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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. The default deck contains:

The Ironclad's starting Relic is Burning Blood, which heals 6 HP after every combat.

See Ironclad cards for a full list of cards available to the Ironclad.

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 block over multiple turns, potentially eliminating incoming damage. Plated Armor is an excellent fit in this build.
  • Body Slam and Juggernaut are excellent sources of damage, which is still important to winning.

High strength with high volume of attacksEdit

Searing Blow Edit

  • Upgrade Searing Blow
    SearingBlow
    every opportunity you can.
  • Very difficult to commit to but Searing Blow's
    SearingBlow
    damage raises exponentially and would eventually reach 100+ damage at its tenth upgrade.
  • The high damage will synergize very well with Dual Wield
    DualWield
    in multiplying its number within your 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 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.
  • 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

Card Draw + Fiend FireEdit

  • Gather a lot of cards, especially cards with card draw and energy like Battle Trance
  • With a lot of cards in your hand use Fiend Fire
    FiendFire
    to deal high damage to target. 
  • Fiend Fire
    FiendFire
    scales very well with strength and relics.

Others Edit

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