Ironclad Build Guide – Slay the Spire 2
STS 2

Ironclad Build Guide – Slay the Spire 2

Complete Ironclad build guide for Slay the Spire 2. Master the Block, Strength, and Exhaust builds with key cards, unique relics and potions for every route.

The Ironclad is the returning frontline warrior of Slay the Spire 2. A massive HP pool, reliable combat tools, and three dominant archetypes make him the most accessible character for new players while still rewarding deep knowledge of card synergies.

Unlock Chain: IroncladSilentRegentNecrobinderDefect

The Ironclad is the default starting character — no unlock required. → All Ironclad cards · All Ironclad relics


Starting Stats

StatValue
Starting HP80 (64 on Ascension 2+)
Starting Energy3
Starting DeckStrikeStrike ×5 · DefendDefend ×4 · BashBash ×1
Starting RelicBurning BloodBurning Blood — Heal 6 HP at the end of each combat

The built-in end-of-combat healing is massively underrated — it effectively lowers net damage taken across long runs and lets you take greedier combat lines through the act map. On Ascension 2+, Burning Blood upgrades to Black Blood, healing 12 HP instead.


Core Archetypes

Archetype 1: Block Build

Concept: Retain block between turns using BarricadeBarricade (a Power that prevents block from expiring), then build block so high that you never take meaningful damage.

Key Cards

How to Win: Get BarricadeBarricade as your cornerstone, then layer in EntrenchEntrench and ImperviousImpervious to reach massive block totals. JuggernautJuggernaut turns every block gain into passive damage, while Body SlamBody Slam converts accumulated block into burst damage. Elite fights become trivial once the loop is established.

Relic Priorities

  • Self-Forming ClaySelf-Forming Clay — Gain 3 Block next turn whenever you lose HP; stacks extremely well with Barricade retention.
  • Ruined HelmetRuined Helmet — Doubles the first Strength gain each combat; excellent when paired with Juggernaut.
  • Calipers — Block only decreases by 15 at turn start rather than entirely; pairs extraordinarily well with Barricade.

Archetype 2: Strength Build

Concept: Stack Strength permanently through cards, relics, and rest-site upgrades to deal overwhelming damage that bypasses enemy armor.

Key Cards

How to Win: Get Demon FormDemon Form online by Act 2 — once played, every turn feeds 2 additional Strength passively. Supplement with InflameInflame for immediate burst. Multi-hit attacks like Twin StrikeTwin Strike and WhirlwindWhirlwind multiply each point of Strength — prioritize them over single-hit attacks. RuptureRupture pairs with HP-cost cards like OfferingOffering to accelerate Strength stacking.

Relic Priorities

  • Ruined HelmetRuined Helmet — Doubles the first Strength gained each combat; enormous early-combat value.
  • Red SkullRed Skull — +3 Strength at ≤50% HP; risky but extremely powerful combined with Rupture.
  • Paper PhrogPaper Phrog — Vulnerable increases damage by 75% instead of 50%; massive multiplier with high Strength.

Archetype 3: Exhaust Build

Concept: Exhaust cards to generate Block and card draw through Feel No PainFeel No Pain and Dark EmbraceDark Embrace, then finish fights with a massive Fiend FireFiend Fire payload.

Key Cards

How to Win: Stack Feel No PainFeel No Pain and Dark EmbraceDark Embrace as Powers first — each subsequent Exhaust then generates Block and card draw simultaneously. Use OfferingOffering and Burning PactBurning Pact to exhaust on demand, building a large hand for a Fiend FireFiend Fire that wipes the entire hand for massive damage.

Relic Priorities

  • Charon's AshesCharon's Ashes — Deal 3 damage to all enemies on each Exhaust; transforms every exhaust trigger into AoE damage.
  • Demon TongueDemon Tongue — Heal HP equal to the first HP you lose on your turn; excellent synergy with Offering's 6 HP cost.
  • BrimstoneBrimstone — +2 Strength per turn pairs with the Exhaust build's natural Block generation to cover the enemy Strength downside.

Unique Relics


Unique Potions


Universal Tips

  1. Don't over-prune the starting deck. Cards like Strike+ and Defend+ fill early Act 1 coverage gaps. Remove them at merchants once the archetype is established in Act 2.
  2. Burning Blood is your safety net. The 6 HP heal after every combat adds up — play aggressively in Act 1 knowing you'll partially recover. Factor this in when deciding whether to fight Elites.
  3. Exhaust synergy is always relevant. Even without a dedicated Exhaust deck, occasional triggers from Feel No PainFeel No Pain or Dark EmbraceDark Embrace provide free value.
  4. Rest vs. Upgrade: In Act 1, upgrade if HP is above 65. Rest below 50 HP. Between 50–65, judge by upcoming Elite or Boss threat.
  5. Boss Relic selection: Runic Pyramid (keep your hand between turns) is especially strong with Block builds; Philosopher's Stone (+1 Energy, enemies start with extra Strength) is high-variance but powerful with any scaling archetype.

Act-by-Act Priority Checklist

Act 1 Goals

Act 2 Goals

  • Lock in your primary archetype
  • Acquire at least one scaling engine (Demon FormDemon Form, EntrenchEntrench, or exhaust powers stacked)
  • Get a merchant upgrade on your most-played card

Act 3 Goals

  • Trim excess — deck size 15–18 is ideal
  • Secure a reliable Time Eater counter (deck shuffle or exhaust strategy)
  • Hit Heart attempt with a clear win condition active

Frequently Asked Questions

Ironclad Build Guide – Slay the Spire 2