The Ironclad returns as the most straightforward yet deceptively deep character in Slay the Spire 2. His core identity is built on three pillars: burst offense, sustainability, and the ability to sculpt his deck into a perfect killing machine through the Exhaust mechanic. With the highest starting HP (80) and a relic that heals 6 HP after every combat, the Ironclad is designed to be aggressive, turning life total into a resource and using attrition to his advantage. This guide will equip you with the knowledge to master his new card pool, navigate the early game, and assemble powerful, synergistic builds to conquer the Spire.
Table of contents
Core Mechanics & Identity
The Ironclad’s power comes from understanding his unique relationship with risk and resource management.
- Burning Blood (Starting Relic): Heal 6 HP at the end of each combat.
- This relic fundamentally alters risk assessment. It encourages a “greedy” playstyle where taking a small amount of chip damage to secure a kill or prevent a larger, scaling attack is often the correct play. Over-blocking is a waste of efficiency. Your HP is a resource, not just a safety net.
- Exhaust: A keyword that removes a card for the remainder of the combat.
- Exhaust is one of the Ironclad’s most powerful tools. It allows you to “sculpt” your deck mid-fight, removing basic Strikes and Defends, curses, or statuses, thereby increasing the density of your powerful cards. This leads to higher consistency, enables infinite combos, and is the key to unlocking his true potential.
- Self-Damage: Several cards require you to lose HP to gain powerful effects.
- Because of Burning Blood and his high HP pool, the Ironclad can utilize this resource far more freely than other characters. Cards like Bloodletting (energy for HP) are almost always worth the cost.
Early Game Strategy
The Ironclad’s early game goal is simple: acquire front-loaded damage to slay elites. Act 1 is arguably his easiest act due to his abundant high-damage attacks.
1. Prioritize Front-Loaded Damage
Take almost any attack card you see in the first few floors. Your goal is to kill enemies before they can deal significant damage. Excellent early damage cards include:
- Pommel Strike: Damage plus card draw. Upgraded, it draws two cards, making it a long-term staple.
- Headbutt: Allows you to plan future turns by putting a key card from your discard on top of your draw pile. Pairs perfectly with future card draw.
- Molten Fist: High damage for its cost and applies Vulnerable. Its ability to Exhaust itself makes it a fantastic early pick that won’t clog your deck later.
- Bludgeon / Uppercut: Uncommon or rare, but these are massive early damage spikes.





2. Aggressive Pathing
Your early damage output makes you a powerhouse against Act 1 elites. Use this to your advantage. Aim for paths with 2-3 elite fights. The relics you gain will fuel your scaling for Acts 2 and 3.
3. Don’t Fear Small Hits
With Burning Blood, you can heal 6 HP after every fight. Trading chip damage of 5-10 HP to kill an elite one turn earlier and avoid a 20-damage attack is a winning trade. Play aggressively.
Mid Game Transition
By the end of Act 1, you must have a scaling plan. Your early damage will start to fall off against the high-HP enemies and multi-attacker encounters of Act 2. This is where you choose a path and start building synergies around your key cards and relics.
Late Game Scaling
Late-game success relies on a powerful engine. Your scaling method must be consistent and powerful enough to defeat the Act 3 and 4 bosses. This usually involves one of the following:
- Infinite Combos: Reducing your deck to a few cards that generate infinite energy and card draw.
- Massive Strength Scaling: Using cards like Demon Form or Brand to reach +10 or more Strength, then wiping the screen with Whirlwind or multi-hit attacks.
- Block Stacking: Generating 50+ block per turn and using Body Slam as your primary damage source.
- Exhaust Engines: Using Feel No Pain and Dark Embrace to gain immense block and card draw while thinning your deck.
Build Archetypes
The Ironclad’s builds are not mutually exclusive. The strongest runs often combine elements from different archetypes. Below are the core, synergistic paths to victory.
1. The Smash Build
Scale your Strength to astronomical levels, then obliterate everything with multi-hit attacks.
- Key Cards:
- Strength Enablers: Inflame (reliable, cheap), Brand (0-cost, exhaust synergy), Fight Me (powerful immediate strength), Demon Form (the ultimate scaler, but slow).
- Payoffs: Whirlwind (X-cost AoE), Sword Boomerang (hits multiple times), Twin Strike, Perfected Strike.
- Support: Rage (gain block for every attack, turning your offense into defense). Battle Trance (draw into your attacks).










