Ironclad
Ironclad is one of five characters in Slay the Spire 2 , and the only to be unlocked when you first start the game. He starts with 80 Max HP, the highest of any character. At Ascension 2 and above he starts with 64 HP.
Starting Relic
Burning Blood - Heal for 6 HP at the end of combat. Can be replaced by Black Blood .
Strategy Guide
Overview
If I want the cleanest first run in Slay the Spire 2, I start with Ironclad. He is forgiving, direct, and strong enough to teach the game's pace without forcing me into complicated deck math on floor one.
My quick read
If I want the lowest-friction start in Slay the Spire 2, I still open Ironclad first. He gives me enough raw stability to learn enemy pacing, elite pressure, and route greed without making every bad draw feel fatal . The class is strong because the floor is high, not because every deck automatically builds itself.
When I pick this character
I pick Ironclad when I want a run that tells me the truth early. If my deck is weak , I usually feel it fast. If the deck is coming together, Ironclad turns that into clean elite kills and steady map progress without a lot of extra bookkeeping. He is also the class I use when I want to relearn the game after a break, because the turn patterns stay readable even when the run gets messy.
What I prioritize early
I want one reliable damage plan, one reliable block plan, and at least one upgrade target that improves weak hands. I care more about immediate fight quality than future fantasy. If a card only becomes good after several other pieces arrive, I usually skip it. I respect frontloaded damage more than greedy scaling in the first stretch, because Ironclad’s sustain works best when I am already ending fights in decent shape. If my early elite route already looks tense, I almost always take the boring stabilizer over the clever payoff. Ironclad rewards that discipline more than people think.
Best build paths
Strength tempo is still the cleanest path when the run offers early attacks that scale well and let me punish elites before they stabilize. Exhaust value becomes excellent once the deck has enough glue pieces. This is usually the line that makes awkward Ironclad hands feel much sharper. Slower block shells can absolutely win, but I only commit when the defensive backbone shows up naturally. I do not force a late-game fantasy deck on floor one. When Ironclad is really working for me, the deck usually looks unfairly normal. It is just a pile of honest cards that stop bricking and start winning every mid-length fight.
Common mistakes
Trusting Burning Blood to cover a bad deck for too long. Adding too many expensive attacks and then wondering why every turn feels clunky. Drafting defensive payoff cards before the deck can actually survive long enough to use them well.
Who should skip this character
If I specifically want high-agency combo turns, heavy draw manipulation, or a class that rewards clever sequencing more than raw fundamentals, Ironclad is not the first guide I open. He is the best teacher in the roster, but not the most expressive class once I know I want something trickier.
Best cards for Ironclad
The strongest Ironclad signal is still simple: Vulnerable support and premium fundamentals matter. The class does not need to get weird to win; it just needs to keep the damage curve clean and turn exhaust or debuffs into real tempo. If I only wanted the short list, these are the cards I trust first. This does too many useful things at once to rate lower. It pressures, debuffs, and contributes to control in the same card. Still one of the safest premium pickups in the game because it fixes draw quality and replay order at the same time. Strong, proven, efficient, and still one of the cleanest tempo tools in the class. Simple, reliable scaling that still matters in a harder current environment. One of the better-looking exhaust payoffs and a real reason to keep the shell compact. Block plus wide Vulnerable is exactly the kind of hybrid support card I want in an AoE-heavier game. Hover a card to bring it forward. I am noticeably lower on filler attacks here. If a card does not improve my damage curve, sharpen the Vulnerable plan, or pay me back inside the exhaust shell, I stop respecting it fast.
Cards (85)
Attacks (37)
Bash
Deal 8 damage. Apply 2 Vulnerable.
Anger
Deal 6 damage. Add a copy of this card into your Discard Pile.
Body Slam
Deal damage equal to your Block.
Breakthrough
Lose 1 HP. Deal 9 damage to ALL enemies.
Cinder
Deal 17 damage. Exhaust the top card of your Draw Pile.
Headbutt
Deal 9 damage. Put a card from your Discard Pile on top of your Draw Pile.
Iron Wave
Gain 5 Block. Deal 5 damage.
Molten Fist
Deal 10 damage. Double the enemy's Vulnerable. Exhaust.
Perfected Strike
Deal 6 damage. Deals 2 additional damage for ALL your cards containing “Strike”.
Pommel Strike
Deal 9 damage. Draw 1 card.
Setup Strike
Deal 7 damage. Gain 2 Strength this turn.
Sword Boomerang
Deal 3 damage to a random enemy 3 times.
Thunderclap
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Twin Strike
Deal 5 damage twice.
Ashen Strike
Deal 6 damage. Deals 3 additional damage for each card in your Exhaust Pile.
Bludgeon
Deal 32 damage.
Bully
Deal 4 damage. Deals 2 additional damage for each Vulnerable on the enemy.
Dismantle
Deal 8 damage. If the enemy is Vulnerable, hits twice.
Fight Me!
Deal 5 damage twice. Gain 2 Strength. The enemy gains 1 Strength.
Grapple
Deal 7 damage. Whenever you gain Block this turn, deal 5 damage to the enemy.
Hemokinesis
Lose 2 HP. Deal 14 damage.
Howl from Beyond
Deal 16 damage to ALL enemies. At the start of your turn, plays from the Exhaust Pile.
Pillage
Deal 6 damage. Draw cards until you draw a non-Attack card.
