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[[File:Ironclad.png|center|270x270px]]
''"The remaining soldier of the Ironclads. Sold his soul to harness demonic energies."''
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<div align="center">''"The remaining soldier of the Ironclads. Sold his soul to harness demonic energies."''
[[File:Ironclad.png|thumb|right|270x270px]]
 
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{{Icon|<R>|}}
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.
 
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</div>
 
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 every combat.
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The Ironclad's starting Relic is {{R|Burning Blood}}, which heals 6 HP after combat.
   
 
== Cards ==
[[Ironclad Cards|For the Ironclad's full list of cards, click here]]. 
 
 
===Starting Deck===
 
== Basic Cards (Default/Starting Deck) ==
 
 
* 5 {{C|Strike_R|Strike}}
 
* 5 {{C|Strike_R|Strike}}
 
* 4 {{C|Defend_R|Defend}}
 
* 4 {{C|Defend_R|Defend}}
 
* 1 {{C|Bash}}
 
* 1 {{C|Bash}}
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{{Ironclad Card Navbox}}
   
 
== Strategies ==
 
== Strategies ==
 
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!):
 
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!):
   
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{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
=== High defense ===
 
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! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{KW|Block|High Defense}} Deck</div>
* {{C|Body Slam}},{{C|Entrench}} +{{C|Barricade}}/[[Calipers]]
 
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|-
* This strategy focuses on building up {{KW|block}} over multiple turns, potentially eliminating incoming damage. {{KW|Plated Armor}} is an excellent fit in this build.
 
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| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
* {{C|Body Slam}}and{{C|Juggernaut}} are excellent sources of damage, which is still important to win
 
 
* This strategy focuses on building up {{KW|Block}} over multiple turns, potentially eliminating incoming damage. {{KW|Plated Armor}} is an excellent fit in this build.
* {{C|Barricade}}with [[Orichalcum]] basically give you 6 permanent armor (stacks) when you don't block
 
 
* Essential cards include {{C|Body Slam}}, {{C|Entrench}}, and {{C|Barricade}}.
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** {{C|Barricade}} may be substituted by {{R|Calipers}}, provided that you have a consistent {{KW|Block}} per turn.
 
* {{C|Body Slam}} and {{C|Juggernaut}} are excellent sources of damage, which is still important to win.
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* Though not an intuitive choice, {{C|Second Wind|Second Wind}} can can be used to thin out extraneous {{KW|Block}} cards once enough {{KW|Block}} is built up, letting the player more reliably draw attacks and rely on {{C|Entrench}} to maintain their {{KW|Block}}.
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* {{KW|Strength}} reduction from {{C|Disarm}}, and {{KW|Weak}} from {{C|Intimidate}}, {{C|Clothesline}}, and {{C|Uppercut}} can help reduce enemy's attack damage to maintain your {{KW|Block}}.
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|-
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|}
   
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=== High strength with high volume of attacks===
 
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! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{KW|Strength|High Strength}} Deck</div>
* {{C|Spot Weakness}}, {{C|Flex}}, {{C|Limit Break}}, {{C|Demon Form}}, {{C|Inflame}} are cards that offer {{KW|Strength}}. A helpful tip with {{C|Flex}} in particular is that if you have an {{KW|Artifact}} before you use {{C|Flex}}, or trigger the effect of [[Orange Pellets]] after using {{C|Flex}}, you won't lose the {{KW|Strength}} gained from it on the next turn. This gives {{C|Flex}} good synergy with sources of {{KW|Artifact|Artifacts}}, such as [[Clockwork Souvenir]] or {{C|Panacea}}
 
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|-
* {{C|Whirlwind}}/{{C|Heavy Blade}}, {{C|Sword Boomerang}}, {{C|Twin Strike}} etc. are all cards that synergize well with {{KW|Strength}}.
 
