Slay the Spire 2 — Ironclad Builds Guide
The Ironclad is STS2's most beginner-friendly class. His Burning Blood relic heals 6 HP after every combat, covering early mistakes. This guide covers all 4 major build archetypes — with card priorities, upgrade order, best relics, and co-op strategies.
Build Tier List
Demon Form (Strength Scaling)
Tier SEasyStack Strength via Demon Form, then double it with Limit Break. Scales infinitely — the most consistent late-game build.
Core Cards
- Demon Form — 3 Strength/turn permanently (upgraded). The engine.
- Limit Break — Doubles current Strength. Upgraded = no Exhaust = infinite scaling.
- Inflame — Gain 3 Strength immediately. Early ramp.
- Whirlwind — X-cost AoE. Each hit benefits from Strength — best finisher.
- Twin Strike — Hits twice. Both hits benefit from Strength separately.
Upgrade Priority
- 1.Limit Break (removes Exhaust — makes it infinitely reusable)
- 2.Demon Form (3 Strength/turn instead of 2)
- 3.Whirlwind (+2 damage per hit)
- 4.Twin Strike (+2 damage per hit)
- 5.Inflame (+1 Strength)
Synergy Cards
- ▸Reaper — heals HP equal to damage dealt; scales massively with high Strength
- ▸Double Tap — duplicates next attack; devastating with Whirlwind
- ▸Spot Weakness — gain Strength when enemy intends to attack
- ▸Heavy Blade — high base damage with Strength multiplier
- ▸Brand (0 cost) — lose 1 HP, exhaust 1 card, gain 1 Strength
Best Relics
- ▸Vajra (start with 1 Strength)
- ▸Girya (permanent Strength at rest sites)
- ▸Brimstone (+2 Strength/turn — only take when winning)
- ▸Orichalcum (6 Block if no Block at end of turn — passive defense during ramp)
- ▸Ruined Helmet (doubles first Strength gain per combat)
Tip: Burning Blood covers early mistakes — fight Elites aggressively in Act 1. If Demon Form and Limit Break haven't appeared by mid-Act 2, pivot to Exhaust or Block. Don't force it.
Corruption + Exhaust Engine
Tier AModerateCorruption makes all Skills free and exhausting. Dark Embrace draws cards on Exhaust. Feel No Pain generates Block. Together they form a self-sustaining engine.
Core Cards
- Corruption — Skills cost 0 and Exhaust when played. The foundation.
- Dark Embrace — Draw 1 card whenever a card is Exhausted. Keeps the engine cycling.
- Feel No Pain — Gain 4 Block (upgraded) whenever a card is Exhausted. Passive defense.
- True Grit — Block + deck thinning via Exhaust.
- Burning Pact — Exhaust 1 card, draw 2. Fuels the engine.
Upgrade Priority
- 1.Feel No Pain (4 Block per Exhaust instead of 3)
- 2.Dark Embrace (draw efficiency)
- 3.Corruption (cost reduction helps early)
- 4.True Grit (better Block + Exhaust)
- 5.Ashen Strike (more damage scaling)
Synergy Cards
- ▸Juggernaut — deals damage every time you gain Block; converts Feel No Pain into offense
- ▸Body Slam — converts accumulated Block into damage
- ▸Ashen Strike — scales with Exhaust pile size; strong late-game finisher
- ▸Charon's Ashes (relic) — 3 AoE damage per Exhaust; transforms every cycle into damage
- ▸Brand (0 cost) — free Exhaust trigger + Strength gain
Best Relics
- ▸Charon's Ashes (3 AoE damage per Exhaust — best-in-slot)
- ▸Medical Kit (play Status cards as Exhaust fuel)
- ▸Blue Candle (Curses become Exhaust fuel)
- ▸Joss Paper (extra draw on Exhaust)
- ▸Forgotten Soul (Exhaust synergy)
Tip: This build requires finding all three core pieces (Corruption + Dark Embrace + Feel No Pain). Without all three it underperforms. Note: Dead Branch was removed in STS2 — this build now uses Ashen Strike and Body Slam as finishers instead of infinite cycling.
Barricade + Block
Tier AEasyBarricade makes Block permanent. Body Slam converts it into damage. Stack Block all game, then Body Slam for massive burst. Best build for co-op tank role.
Core Cards
- Barricade — Block is not removed at start of your turn. The keystone.
- Body Slam — Deal damage equal to your Block. Upgrade to 0 cost — enables free kills.
- Impervious — Gain 30 Block. Panic button and massive Body Slam setup.
- Blood Wall — Lose 2 HP, gain 16 Block. Extremely efficient Block generation.
- Entrench — Doubles current Block. Devastating with Barricade.