- Key Relics: Any strength relic (Vajra, Girya), energy relics (Cursed Key, Slaver’s Collar).
- Scaling Method: Linear strength gain. Play enablers, then attack.
- Strengths: Easy to understand, incredibly high burst damage, can win fights on turn 1 or 2.
- Weaknesses: Requires setup time. Vulnerable to enemies that attack hard early before strength is online. Demon Form is slow without energy support.
- When to Pivot: As soon as you see an Inflame or Fight Me in Act 1. If you get an early Demon Form, begin prioritizing energy generation and card draw.
2. The Exhaust Engine Build
Use exhaust cards to thin your deck down to a small core that generates infinite damage and energy, or to gain massive, multiplicative value from exhaust synergies.
- Key Cards:
- Thinning Tools: True Grit (upgraded is essential for targeted exhaust), Burning Pact (exhaust + draw), Fiend Fire / Stoke (exhaust your whole hand).
- Payoffs: Dark Embrace (draw for every exhaust, the engine), Feel No Pain (block for every exhaust, the defense).
- Win Conditions: Two Spite cards (form an infinite loop), Thrash (absorbs the damage of exhausted attacks), Rampage (grows each time it’s played).
- Support: Headbutt (set up your infinite loop), Aggression (retrieve key attacks).











- Key Relics: Charon’s Ashes (deal 3 AoE damage per exhaust), Medical Kit (exhaust statuses), Centennial Puzzle (excellent with self-damage).
- Scaling Method: Exponential scaling via deck thinning and multiplicative power cards.
- Strengths: The most powerful and consistent endgame strategy. Can be completely unbeatable once set up.
- Weaknesses: Can be clunky in early Acts before key pieces are found. Requires careful card selection to avoid bloating the deck.
- When to Pivot: When you see Dark Embrace or Feel No Pain. This is the strongest build and often the best to force for high win rates, especially in early access.
3. The Unbreakable Build
Generate massive, persistent block and convert it into damage.
- Key Cards:
- Core: Barricade (block persists between turns), Body Slam (damage equals block).
- Enablers: Unmovable (double your first block card each turn), Crimson Mantle (reliable block each turn), Impervious (burst block), Flame Barrier.
- Support: Juggernaut (deal damage whenever you gain block), Feel No Pain (exhaust synergy adds another block/damage layer).








- Key Relics: Calipers (block decay is reduced), Orichalcum, Anchor, any source of dexterity (Oddly Smooth Stone).
- Scaling Method: Exponential block accumulation, then a single Body Slam.
- Strengths: Incredibly safe. Once online, you become virtually unkillable.
- Weaknesses: Relies heavily on rare cards (Barricade, Juggernaut). It can be slow to set up without a good draw engine.
- When to Pivot: If you see a Barricade or Body Slam early, you can speculatively take them. The build truly comes together when you have both.
4. The Vulnerable Build
Overwhelm enemies by stacking Vulnerable and then capitalizing on it with massive burst damage and unique synergies.
- Key Cards:
- Vulnerable Sources: Molten Fist, Thunderclap (AoE), Taunt (block + vulnerable), Bash.
- Payoffs: Bully (scales with Vulnerable stacks), Cruelty (deals extra damage to Vulnerable enemies), Colossus (take 50% less damage from Vulnerable enemies).
- Engine: Vicious (draw a card whenever you apply Vulnerable). This card can turn Thunderclap into a one-energy draw 6 in multi-enemy fights.








- Key Relics: Paper Phrog (increases Vulnerable damage), Red Mask (apply Vulnerable on turn 1).
- Scaling Method: Multiplicative scaling. Vulnerable increases all damage, and cards like Bully scale quadratically with it.
- Strengths: Very flexible, works well in multi-enemy fights, and provides both offense and defense (Colossus).
- Weaknesses: Relies on having multiple sources of Vulnerable to be consistent.
- When to Pivot: Pick Vicious highly. It alone can turn a run. If you see Colossus or Cruelty early, it’s a signal to lean into Vulnerable.
5. The Power Build
Collect the Ironclad’s numerous powerful powers and simply out-value your opponents.
- Key Cards: Demon Form, Barricade, Feel No Pain, Dark Embrace, Crimson Mantle, Rupture.






