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[[File:Ironclad.png|center|270x270px]] |
[[File:Ironclad.png|center|270x270px]] |
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− | <div align="center">''"The remaining soldier of the Ironclads. Sold his soul to harness demonic energies."'' |
+ | <div align="center">''"The remaining soldier of the Ironclads. Sold his soul to harness demonic energies."'' |
+ | {{Icon|<R>|}} |
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+ | </div> |
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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''' 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. |
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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%;" |
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− | === 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> |
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+ | |- |
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+ | | style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" | |
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+ | ** {{C|Barricade}} may be substituted by {{R|Calipers}}, provided that you have a consistent {{KW|Block}} per turn. |
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* {{C|Body Slam}} and {{C|Juggernaut}} are excellent sources of damage, which is still important to win. |
* {{C|Body Slam}} and {{C|Juggernaut}} are excellent sources of damage, which is still important to win. |
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− | * {{C|Barricade}} with {{R|Orichalcum}} basically give you 6 permanent armor (stacks) when you don't 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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+ | {| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;" |
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− | === High Strength === |
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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> |
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+ | |- |
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+ | | style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" | |
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* {{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|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}} |
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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}}. |
* {{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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* 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}}. |
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− | * {{C|Reaper}}becomes a very powerful healing tool with high {{KW|Strength}}, especially when paired with a |
+ | * {{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}}. |
+ | * {{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}}. |
+ | * 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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+ | {| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;" |
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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> |
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+ | |- |
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+ | | style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" | |
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* Upgrade {{C|Searing Blow}} every opportunity you can. Its damage increases more with each upgrade, reaching 100+ damage after ten upgrades. |
* 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+ |
* {{KW|Vulnerable}} is extremely good in a {{C|Searing Blow}} deck, as when upgrade a lot the extra damage can easily reach 40-50+ |
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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. |
** {{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. |
** {{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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+ | |} |
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+ | {| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;" |
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− | === {{C|Corruption}} + {{R|Dead Branch}} === |
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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> |
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+ | |- |
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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. |
* {{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. |
** 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 |
+ | ** 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%;" |
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− | === 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;" | |
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* 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. |
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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. |
* 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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* 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. |
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* 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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+ | |- |
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+ | |} |
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+ | {| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;" |
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− | === Perfected Strike === |
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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> |
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+ | |- |
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+ | | style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" | |
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* {{C|Perfected Strike}}+ strike cards ({{C|Strike}}, {{C|Pommel Strike}}, {{C|Twin Strike}}, {{C|Wild Strike}}). |
* {{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 {{R|Warped Tongs}}. |
* 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}}. |
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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. |
* {{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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* 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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+ | |} |
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+ | {| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;" |
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− | === 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> |
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+ | |- |
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+ | | style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" | |
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* 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. |
* 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. |
+ | * {{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. |
+ | * {{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. |
+ | * 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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+ | |- |
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+ | |} |
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+ | {| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;" |
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− | === 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;" | |
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* 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. |
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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. |
** 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. |
+ | ** After applying {{C|Rupture}}, use {{C|Brutality}} or {{C|Combust}}. Their health cost per turn means you would gain 1 {{KW|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 {{C|Rupture|Rupture's}} {{KW|Strength}} gain. |
+ | *** 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. |
+ | ** {{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. |
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* {{C|Hemokinesis}}, {{C|Offering}}, and {{C|Bloodletting}} are the other cards that self harm. |
* {{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. |
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* {{C|Reaper}} benefits from the {{KW|Strength}} gain and provides some much needed healing. |
* {{C|Reaper}} benefits from the {{KW|Strength}} gain and provides some much needed healing. |
