StratGG

Ironclad

Card Tier List & Build Guide

v0.100.0 meta · Community pick rates · March 2026

Quick Answer

The three strongest picks are Offering (70% pick rate), Pyre (55%), and Battle Trance (51%). Ironclad's best archetype is Exhaust + Infinite combos via Bloodletting, Burning Pact, and Hellraiser. The biggest noob traps are Havoc (4%), Cinder (7%), and Body Slam (8%) — they look useful but high-level players almost never take them. Browse all 87 Ironclad cards →

Ironclad Card Tier List

Based on community pick rate data from combat card offers (skipped offers excluded, minimum 20 times offered). Higher pick rate = players consistently take the card when offered in real runs.

S Always pick. These cards win runs on their own. 3 cards
Offering
0
Offering
Skill

Lose 6 HP.
Gain energyenergy.
Draw 3 cards.

70% 155/222
Pyre
2
Pyre
Power

Gain energy at the start of each turn.

55% 163/296
Battle Trance
0
Battle Trance
Skill

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

51% 225/445
A Almost always pick. Core cards for most Ironclad decks. 10 cards
Impervious
2
Impervious
Skill

Gain 30 Block.

49% 117/240
Feed
1
Feed
Attack

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

46% 101/218
Crimson Mantle
1
Crimson Mantle
Power

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

46% 90/194
Taunt
1
Taunt
Skill

Gain 7 Block.
Apply 1 Vulnerable.

45% 173/386
Brand
0
Brand
Skill

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

45% 94/207
Pommel Strike
1
Pommel Strike
Attack

Deal 9 damage.
Draw 1 card.

44% 437/983
Inflame
1
Inflame
Power

Gain 2 Strength.

42% 199/469
Colossus
1
Colossus
Skill

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

41% 89/218
Shrug It Off
1
Shrug It Off
Skill

Gain 8 Block.
Draw 1 card.

40% 442/1104
Burning Pact
1
Burning Pact
Skill

Exhaust 1 card.
Draw 2 cards.

40% 154/387
B Good picks in the right context. Archetype-dependent. 28 cards
Thrash
1
Thrash
Attack

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

39% 106/270
Hellraiser
2
Hellraiser
Power

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

39% 89/230
Cruelty
1
Cruelty
Power

Vulnerable enemies take an additional 25% damage.

38% 74/193
Aggression
1
Aggression
Power

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

37% 78/213
Flame Barrier
2
Flame Barrier
Skill

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

35% 156/446
Conflagration
1
Conflagration
Attack

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

35% 83/240
Expect a Fight
2
Expect a Fight
Skill

Gain energy for each Attack in your Hand.

34% 124/362
Dismantle
1
Dismantle
Attack

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

33% 140/423
Unmovable
2
Unmovable
Power

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

33% 68/205
Rage
0
Rage
Skill

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

32% 136/430
Uppercut
2
Uppercut
Attack

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

32% 131/410
Demon Form
3
Demon Form
Power

At the start of your turn, gain 2 Strength.

32% 84/261
One-Two Punch
1
One-Two Punch
Skill

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

32% 71/225
Feel No Pain
1
Feel No Pain
Power

Whenever a card is Exhausted, gain 3 Block.

31% 126/412
Dark Embrace
2
Dark Embrace
Power

Whenever a card is Exhausted,
draw 1 card.

31% 65/211
Whirlwind
0
Whirlwind
Attack

Deal 5 damage to ALL enemies X times.

30% 136/452
Stomp
3
Stomp
Attack

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

30% 128/430
Fiend Fire
2
Fiend Fire
Attack

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

30% 62/206
Cascade
Cascade
Skill

Play the top X cards of your Draw Pile.

30% 61/201
Bloodletting
0
Bloodletting
Skill

Lose 3 HP.
Gain energyenergy.

29% 323/1113
Pillage
1
Pillage
Attack

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

29% 132/454
Stoke
1
Stoke
Skill

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

29% 64/217
Spite
0
Spite
Attack

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

28% 100/357
Second Wind
1
Second Wind
Skill

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

27% 112/412
Barricade
3
Barricade
Power

Block is not removed at the start of your turn.

