"The remaining soldier of the Ironclads. Sold his soul to harness demonic energies."
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.
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 defence Edit
- Body Slam, Entrench + 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.
High strength with low damage attacksEdit
- Spot Weakness, Flex, Limit Break, Demon Form
- Whirlwind/Heavy Blade, Sword Boomerang
- This build focuses on increasing strength and multiply its power through the choice of attacks
Searing Blow Edit
- Upgrade Searing Blow every opportunity you can.
Exhaustion synergy Edit
- Corruption, Dark Embrace, Fiend Fire, Sentinel and Dead Branch or Charon's Ashes
- This strategy gains power from exhausting cards. In addition to those listed here, cards that are exhausted upon use are helpful here.
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 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 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 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 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.
- 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 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 rather than your Defends; while your Defends aren't as good as your other block cards, they can still be cycled through for free once you have Corruption and Dark Embrace out.
Perfected Strike synergy Edit
- + Clash
- exhaust cards with energy gain
|Unlock Number||Prizes Unlocked|
|1st||Heavy Blade, Spot Weakness, Limit Break|
|2nd||Omamori, Prayer Wheel, Shovel|
|3rd||Wild Strike, Evolve, Immolate|
|4th||Havoc , Sentinel, Exhume|
|5th||Blue Candle, Dead Branch, Singing Bowl|