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| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
 
* {{C|Spot Weakness}}, {{C|Flex}}, {{C|Limit Break}}, {{C|Demon Form}}, {{C|Inflame}} are cards that offer {{KW|Strength}}. A helpful tip with {{C|Flex}} in particular is that if you have an {{KW|Artifact}} before you use {{C|Flex}}, or trigger the effect of [[Orange Pellets]] after using {{C|Flex}}, you won't lose the {{KW|Strength}} gained from it on the next turn. This gives {{C|Flex}} good synergy with sources of {{KW|Artifact|Artifacts}}, such as {{R|Clockwork Souvenir}} or {{C|Panacea}}
 
* {{C|Whirlwind}}/{{C|Heavy Blade}},{{C|Sword Boomerang}},{{C|Twin Strike}} etc. are all cards that synergize well with {{KW|Strength}}.
 
* This build focuses on increasing {{KW|Strength}} and multiply its power through the choice of attacks. Attacks that hit multiple creatures, or hit multiple times scale more effectively with {{KW|Strength}}.
 
* This build focuses on increasing {{KW|Strength}} and multiply its power through the choice of attacks. Attacks that hit multiple creatures, or hit multiple times scale more effectively with {{KW|Strength}}.
* {{C|Reaper}}becomes a very powerful healing tool with high {{KW|Strength}}, especially when paired with a [[Magic Flower]].
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* {{C|Reaper}} becomes a very powerful healing tool with high {{KW|Strength}}, especially when paired with a {{R|Magic Flower}}.
* {{KW|Vulnerable|Vulnerability}} cards such as {{C|Bash}},{{C|Trip}}, and {{C|Thunderclap}} work very well with the high damaging attacks offered to you with high {{KW|Strength}}.
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* {{KW|Vulnerable|Vulnerability}} cards such as {{C|Bash}}, {{C|Trip}}, and {{C|Thunderclap}} work very well with the high damaging attacks offered to you with high {{KW|Strength}}.
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* If {{C|Limit Break}}<div class="tooltip-contents">[[File:LimitBreak.png|240x240px]]</div> 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.
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|-
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|}
   
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=== Searing Blow ===
 
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! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{C|Searing Blow}} Deck</div>
* Upgrade {{C|Searing Blow}} every opportunity you can.
 
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* Very difficult to commit to but {{C|Searing Blow|Searing Blow's}} damage increases more with each upgrade, reaching 100+ damage after ten upgrades.
 
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| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
* The deck should be kept small to cycle back to {{C|Searing Blow}} as often as possible.{{C|Headbutt}} lets you replay it multiple times per cycle.
 
 
* Upgrade {{C|Searing Blow}} every opportunity you can. Its damage increases more with each upgrade, reaching 100+ damage after ten upgrades.
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* {{KW|Vulnerable}} is extremely good in a {{C|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 {{C|Searing Blow}} as often as possible.
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* If you decide to go for a {{C|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 {{C|Searing Blow|Searing Blow's}} power.
 
* Most must-upgrade cards become less valuable, as their upgrade is taking away from {{C|Searing Blow|Searing Blow's}} power.
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* You generally only want to aim for a {{C|Searing Blow}} deck if you meet the following criteria:
* The high damage will synergize very well with {{C|Dual Wield}} in multiplying its number within your deck.{{C|Double Tap}} does massive damage.
 
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** You get it early in Act I (preferably before your first campfire)
* Upgraded {{C|Armaments}} and {{C|Apotheosis}} help keep your deck strong despite only upgrading a single card.
 
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** You have a path that can take you through at least 3+ campfires in Act I
* [[Warped Tongs]] have a chance to upgrade {{C|Searing Blow}} every turn it is drawn.
 
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* Card synergies:
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** {{C|Headbutt}} let you play it an extra time each deck cycle
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** {{C|Dual Wield}} gives you additional copies if you manage to get it in the same hand as {{C|Searing Blow}}.
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*** If you get {{C|Dual Wield}} in a Searing Blow deck, you should prioritize cards that help you find the combo:
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*** {{C|Secret Weapon}}+ is probably the best one in bringing {{C|Searing Blow}} to your hand.
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*** {{C|Violence}} is also good if your deck is small and you don't have many Attacks remain.
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*** {{R|Runic Pyramid}} will ensure that you get the combo at some point.
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** All exhaust cards can be very good at thinning your deck during combat.
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** {{C|Double Tap}} let your {{C|Searing Blow}} deal double damage
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** {{C|Armaments}}- can continually ramp up your {{C|Searing Blow}} damage during combat
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* Relic synergies:
 
