Slay the Spire 2 1.0 release: Sep 2027Not announced: our best guess from Mega Crit's 1 to 2 year Early Access plan.
Best guessMega Crit's Early Access FAQ on Steam says it will stay in Early Access "Until the game feels great! Last time we thought it would be about a year and it took about 1.5 years. So perhaps in the same 1 - 2 year range." We count 18 months from the Mar 5, 2026 Early Access launch, as the first game took, to the first Thursday of Sep 2027 (Mega Crit ships on Thursdays) at 10 AM Pacific, the hour of the Early Access launch. Steam

10Months6Days

Ironclad Cards

The Ironclad has 87 cards in Slay the Spire 2's main-branch game data (v0.107.1): 3 Basic, 20 Common, 36 Uncommon, 26 Rare and 2 Ancient, two of them for multiplayer only. This page lists every one with its cost, effect, upgrade and patch changes.

The Ironclad has 87 cards in Slay the Spire 2's main branch, v0.107.1: 3 Basic, 20 Common, 36 Uncommon, 26 Rare and 2 Ancient, as Spire Codex counts the game's files (game data, v0.107.1). Two of them, Demonic Shield and Tank, appear only in co-op. The game is in Early Access, so Mega Crit still rebalances cards; the numbers here are the live main branch's, with changes from the opt-in public beta (v0.108.0 to v0.111.0, Jul 3 to Aug 14, 2026) labeled "beta only". Who the Ironclad is, his starting deck and his relics are on Ironclad; how to build with these cards is on Ironclad Guide.

Quick facts

Character The Ironclad, the first of five characters (Characters)
Cards on the main branch 87 (Spire Codex, game data, v0.107.1)
By rarity 3 Basic, 20 Common, 36 Uncommon, 26 Rare, 2 Ancient
Multiplayer only Demonic Shield, Tank
Ancient cards Break, Corruption
Starting deck 5 Strike, 4 Defend, Bash (Spire Codex)
Themes Strength, Vulnerable, Exhaust, losing HP, Block (PCGamesN)
Version Main branch v0.107.1, Major Update #2, Jun 19, 2026
Removed Grapple, in v0.103.0 (Apr 10, 2026)

How to read the tables

Each table gives a card's Energy cost, its type, its text on the main branch and its text once upgraded at a Rest Site. A cost written "2 (1)" drops to 1 when upgraded; X costs spend all your Energy. Keywords such as Exhaust stay on the upgraded card unless the Upgraded column says otherwise. The last column lists the balance changes Mega Crit has published since launch, each linked to its patch notes: a version without "beta only" is on the main branch, one marked "beta only" is on the opt-in public-beta branch and not yet in the live game.

Card text is the game's own as Spire Codex reads it from the files, a community database that Mega Crit's May 2026 Neowsletter named among community projects. Some guide sites print older or wrong Energy amounts: Mobalytics' database shows Bloodletting and Offering as "Gain 1 Energy", while the game data gives 2 Energy for both (Mobalytics: Ironclad Cards, read Oct 26, 2026).

Basic cards

The Ironclad's three Basic cards make up his 10-card starting deck: five Strikes, four Defends and one Bash. Strike and Defend have the same numbers for every character in the game (Spire Codex, game data, v0.107.1).

Card Cost Type Effect Upgraded Changes by patch
Bash 2 Attack Deal 8 damage. Apply 2 Vulnerable. Deal 10 damage. Apply 3 Vulnerable.
Defend 1 Skill Gain 5 Block. Gain 8 Block.
Strike 1 Attack Deal 6 damage. Deal 9 damage.

Source: Spire Codex (game data, v0.107.1), read Oct 26, 2026.

Common cards

The 20 Common cards show up most often in card rewards. They hold the Ironclad's cheap Block (Shrug It Off, Blood Wall, True Grit), his Vulnerable starters (Tremble, Thunderclap, Molten Fist) and his first life-loss card, Bloodletting.

