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: Ironclad → Silent → Regent → Necrobinder → Defect
The Ironclad is the default starting character — no unlock required. → All Ironclad cards · All Ironclad relics
Starting Stats
| Stat | Value |
|---|---|
| Starting HP | 80 (64 on Ascension 2+) |
| Starting Energy | 3 |
| Starting Deck | Strike ×5 · Defend ×4 · Bash ×1 |
| Starting Relic | Burning 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
Barricade (a Power that prevents block from expiring), then build block so high that you never take meaningful damage.
Key Cards








How to Win: Get
Barricade as your cornerstone, then layer in
Entrench and
Impervious to reach massive block totals.
Juggernaut turns every block gain into passive damage, while
Body Slam converts accumulated block into burst damage. Elite fights become trivial once the loop is established.
Relic Priorities
Self-Forming Clay — Gain 3 Block next turn whenever you lose HP; stacks extremely well with Barricade retention.
Ruined 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 Form online by Act 2 — once played, every turn feeds 2 additional Strength passively. Supplement with
Inflame for immediate burst. Multi-hit attacks like
Twin Strike and
Whirlwind multiply each point of Strength — prioritize them over single-hit attacks.
Rupture pairs with HP-cost cards like
Offering to accelerate Strength stacking.
Relic Priorities
Ruined Helmet — Doubles the first Strength gained each combat; enormous early-combat value.
Red Skull — +3 Strength at ≤50% HP; risky but extremely powerful combined with Rupture.
Paper 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 Pain and
Dark Embrace, then finish fights with a massive
Fiend Fire payload.
Key Cards






How to Win: Stack
Feel No Pain and
Dark Embrace as Powers first — each subsequent Exhaust then generates Block and card draw simultaneously. Use
Offering and
Burning Pact to exhaust on demand, building a large hand for a
Fiend Fire that wipes the entire hand for massive damage.
Relic Priorities
Charon's Ashes — Deal 3 damage to all enemies on each Exhaust; transforms every exhaust trigger into AoE damage.
Demon Tongue — Heal HP equal to the first HP you lose on your turn; excellent synergy with Offering's 6 HP cost.
Brimstone — +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
- 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.
- 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.
- Exhaust synergy is always relevant. Even without a dedicated Exhaust deck, occasional triggers from
Feel No Pain or
Dark Embrace provide free value. - 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.
- 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
- Establish either
Barricade, 1–2 Strength cards, or both
Feel No Pain +
Dark Embrace - Secure a reliable AoE or multi-hit option (e.g.,
Whirlwind) - Reach the Boss with 60+ HP
Act 2 Goals
- Lock in your primary archetype
- Acquire at least one scaling engine (
Demon Form,
Entrench, 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