** {{R|Warped Tongs}} will continually upgrade your {{C|Searing Blow}} over time during combat.
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** {{R|Wing Boots}} allows you to take additional campfires that you normally won't be able to get to.
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** {{R|Necronomicon}} doubles the damage of {{C|Searing Blow}} every time you play it.
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** {{R|Pen Nib}} - double damage of {{C|Searing Blow}} but requires some planning to execute.
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** {{R|Paper Phrog}} has a minor synergy but at higher {{C|Searing Blow}} levels the increase of damage from this relic is significant.
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** {{R|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.
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|}
   
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=== Exhaustion synergy ===
 
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! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{C|Corruption}} + {{R|Dead Branch}} Deck</div>
* {{C|Corruption}}, {{C|Dark Embrace}}, {{C|Fiend Fire}}, {{C|Sentinel}} and [[Dead Branch]] or [[Charon's Ashes]]
 
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|-
* This strategy gains power from {{KW|Exhaust|exhausting}} cards. In addition to those listed here, cards that are {{KW|Exhaust|exhausted}} upon use are helpful here.
 
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| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
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* {{C|Corruption}} makes all Skills cost 0 in exchange for exhausting them upon use, but {{R|Dead Branch}} would generate a replacement for used skill. If {{R|Dead Branch}} generates another Skill, then you can use another Skill again for free.
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** Most of Ironclad Skills grant high {{KW|Block}}, allow you to easily tank damage once you use multiple of them. If possible, use {{C|Barricade}} beforehand to allow {{KW|Block}} you've gained not to be wasted between turns.
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** Some of Ironclad Skills grant {{KW|Energy}}. Special notes goes to {{C|Seeing Red}} which normally cost 1 un-upgraded. With {{C|Corruption}}, it becomes a free 2 {{KW|Energy}} generation. Spend {{KW|Energy}} gained on other crucial cards on your hand, such as Power card or Attacks.
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|}
   
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{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
=== Exhaustion / Defense Combo ===
 
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! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{KW|Exhaust}}, {{KW|Block}}, and {{C|Body Slam|Slam}} Deck</div>
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|-
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| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
 
* Unlike the normal {{KW|Exhaust|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 {{C|Corruption}} and {{C|Dark Embrace}} together, then burn through your entire deck in one turn to raise your defense, with doubling effects from {{C|Entrench}} played last, finally followed by one or more {{C|Body Slam|Body Slams}} to kill the enemy in one hit.
 
* Unlike the normal {{KW|Exhaust|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 {{C|Corruption}} and {{C|Dark Embrace}} together, then burn through your entire deck in one turn to raise your defense, with doubling effects from {{C|Entrench}} played last, finally followed by one or more {{C|Body Slam|Body Slams}} to kill the enemy in one hit.
* The essential cards are {{C|Corruption}}, {{C|Dark Embrace}}, {{C|Entrench}}, and {{C|Body Slam}}, plus cards like {{C|Impervious}}, {{C|Shrug It Off}}, and {{C|Sentinel}} to build defense before you double it with {{C|Entrench}}. Provided you keep your deck overwhelmingly tilted towards skills and fill it with lots of card draw, you should only need to draw {{C|Corruption}} and {{C|Dark Embrace}} before you start comboing off; the rest of the combo will be found as you draw your deck. Multiple copies of {{C|Entrench}} or {{C|Body Slam}} (or things that duplicate them) are still extremely valuable; you also want to upgrade {{C|Corruption}}, {{C|Dark Embrace}}, and {{C|Body Slam}} to reduce the cost of the combo so you can deploy it faster.
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* The essential cards are {{C|Corruption}}, {{C|Dark Embrace}}, {{C|Entrench}}, and {{C|Body Slam}}, plus cards like {{C|Impervious}},{{C|Shrug It Off}}, and {{C|Sentinel}} to build defense before you double it with {{C|Entrench}}. Provided you keep your deck overwhelmingly tilted towards skills and fill it with lots of card draw, you should only need to draw {{C|Corruption}} and {{C|Dark Embrace}} before you start comboing off; the rest of the combo will be found as you draw your deck. Multiple copies of {{C|Entrench}} or {{C|Body Slam}} (or things that duplicate them) are still extremely valuable; you also want to upgrade {{C|Corruption}}, {{C|Dark Embrace}}, and {{C|Body Slam}} 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 {{C|Shrug It Off}}, {{C|Burning Pact}}, and {{C|Offering}}. Beyond just letting you dig for your combo, these let you draw past attack cards when comboing off.
 
