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

Ironclad

The Ironclad is one of three 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 every combat(can be exchanged for the boss relic Black Blood ).

For the Ironclad's full list of cards, click here

Basic Cards (Default/Starting Deck) Edit

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!):

High defense Edit

  • Body Slam
    BodySlam
    , Entrench
    Entrench
    + Barricade
    Barricade
    /Calipers
  • This strategy focuses on building up over multiple turns, potentially eliminating incoming damage. Plated Armor is an excellent fit in this build.
  • Body Slam
    BodySlam
    and Juggernaut
    Juggernaut
    are excellent sources of damage, which is still important to win.
  • Barricade
    Barricade
    with Orichalcum basically give you 6 permanent armor (stacks) when you don't block.
  • Though not an intuitive choice, Second Wind
    SecondWind
    can can be used to thin out extraneous block cards once enough block is built up, letting the player more reliably draw attacks and rely on Entrench to maintain their block.

High strength with high volume of attacksEdit

Searing Blow Edit

  • Upgrade Searing Blow
    SearingBlow
    every opportunity you can. Its damage increases more with each upgrade, reaching 100+ damage after ten upgrades.
  • Vulnerable is extremely good in a Searing Blow 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 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 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's 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.
      • If you get Dual Wield in a Searing Blow deck, you should prioritize cards that help you find the combo:
      • Secret Weapon
        SecretWeapon
        + is probably the best one
      • Violence
        Violence
        is also good if your deck is small and you don't have too many remaining attacks in your deck
      • 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's your searing blow do double damage
    • Armaments
      Armaments
      - can continually ramp up your Searing Blow damage during combat
  • Relic synergies:
    • Warped Tongs - will continually upgrade your Searing Blow over time during combat
    • Wing Boots allow you to take additional campfires that you normally won't be able to get to
    • Necronomicon - Doubles the damage of Searing Blow every time you play it
    • Pen Nib - double damage of Searing Blow but requires some planning to execute
    • Paper Phrog - a minor synergy but at higher Searing Blow levels the increase of damage from this relic is significant
    • 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.

Exhaustion synergy Edit

Exhaustion / Defense Combo Edit

  • 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 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.
  • Artifacts 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
    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
    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 Block cards, they can still be cycled through for free once you have Corruption
    Corruption
    and Dark Embrace
    DarkEmbrace
    out.

Perfected Strike synergy Edit

  • Perfected Strike
    PerfectedStrike
    + strike cards (Strike
    Strike G
    , Pommel Strike
    PommelStrike
    , Twin Strike
    TwinStrike
    , Wild Strike
    WildStrike
    ).
  • Your deck will become very heavy, lots of draw like Battle Trance
    BattleTrance
    will be important, as will in-battle upgrade effects like Apotheosis
    Apotheosis
    , Armaments
    Armaments
    +, and Warped Tongs.
  • Powerful defensive cards will be a must when offered, since you will be taking large quantities of offensive cards.
  • You will also need to be on the lookout for strong defensive Relics, such as: Self-Forming Clay, Orichalcum, or Anchor.
  • Dual Wield
    DualWield
    increases the power of the deck a lot more than usual, increasing the damage of each Perfected Strike by up to 6, and increasing the amount to be drawn.
  • A 4th energy is particularly important to be able to play multiple copies if desired.


Self-Status Edit

Masochist Edit

  • Utilizes Rupture
    Rupture
    and cards that deal damage to you, aiming to finish fights quickly.
  • Rupture
    Rupture
    and Brutality
    Brutality
    together means you gain 1 Strength per turn. Only 1 copy of each is necessary, more won't increase the Strength gain.
  • Hemokinesis
    Hemokinesis
    , Offering
    Offering
    , and Bloodletting
    Bloodletting
    are the other cards that self harm.
  • Reaper
    Reaper
    benefits from the Strength gain and provides some much needed healing.
  • Any cards that benefit from gain are good here.
  • Draw to get your combo together is very helpful. Make sure to get some defense to keep outside damage taken low.

Card Draw + Fiend FireEdit

Kick kick and kick Edit

  • 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.

Snecko Eye and High Energy Cards Edit

  • If you manage to get Snecko Eye during first Boss fight, you can go for cards with high energy costs as main damage dealer: Bludgeon, 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 is usually enough to finish a fight.
  • Defensively it's possible to focus exclusively on Flame Barrier.
  • Going for Perfected Strike
    PerfectedStrike
    build is a sound strategy prior to getting Snecko Eye, since Boss rewards are rather random.

Unlocks Edit

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

GalleryEdit

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