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Ironclad

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.

80 Max HP
64 A2+ HP
85 Cards
9 Relics

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

Bash

Starter · Ironclad · Attack

Cost: 2

Deal 8 damage. Apply 2 Vulnerable.

Anger

Anger

Common · Ironclad · Attack

Cost: 0

Deal 6 damage. Add a copy of this card into your Discard Pile.

Body Slam

Body Slam

Common · Ironclad · Attack

Cost: 1

Deal damage equal to your Block.

Breakthrough

Breakthrough

Common · Ironclad · Attack

Cost: 1

Lose 1 HP. Deal 9 damage to ALL enemies.

Cinder

Cinder

Common · Ironclad · Attack

Cost: 2

Deal 17 damage. Exhaust the top card of your Draw Pile.

Headbutt

Headbutt

Common · Ironclad · Attack

Cost: 1

Deal 9 damage. Put a card from your Discard Pile on top of your Draw Pile.

Iron Wave

Iron Wave

Common · Ironclad · Attack

Cost: 1

Gain 5 Block. Deal 5 damage.

Molten Fist

Molten Fist

Common · Ironclad · Attack

Cost: 1

Deal 10 damage. Double the enemy's Vulnerable. Exhaust.

Perfected Strike

Perfected Strike

Common · Ironclad · Attack

Cost: 2

Deal 6 damage. Deals 2 additional damage for ALL your cards containing “Strike”.

Pommel Strike

Pommel Strike

Common · Ironclad · Attack

Cost: 1

Deal 9 damage. Draw 1 card.

Setup Strike

Setup Strike

Common · Ironclad · Attack

Cost: 1

Deal 7 damage. Gain 2 Strength this turn.

Sword Boomerang

Sword Boomerang

Common · Ironclad · Attack

Cost: 1

Deal 3 damage to a random enemy 3 times.

Thunderclap

Thunderclap

Common · Ironclad · Attack

Cost: 1

Deal 4 damage and apply 1 Vulnerable to ALL enemies.

Twin Strike

Twin Strike

Common · Ironclad · Attack

Cost: 1

Deal 5 damage twice.

Ashen Strike

Ashen Strike

Uncommon · Ironclad · Attack

Cost: 1

Deal 6 damage. Deals 3 additional damage for each card in your Exhaust Pile.

Bludgeon

Bludgeon

Uncommon · Ironclad · Attack

Cost: 3

Deal 32 damage.

Bully

Bully

Uncommon · Ironclad · Attack

Cost: 0

Deal 4 damage. Deals 2 additional damage for each Vulnerable on the enemy.

Dismantle

Dismantle

Uncommon · Ironclad · Attack

Cost: 1

Deal 8 damage. If the enemy is Vulnerable, hits twice.

Fight Me!

Fight Me!

Uncommon · Ironclad · Attack

Cost: 2

Deal 5 damage twice. Gain 2 Strength. The enemy gains 1 Strength.

Grapple

Grapple

Uncommon · Ironclad · Attack

Cost: 1

Deal 7 damage. Whenever you gain Block this turn, deal 5 damage to the enemy.

Hemokinesis

Hemokinesis

Uncommon · Ironclad · Attack

Cost: 1

Lose 2 HP. Deal 14 damage.

Howl from Beyond

Howl from Beyond

Uncommon · Ironclad · Attack

Cost: 3

Deal 16 damage to ALL enemies. At the start of your turn, plays from the Exhaust Pile.

Pillage

Pillage

Uncommon · Ironclad · Attack

Cost: 1

Deal 6 damage. Draw cards until you draw a non-Attack card.

Rampage

Rampage

Uncommon · Ironclad · Attack

Cost: 1

Deal 9 damage. Increase this card's damage by 5 this combat.

Spite

Spite

Uncommon · Ironclad · Attack

Cost: 0

Deal 6 damage. If you lost HP this turn, draw 1 card.

Stomp

Stomp

Uncommon · Ironclad · Attack

Cost: 3

Deal 12 damage to ALL enemies. Costs 1 less 1 Energy for each Attack played this turn.

Unrelenting

Unrelenting

Uncommon · Ironclad · Attack

Cost: 2

Deal 12 damage. The next Attack you play costs 0 Energy.

Uppercut

Uppercut

Uncommon · Ironclad · Attack

Cost: 2

Deal 13 damage. Apply 1 Weak. Apply 1 Vulnerable.

Whirlwind

Whirlwind

Uncommon · Ironclad · Attack

Cost: X

Deal 5 damage to ALL enemies X times.