* It's also important to have cards that let you dig for your combo, such as {{C|Shrug It Off}}, {{C|Burning Pact}}, and {{C|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 {{C|Dark Embrace}} or large numbers of card-drawing skill cards.{{C|Bloodletting}} can help you play other cards to get them out of your hand and can provide the energy you need to play {{C|Corruption}} and {{C|Dark Embrace}} as soon as possible.{{C|Burning Pact}} allows you to get unwanted cards out of your hands while drawing a large amount. Once the combo is deployed,{{C|Sentinel}} will both provide additional {{KW|Block}} and a large amount of free energy to play out the rest of your hand.{{C|True Grit}} 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.{{C|Offering}} both draws you cards and gives you energy to play your non-skills.
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* Hitting your hand maximum is a serious problem, especially if you obtain multiple copies of {{C|Dark Embrace}} or large numbers of card-drawing skill cards.{{C|Bloodletting}} can help you play other cards to get them out of your hand and can provide the energy you need to play {{C|Corruption}} and {{C|Dark Embrace}} as soon as possible. {{C|Burning Pact}} allows you to get unwanted cards out of your hands while drawing a large amount. Once the combo is deployed, {{C|Sentinel}} will both provide additional {{KW|Block}} and a large amount of free energy to play out the rest of your hand. {{C|True Grit}} 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. {{C|Offering}} both draws you cards and gives you energy to play your non-skills.
 
* {{C|Double Tap}} and {{C|Dual Wield}} can amplify the final blow by doubling your {{C|Body Slam}}, while {{C|Secret Weapon}} can dig for your {{C|Body Slam}}. Do not upgrade your {{C|Secret Weapon}}, since you want it to be {{KW|Exhaust|exhausted}} so {{C|Dark Embrace}} will let you draw a card off it.
 
* {{C|Double Tap}} and {{C|Dual Wield}} can amplify the final blow by doubling your {{C|Body Slam}}, while {{C|Secret Weapon}} can dig for your {{C|Body Slam}}. Do not upgrade your {{C|Secret Weapon}}, since you want it to be {{KW|Exhaust|exhausted}} so {{C|Dark Embrace}} will let you draw a card off it.
* {{KW|Artifact|Artifacts}} that provide persistent benefits to your defense or {{KW|Exhaust|exhaustion}} intended to help you over multiple turns or which give you minor benefits for {{KW|Exhaust|exhausts}} and {{KW|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.{{C|Barricade}} is particularly useful because it allows you to, if necessary, split your combo over multiple turns, or to accumulate {{KW|Block}} slowly before you finally get everything you need to go off.
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* Powers that provide persistent benefits to your defense or {{KW|Exhaust|exhaustion}} intended to help you over multiple turns or which give you minor benefits for {{KW|Exhaust|exhausts}} and {{KW|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.{{C|Barricade}} is particularly useful because it allows you to, if necessary, split your combo over multiple turns, or to accumulate {{KW|Block}} slowly before you finally get everything you need to go off.
 
* An alternative but similar strategy is to use {{C|Juggernaut}}, {{C|Corruption}}, and {{C|Feel No Pain}}. Each defensive skill played is worth an additional 10-14 damage.{{C|Iron Wave|Iron Waves}} are good fallbacks.
 
* An alternative but similar strategy is to use {{C|Juggernaut}}, {{C|Corruption}}, and {{C|Feel No Pain}}. Each defensive skill played is worth an additional 10-14 damage.{{C|Iron Wave|Iron Waves}} are good fallbacks.
 
* Removals should focus on getting rid of your {{C|Strike|Strikes}} rather than your {{C|Defend|Defends}}; while your {{C|Defend|Defends}} aren't as good as your other {{KW|Block}} cards, they can still be cycled through for free once you have {{C|Corruption}} and {{C|Dark Embrace}} out.
 
