Ironclad — Complete Build Guide
The Ironclad is the returning frontline warrior of Slay the Spire 2. Big life pool, reliable combat tools, and two dominant archetypes make him the most accessible character for new players while still rewarding deep knowledge of card synergies.
Starting Stats
| Stat | Value |
|---|---|
| Starting HP | 80 |
| Max HP | 80 |
| Starting Energy | 3 |
| Starting Deck Size | 10 |
| Passive | Heal 6 HP at the end of each combat |
The built-in end-of-combat healing is massively underrated — it effectively lowers your net damage taken across long runs and allows you to take greedier lines through the act map.
Core Archetypes
Archetype 1: Barricade Block Build
Concept: Retain block between turns using Barricade (a Power card), then build block so high that you never take meaningful damage.
Key Cards
| Card | Rarity | Role |
|---|---|---|
| Barricade | Rare | Lets block persist every turn |
| Entrench | Uncommon | Doubles your current block |
| Impervious | Rare | 30 block for 2 energy, no Exhaust |
| Body Slam | Common | Deals damage equal to your block |
| Shrug It Off | Common | 8 block + draw 1 |
| Flame Barrier | Uncommon | 12 block + 4 damage on hit |
How to Win: Set up Barricade early, stack block with Entrench and Shrug It Off, then convert your block into damage via Body Slam. Elite fights are trivial once you establish the loop.
Relic Priorities
- Calipers — Block decreases by only 15 at turn start instead of zero (synergizes with Barricade even more).
- Anchor — Start combat with 10 block, great opener for turn-1 safety.
- Girya — Grants Strength when resting, fuels secondary damage.
Archetype 2: Strength Scaling Build
Concept: Stack Strength permanently through cards, relics, and Bonfires to deal overwhelming damage that bypasses enemy armor.
Key Cards
| Card | Rarity | Role |
|---|---|---|
| Demon Form | Rare | Gain 2 Strength at start of each turn |
| Inflame | Uncommon | +2 Strength permanently |
| Spot Weakness | Uncommon | +3 Strength when enemy intends to attack |
| Twin Strike | Common | Two hits — benefits from each point of Strength twice |
| Rupture | Uncommon | Gain Strength when you lose HP from cards |
| Limit Break | Rare | Doubles your Strength (Exhaust) |
How to Win: Get Strength online by Act 2. Demon Form is your engine — once it's in play every turn feeds another 2 Strength. Combine with Limit Break at high stacks for exponential damage spikes.
Relic Priorities
- Akabeko — First attack each combat deals 8 extra damage (excellent early pressure).
- Bag of Marbles — Applies 1 Vulnerable to all enemies, effectively 50% more damage from your first hit.
- Cracked Core / Paper Frog — Any relic adding to your first-hit damage multiplies well with high Strength.
Universal Tips
- Don't over-prune the starting deck. Cards like Strike+ and Defend+ fill gaps in early Act 1 coverage. Remove them at merchants from Act 2 onwards.
- Exhausting cards matters. Cards with Exhaust synergize with Feel No Pain (gain 3 Block on each Exhaust) and Dark Embrace (draw a card on each Exhaust). Pick these up when available.
- Rest vs. Upgrade: In Act 1, always upgrade if your HP is above 65. Below 50 HP, rest. Between 50–65, judge by upcoming elite/boss threat.
- Boss Relic selection: Runic Pyramid (keep your hand at end of turn) and Philosopher's Stone (start with +1 energy per enemy) are both high-variance wins for most builds.
Act-by-Act Priority Checklist
Act 1 Goals
- Establish either Barricade or at least 1–2 Strength cards
- Secure a reliable AoE or multi-hit option
- Reach the Boss with 60+ HP
Act 2 Goals
- Lock in your primary archetype
- Acquire at least one scaling engine (Demon Form, Limit Break, or Entrench)
- Get a merchant upgrade on your most-used card
Act 3 Goals
- Eliminate excess cards — 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
Q: Should I always take Barricade when offered?
A: Only if you have at least one other block-synergy card (Entrench, Body Slam, Flame Barrier). Barricade alone does nothing; it needs support cards to be the engine, not just a piece.
Q: Is Strength or Barricade better for beginners?
A: Strength is often safer to pilot since it doesn't require a specific combo to function. Barricade builds require you to find multiple specific pieces, which increases run variance.
Q: What's the best opening on Turn 1 vs. the Heart?
A: Impervious + Entrench if you're Block build (40+ block immediate), or any Strength setup + Spot Weakness if the Heart intends to attack on turn 1.

