"The remaining soldier of the Ironclads. Sold his soul to harness demonic energies."
The Ironclad is one of four playable characters in Slay the Spire. He wields an arsenal of powerful strikes, boasts formidable defensive options, and can draw fiendish power from his demonic benefactors. He starts with 80 hp, highest of the playable characters.
The Ironclad's starting Relic is Burning Blood, which heals 6 HP after combat.
There are many possible combinations of cards that work well together. It is often useful to not take a card if it doesn't support the combo you are going for. Some strategies include (please add more!):
is upgraded, you can cast it multiple times for exponential strength gain. Headbutt and a small deck size help you cast it more often. Relics and potions that grant some initial strength are very helpful in case you draw Limit Break within the first few turns.
makes all Skills cost 0 in exchange for exhausting them upon use, but Dead Branch would generate a replacement for used skill. If Dead Branch generates another Skill, then you can use another Skill again for free.
Most of Ironclad Skills grant high Block, allow you to easily tank damage once you use multiple of them. If possible, use Barricade
beforehand to allow Block you've gained not to be wasted between turns.
Powers that provide persistent benefits to your defense or exhaustion intended to help you over multiple turns or which give you minor benefits for exhausts and blocks are somewhat less useful to you, since your goal is to combo off in a single turn for overwhelming damage rather than slowly accumulating benefits; but they're still worth collecting, since they give you a backup strategy in case you can't get all your combo pieces or something else goes wrong.Barricade
is particularly useful because it allows you to, if necessary, split your combo over multiple turns, or to accumulate Block slowly before you finally get everything you need to go off.
An alternative but similar strategy is to use Juggernaut