* Removals should focus on getting rid of your {{C|Strike|Strikes}} rather than your {{C|Defend|Defends}}; while your {{C|Defend|Defends}} aren't as good as your other {{KW|Block}} cards, they can still be cycled through for free once you have {{C|Corruption}} and {{C|Dark Embrace}} out.
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{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
=== Perfected Strike synergy ===
 
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! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{C|Perfected Strike}} Deck</div>
* {{C|Perfected Strike}}+ strike cards ({{C|Strike}},{{C|Pommel Strike}},{{C|Twin Strike}},{{C|Wild Strike}})
 
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|-
* Your deck will become very heavy, lots of draw like{{C|Battle Trance}} will be important, as will in-battle upgrade effects like{{C|Apotheosis}},{{C|Armaments}}+, and [[Warped Tongs]].
 
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| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
 
* {{C|Perfected Strike}}+ strike cards ({{C|Strike}}, {{C|Pommel Strike}}, {{C|Twin Strike}}, {{C|Wild Strike}}).
 
* Your deck will become very heavy, lots of draw like {{C|Battle Trance}} will be important, as will in-battle upgrade effects like {{C|Apotheosis}}, {{C|Armaments}}+, and {{R|Warped Tongs}}.
 
* Powerful defensive cards will be a must when offered, since you will be taking large quantities of offensive cards.
 
* 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:{{R|Self-Forming Clay}},{{R|Orichalcum}}, or{{R|Anchor}}
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* You will also need to be on the lookout for strong defensive Relics, such as: {{R|Self-Forming Clay}}, {{R|Orichalcum}}, {{R|Anchor}}, {{R|Horn Cleat}}, or {{R|Captain's Wheel}}.
* {{C|Dual Wield}}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.
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* {{C|Dual Wield}} 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.
 
* A 4th energy is particularly important to be able to play multiple copies if desired.
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|}
   
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{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
=== Self-Status ===
 
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! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{KW|Status}} Deck</div>
* Uses powerful cards with drawbacks that inflict {{KW|Status}} cards, such as {{C|Wild Strike}},{{C|Power Through}},{{C|Reckless Charge}} and {{C|Immolate}}, with {{C|Evolve}} to negate the loss of draws.
 
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|-
* {{KW|Exhaust}} cards like {{C|True Grit}},{{C|Sever Soul}},{{C|Second Wind}}, and {{C|Fiend Fire}} can keep you from becoming overwhelmed in long term fights.
 
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| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
* [[Mark of Pain]] effectively loses its downside.
 
 
* Uses powerful cards with drawbacks that inflict {{KW|Status}} cards, such as {{C|Wild Strike}}, {{C|Power Through}}, {{C|Reckless Charge}} and {{C|Immolate}}, with {{C|Evolve}} to negate the loss of draws.
 
* {{KW|Exhaust}} cards like {{C|True Grit}}, {{C|Sever Soul}}, {{C|Second Wind}}, and {{C|Fiend Fire}} can keep you from becoming overwhelmed in long term fights. {{C|Shrug It Off}} can give {{KW|Block}} even with dazed from [https://slay-the-spire.fandom.com/wiki/Reckless_Charge reckless charge]
 
* {{R|Mark of Pain}} effectively loses its downside.
 
* With an upgraded {{C|Evolve}}, a 9 card {{C|Fiend Fire}} happens easily.
 
* With an upgraded {{C|Evolve}}, a 9 card {{C|Fiend Fire}} happens easily.
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* Top it off with {{C|Fire Breathing}} for a nice passive AoE damage. A normal draw full of {{KW|Status}} can easily turns into 30-50 damage to ALL enemies. With multiple copies this can easily be your main source of damage.
 
* This build mitigates the power of most {{KW|Status}} inflicting enemies, and synergizes well with many other deck types.
 
* This build mitigates the power of most {{KW|Status}} inflicting enemies, and synergizes well with many other deck types.
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{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
=== Masochist ===
 
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! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">Masochist Deck</div>
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|-
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| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
 
* Utilizes {{C|Rupture}} and cards that deal damage to you, aiming to finish fights quickly.
 