- Key Relics: Mummified Hand (play a power, get a random card to 0 cost), Bird-Faced Urn (heal when playing powers).
- Scaling Method: Passive scaling from multiple powers.
- Strengths: High variance but incredibly fun. When it works, it works spectacularly.
- Weaknesses: Not a consistent strategy to force. You often need specific relics to make the high-cost powers playable in the same deck.
- When to Pivot: If you get an early Mummified Hand or see multiple high-impact powers early, you can start taking them all.
Card Analysis
Understanding the role of cards is key to evaluating picks.
| Category | Key Cards | Purpose |
| Front-Load Damage | Molten Fist, Bludgeon, Pommel Strike, Uppercut | Kill early enemies and elites. Take these aggressively in Act 1. |
| Strength Scaling | Inflame, Demon Form, Brand, Fight Me | The primary scaling method for most offensive decks. |
| Block | Shrug It Off, Flame Barrier, Impervious, Crimson Mantle | Your main defensive tools. Shrug It Off is a top-tier common. |
| Exhaust Engines | Feel No Pain, Dark Embrace, True Grit, Burning Pact | The core of the Ironclad’s most powerful strategies. |
| Card Draw | Battle Trance, Pommel Strike+, Burning Pact, Offering | Crucial for consistency. Battle Trance is exceptional for finding your key setup cards. |
| Energy Generation | Bloodletting, Forgotten Ritual, Offering | Enables powerful turns. Bloodletting is a common staple. |
| Vulnerable Synergy | Vicious, Bully, Colossus, Thunderclap | A powerful sub-archetype that provides scaling offense and defense. |
| Self-Damage Payoffs | Inferno, Rupture, Bloodletting | Inferno is the key; it turns all self-damage into AoE damage. |
| Win Conditions | Body Slam, Whirlwind, Thrash, Rampage, Fiend Fire | The card that will ultimately kill the boss. |
Relic Synergies
Relics can dramatically define or enhance your build.
| Relic | Synergy | Best For |
| Centennial Puzzle | Draw 3 when you lose HP for the first time. Combos perfectly with Bloodletting for a turn-1 power spike. | Self-Damage, any build with Bloodletting. |
| Charon’s Ashes | Deal 3 AoE damage whenever a card is Exhausted. A passive engine for any exhaust-heavy deck. | Exhaust Engine, any build with True Grit/Burning Pact. |
| Mummified Hand | When a Power is played, a random card in hand costs 0. Enables the “Power Spam” build. | Any build with 3+ powers. |
| Oddly Smooth Stone | +1 Dexterity. Makes all block cards better, essential for Block builds. | Block/Body Slam build. |
| Yummy Cookie | Upgrade 4 cards of your choice. An incredible start, allowing you to upgrade 4 Defends for a Block build, or key attacks. | All builds. |
| Daughter of the Wind | Gain 1 block each time you play an Attack. A fantastic hybrid relic that rewards aggressive play. | Smash (Strength) build. |
| Razor Tooth | The first time you play a card, upgrade it for the rest of combat. A huge power spike. | All builds. |
| Royal Stamp | Choose a non-power card to have Innate and Retain. Excellent for guaranteeing your setup card (e.g., Inflame, Feel No Pain) on turn 1. | All builds, especially Power-based decks. |
Pathing & Decision-Making
- Act 1: Be aggressive. Path to as many elites as you can, prioritizing ? rooms for events and Campfires for upgrades. You want to secure relics and gold.
- Act 2: Be cautious. This is the hardest act for the Ironclad. Prioritize fights that give you card rewards to complete your build. Avoid elites unless your deck is already strong. Look for shops to remove Strikes/Defends or buy key relics/cards.
- Act 3: Consolidate your power. Your build should be online. Target the boss that counters you least. Avoid unnecessary fights. A final shop to add a critical late-game card like Barricade or Dark Embrace can secure the win.
- Removals: Remove Strikes over Defends, but only after you have a better damage plan. Exhaust cards in your deck can do this for you, making removals less critical than for other characters.
Common Mistakes
- Being Afraid of Exhaust: Not picking True Grit because you’re worried about losing a card. Exhausting bad cards makes your deck better.
- Taking Too Many Attacks: You can win Act 1 with attacks, but Act 2 requires a balance of offense and defense. Failing to add block cards leads to quick deaths in Act 2.
- Being Afraid of Self-Damage: Not playing Bloodletting or Offering to save 2-3 HP. This is a trap. The energy and card draw you gain are almost always worth the HP cost, which you can heal back.
- Ignoring Scaling: Still trying to kill the Act 2 boss with your Act 1 front-loaded damage. You must have a plan to get stronger each turn (Strength, Block, Exhaust).
- Overvaluing Early Body Slam: Body Slam is terrible early on when you have no block. It’s a powerful lategame card, not an early-game damage solution.
Advanced Tips
- True Grit Upgrade: This is one of the most important upgrades in the game. It changes the exhaust from random to targeted, allowing you to precisely sculpt your hand.
- Headbutt + Havoc/Cinder: Use Headbutt to put a powerful card (like Impervious or Thrash) on top of your draw pile, then play Havoc or Cinder to play it for free. This is a great way to cheat energy costs.
- Feel No Pain + Fiend Fire / Stoke: A classic combo. Exhaust your entire hand with Fiend Fire or Stoke, dealing massive damage and gaining an absurd amount of block from Feel No Pain.
- Aggression + Rampage/Thrash: Aggression allows you to play your best attack (like a scaled Rampage or Thrash) twice in a turn, doubling your scaling speed.
- Vicious + Thunderclap: In a fight with 3 enemies, an upgraded Vicious (draw 2) and Thunderclap (apply Vulnerable to all) becomes a 1-energy, draw-6 card, massively accelerating your deck cycle.
- Spite Infinite: The simplest infinite. Get two Spite cards and any source of self-damage (Inferno, Bloodletting). As long as you can play one Spite to draw the other, you can loop them forever.
The Ironclad is a character of controlled aggression. He thrives on turning his own life total and deck size into resources for overwhelming power. By mastering the Exhaust mechanic, understanding when to trade HP for tempo, and building towards a clear scaling plan (Strength, Block, or Exhaust), you can consistently dominate the Spire.
Embrace the burn, sculpt your deck, and crush everything in your path. The Ironclad is not just a warrior; he is a master of warfare, and with this guide, you will be too.
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