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Ironclad
"The remaining soldier of the Ironclads. Sold his soul to harness demonic energies."

RedEnergy

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 BurningBlood Burning Blood, which heals 6 HP after combat.

Cards Edit

Starting DeckEdit

RedEnergy Ironclad Cards RedEnergy
Starters
Attacks
Common
Uncommon
Rare
Skills
Common
Uncommon
Rare
Powers
Uncommon
Rare

Strategies Edit

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!):

  • Upgrade Searing Blow
    SearingBlow
    every opportunity you can. Its damage increases more with each upgrade, reaching 100+ damage after ten upgrades.
  • Icon Vulnerable Vulnerable is extremely good in a Searing Blow
    SearingBlow
    deck, as when upgrade a lot the extra damage can easily reach 40-50+
  • The deck should be kept small to cycle back to Searing Blow
    SearingBlow
    as often as possible.
  • If you decide to go for a Searing Blow
    SearingBlow
    deck, you should always take the path that gives you the most campfires
  • Most must-upgrade cards become less valuable, as their upgrade is taking away from Searing Blow's
    SearingBlow
    power.
  • You generally only want to aim for a Searing Blow
    SearingBlow
    deck if you meet the following criteria:
    • You get it early in Act I (preferably before your first campfire)
    • You have a path that can take you through at least 3+ campfires in Act I
  • Card synergies:
    • Headbutt
      Headbutt
      let you play it an extra time each deck cycle
    • Dual Wield
      DualWield
      gives you additional copies if you manage to get it in the same hand as Searing Blow
      SearingBlow
      .
      • If you get Dual Wield
        DualWield
        in a Searing Blow deck, you should prioritize cards that help you find the combo:
      • Secret Weapon
        SecretWeapon
        + is probably the best one in bringing Searing Blow
        SearingBlow
        to your hand.
      • Violence
        Violence
        is also good if your deck is small and you don't have many Attacks remain.
      • RunicPyramid Runic Pyramid will ensure that you get the combo at some point.
    • All exhaust cards can be very good at thinning your deck during combat.
    • Double Tap
      DoubleTap
      let your Searing Blow
      SearingBlow
      deal double damage
    • Armaments
      Armaments
      - can continually ramp up your Searing Blow
      SearingBlow
      damage during combat
  • Relic synergies:
    • WarpedTongs Warped Tongs will continually upgrade your Searing Blow
      SearingBlow
      over time during combat.
    • WingedGreaves Wing Boots allows you to take additional campfires that you normally won't be able to get to.
    • Necronomicon Necronomicon doubles the damage of Searing Blow
      SearingBlow
      every time you play it.
    • PenNib Pen Nib - double damage of Searing Blow
      SearingBlow
      but requires some planning to execute.
    • PaperFrog Paper Phrog has a minor synergy but at higher Searing Blow
      SearingBlow
      levels the increase of damage from this relic is significant.
    • DollysMirror Dolly's Mirror - if you get this after you have upgraded your Searing Blow a few times, it will effectively double the strength of the deck.
  • Corruption
    Corruption
    makes all Skills cost 0 in exchange for exhausting them upon use, but DeadBranch Dead Branch would generate a replacement for used skill. If DeadBranch Dead Branch generates another Skill, then you can use another Skill again for free.
    • Most of Ironclad Skills grant high Icon Block Block, allow you to easily tank damage once you use multiple of them. If possible, use Barricade
      Barricade
      beforehand to allow Icon Block Block you've gained not to be wasted between turns.
    • Some of Ironclad Skills grant Energy. Special notes goes to Seeing Red
      SeeingRed
      which normally cost 1 un-upgraded. With Corruption
      Corruption
      , it becomes a free 2 Energy generation. Spend Energy gained on other crucial cards on your hand, such as Power card or Attacks.
Exhaust, Icon Block Block, and Slam
BodySlam
Deck
  • Unlike the normal exhaustion and defense strategies above (which focus on building up power over time), your goal here is to try and make your deck almost entirely out of skills, get out Corruption
    Corruption
    and Dark Embrace
    DarkEmbrace
    together, then burn through your entire deck in one turn to raise your defense, with doubling effects from Entrench