* Utilizes {{C|Rupture}} and cards that deal damage to you, aiming to finish fights quickly.
* {{C|Rupture}}and{{C|Brutality}} together means you gain 1 {{KW|Strength}} per turn. Only 1 copy of each is necessary, more won't increase the {{KW|Strength}} gain.
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** Each use of {{C|Rupture}} increases {{KW|Strength}} gained per trigger. You may stack it 2 or 3 times to quicken your {{KW|Strength}} growth.
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** After applying {{C|Rupture}}, use {{C|Brutality}} or {{C|Combust}}. Their health cost per turn means you would gain 1 {{KW|Strength}} every turn.
* {{C|Hemokinesis}},{{C|Offering}}, and {{C|Bloodletting}} are the other cards that self harm.
 
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*** 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 {{C|Rupture|Rupture's}} {{KW|Strength}} gain.
* {{C|Reaper}}benefits from the {{KW|Strength}} gain and provides some much needed healing.
 
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** {{KW|Strength}} gain from {{C|Rupture}} is consistent if built for, but it can be slow. {{C|Limit Break}}+ can help multiplying your {{KW|Strength}} to finish fights before you lose too much health.
 
* {{C|Hemokinesis}}, {{C|Offering}}, and {{C|Bloodletting}} are the other cards that self harm.
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* The [[Blue Candle]] allows you to hurt yourself by exhausting curse cards.
 
* {{C|Reaper}} benefits from the {{KW|Strength}} gain and provides some much needed healing.
  +
* {{C|J.A.X.}} is a chance encounter, but grants you both health loss to trigger {{C|Rupture}} while also grants you {{KW|Strength}} on its own.
 
* Any cards that benefit from {{KW|Stength}} gain are good here.
 
* Any cards that benefit from {{KW|Stength}} 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.
+
* Draw to get your combo together is very helpful. Make sure to get some {{KW|Block|defense}} to keep outside damage taken low.
  +
* [[Blood for Blood]] does significant damage and will quickly become cheap or free with {{C|Brutality}}<div class="tooltip-contents">[[File:Brutality.png|240x240px]]</div> or {{C|Combust}}. Having a solid 0-cost attack lets you take advantage of the extra cards drawn from {{C|Brutality}}, and can tide you over if you don't find [[Rupture]] early on (or draw it early in the fight).
  +
|-
  +
|}
   
  +
{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
===Card Draw + Fiend Fire===
 
  +
! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{C|Fiend Fire}} Deck</div>
  +
|-
  +
| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
 
* Gather a lot of cards, especially cards with card draw and energy like {{C|Battle Trance}}.
 
* Gather a lot of cards, especially cards with card draw and energy like {{C|Battle Trance}}.
 
* With a lot of cards in your hand use {{C|Fiend Fire}} to deal high damage to target. 
 
* With a lot of cards in your hand use {{C|Fiend Fire}} to deal high damage to target. 
* {{C|Fiend Fire}}scales very well with {{KW|Strength}} and [[Relics]].
+
* {{C|Fiend Fire}} scales very well with {{KW|Strength}}.
  +
* {{R|Runic Pyramid}} can help you gather a large number of cards.
  +
|-
  +
|}
   
  +
{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
=== Kick kick and kick ===
 
  +
! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{C|Dropkick}} Deck</div>
* Get {{C|Dropkick}} and remove as many other cards as possible. Once you have 2{{C|Dropkick|Dropkicks}} or 1{{C|Dropkick}} +{{C|Dual Wield}}, you can play {{C|Bash}} + lnfinite {{C|Dropkick}}. Upgraded {{C|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.
 
  +
|-
  +
| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
 
* Get {{C|Dropkick}} and remove as many other cards as possible. Once you have 2 {{C|Dropkick|Dropkicks}} or 1 {{C|Dropkick}} + {{C|Dual Wield}}, you can play {{C|Bash}} + lnfinite {{C|Dropkick}}. Upgraded {{C|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 {{C|Dropkick}} early.
 
* This is an easy to assemble but strong build. It can be done with restarting short games to get {{C|Dropkick}} early.
  +
|-
  +
|}
   
  +
{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
=== Snecko Eye and High Energy Cards ===
 
  +
! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{R|Snecko Eye}} Deck</div>
* 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 {{C|Sever Soul}} and {{C|Fiend Fire}} can help with clutter.
 
  +
|-
* {{C|Dual Wield}}is what makes this build shine: getting two zero cost Bludgeons is usually enough to finish a fight.
 