27% 56/206
Forgotten Ritual
1
Forgotten Ritual
Skill

If you Exhausted a card this turn, gain energyenergyenergy.

26% 101/394
Pact's End
0
Pact's End
Attack

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

26% 41/155
Tear Asunder
2
Tear Asunder
Attack

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

26% 35/135
C Situational. Only take when your deck specifically needs them. 29 cards
Vicious
1
Vicious
Power

Whenever you apply Vulnerable, draw 1 card.

24% 94/384
Stampede
2
Stampede
Power

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

24% 95/402
Perfected Strike
2
Perfected Strike
Attack

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

23% 236/1031
Setup Strike
1
Setup Strike
Attack

Deal 7 damage.
Gain 2 Strength this turn.

22% 259/1196
Juggernaut
2
Juggernaut
Power

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

22% 45/207
Stone Armor
1
Stone Armor
Power

Gain 4 Plating.

21% 83/393
Ashen Strike
1
Ashen Strike
Attack

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

21% 74/351
Rupture
1
Rupture
Power

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

21% 81/392
Bludgeon
3
Bludgeon
Attack

Deal 32 damage.

21% 93/450
Mangle
3
Mangle
Attack

Deal 15 damage.
Enemy loses 10 Strength this turn.

21% 47/229
Inferno
1
Inferno
Power

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

20% 52/257
Unrelenting
2
Unrelenting
Attack

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

20% 76/389
Bully
0
Bully
Attack

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

20% 74/375
Evil Eye
1
Evil Eye
Skill

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

19% 87/456
Howl from Beyond
3
Howl from Beyond
Attack

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

19% 71/375
Armaments
1
Armaments
Skill

Gain 5 Block.
Upgrade a card in your Hand.

19% 210/1101
Blood Wall
2
Blood Wall
Skill

Lose 2 HP.
Gain 16 Block.

19% 143/765
Molten Fist
1
Molten Fist
Attack

Deal 10 damage.
Double the enemy's Vulnerable.

19% 184/985
Headbutt
1
Headbutt
Attack

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

18% 190/1062
Twin Strike
1
Twin Strike
Attack

Deal 5 damage twice.

18% 189/1045
Rampage
1
Rampage
Attack

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

18% 91/506
Primal Force
0
Primal Force
Skill

Transform all Attacks in your Hand into Giant Rock.

18% 51/278
True Grit
1
True Grit
Skill

Gain 7 Block.
Exhaust 1 card at random.

17% 194/1172
Infernal Blade
1
Infernal Blade
Skill

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

17% 69/408
Thunderclap
1
Thunderclap
Attack

Deal 4 damage and apply 1 Vulnerable to ALL enemies.

17% 184/1095
Anger
0
Anger
Attack

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

17% 183/1075
Dominate
1
Dominate
Skill

Gain 1 Strength for each Vulnerable on the enemy.

17% 67/386
Breakthrough
1
Breakthrough
Attack

Lose 1 HP.
Deal 9 damage to ALL enemies.

15% 167/1117
Hemokinesis
1
Hemokinesis
Attack

Lose 2 HP.
Deal 14 damage.

15% 61/405
F Almost never pick. Low impact or actively harmful. 10 cards
Fight Me!
2
Fight Me!
Attack

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

14% 57/411
Grapple
1
Grapple
Attack

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

14% 51/369
Drum of Battle
0
Drum of Battle
Power

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

13% 40/304
Juggling
1
Juggling
Power

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

12% 50/425
Iron Wave
1
Iron Wave
Attack

Gain 5 Block.
Deal 5 damage.

11% 126/1099
Tremble
1
Tremble
Skill

Apply 2 Vulnerable.

10% 122/1208
Body Slam
1
Body Slam
Attack

Deal damage equal to your Block.

8% 89/1075
Sword Boomerang
1
Sword Boomerang
Attack

Deal 3 damage to a random enemy 3 times.