Upgrade Priority
- 1.Body Slam (to 0 cost — enables free kills with large Block turns)
- 2.Barricade (cost reduction 3 → 2)
- 3.Impervious (more Block)
- 4.Entrench (doubles Block more efficiently)
- 5.Shrug It Off (more Block + draw)
Synergy Cards
- ▸Juggernaut — deals damage every time you gain Block; passive offense while defending
- ▸Shrug It Off — Block + draw 1; consistent cycling
- ▸Flame Barrier — Block + damage reflection on hit
- ▸Taunt — forces enemies to attack you (critical in co-op to protect teammates)
- ▸Stone Armor — permanent Block layers (costs Dexterity)
Best Relics
- ▸Calipers (Block above 15 persists — budget Barricade)
- ▸Cloak Clasp (gain 1 Block per card in hand at end of turn)
- ▸Vambrace (start combat with 6 Block)
- ▸Sai (gain 3 Block when you play 3+ cards in a turn)
- ▸Bronze Scales (thorns — passive damage when hit)
Tip: Best build for co-op — Ironclad's tank role is perfectly served by persistent Block. Taunt forces enemies to attack you, protecting squishier teammates. Body Slam upgraded to 0 cost is a game-changer.
Self-Damage Scaling (STS2 New)
Tier BAdvancedA new STS2 archetype. Intentionally lose HP to trigger Rupture (Strength) and Inferno (AoE damage). Burning Blood sustains you. High ceiling, requires careful HP management.
Core Cards
- Rupture — Gain 2 Strength (upgraded) whenever you lose HP on your turn.
- Inferno — Deal 9 AoE damage (upgraded) whenever you lose HP on your turn.
- Crimson Mantle — Start of turn: lose 1 HP, gain 8 Block. Guarantees triggers every turn.
- Bloodletting — Lose 3 HP, gain 3 Energy (upgraded). Fuels big turns.
- Brand — 0 cost: lose 1 HP, exhaust 1 card, gain 1 Strength. Triple synergy.
Upgrade Priority
- 1.Rupture (2 Strength per HP loss instead of 1)
- 2.Inferno (9 AoE damage per HP loss)
- 3.Bloodletting (3 Energy instead of 2)
- 4.Crimson Mantle (more Block per turn)
- 5.Brand (already 0 cost — upgrade for better effect)
Synergy Cards
- ▸Hemokinesis — self-damage + direct damage
- ▸Offering — lose 6 HP, gain 2 Energy + draw 3; high value, high cost
- ▸Feed — permanent max HP increase on kill; sustains HP pool
- ▸Berserk — gain Energy when HP drops below threshold
- ▸Blood Wall — lose 2 HP, gain 16 Block; Block + self-damage trigger
Best Relics
- ▸Red Skull (+3 Strength at or below 50% HP — pairs with Burning Blood sustain)
- ▸Self-Forming Clay (gain 3 Block next turn whenever you lose HP)
- ▸Centennial Puzzle (draw 3 cards first time you lose HP per combat)
- ▸Demon Tongue (heal HP equal to first HP loss per turn — sustain)
- ▸Tungsten Rod (reduces all HP loss by 1 — safety net)
Tip: This archetype is entirely new to STS2 — STS1 players often miss it. Burning Blood heals 6 HP after every combat, which partially offsets the self-damage. Red Skull at 50% HP + Burning Blood creates a sustainable loop. Avoid in co-op — low HP makes you a liability.
Ironclad Card Tier List
Ironclad in Co-op
Ironclad is the designated tank in co-op. His role: absorb damage, protect teammates, and survive to revive the fallen.
Best Team Partners
Build Adjustments for Co-op
Frequently Asked Questions
What is the best Ironclad build in Slay the Spire 2?
Demon Form (Strength scaling) is the most consistent solo build — it scales infinitely and is easy to pilot. For co-op, Barricade + Block is better because it fulfills the tank role and protects teammates.
What's new for Ironclad in STS2 vs STS1?
STS2 adds several new archetypes: self-damage scaling (Rupture + Inferno + Crimson Mantle), Strike synergy (Hellraiser), and Vulnerability builds (Cruelty + Bully). Dead Branch was removed, changing how Exhaust builds work. Demon Form and Inflame were buffed.
How does the Corruption build work without Dead Branch?
Dead Branch was removed in STS2. The Exhaust engine now uses Ashen Strike (scales with Exhaust pile size) and Body Slam as finishers instead of infinite cycling. The core trinity (Corruption + Dark Embrace + Feel No Pain) still works the same way.
What should I upgrade first as Ironclad?
Limit Break (removes Exhaust, making it infinitely reusable) and Body Slam (to 0 cost) are the highest-priority upgrades. After that, upgrade your build's keystone: Demon Form, Barricade, or Feel No Pain depending on your archetype.
Is Ironclad good in co-op?
Yes — Ironclad is the best tank in co-op. Burning Blood heals 6 HP after every combat, and Barricade + Block builds provide consistent protection. Use Taunt to force enemies to attack you and protect squishier teammates.
Should I take Brimstone?
Only if you're already winning the damage race. Brimstone gives you +2 Strength/turn but also gives enemies +1 Strength/turn. It's a high-risk relic that accelerates both sides — only take it when you can end fights quickly.
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