    Entrench
    played last, finally followed by one or more Body Slams
    BodySlam
    to kill the enemy in one hit.
  • The essential cards are Corruption
    Corruption
    , Dark Embrace
    DarkEmbrace
    , Entrench
    Entrench
    , and Body Slam
    BodySlam
    , plus cards like Impervious
    Impervious
    ,Shrug It Off
    ShrugItOff
    , and Sentinel
    Sentinel
    to build defense before you double it with Entrench
    Entrench
    . Provided you keep your deck overwhelmingly tilted towards skills and fill it with lots of card draw, you should only need to draw Corruption
    Corruption
    and Dark Embrace
    DarkEmbrace
    before you start comboing off; the rest of the combo will be found as you draw your deck. Multiple copies of Entrench
    Entrench
    or Body Slam
    BodySlam
    (or things that duplicate them) are still extremely valuable; you also want to upgrade Corruption
    Corruption
    , Dark Embrace
    DarkEmbrace
    , and Body Slam
    BodySlam
    to reduce the cost of the combo so you can deploy it faster.
  • It's also important to have cards that let you dig for your combo, such as Shrug It Off
    ShrugItOff
    , Burning Pact
    BurningPact
    , and Offering
    Offering
    . Beyond just letting you dig for your combo, these let you draw past attack cards when comboing off.
  • Hitting your hand maximum is a serious problem, especially if you obtain multiple copies of Dark Embrace
    DarkEmbrace
    or large numbers of card-drawing skill cards.Bloodletting
    Bloodletting
    can help you play other cards to get them out of your hand and can provide the energy you need to play Corruption
    Corruption
    and Dark Embrace
    DarkEmbrace
    as soon as possible. Burning Pact
    BurningPact
    allows you to get unwanted cards out of your hands while drawing a large amount. Once the combo is deployed, Sentinel
    Sentinel
    will both provide additional Icon Block Block and a large amount of free energy to play out the rest of your hand. True Grit
    TrueGrit
    can be used to avoid cards getting clogged in your hand, but it's extremely important to upgrade it to avoid the risk of having it hit your combo pieces. Offering
    Offering
    both draws you cards and gives you energy to play your non-skills.
  • Double Tap
    DoubleTap
    and Dual Wield
    DualWield
    can amplify the final blow by doubling your Body Slam
    BodySlam
    , while Secret Weapon
    SecretWeapon
    can dig for your Body Slam
    BodySlam
    . Do not upgrade your Secret Weapon
    SecretWeapon
    , since you want it to be exhausted so Dark Embrace
    DarkEmbrace
    will let you draw a card off it.
  • 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 Icon Block 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
    Barricade
    is particularly useful because it allows you to, if necessary, split your combo over multiple turns, or to accumulate Icon Block Block slowly before you finally get everything you need to go off.
  • An alternative but similar strategy is to use Juggernaut
    Juggernaut
    , Corruption
    Corruption
    , and Feel No Pain
    FeelNoPain
    . Each defensive skill played is worth an additional 10-14 damage.Iron Waves
    IronWave
    are good fallbacks.
  • Removals should focus on getting rid of your Strikes
    Strike G
    rather than your Defends
    Defend G
    ; while your Defends
    Defend G
    aren't as good as your other Icon Block Block cards, they can still be cycled through for free once you have Corruption
    Corruption
    and Dark Embrace
    DarkEmbrace
    out.
Status Deck
Masochist Deck
  • Utilizes Rupture
    Rupture
    and cards that deal damage to you, aiming to finish fights quickly.
    • Each use of Rupture
      Rupture
      increases Icon Strength Strength gained per trigger. You may stack it 2 or 3 times to quicken your Icon Strength Strength growth.
    • After applying Rupture
      Rupture
      , use Brutality
      Brutality
      or Combust
      Combust
      . Their health cost per turn means you would gain 1 Icon Strength Strength every turn.
      • Unless you want additional card draw or AoE damage, you would not need more than 1 copy of these two, as stacking them increases health loss but not Rupture's
        Rupture
        Icon Strength Strength gain.
    • Icon Strength Strength gain from Rupture
      Rupture
