Ein defensives Kraftpaket, das Block in tödlichen Schaden umwandelt. Barrikade bewahrt deinen Block zwischen den Zügen.
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: it prevents Block from decaying at end of turn, letting you accumulate hundreds of Block over multiple turns. Impervious provides huge Block bursts, and Shrug It Off offers efficient Block + draw.
In Act 1, pick up defensive cards like Shrug It Off, Iron Wave, and True Grit. Body Slam is usable even before you find Barricade — 15-20 Block turns into decent damage. Armaments is valuable for upgrading key cards in hand. Don't go all-in on defense; you still need ways to deal damage in normal hallway fights. Look for Barricade in shops and card reward screens.
Finding Barricade is the turning point. Once it's in play, every Block card becomes permanent investment. Impervious gives 30 Block (40 upgraded) in a single card play — that's a 40-damage Body Slam next turn. Stone Armor and Crimson Mantle provide passive Block generation. Start removing pure attack cards that don't contribute to the Block engine. Second Wind exhausts Skills to gain Block per exhausted card.
By Act 3 your engine should be fully online: Barricade → stack Block → Body Slam for lethal. In long boss fights, spend the first 2-3 turns playing only Block cards. Once you have 100+ Block, Body Slam becomes a 100+ damage attack that also leaves your Block intact. Colossus can add massive Block. The biggest threat is Time Eater removing your buffs. Always have a backup plan.
The build's keystone. Block no longer decays at end of turn. Everything else depends on this.
Deals damage equal to current Block. Your primary and often only win condition.
30 Block for 2 Energy (40 upgraded). The single best Block card in the game.
8 Block + draw 1 card. Efficient Block that cycles your deck toward key pieces.
Gain Plated Armor, adding passive Block every turn that Barricade preserves.
Exhaust all non-Attack cards in hand, gaining Block for each. Massive Block burst.
7 Block and Exhaust a card. Thins your deck while adding Block.
5 Block + 5 damage in one card. Versatile early pickup that does both jobs.
When core cards aren't available, these alternatives keep the build functional.
Gain 4 Block every 3 attacks. Since Body Slam is an attack, this compounds your Block stack.
Start every combat with 10 Block. With Barricade, this Block persists and compounds.
Gain 14 Block at the start of your 2nd turn. Free Block that stacks with Barricade.
Start combat with 4 Plated Armor. Passive Block every turn that Barricade preserves.
Heal 12 HP when ending combat below 50%. Helps in Act 1 before Barricade is found.
Gain 6 Block if you didn't Block this turn. Useful when drawing all attacks.
Extra Energy is tempting but Curse cards dilute your deck, making it harder to draw Body Slam and Barricade.
Block stacking requires playing many cards per turn. 6-card limit is crippling.
Knowing enemy intent is critical for deciding when to block vs when to Body Slam.
Guardian's defensive mode is irrelevant — you're not racing to kill it. Stack Block for several turns, then Body Slam for massive hits during its attack phases.
Block the Inferno turn (turn 2) by stacking Block on turn 1 with Barricade active. Once you survive the big hit, the fight becomes trivial as your Block mountain grows.
Build Block before bursting past the 50% threshold. When slimes split, your Body Slam will carry over all accumulated Block as damage to clean up.
Dangerous: Time Eater can remove Barricade with its dispel. Play Barricade as late as possible, and try to burst with Body Slam quickly after stacking Block.
Let Block accumulate while minions attack uselessly. Body Slam the boss directly — ignore minions unless they buff the boss significantly.
Without Barricade, pivot to a more standard defensive deck. Body Slam still works with per-turn Block, just less impressively. Alternatively, Crimson Mantle provides a weaker but functional Block retention effect.
One upgraded Body Slam is usually sufficient. With 0 cost and consistent Block stacking, you'll draw it often enough. A second copy is fine but not necessary.
Upgrade Barricade first — it reduces cost from 3 to 2 Energy, making it much easier to play on turn 1 while still blocking.
Yes, it's slower to kill enemies but far more survivable. Hallway fights take longer, but boss fights become nearly unloseable once Barricade is active. Trade speed for safety.