8% 87/1112
Cinder
2
Cinder
Attack

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

7% 57/852
Havoc
1
Havoc
Skill

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

4% 47/1048

Ironclad Archetypes

The community and high-Ascension players identify three core Ironclad builds. Each archetype has distinct "must-pick" cards and its own scaling pattern.

🔥 Exhaust & Infinite Combos

The dominant archetype in v0.100.0. Build around exhausting cards for value, then go infinite with 0-cost loops.

Core cards: Burning Pact (40%), Corruption (Ancient), Feel No Pain, Dark Embrace, Offering (70%)

Infinite enablers: Bloodletting+ (41%), Hellraiser (39%), Spite, Pillage

Why it works: As one high-Ascension player (64% WR at A20 Heart) put it: "I am infinite every run... We don't have Dropkick, but we have Spite, Pillage, Hellraiser, Stoke, and a TON of colorless cards to support going infinite."

💪 Strength Scaling

Classic Ironclad identity. Stack Strength, then deal massive damage with multi-hit attacks.

Core cards: Inflame (42%), Crimson Mantle (46%), Brand (45%), Rupture

Payoff cards: Pommel Strike (44%), Heavy Blade, Sword Boomerang

Note: Demon Form's pick rate is lower than expected. The community consensus: "Why play a clunker like Demon Form when Rupture is now two mana cheaper, easier to find, and scales faster?"

🎯 Vulnerability Exploitation

New to STS2 — Vulnerability is now a much more usable status with dedicated support cards.

Core cards: Taunt (45%), Bash, Uppercut

Pro tip: "Lean into Vuln synergies. Vuln is now a way more usable status and there are new cards to double vuln and extend it."

Pairs well with: Strength builds — Vulnerability multiplies your Strength-buffed damage.

Top Picks Breakdown

Offering Rare · Skill · 70% pick rate

Lose 6 HP → gain 2 energy + draw 3 cards. The single strongest Ironclad card. Ironclad's self-damage is a feature, not a cost — Burning Blood heals you post-combat anyway. Enables explosive turns and fuels every archetype.

Pyre Rare · Power · 55% pick rate

A new STS2 rare Power. Provides consistent value across long fights. Picked over half the time when offered — the consensus pick for any Ironclad build that expects multi-turn combats.

Battle Trance Uncommon · Skill · 0 cost · 51% pick rate

Draw 3 cards for 0 energy. The downside (can't draw more this turn) matters less than you think — you're drawing into your power plays. A must-pick in Act 1 for tempo, and still relevant late game as a combo enabler.

Cards to Avoid (Noob Traps)

These cards have pick rates below 10%. High-level players skip them in almost every run.

Card Pick Rate Why It's Bad
Havoc 4% Plays a random card from draw pile. Unpredictable, can waste key cards at wrong times.
Cinder 7% Low damage, mediocre exhaust. Better exhaust options exist (Burning Pact, True Grit).
Body Slam 8% Needs heavy Block investment to deal damage. Ironclad's meta is offense-first, not turtle.
Sword Boomerang 8% Random targeting across enemies. Unreliable single-target damage in a game about focused kills.
Tremble 10% Offered often (1208 times) but rarely picked. Low-impact Common that doesn't fit any archetype well.

How We Rate

This tier list combines quantitative data (community pick rates from real runs) with qualitative analysis from high-Ascension players and established content creators. Every ranking is cross-verified across multiple sources.

  • Pick rates are sourced from combat card offers only (skipped offers excluded, min. 20 offers per card).
  • Tiers may be adjusted when expert opinion strongly disagrees with raw data.

Tier thresholds: S ≥ 50% pick rate · A ≥ 40% · B ≥ 25% · C ≥ 15% · F < 15%.

Last updated: March 24, 2026 · Game version: v0.100.0 (beta branch).

Frequently Asked Questions

What is the best Ironclad card in Slay the Spire 2?
Offering, with a 70% community pick rate — the highest of any Ironclad card.
Is Ironclad good in Slay the Spire 2?
Yes. Ironclad is A-tier overall, the best beginner character with 80 HP and self-healing.
What is the best Ironclad build in STS2?
Exhaust + Infinite combos using Bloodletting, Burning Pact, Hellraiser, and Feel No Pain.