Slay the Spire 2 Ironclad Tier List
Complete Ironclad card tier list for Slay the Spire 2. S/A/B/C/D rankings with explanations for every card.
Quick Guide: S-tier cards define winning builds. A-tier cards enable strong strategies. B-tier cards support specific builds.
Tier S
Must-pick cards that define winning buildsDemon Form
Gain 2 Strength every turn (3 upgraded). Infinite scaling — the best late-game card.
Barricade
Block is not removed at start of turn. Enables Body Slam builds.
Corruption
Skills cost 0 and Exhaust. Foundation of Exhaust builds.
Dark Embrace
Draw 1 card whenever a card is Exhausted. Engine piece.
Feel No Pain
Gain 3 Block (4 upgraded) whenever a card is Exhausted. Passive defense.
Limit Break
Double your Strength. Upgraded = no Exhaust = infinite scaling.
Whirlwind
Deal 5 damage to ALL enemies X times (8 upgraded). Best AoE finisher.
Body Slam
Deal damage equal to Block. Upgrade to 0 cost — game-changing.
Tier A
Excellent cards that enable strong strategiesInflame
Gain 2 Strength (3 upgraded). Immediate ramp.
Offering
Lose 6 HP, gain 2 Energy + draw 3. High value, high cost.
Reaper
Deal 4 damage to ALL enemies (5 upgraded), heal HP equal to unblocked damage. Scales with Strength.
Impervious
Gain 30 Block (40 upgraded). Panic button + Body Slam setup.
Juggernaut
Deal 5 damage to random enemy whenever you gain Block. Converts defense into offense.
Rupture
Gain 1 Strength (2 upgraded) whenever you lose HP. Self-damage synergy.
Inferno
Deal 6 AoE damage (9 upgraded) whenever you lose HP. Self-damage synergy.
Twin Strike
Deal 5 damage twice (7 upgraded). Both hits benefit from Strength.
Aggression
Gain 1 Energy, lose 1 HP at start of turn. Permanent Energy.
Ashen Strike
Deal 10 damage + 1 per card in Exhaust pile. Exhaust build finisher.
Cruelty
Deal 12 damage (18 upgraded) if enemy is Vulnerable. Vulnerable build payoff.
Perfected Strike
Deal 6 damage + 2 per Strike in deck. Strike synergy.
Tier B
Solid cards that support specific buildsShrug It Off
Gain 8 Block (11 upgraded), draw 1 card. Block + card draw.
True Grit
Gain 7 Block (9 upgraded), Exhaust 1 random card. Deck thinning.
Flame Barrier
Gain 12 Block (16 upgraded), deal 4 damage when hit.
Hellraiser
Whenever you draw a Strike, play it automatically. Strike synergy.
Bash
Deal 8 damage (10 upgraded), apply 2 Vulnerable.
Brand
Lose 1 HP, Exhaust 1 card, gain 1 Strength.
Entrench
Double your Block. Devastating with Barricade.
Blood Wall
Lose 2 HP, gain 12 Block (16 upgraded).
Pommel Strike
Deal 9 damage (10 upgraded), draw 1 card.
Tier C
Situational cards — only take with specific synergiesBloodletting
Lose 3 HP, gain 2 Energy (3 upgraded).
Hemokinesis
Lose 2 HP, deal 15 damage (20 upgraded).
Wild Strike
Deal 12 damage (17 upgraded), add Wound to draw pile.
Thunderclap
Deal 4 damage (7 upgraded) to ALL enemies, apply 1 Vulnerable.
Tier D
Avoid these cards — they dilute your deckStrike
Deal 6 damage (9 upgraded). Remove ASAP unless Strike synergy.
Defend
Gain 5 Block (8 upgraded). Remove ASAP.
Rampage
Deal 8 damage (12 upgraded), increase by 5 each time played. Too slow.
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Frequently Asked Questions
What are the best Ironclad cards in Slay the Spire 2?
Demon Form, Barricade, Corruption, Dark Embrace, Feel No Pain, Limit Break, Whirlwind, and Body Slam are S-tier cards that define winning builds.
Should I remove Strike and Defend cards?
Yes, unless you're building a Strike synergy deck (Hellraiser, Perfected Strike). Removing Strikes and Defends thins your deck.
What cards work best with Demon Form?
Limit Break (doubles Strength), Whirlwind (AoE finisher), Twin Strike (hits twice), Reaper (healing), and Inflame (early Strength).
Is Hellraiser good?
B-tier. Hellraiser is strong in Strike-heavy decks with draw cards. It auto-plays Strikes when drawn. Skip if you're removing Strikes.
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