Card Database

Card Category

Ironclad Cards

Complete guide to Ironclad cards in Slay the Spire 2 — all attacks, skills, powers, costs, rarities and synergies.

The Ironclad is a durable front-line fighter who excels at dealing direct damage, building block efficiently, and scaling through Strength and Exhaust mechanics. In Slay the Spire 2, the Ironclad's card pool retains the raw, aggressive identity that veterans know while introducing new tools for synergy-driven builds.

Ironclad attack cards form the backbone of most aggressive strategies. Cards like Strike and Pommel Strike provide reliable upfront damage, while heavy hitters such as Bludgeon and Carnage deliver massive single-target blows. The Ironclad's Strength scaling, accessed through cards like Inflame and Spot Weakness, multiplies the damage of multi-hit attacks such as Sword Boomerang and Pummel, creating devastating burst turns.

On the defensive side, Ironclad block cards like Shrug It Off and Power Through offer efficient protection. The Ironclad's unique relationship with Exhaust — turning lost resources into advantages through cards like Feel No Pain, Dark Embrace, and Corruption — makes it one of the most mechanically deep characters in the game. Corruption, in particular, allows skills to be played for free, turning every block card into a zero-cost tool once the power is active.

Ironclad Power cards such as Demon Form, Barricade, and Berserk define entire archetypes. Demon Form provides immense Strength scaling over time, Barricade converts all block into persistent armor, and Berserk offers energy at the cost of vulnerability. These powers shape the Ironclad's mid-game and late-game strategies, often determining whether a run succeeds against the Act 3 and Act 4 bosses.

For new players, the Ironclad is the most forgiving character to learn. His high starting HP, straightforward mechanics, and powerful rare cards make him an excellent entry point into Slay the Spire 2. Experienced players will find depth in optimizing Exhaust synergies, managing HP as a resource, and balancing Strength scaling with block generation.

87 cards

Aggression

Rare · Power · Ironclad

1

At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.

Anger

Common · Attack · Ironclad

0

Deal 6 damage. Add a copy of this card into your Discard Pile.

Armaments

Common · Skill · Ironclad

1

Gain 5 Block. Upgrade a card in your Hand.

Ashen Strike

Uncommon · Attack · Ironclad

1

Deal 9 damage. Deals 3 additional damage for each card in your Exhaust Pile.

Barricade

Rare · Power · Ironclad

3

Block is not removed at the start of your turn.

Bash

Basic · Attack · Ironclad

2

Deal 8 damage. Apply 2 Vulnerable.

Battle Trance

Uncommon · Skill · Ironclad

0

Draw 3 cards. You cannot draw additional cards this turn.

Blood Wall

Common · Skill · Ironclad

2

Lose 2 HP. Gain 16 Block.

Bloodletting

Common · Skill · Ironclad

0

Lose 3 HP. Gain .

Bludgeon

Uncommon · Attack · Ironclad

3

Deal 32 damage.

Body Slam

Common · Attack · Ironclad

1

Deal damage equal to your Block.

Brand

Rare · Skill · Ironclad

0

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

Break

Ancient · Attack · Ironclad

2

Deal 20 damage. Apply 5 Vulnerable.

Breakthrough

Common · Attack · Ironclad

1

Lose 1 HP. Deal 9 damage to ALL enemies.

Bully

Uncommon · Attack · Ironclad

0

Deal 6 damage. Deals 2 additional damage for each Vulnerable on the enemy.

Burning Pact

Uncommon · Skill · Ironclad

1

Exhaust 1 card. Draw 2 cards.

Cascade

Rare · Skill · Ironclad

-1

Play the top X cards of your Draw Pile.

Cinder

Common · Attack · Ironclad

2

Deal 17 damage. Exhaust the top card of your Draw Pile.

Colossus

Rare · Skill · Ironclad

1

Gain 5 Block. You receive 50% less damage from Vulnerable enemies this turn.

Conflagration

Rare · Attack · Ironclad

1

Deal 10 damage to ALL enemies. Deals 2 additional damage for each other Attack you've played this turn.

Corruption

Ancient · Power · Ironclad

3

Skills cost 0 . Whenever you play a Skill, Exhaust it.