Conflagration

Conflagration

Rare · Ironclad · Attack

Cost: 1

Deal 8 damage to ALL enemies. Deals 2 additional damage for each other Attack you've played this turn.

Feed

Feed

Rare · Ironclad · Attack

Cost: 1

Deal 10 damage. If Fatal, raise your Max HP by 3. Exhaust.

Fiend Fire

Fiend Fire

Rare · Ironclad · Attack

Cost: 2

Exhaust your Hand. Deal 7 damage for each card Exhausted. Exhaust.

Mangle

Mangle

Rare · Ironclad · Attack

Cost: 3

Deal 15 damage. Enemy loses 10 Strength this turn.

Pact's End

Pact's End

Rare · Ironclad · Attack

Cost: 0

Can only be played if you have 3 or more cards in your Exhaust Pile. Deal 17 damage to ALL enemies.

Tear Asunder

Tear Asunder

Rare · Ironclad · Attack

Cost: 2

Deal 5 damage. Hits an additional time for each time you lost HP this combat.

Thrash

Thrash

Rare · Ironclad · Attack

Cost: 1

Deal 4 damage twice. Exhaust a random Attack in your Hand and add its damage to this card.

Break

Break

Ancient · Ironclad · Attack

Cost: 2

Deal 20 damage. Apply 5 Vulnerable.

Skills (27)

Armaments

Armaments

Common · Ironclad · Skill

Cost: 1

Gain 5 Block. Upgrade a card in your Hand.

Blood Wall

Blood Wall

Common · Ironclad · Skill

Cost: 2

Lose 2 HP. Gain 16 Block.

Bloodletting

Bloodletting

Common · Ironclad · Skill

Cost: 0

Lose 3 HP. Gain 2 Energy.

Havoc

Havoc

Common · Ironclad · Skill

Cost: 1

Play the top card of your Draw Pile and Exhaust it.

Shrug It Off

Shrug It Off

Common · Ironclad · Skill

Cost: 1

Gain 8 Block. Draw 1 card.

Tremble

Tremble

Common · Ironclad · Skill

Cost: 1

Apply 2 Vulnerable.

True Grit

True Grit

Common · Ironclad · Skill

Cost: 1

Gain 7 Block. Exhaust 1 card at random.

Battle Trance

Battle Trance

Uncommon · Ironclad · Skill

Cost: 0

Draw 3 cards. You cannot draw additional cards this turn.

Burning Pact

Burning Pact

Uncommon · Ironclad · Skill

Cost: 1

Exhaust 1 card. Draw 2 cards.

Demonic Shield

Demonic Shield

Uncommon · Ironclad · Skill

Cost: 0

Lose 1 HP. Give another player Block equal to your Block. Exhaust.

Dominate

Dominate

Uncommon · Ironclad · Skill

Cost: 1

Gain 1 Strength for each Vulnerable on the enemy. Exhaust.

Evil Eye

Evil Eye

Uncommon · Ironclad · Skill

Cost: 1

Gain 8 Block. Gain another 8 Block if you have Exhausted a card this turn.

Expect a Fight

Expect a Fight

Uncommon · Ironclad · Skill

Cost: 2

Gain 1 Energy for each Attack in your Hand.

Flame Barrier

Flame Barrier

Uncommon · Ironclad · Skill

Cost: 2

Gain 12 Block. Whenever you are attacked this turn, deal 4 damage back.

Forgotten Ritual

Forgotten Ritual

Uncommon · Ironclad · Skill

Cost: 1

If you Exhausted a card this turn, gain 3 Energy.

Infernal Blade

Infernal Blade

Uncommon · Ironclad · Skill

Cost: 1

Add a random Attack into your Hand. It's free to play this turn. Exhaust.

Rage

Rage

Uncommon · Ironclad · Skill

Cost: 0

Whenever you play an Attack this turn, gain 3 Block.

Second Wind

Second Wind

Uncommon · Ironclad · Skill

Cost: 1

Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.

Taunt

Taunt

Uncommon · Ironclad · Skill

Cost: 1

Gain 7 Block. Apply 1 Vulnerable.

Brand

Brand

Rare · Ironclad · Skill

Cost: 0

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

Cascade

Cascade

Rare · Ironclad · Skill

Cost: X

Play the top X cards of your Draw Pile.

Colossus

Colossus

Rare · Ironclad · Skill

Cost: 1

Gain 5 Block. You receive 50% less damage from Vulnerable enemies this turn.

Impervious

Impervious

Rare · Ironclad · Skill

Cost: 2

Gain 30 Block. Exhaust.