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* {{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. |
* {{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. |
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* Any cards that benefit from {{KW|Stength}} gain are good here. |
* Any cards that benefit from {{KW|Stength}} gain are good here. |
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− | * 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). |
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+ | |- |
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+ | |} |
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+ | {| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;" |
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− | === Fiend Fire === |
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+ | ! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{C|Fiend Fire}} Deck</div> |
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+ | |- |
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+ | | style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" | |
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* 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}}. |
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* 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. |
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* {{C|Fiend Fire}} scales very well with {{KW|Strength}}. |
* {{C|Fiend Fire}} scales very well with {{KW|Strength}}. |
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* {{R|Runic Pyramid}} can help you gather a large number of cards. |
* {{R|Runic Pyramid}} can help you gather a large number of cards. |
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+ | |- |
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+ | |} |
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+ | {| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;" |
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− | === Dropkicks === |
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+ | ! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{C|Dropkick}} Deck</div> |
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+ | |- |
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+ | | style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" | |
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* 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. |
* 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. |
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* 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. |
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+ | |- |
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+ | |} |
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+ | {| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;" |
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− | === Snecko Eye === |
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+ | ! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{R|Snecko Eye}} Deck</div> |
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+ | |- |
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+ | | style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" | |
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* 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. |
* 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. |
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* {{C|Dual Wield}} is what makes this build shine: getting two zero cost {{C|Bludgeon|Bludgeons}} is usually enough to finish a fight. |
* {{C|Dual Wield}} is what makes this build shine: getting two zero cost {{C|Bludgeon|Bludgeons}} is usually enough to finish a fight. |
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* Defensively it's possible to focus exclusively on {{C|Flame Barrier}}. |
* Defensively it's possible to focus exclusively on {{C|Flame Barrier}}. |
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* Going for {{C|Perfected Strike}} build is a sound strategy prior to getting {{R|Snecko Eye}}, since Boss rewards are rather random. |
* Going for {{C|Perfected Strike}} build is a sound strategy prior to getting {{R|Snecko Eye}}, since Boss rewards are rather random. |
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+ | |- |
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+ | |} |
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+ | {| class="mw-collapsible mw-collapsed" data-expandtext="▼" data-collapsetext="▲" style="border: 0px solid black; width: 100%;" |
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− | === Rampage === |
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+ | ! style="background-color: transparent; border: solid #602020; color: #602020; border-width: 0px 0px 1px 0px;" |<div style="color:#E65252">{{C|Rampage}} Deck</div> |
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+ | |- |
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+ | | style="border-style: solid; border-color:#602020; border-width: 0px 0px 1px 0px;" | |
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* Keep the deck small with cards to support your {{C|Rampage}}, preferably upgraded one, and use it repeatedly. |
* Keep the deck small with cards to support your {{C|Rampage}}, preferably upgraded one, and use it repeatedly. |
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* 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. |
* 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. |
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* Do not use {{C|Havoc}} unless you have {{R|Frozen Eye}}. |
* Do not use {{C|Havoc}} unless you have {{R|Frozen Eye}}. |
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* Unlike {{C|Claw}} deck, only 1 {{C|Rampage}} should be taken. |
* Unlike {{C|Claw}} deck, only 1 {{C|Rampage}} should be taken. |
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+ | |- |
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+ | |} |
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== Unlocks == |
== Unlocks == |
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chad6.jpg|More game art featuring the Ironclad and Silent |
chad6.jpg|More game art featuring the Ironclad and Silent |
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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]] |
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− | </gallery> |
+ | </gallery>[[Category:Class]] |
− | [[Category:Class]] |
Revision as of 01:18, 23 June 2020
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.
Cards
Starting Deck
Ironclad Cards | |||
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Starters | |||
Attacks | Common
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Anger • Body Slam • Clash • Cleave • Clothesline • Headbutt • Heavy Blade • Iron Wave • Perfected Strike • Pommel Strike • Sword Boomerang • Thunderclap • Twin Strike • Wild Strike
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Uncommon
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Blood for Blood • Carnage • Dropkick • Hemokinesis • Pummel • Rampage • Reckless Charge • Searing Blow • Sever Soul • Uppercut • Whirlwind
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Rare
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Skills | Common
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Uncommon
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Battle Trance • Bloodletting • Burning Pact • Disarm • Dual Wield • Entrench • Flame Barrier • Ghostly Armor • Infernal Blade • Intimidate • Power Through • Rage • Second Wind • Seeing Red • Sentinel • Shockwave • Spot Weakness
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Rare
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Powers | Uncommon
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Rare
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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!):
High Defense Deck
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High Strength Deck
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Searing Blow Deck
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Corruption + Dead Branch Deck
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Perfected Strike Deck
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Status Deck
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Masochist Deck
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Fiend Fire Deck
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Dropkick Deck
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Snecko Eye Deck
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Rampage Deck
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Unlocks
Unlock Number | Prizes Unlocked |
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1st | Heavy Blade, |
2nd | Omamori, Prayer Wheel, Shovel |
3rd | Wild Strike, |
4th | Havoc, |
5th | Blue Candle, Dead Branch, Singing Bowl |