentally (through Corruption with bad hand ordering or True Grit's random Exhaust), you can lose critical pieces of your engine mid-combat with no way to recover them. Exhaust builds require careful hand management.
Compared to the Defect's Lightning AoE or the Silent's Noxious Fumes, the Ironclad has fewer efficient ways to handle multiple enemies simultaneously. Whirlwind requires high Energy, and Reaper requires high Strength. Many fights with 3+ enemies are harder for the Ironclad.
Demon Form, Barricade, Corruption, and Feel No Pain are the cards that make Ironclad builds truly powerful. If these rare cards don't appear in card rewards, the Ironclad can feel underpowered compared to characters with more reliable common-rarity scaling.
The Ironclad's starting deck consists of 5 Strikes, 4 Defends, and Bash. This is the simplest starting deck in the game with a clear damage/defense split. Your early priority is removing Strikes (they become dead draws as your deck improves) and upgrading Bash for its incredible 3-turn Vulnerable debuff. Look for a Strength source or Body Slam within the first few card rewards to establish your scaling direction.
Your basic damage card. Deals 6 damage for 1 Energy. Functional but inefficient — most character-specific attacks outclass it quickly.
Very Low. Strike+ only adds 3 damage. Your upgrade resources are better spent on Bash or power cards.
Remove Strikes at shops as soon as possible. Each Strike removed makes your deck faster and more consistent. Exception: Perfected Strike builds want to keep Strikes.
Your basic Block card. Provides 5 Block for 1 Energy. Necessary for survival but quickly outclassed by better defensive options.
Low. Defend+ gives 8 Block, which is decent but not game-changing. Upgrade only if you have nothing better to upgrade.
Replace with cards like Shrug It Off (Block + card draw), True Grit (Block + Exhaust), or Iron Wave (Block + damage). Keep 2-3 until you have replacements.
Deals 8 damage and applies 2 turns of Vulnerable. Vulnerable makes enemies take 50% more damage from all attacks — this is your best scaling enabler in the early game.
Highest Priority. Bash+ applies 3 turns of Vulnerable instead of 2. That extra turn of 50% damage bonus is worth more than upgrading any other starting card.
Rarely replace Bash. Even in late-game decks, a single Vulnerable application card is almost always worth keeping. Only consider replacing if you have abundant Vulnerable from other sources.






Gain 2-3 Strength every turn. This single power card wins runs by itself when played early in a fight.






Block no longer expires at end of turn. Combined with Body Slam, this creates an unbreakable defense-into-offense engine.





All Skills cost 0 Energy but Exhaust. With Dark Embrace and Feel No Pain, this is the most powerful engine in the Ironclad's kit.






Lose 6 HP, gain 2 Energy and draw 3 cards. The best burst card in the game — play it on critical turns for explosive potential.






Kill an enemy to gain 3-4 max HP permanently. Scales your survivability across the entire run, especially powerful in Act 1.






Damage equals your current Block. Upgraded costs 0 Energy. The best payoff card for defensive builds.






Gain 2 permanent Strength. Simple, efficient, and always useful. The most reliable early Strength source.






8 Block + draw 1 card. Block that cycles your deck is always valuable — this is the Ironclad's best common defensive card.






Draw 3 cards but can't draw additional cards this turn. Excellent for setting up explosive turns.






Gain 3-4 Block whenever a card is Exhausted. The cornerstone of Exhaust-based defense strategies.






Draw 1 card whenever a card is Exhausted. Essential for Exhaust engines — keeps your hand full while you thin your deck.
Deal damage to ALL enemies and heal for the total damage dealt. AoE + healing in one card. Incredible with Strength.






Deals damage X times where X is current Energy. Insane with high Strength and Energy generation, but mediocre without both.





Deals 14 damage with 3x Strength multiplier (5x upgraded). Devastating with high Strength but underwhelming at base Strength.
Doubles your current Strength. Exponential scaling but requires existing Strength to be useful. Dead card at 0 Strength.






Exhaust your entire hand, deal 7 damage for each card exhausted. All-in burst card. Synergizes with Feel No Pain.






Exhaust all non-Attack cards in hand, gain Block for each. Great in Exhaust builds, terrible without Exhaust payoffs.