Crimson Mantle

Rare · Power · Ironclad

1

At the start of your turn, lose 1 HP and gain 8 Block.

Cruelty

Rare · Power · Ironclad

1

Vulnerable enemies take an additional 25% damage.

Dark Embrace

Rare · Power · Ironclad

2

Whenever a card is Exhausted, draw 1 card.

Defend

Basic · Skill · Ironclad

1

Gain 5 Block.

Demon Form

Rare · Power · Ironclad

3

At the start of your turn, gain 2 Strength.

Demonic Shield

Uncommon · Skill · Ironclad

0

Lose 1 HP. Give another player Block equal to your Block.

Dismantle

Uncommon · Attack · Ironclad

1

Deal 8 damage. If the enemy is Vulnerable, hits twice.

Dominate

Uncommon · Skill · Ironclad

1

Gain 1 Strength for each Vulnerable on the enemy.

Drum of Battle

Uncommon · Power · Ironclad

0

Draw 2 cards. At the start of your turn, Exhaust the top card of your Draw Pile.

Evil Eye

Uncommon · Skill · Ironclad

1

Gain 8 Block. Gain another 8 Block if you have Exhausted a card this turn.

Expect a Fight

Uncommon · Skill · Ironclad

2

Gain for each Attack in your Hand.

Feed

Rare · Attack · Ironclad

1

Deal 10 damage. If Fatal, raise your Max HP by 3.

Feel No Pain

Uncommon · Power · Ironclad

1

Whenever a card is Exhausted, gain 3 Block.

Fiend Fire

Rare · Attack · Ironclad

2

Exhaust your Hand. Deal 7 damage for each card Exhausted.

Fight Me!

Uncommon · Attack · Ironclad

2

Deal 5 damage twice. Gain 2 Strength. The enemy gains 1 Strength.

Flame Barrier

Uncommon · Skill · Ironclad

2

Gain 12 Block. Whenever you are attacked this turn, deal 4 damage back.

Forgotten Ritual

Uncommon · Skill · Ironclad

1

If you Exhausted a card this turn, gain .

Grapple

Uncommon · Attack · Ironclad

1

Deal 7 damage. Whenever you gain Block this turn, deal 5 damage to the enemy.

Havoc

Common · Skill · Ironclad

1

Play the top card of your Draw Pile and Exhaust it.

Headbutt

Common · Attack · Ironclad

1

Deal 9 damage. Put a card from your Discard Pile on top of your Draw Pile.

Hellraiser

Rare · Power · Ironclad

2

Whenever you draw a card containing “Strike”, it is played against a random enemy.

Hemokinesis

Uncommon · Attack · Ironclad

1

Lose 2 HP. Deal 14 damage.

Howl from Beyond

Uncommon · Attack · Ironclad

3

Deal 16 damage to ALL enemies. At the start of your turn, plays from the Exhaust Pile.

Impervious

Rare · Skill · Ironclad

2

Gain 30 Block.

Infernal Blade

Uncommon · Skill · Ironclad

1

Add a random Attack into your Hand. It's free to play this turn.

Inferno

Uncommon · Power · Ironclad

1

At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Inflame

Uncommon · Power · Ironclad

1

Gain 2 Strength.

Iron Wave

Common · Attack · Ironclad

1

Gain 5 Block. Deal 5 damage.

Juggernaut

Rare · Power · Ironclad

2

Whenever you gain Block, deal 5 damage to a random enemy.

Juggling

Uncommon · Power · Ironclad

1

Add a copy of the third Attack you play each turn into your Hand.

Mangle

Rare · Attack · Ironclad

3

Deal 15 damage. Enemy loses 10 Strength this turn.

Molten Fist

Common · Attack · Ironclad

1

Deal 10 damage. Double the enemy's Vulnerable.

Offering

Rare · Skill · Ironclad

0

Lose 6 HP. Gain . Draw 3 cards.

One-Two Punch

Rare · Skill · Ironclad

1

This turn, your next Attack is played an extra time.

Pact's End

Rare · Attack · Ironclad

0

Can only be played if you have 3 or more cards in your Exhaust Pile. Deal 17 damage to ALL enemies.

Perfected Strike

Common · Attack · Ironclad

2

Deal 8 damage. Deals 2 additional damage for ALL your cards containing “Strike”.