  +
| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
* Defensively it's possible to focus exclusively on Flame Barrier.
 
 
* If you manage to get {{R|Snecko Eye}} during first Boss fight, you can go for cards with high energy costs as main damage dealer: {{C|Bludgeon}}, {{C|Carnage}} and Immolate are the best, while {{C|Sever Soul}} and {{C|Fiend Fire}} can help with clutter.
* Going for{{C|Perfected Strike}} build is a sound strategy prior to getting Snecko Eye, since Boss rewards are rather random.
 
 
* {{C|Dual Wield}} is what makes this build shine: getting two zero cost {{C|Bludgeon|Bludgeons}} is usually enough to finish a fight.
 
* Defensively it's possible to focus exclusively on {{C|Flame Barrier}}.
 
* Going for {{C|Perfected Strike}} build is a sound strategy prior to getting {{R|Snecko Eye}}, since Boss rewards are rather random.
  +
|-
  +
|}
   
  +
{| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;"
=== Others ===
 
  +
! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{C|Rampage}} Deck</div>
* {{C|Double Tap}}+{{C|Clash}}
 
  +
|-
 
  +
| style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" |
* {{C|Rage}}+{{C|Anger}} +{{C|Berserk}}
 
  +
* Keep the deck small with cards to support your {{C|Rampage}}, preferably upgraded one, and use it repeatedly.
 
  +
* A balance between draw power like {{C|Battle Trance}}, {{C|Warcry}}, etc. and defense is good as {{C|Rampage}} can scale up quickly as main damage source with appropriate support cards, {{C|Shrug It Off}} is a great card as it provide both.
* {{KW|Exhaust}} cards with energy gain
 
  +
* Best support card for {{C|Rampage}} is {{C|Double Tap}}, which ram up the power twice, and {{C|Headbutt}} can allow you to search for {{C|Rampage}} to be used more frequently.
  +
* If possible, {{KW|Vulnerable}} relics and cards can be devastated for enemy if combine with well scaled {{C|Rampage}}.
  +
* Avoid cards that give {{KW|Status}} like {{C|Wild Strike}}, {{C|Reckless Charge}}, or {{C|Immolate}}. It can make {{C|Rampage}} become inaccessible or less likely to be drawn later in fight, which defeat the purpose of the card
  +
* Do not use {{C|Havoc}} unless you have {{R|Frozen Eye}}.
  +
* Unlike {{C|Claw}} deck, only 1 {{C|Rampage}} should be taken.
  +
|-
  +
|}
   
 
== Unlocks ==
 
== Unlocks ==
Line 107: Line 201:
 
|-
 
|-
 
|2nd
 
|2nd
|[[Omamori]], [[Prayer Wheel]], [[Shovel]]
+
|{{R|Omamori}}, {{R|Prayer Wheel}}, {{R|Shovel}}
 
|-
 
|-
 
|3rd
 
|3rd
Line 120: Line 214:
 
|-
 
|-
 
|5th
 
|5th
|[[Blue Candle]], [[Dead Branch]], [[Singing Bowl]]
+
|{{R|Blue Candle}}, {{R|Dead Branch}}, {{R|Singing Bowl}}
 
|}
 
|}
 
==Gallery==
 
==Gallery==
Line 131: Line 225:
 
chad6.jpg|More game art featuring the Ironclad and Silent
 
chad6.jpg|More game art featuring the Ironclad and Silent
 
gallerypiece.JPG|The Ironclad seen in the Launch Trailer, alongside the [[Silent]] and the [[Defect]]
 
gallerypiece.JPG|The Ironclad seen in the Launch Trailer, alongside the [[Silent]] and the [[Defect]]
</gallery>
+
</gallery>[[Category:Class]]
[[Category:Class]]
 

