Ironclad Complete Guide

Master the Ironclad with our comprehensive guide covering best builds, card tier list, relic picks, and boss strategies in Slay the Spire 2.

Character Overview

80
Starting HP
バーニングブラッド
バーニングブラッド
戦闘終了時、HPを6回復する
Starting Deck
Strike x5Defend x4Bash x1strikestrikedefenddefenddefenddefendバッシュバッシュ
Playstyle
AggressiveStrength-scalingSelf-healing

Top Builds

Sティア

Strength Build

The bread and butter of the Ironclad. Stack Strength through Inflame and Demon Form, then unleash devastating Heavy Blade attacks. Demon Form shines against Act 1 bosses; in the late game, infinite combos often make strength irrelevant, but this build remains reliable for players who prefer scaling damage over loops.

発火発火悪魔化悪魔化Heavy Blade供物供物
Aティア

Barricade Build

A defensive powerhouse that converts Block into lethal damage. Barricade keeps your Block between turns while Body Slam deals massive damage. Note that Feel No Pain and Power Through are weaker in STS2, so this build demands Barricade, Unmovable, and Impervious to function—pick it when the game offers the block package early.

バリケードバリケードボディスラムボディスラム盤石盤石不動不動
Aティア

Exhaust Build

Leverage Exhaust synergies to thin your deck and enable infinite loops. Burning Pact, Stoke, Second Wind, and Fiend Fire exhaust cards while Dark Embrace draws—Bloodletting at common makes this package extremely consistent. Dead Branch adds chaotic value; Corruption can exhaust skills for free but risks exhausting your loop pieces.

堕落堕落鬼火鬼火不屈の闘志不屈の闘志供物供物焦熱の契約焦熱の契約焚きつけ焚きつけ
Sティア

Bloodletting Build

Bloodletting at common has turned Ironclad into a Watcher-style infinite character. Spend 3 HP for 2 energy every turn—Burning Blood mitigates the cost. Pair with Pommel Strike, Spite, Burning Pact, or Stoke to go infinite; Expect to Fight and Forgotten Ritual provide extra energy. This is the dominant high-level strategy.

瀉血瀉血供物供物焦熱の契約焦熱の契約ポンメルストライクポンメルストライク焚きつけ焚きつけ悪意悪意

Card Pick Priority

Boss Strategies

Focus on pushing the Slime Boss past 50% HP as quickly as possible to trigger the split, as the two Large Slimes that spawn have dramatically lower individual HP. Strength scaling excels here—Inflame and Demon Form let you burst the main boss before it splits. Save your biggest attacks like Heavy Blade, Stoke, or Pack 10 for the turn immediately after the split to finish both slimes in one cycle. Second Wind helps exhaust the Slimed status cards the boss adds to your deck.

Never waste attacks when the Guardian enters Defensive Mode—Sharp Hide will punish you severely. Build Strength during defensive phases with Inflame or Demon Form, then unleash during attack phases when it uses Fierce Bash or Twin Slam. Ironclad's high HP and Burning Blood sustain let you trade hits if needed. Taunt plus Vicious creates a strong draw engine; Thunderclap applies Vulnerable to all and synergizes with Vicious in multi-enemy turns.

Minimize the number of attacks you play on Turn 1—Divider scales based on how many cards you played that turn, so playing defensively drastically reduces incoming damage. Use block cards, draw, and setup powers instead. Once Activate has resolved, ramp up Strength with Inflame or Demon Form and overwhelm Hexaghost before Inferno stacks Burns. Bloodletting and Offering accelerate your setup without increasing Divider; Stoke refills your hand efficiently.

The Worm Boss adds numerous status cards to your deck each turn, which can brick infinite combos. Second Wind is critical here—it exhausts all non-attack cards including statuses, keeping your hand clean. Fiend Fire can mass-exhaust statuses while dealing damage. Prioritize setting up your infinite before the deck becomes unplayable; if you have Stoke, Burning Pact, and Bloodletting, go infinite on Turn 1 if possible.

BOSSQueen

Queen locks the first few cards in your hand each turn, which can disrupt draw-heavy combos. Convergence-style retain effects bypass this—if you retain key cards, Queen only locks newly drawn cards. Small-deck infinites with Glow and Convergence are highly effective. Focus on going infinite quickly; once your loop is online, locked cards matter less. Save potions for turns when Queen's attacks are lethal.

Pro Tips

Remove Strikes from your deck whenever possible—they dilute your draw and block access to your infinite enablers.

Don't skip Elites; Ironclad's 80 HP and Burning Blood make the relic rewards worth the risk—Act 1 elites carry the run.

Offering is one of the best cards in the game; the 6 HP cost is negligible with Burning Blood and accelerates every infinite.

Bloodletting at common enables degenerate strategies; pick the first good energy generation you see—it turns Ironclad into Watcher.

Stoke is by far the best card in the class; it exhausts your hand and draws for each—upgrades to 0 cost with no synergy required.

Burning Pact plus Bloodletting equals infinite; self-cycling exhaust plus draw is the core of nearly every Ironclad loop.

Block matters even for Ironclad—don't tunnel vision on damage; Taunt, Shrug It Off, and Evil Eye keep you alive in Act 1.

Second Wind exhausts statuses from frog elites and the fish boss—essential for fights that add garbage to your deck.

Vicious plus Taunt creates a draw engine; whenever you apply Vulnerable, draw cards—Thunderclap draws per enemy in AoE fights.

Expect to Fight and Forgotten Ritual generate reusable energy in loops; they don't exhaust, so you can loop them infinitely.

Act 1 is the danger zone; once through it, going infinite is extremely common—pick minimal cards and focus on exhaust + energy + draw.

Pommel Strike with Bloodletting goes infinite with itself; pick every Pommel you see—upgrade them and dodge elites to maximize upgrades.

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Tier List

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