Offering

Offering

Rare · Ironclad · Skill

Cost: 0

Lose 6 HP. Gain 2 Energy. Draw 3 cards. Exhaust.

One-Two Punch

One-Two Punch

Rare · Ironclad · Skill

Cost: 1

This turn, your next Attack is played an extra time.

Primal Force

Primal Force

Rare · Ironclad · Skill

Cost: 0

Transform all Attacks in your Hand into Giant Rock.

Stoke

Stoke

Rare · Ironclad · Skill

Cost: 1

Exhaust your Hand. Draw a card for each card Exhausted. Exhaust.

Powers (21)

Drum of Battle

Drum of Battle

Uncommon · Ironclad · Power

Cost: 0

Draw 2 cards. At the start of your turn, Exhaust the top card of your Draw Pile.

Feel No Pain

Feel No Pain

Uncommon · Ironclad · Power

Cost: 1

Whenever a card is Exhausted, gain 3 Block.

Inferno

Inferno

Uncommon · Ironclad · Power

Cost: 1

At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Inflame

Inflame

Uncommon · Ironclad · Power

Cost: 1

Gain 2 Strength.

Juggling

Juggling

Uncommon · Ironclad · Power

Cost: 1

Add a copy of the third Attack you play each turn into your Hand.

Rupture

Rupture

Uncommon · Ironclad · Power

Cost: 1

Whenever you lose HP on your turn, gain 1 Strength.

Stampede

Stampede

Uncommon · Ironclad · Power

Cost: 2

At the end of your turn, 1 random Attack in your Hand is played against a random enemy.

Stone Armor

Stone Armor

Uncommon · Ironclad · Power

Cost: 1

Gain 4 Plating.

Vicious

Vicious

Uncommon · Ironclad · Power

Cost: 1

Whenever you apply Vulnerable, draw 1 card.

Aggression

Aggression

Rare · Ironclad · Power

Cost: 1

At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.

Barricade

Barricade

Rare · Ironclad · Power

Cost: 3

Block is not removed at the start of your turn.

Crimson Mantle

Crimson Mantle

Rare · Ironclad · Power

Cost: 1

At the start of your turn, lose 1 HP and gain 8 Block.

Cruelty

Cruelty

Rare · Ironclad · Power

Cost: 1

Vulnerable enemies take an additional 25% damage.

Dark Embrace

Dark Embrace

Rare · Ironclad · Power

Cost: 2

Whenever a card is Exhausted, draw 1 card.

Demon Form

Demon Form

Rare · Ironclad · Power

Cost: 3

At the start of your turn, gain 2 Strength.

Hellraiser

Hellraiser

Rare · Ironclad · Power

Cost: 2

Whenever you draw a card containing “Strike”, it is played against a random enemy.

Juggernaut

Juggernaut

Rare · Ironclad · Power

Cost: 2

Whenever you gain Block, deal 5 damage to a random enemy.

Pyre

Pyre

Rare · Ironclad · Power

Cost: 2

Gain 1 Energy at the start of each turn.

Tank

Tank

Rare · Ironclad · Power

Cost: 1

Take double damage from enemies. Allies take half damage from enemies.

Unmovable

Unmovable

Rare · Ironclad · Power

Cost: 2

The first time you gain Block from a card each turn, double the amount gained.

Corruption

Corruption

Ancient · Ironclad · Power

Cost: 3

Skills cost 0 Energy. Whenever you play a Skill, Exhaust it.

View all Ironclad cards with filters →

Exclusive Relics (9)

Black Blood
Starter

Black Blood

At the end of combat, heal 12 HP.

Brimstone
Shop

Brimstone

At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength .

Burning Blood
Starter

Burning Blood

At the end of combat, heal 6 HP.

Charon's Ashes
Rare

Charon's Ashes

Whenever you Exhaust a card, deal 3 damage to ALL enemies.

Demon Tongue
Rare

Demon Tongue

The first time you lose HP on your turn, heal HP equal to the amount lost.

Paper Phrog
Uncommon

Paper Phrog

Enemies with Vulnerable take 75% more damage rather than 50%.

Red Skull
Common

Red Skull

While your HP is at or below 50%, you have 3 additional Strength .

Ruined Helmet
Rare

Ruined Helmet

The first time you gain Strength each combat, double the amount gained.

Self-Forming Clay
Uncommon

Self-Forming Clay

Whenever you lose HP in combat, gain 3 Block next turn .

Exclusive Potions (2)

Ashwater
Uncommon

Ashwater

Exhaust any number of cards in your Hand.

Blood Potion
Common

Blood Potion

Heal for 20% of your Max HP.

Other Characters