Rampage
Deal 9 damage. Increase this card's damage by 5 this combat.
Spite
Deal 6 damage. If you lost HP this turn, draw 1 card.
Stomp
Deal 12 damage to ALL enemies. Costs 1 less 1 Energy for each Attack played this turn.
Unrelenting
Deal 12 damage. The next Attack you play costs 0 Energy.
Uppercut
Deal 13 damage. Apply 1 Weak. Apply 1 Vulnerable.
Whirlwind
Deal 5 damage to ALL enemies X times.
Conflagration
Deal 8 damage to ALL enemies. Deals 2 additional damage for each other Attack you've played this turn.
Feed
Deal 10 damage. If Fatal, raise your Max HP by 3. Exhaust.
Fiend Fire
Exhaust your Hand. Deal 7 damage for each card Exhausted. Exhaust.
Mangle
Deal 15 damage. Enemy loses 10 Strength this turn.
Pact's End
Can only be played if you have 3 or more cards in your Exhaust Pile. Deal 17 damage to ALL enemies.
Tear Asunder
Deal 5 damage. Hits an additional time for each time you lost HP this combat.
Thrash
Deal 4 damage twice. Exhaust a random Attack in your Hand and add its damage to this card.
Break
Deal 20 damage. Apply 5 Vulnerable.
Skills (27)
Armaments
Gain 5 Block. Upgrade a card in your Hand.
Blood Wall
Lose 2 HP. Gain 16 Block.
Bloodletting
Lose 3 HP. Gain 2 Energy.
Havoc
Play the top card of your Draw Pile and Exhaust it.
Shrug It Off
Gain 8 Block. Draw 1 card.
Tremble
Apply 2 Vulnerable.
True Grit
Gain 7 Block. Exhaust 1 card at random.
Battle Trance
Draw 3 cards. You cannot draw additional cards this turn.
Burning Pact
Exhaust 1 card. Draw 2 cards.
Demonic Shield
Lose 1 HP. Give another player Block equal to your Block. Exhaust.
Dominate
Gain 1 Strength for each Vulnerable on the enemy. Exhaust.
Evil Eye
Gain 8 Block. Gain another 8 Block if you have Exhausted a card this turn.
Expect a Fight
Gain 1 Energy for each Attack in your Hand.
Flame Barrier
Gain 12 Block. Whenever you are attacked this turn, deal 4 damage back.
Forgotten Ritual
If you Exhausted a card this turn, gain 3 Energy.
Infernal Blade
Add a random Attack into your Hand. It's free to play this turn. Exhaust.
Rage
Whenever you play an Attack this turn, gain 3 Block.
Second Wind
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Taunt
Gain 7 Block. Apply 1 Vulnerable.
Brand
Lose 1 HP. Exhaust 1 card. Gain 1 Strength.
Cascade
Play the top X cards of your Draw Pile.
Colossus
Gain 5 Block. You receive 50% less damage from Vulnerable enemies this turn.
Impervious
Gain 30 Block. Exhaust.
Offering
Lose 6 HP. Gain 2 Energy. Draw 3 cards. Exhaust.
One-Two Punch
This turn, your next Attack is played an extra time.
Primal Force
Transform all Attacks in your Hand into Giant Rock.
Stoke
Exhaust your Hand. Draw a card for each card Exhausted. Exhaust.
Powers (21)
Drum of Battle
Draw 2 cards. At the start of your turn, Exhaust the top card of your Draw Pile.
Feel No Pain
Whenever a card is Exhausted, gain 3 Block.
Inferno
At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Inflame
Gain 2 Strength.
Juggling
Add a copy of the third Attack you play each turn into your Hand.
Rupture
Whenever you lose HP on your turn, gain 1 Strength.
Stampede
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Stone Armor
Gain 4 Plating.
Vicious
Whenever you apply Vulnerable, draw 1 card.
Aggression
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
Barricade
Block is not removed at the start of your turn.
Crimson Mantle
At the start of your turn, lose 1 HP and gain 8 Block.
Cruelty
Vulnerable enemies take an additional 25% damage.
Dark Embrace
Whenever a card is Exhausted, draw 1 card.
Demon Form
At the start of your turn, gain 2 Strength.
Hellraiser
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Juggernaut
Whenever you gain Block, deal 5 damage to a random enemy.
Pyre
Gain 1 Energy at the start of each turn.
Tank
Take double damage from enemies. Allies take half damage from enemies.
Unmovable
The first time you gain Block from a card each turn, double the amount gained.
Corruption
Skills cost 0 Energy. Whenever you play a Skill, Exhaust it.
Exclusive Relics (9)
Black Blood
At the end of combat, heal 12 HP.
Brimstone
At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength .
Burning Blood
At the end of combat, heal 6 HP.
Charon's Ashes
Whenever you Exhaust a card, deal 3 damage to ALL enemies.
Demon Tongue
The first time you lose HP on your turn, heal HP equal to the amount lost.
Paper Phrog
Enemies with Vulnerable take 75% more damage rather than 50%.
Red Skull
While your HP is at or below 50%, you have 3 additional Strength .
Ruined Helmet
The first time you gain Strength each combat, double the amount gained.
Self-Forming Clay
Whenever you lose HP in combat, gain 3 Block next turn .
Exclusive Potions (2)
Ashwater
Exhaust any number of cards in your Hand.
Blood Potion
Heal for 20% of your Max HP.