Revision as of 01:18, 23 June 2020

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

Starting Deck

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

Strategies

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 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 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 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 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 let you play it an extra time each deck cycle
    • Dual Wield 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+ is probably the best one in bringing Searing Blow to your hand.
      • 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 let your Searing Blow deal double damage
    • Armaments- can continually ramp up your Searing Blow damage during combat
  • Relic synergies:
    • WarpedTongs Warped Tongs will continually upgrade your Searing Blow 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 every time you play it.
    • PenNib Pen Nib - double damage of Searing Blow but requires some planning to execute.
    • PaperFrog Paper Phrog has a minor synergy but at higher Searing Blow 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 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 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 which normally cost 1 un-upgraded. With 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 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 and Dark Embrace together, then burn through your entire deck in one turn to raise your defense, with doubling effects from Entrench played last, finally followed by one or more Body Slams to kill the enemy in one hit.
  • The essential cards are Corruption, Dark Embrace, Entrench, and Body Slam, plus cards like Impervious,Shrug It Off, and Sentinel to build defense before you double it with 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 and Dark Embrace before you start comboing off; the rest of the combo will be found as you draw your deck. Multiple copies of Entrench or Body Slam (or things that duplicate them) are still extremely valuable; you also want to upgrade Corruption, Dark Embrace, and Body Slam 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, Burning Pact, and 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 or large numbers of card-drawing skill cards.Bloodletting can help you play other cards to get them out of your hand and can provide the energy you need to play Corruption and Dark Embrace as soon as possible. Burning Pact allows you to get unwanted cards out of your hands while drawing a large amount. Once the combo is deployed, 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 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 both draws you cards and gives you energy to play your non-skills.
  • Double Tap and Dual Wield can amplify the final blow by doubling your Body Slam, while Secret Weapon can dig for your Body Slam. Do not upgrade your Secret Weapon, since you want it to be exhausted so Dark Embrace 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 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, Corruption, and Feel No Pain. Each defensive skill played is worth an additional 10-14 damage.Iron Waves are good fallbacks.
  • Removals should focus on getting rid of your Strikes rather than your Defends; while your Defends aren't as good as your other Icon Block Block cards, they can still be cycled through for free once you have Corruption and Dark Embrace out.
Status Deck
Masochist Deck
  • Utilizes Rupture and cards that deal damage to you, aiming to finish fights quickly.
    • Each use of 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, use Brutality or 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 Icon Strength Strength gain.
    • Icon Strength Strength gain from Rupture is consistent if built for, but it can be slow. Limit Break+ can help multiplying your Icon Strength Strength to finish fights before you lose too much health.
  • Hemokinesis, Offering, and Bloodletting are the other cards that self harm.
  • The Blue Candle allows you to hurt yourself by exhausting curse cards.
  • Reaper benefits from the Icon Strength Strength gain and provides some much needed healing.
  • J.A.X. is a chance encounter, but grants you both health loss to trigger 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
    or Combust. Having a solid 0-cost attack lets you take advantage of the extra cards drawn from Brutality, and can tide you over if you don't find Rupture early on (or draw it early in the fight).
  • Get Dropkick and remove as many other cards as possible. Once you have 2 Dropkicks or 1 Dropkick + Dual Wield, you can play Bash + lnfinite Dropkick. Upgraded 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 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, Carnage and Immolate are the best, while Sever Soul and Fiend Fire can help with clutter.
  • Dual Wield 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 build is a sound strategy prior to getting SneckoEye Snecko Eye, since Boss rewards are rather random.
Rampage Deck
  • Keep the deck small with cards to support your Rampage, preferably upgraded one, and use it repeatedly.
  • A balance between draw power like Battle Trance, Warcry, etc. and defense is good as Rampage can scale up quickly as main damage source with appropriate support cards, Shrug It Off is a great card as it provide both.
  • Best support card for Rampage is Double Tap, which ram up the power twice, and Headbutt can allow you to search for 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.
  • Avoid cards that give Status like Wild Strike, Reckless Charge, or Immolate. It can make Rampage become inaccessible or less likely to be drawn later in fight, which defeat the purpose of the card
  • Do not use Havoc unless you have FrozenEye Frozen Eye.
  • Unlike Claw deck, only 1 Rampage should be taken.

Unlocks

Unlock Number Prizes Unlocked
1st Heavy Blade,

Spot Weakness, Limit Break

2nd Omamori Omamori, PrayerWheel Prayer Wheel, Shovel Shovel
3rd Wild Strike,

Evolve, Immolate

4th Havoc,

Sentinel, Exhume

5th BlueCandle Blue Candle, DeadBranch Dead Branch, SingingBowl Singing Bowl

Gallery