Gains +2 damage per Strike card in deck. Only take if you're committed to a Strike-focused strategy.
Deals 14 damage but only playable if you have no non-Attack cards in hand. Too restrictive for consistent play.
Deals 12 damage but shuffles a Wound (useless card) into your deck. The Wound dilutes future draws.
Can be upgraded multiple times for increasing damage. Fun but uses too many upgrade resources that are better spent elsewhere.
Draw 1 card and put 1 card from hand on top of draw pile. Too slow — better draw options exist.
Start each combat with 1 Strength.
Grants +1 Strength at the start of every combat. Permanent, passive Strength that makes every attack better from turn 1.
At the start of each combat, apply 1 Vulnerable to ALL enemies.
Applies 1 Vulnerable to ALL enemies at the start of combat. Free 50% damage bonus on your crucial first turns.
Start every combat with 4 Plated Armor.
Start every combat with 4 Plated Armor (gain 4 Block each turn). Provides consistent defense while you set up Strength.
Enemies with Weak deal 40% less damage to you rather than 25%.
Weak enemies deal 40% less damage instead of 25%. Stacks with your Bash's Vulnerable to dramatically reduce incoming damage.
Every time you play 3 Attacks in a single turn, gain 1 Strength.
Gain 1 Strength every time you play 3 Attacks in a turn. Snowballs quickly with multi-attack turns and Whirlwind.
While your HP is at or below 50%, you have 3 additional Strength.
Gain 3 Strength when below 50% HP. Synergizes with the Ironclad's healing — you can safely dip below 50% knowing you'll heal back.
At Ascension 1+, Elite fights deal more damage. Use Burning Blood's healing to offset the extra damage — the relics from Elites are crucial for Ascension progression.
Ascension 6 adds the Deadly modifier to some monsters. Having a Body Slam or Fiend Fire ready for burst damage becomes much more important to close out fights quickly.
At Ascension 10+, the Act 1 boss is significantly harder. Rush for a Strength source (Inflame, Spot Weakness) in Act 1 to ensure you can kill the boss before it scales beyond your defenses.
Ascension 15+ reduces healing from all sources. Burning Blood still heals 6 HP, but rest sites heal less. This makes Feed even more valuable — prioritize picking it up and using it on Act 1 hallway fights.
For Ascension 18+, Corruption + Dark Embrace + Feel No Pain is the strongest Ironclad engine. Practice setting up this combo quickly, as fights become too dangerous to play slowly.
At the highest Ascensions, skip Strikes aggressively. Every Strike in your deck is a dead draw that could have been a Shrug It Off or a power card. Spend gold at shops to remove Strikes before buying cards.
The classic Strength scaling build. Stack Strength through Inflame and Demon Form, then unleash devastating Heavy Blade attacks. One of the most consistent and beginner-friendly archetypes in Slay the Spire 2.
This build revolves around accumulating Strength and converting it into massive single-hit damage via Heavy Blade. Inflame provides immediate Strength boosts, while Demon Form ensures infinite scaling in long fights. Offering solves energy and draw problems on key turns.
AA defensive powerhouse that converts Block into lethal damage. Barricade keeps your Block between turns while Body Slam deals damage equal to your current Block. The ultimate 'best defense is a good offense' strategy.
This build flips the usual Ironclad aggression on its head. Instead of stacking Strength, you stack Block — and then Body Slam converts all that Block into massive damage. Barricade is the keystone that lets your Block persist across turns.
ALeverage Exhaust synergies to turn your entire deck into an unstoppable engine. Every exhausted card generates Block, draws cards, and with Dead Branch, creates random replacements. Controlled chaos at its finest.
The Exhaust build treats your deck as fuel. Feel No Pain generates Block, Dark Embrace draws cards, and Corruption makes Skills free while exhausting them. Once the engine is assembled, you can loop through dozens of cards in a single turn.
| Card | Type | Cost | Rarity | Effect |
|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() | Attack | 2 | Basic | |
![]() ![]() ![]() ![]() ![]() ![]() | Skill | 1 | Basic | |
![]() ![]() ![]() ![]() ![]() ![]() | Attack | 1 | Basic | |
![]() ![]() ![]() ![]() ![]() ![]() | Attack | 0 | Common | |
![]() ![]() ![]() ![]() ![]() ![]() | Skill | 1 | Common | |
![]() ![]() ![]() ![]() ![]() ![]() | Skill | 2 | Common | |
![]() ![]() ![]() ![]() ![]() ![]() | Skill | 0 | Common | |
![]() ![]() ![]() ![]() ![]() ![]() | Attack | 1 | Common | |
![]() ![]() ![]() ![]() ![]() ![]() | Attack | 1 | Common | |
![]() ![]() ![]() ![]() ![]() ![]() | Attack | 2 | Common |
The Strength + Body Slam build is the most consistent. Stack Strength through Inflame and Demon Form, generate Block with Shrug It Off and Iron Wave, then use Body Slam (upgraded to 0 cost) to convert your Block into massive damage. Barricade makes this build nearly unbeatable by letting Block persist between turns.
In most cases, yes. Bash+ applies 3 turns of Vulnerable instead of 2, which translates to 50% more damage from all attacks for an extra turn. This is more valuable than upgrading any other starting card. The only exception is if you've already picked up a rare power card like Demon Form that would benefit more from an early upgrade.
Go for Exhaust when you find Corruption and/or Feel No Pain and Dark Embrace early. Go for Strength when you find Demon Form, Inflame, or Limit Break early. Both builds can win runs — commit to whichever archetype you find pieces for first. Mixing both is possible but harder to execute consistently.
Yes, the Ironclad is A-tier at all Ascension levels. While he doesn't have the ceiling of the Silent or Defect, his consistency, self-healing, and multiple viable archetypes make him competitive even at Ascension 20. His forgiving HP pool means fewer runs end to unlucky RNG.
Remove Strikes first in most cases. Defends provide Block, which keeps you alive. Strikes are quickly outclassed by any character-specific attack card. The exception is Body Slam builds where you want maximum Block generation — in that case, remove Strikes and keep all Defends.
Burning Blood is the most consistent starting relic in the game. While it doesn't offer the explosive potential of Ring of the Snake (Silent) or the mechanical depth of Cracked Core (Defect), its reliable 6 HP per fight adds up to 60-80+ HP restored over a full run. This passive healing is why the Ironclad is the best character for learning the game.