Pillage

Uncommon · Attack · Ironclad

1

Deal 6 damage. Draw cards until you draw a non-Attack card.

Pommel Strike

Common · Attack · Ironclad

1

Deal 9 damage. Draw 1 card.

Primal Force

Rare · Skill · Ironclad

0

Transform all Attacks in your Hand into Giant Rock.

Pyre

Rare · Power · Ironclad

2

Gain at the start of each turn.

Rage

Uncommon · Skill · Ironclad

0

Whenever you play an Attack this turn, gain 3 Block.

Rampage

Uncommon · Attack · Ironclad

1

Deal 9 damage. Increase this card's damage by 5 this combat.

Rupture

Uncommon · Power · Ironclad

1

Whenever you lose HP on your turn, gain 1 Strength.

Second Wind

Uncommon · Skill · Ironclad

1

Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.

Setup Strike

Common · Attack · Ironclad

1

Deal 7 damage. Gain 2 Strength this turn.

Shrug It Off

Common · Skill · Ironclad

1

Gain 8 Block. Draw 1 card.

Spite

Uncommon · Attack · Ironclad

0

Deal 6 damage. If you lost HP this turn, draw 1 card.

Stampede

Uncommon · Power · Ironclad

2

At the end of your turn, 1 random Attack in your Hand is played against a random enemy.

Stoke

Rare · Skill · Ironclad

1

Exhaust your Hand. Draw a card for each card Exhausted.

Stomp

Uncommon · Attack · Ironclad

3

Deal 12 damage to ALL enemies. Costs 1 less for each Attack played this turn.

Stone Armor

Uncommon · Power · Ironclad

1

Gain 4 Plating.

Strike

Basic · Attack · Ironclad

1

Deal 6 damage.

Sword Boomerang

Common · Attack · Ironclad

1

Deal 3 damage to a random enemy 3 times.

Tank

Rare · Power · Ironclad

1

Take double damage from enemies. Allies take half damage from enemies.

Taunt

Uncommon · Skill · Ironclad

1

Gain 7 Block. Apply 1 Vulnerable.

Tear Asunder

Rare · Attack · Ironclad

2

Deal 5 damage. Hits an additional time for each time you lost HP this combat.

Thrash

Rare · Attack · Ironclad

1

Deal 4 damage twice. Exhaust a random Attack in your Hand and add its damage to this card.

Thunderclap

Common · Attack · Ironclad

1

Deal 4 damage and apply 1 Vulnerable to ALL enemies.

Tremble

Common · Skill · Ironclad

1

Apply 2 Vulnerable.

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Frequently Asked Questions

What is the best Ironclad deck archetype?

The Corruption + Dead Branch combo is widely considered the strongest Ironclad archetype. Corruption makes all skills cost 0, and Dead Branch generates new cards whenever you Exhaust one, creating infinite value. Other strong archetypes include Strength scaling with Limit Break and Heavy Blade, and Barricade-based block decks.

How should I prioritize Ironclad upgrades?

Upgrade priority for Ironclad: Bash (applies 3 Vulnerable instead of 2) is almost always first. After that, prioritize damage dealers like Carnage or your primary scaling cards like Corruption or Demon Form. Defensive upgrades like Shrug It Off and Impervious are lower priority unless you lack scaling.

Which Ironclad cards should I remove first?

Strikes and Defends are the default removal targets. Strike becomes especially bad once you have any damage scaling, and Defend becomes worse once you have better block cards. If running an Exhaust-based deck, also consider removing cards that don't contribute to the Exhaust engine.

Is Barricade or Demon Form better for Ironclad?

Both are S-tier Ironclad powers, but they serve different purposes. Barricade is better in decks with high block generation (like Shrug It Off + Power Through). Demon Form is better in decks that need Strength scaling to deal damage. The best Ironclad runs often incorporate both, but take whichever your deck needs more.

How does the new Slay the Spire 2 Ironclad differ from STS1?

While retaining core identity, STS2's Ironclad has some rebalanced cards and new synergies. Some classic cards have been adjusted for the new game's balance, and new cards have been added to support fresh playstyles. The core mechanics of Strength, Exhaust, and self-damage remain the foundation.

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