      is consistent if built for, but it can be slow. Limit Break
      LimitBreak
      + can help multiplying your Icon Strength Strength to finish fights before you lose too much health.
  • Hemokinesis
    Hemokinesis
    , Offering
    Offering
    , and Bloodletting
    Bloodletting
    are the other cards that self harm.
  • The Blue Candle allows you to hurt yourself by exhausting curse cards.
  • Reaper
    Reaper
    benefits from the Icon Strength Strength gain and provides some much needed healing.
  • J.A.X.
    J.A.X.
    is a chance encounter, but grants you both health loss to trigger Rupture
    Rupture
    while also grants you Icon Strength Strength on its own.
  • Any cards that benefit from gain are good here.
  • Draw to get your combo together is very helpful. Make sure to get some Icon Block defense to keep outside damage taken low.
  • Blood for Blood does significant damage and will quickly become cheap or free with Brutality
    Brutality
    Brutality
    or Combust
    Combust
    . Having a solid 0-cost attack lets you take advantage of the extra cards drawn from Brutality
    Brutality
    , and can tide you over if you don't find Rupture early on (or draw it early in the fight).
  • Gather a lot of cards, especially cards with card draw and energy like Battle Trance
    BattleTrance
    .
  • With a lot of cards in your hand use Fiend Fire
    FiendFire
    to deal high damage to target. 
  • Fiend Fire
    FiendFire
    scales very well with Icon Strength Strength.
  • RunicPyramid Runic Pyramid can help you gather a large number of cards.
  • Get Dropkick
    Dropkick
    and remove as many other cards as possible. Once you have 2 Dropkicks
    Dropkick
    or 1 Dropkick
    Dropkick
    + Dual Wield
    DualWield
    , you can play Bash
    Bash
    + lnfinite Dropkick
    Dropkick
    . Upgraded Offering
    Offering
    is very useful in this build because it can draw 5 cards, which means that you can infinite kicks with a 10 card deck.
  • This is an easy to assemble but strong build. It can be done with restarting short games to get Dropkick
    Dropkick
    early.
  • If you manage to get SneckoEye Snecko Eye during first Boss fight, you can go for cards with high energy costs as main damage dealer: Bludgeon
    Bludgeon
    , Carnage
    Carnage
    and Immolate are the best, while Sever Soul
    SeverSoul
    and Fiend Fire
    FiendFire
    can help with clutter.
  • Dual Wield
    DualWield
    is what makes this build shine: getting two zero cost Bludgeons
    Bludgeon
    is usually enough to finish a fight.
  • Defensively it's possible to focus exclusively on Flame Barrier
    FlameBarrier
    .
  • Going for Perfected Strike
    PerfectedStrike
    build is a sound strategy prior to getting SneckoEye Snecko Eye, since Boss rewards are rather random.
Rampage
Rampage
Deck
  • Keep the deck small with cards to support your Rampage
    Rampage
    , preferably upgraded one, and use it repeatedly.
  • A balance between draw power like Battle Trance
    BattleTrance
    , Warcry
    Warcry
    , etc. and defense is good as Rampage
    Rampage
    can scale up quickly as main damage source with appropriate support cards, Shrug It Off
    ShrugItOff
    is a great card as it provide both.
  • Best support card for Rampage
    Rampage
    is Double Tap
    DoubleTap
    , which ram up the power twice, and Headbutt
    Headbutt
    can allow you to search for Rampage
    Rampage
    to be used more frequently.
  • If possible, Icon Vulnerable Vulnerable relics and cards can be devastated for enemy if combine with well scaled Rampage
    Rampage
    .
  • Avoid cards that give Status like Wild Strike
    WildStrike
    , Reckless Charge
    RecklessCharge
    , or Immolate
    Immolate
    . It can make Rampage
    Rampage
    become inaccessible or less likely to be drawn later in fight, which defeat the purpose of the card
  • Do not use Havoc
    Havoc
    unless you have FrozenEye Frozen Eye.
  • Unlike Claw
    Claw
    deck, only 1 Rampage
    Rampage
    should be taken.

Unlocks Edit

Unlock Number Prizes Unlocked
1st Heavy Blade
HeavyBlade
, Spot Weakness
SpotWeakness
, Limit Break
LimitBreak
2nd Omamori Omamori, PrayerWheel Prayer Wheel, Shovel Shovel
3rd Wild Strike
WildStrike
, Evolve
Evolve
, Immolate
Immolate
4th Havoc
Havoc
, Sentinel
Sentinel
, Exhume
Exhume
5th BlueCandle Blue Candle, DeadBranch Dead Branch, SingingBowl Singing Bowl

GalleryEdit

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