Card Cost Type Effect Upgraded Changes by patch
Anger 0 Attack Deal 6 damage. Add a copy of this card into your Discard Pile. Deal 8 damage. Add a copy of this card into your Discard Pile.
Armaments 1 Skill Gain 5 Block. Upgrade a card in your Hand. Gain 5 Block. Upgrade ALL cards in your Hand.
Blood Wall 2 Skill Lose 2 HP. Gain 16 Block. Lose 2 HP. Gain 20 Block.
Bloodletting 0 Skill Lose 3 HP. Gain 2 Energy. Lose 3 HP. Gain 3 Energy. v0.109.0 beta only: Common to Uncommon
Body Slam 1 (0) Attack Deal damage equal to your Block. Same effect, cost 0.
Breakthrough 1 Attack Lose 1 HP. Deal 9 damage to ALL enemies. Lose 1 HP. Deal 13 damage to ALL enemies.
Cinder 2 Attack Deal 18 damage. Exhaust 1 card at random. Deal 24 damage. Exhaust 1 card at random. v0.100.0: damage 17(22) to 18(24). v0.101.0: Exhausts a random card in Hand instead of top of Draw Pile
Havoc 1 (0) Skill Play the top card of your Draw Pile and Exhaust it. Same effect, cost 0.
Headbutt 1 Attack Deal 9 damage. Put a card from your Discard Pile on top of your Draw Pile. Deal 12 damage. Put a card from your Discard Pile on top of your Draw Pile.
Iron Wave 1 Attack Gain 5 Block. Deal 5 damage. Gain 7 Block. Deal 7 damage.
Molten Fist 1 Attack Deal 10 damage. Double the enemy's Vulnerable. Exhaust. Deal 14 damage. Double the enemy's Vulnerable.
Perfected Strike 2 Attack Deal 6 damage. Deals 2 additional damage for ALL your cards containing “Strike”. Deal 6 damage. Deals 3 additional damage for ALL your cards containing “Strike”.
Pommel Strike 1 Attack Deal 9 damage. Draw 1 card. Deal 10 damage. Draw 2 cards.
Setup Strike 1 Attack Deal 7 damage. Gain 2 Strength this turn. Deal 9 damage. Gain 3 Strength this turn. v0.108.0 beta only: Strength 2(3) to 3(4)
Shrug It Off 1 Skill Gain 8 Block. Draw 1 card. Gain 11 Block. Draw 1 card.
Sword Boomerang 1 Attack Deal 3 damage to a random enemy 3 times. Deal 3 damage to a random enemy 4 times.
Thunderclap 1 Attack Deal 4 damage and apply 1 Vulnerable to ALL enemies. Deal 7 damage and apply 1 Vulnerable to ALL enemies.
Tremble 1 Skill Apply 3 Vulnerable. Exhaust. Apply 4 Vulnerable. v0.100.0: Vulnerable 2(3) to 3(4). v0.101.0: now Exhausts
True Grit 1 Skill Gain 7 Block. Exhaust 1 card at random. Gain 9 Block. Exhaust 1 card.
Twin Strike 1 Attack Deal 5 damage twice. Deal 7 damage twice.

Source: Spire Codex (game data, v0.107.1), read Oct 26, 2026; changes from Mega Crit's patch notes as linked.

Uncommon cards

The 36 Uncommon cards are the biggest group and carry most of the Ironclad's engines: the Exhaust payoffs Feel No Pain and Burning Pact, the Strength cards Inflame, Rupture and Dominate, and the Vulnerable payoffs Dismantle and Bully. Demonic Shield is a co-op card that gives another player your Block.

Card Cost Type Effect Upgraded Changes by patch
Ashen Strike 1 Attack Deal 6 damage. Deals 3 additional damage for each card in your Exhaust Pile. Deal 6 damage. Deals 4 additional damage for each card in your Exhaust Pile.
Battle Trance 0 Skill Draw 3 cards. You cannot draw additional cards this turn. Draw 4 cards. You cannot draw additional cards this turn.
Bludgeon 3 Attack Deal 32 damage. Deal 42 damage.
Bully 0 Attack Deal 4 damage. Deals 2 additional damage for each Vulnerable on the enemy. Deal 4 damage. Deals 3 additional damage for each Vulnerable on the enemy.
Burning Pact 1 Skill Exhaust 1 card. Draw 2 cards. Exhaust 1 card. Draw 3 cards.
Colossus 1 Skill Gain 5 Block. You receive 50% less damage from Vulnerable enemies this turn. Gain 8 Block. You receive 50% less damage from Vulnerable enemies this turn. v0.103.0: Rare to Uncommon. v0.108.0 beta only: Block 5(8) to 4(7)
Demonic Shield 0 Skill Lose 1 HP. Give another player Block equal to your Block. Exhaust. (Multiplayer only.) Same effect; loses Exhaust.
Dismantle 1 Attack Deal 8 damage. If the enemy is Vulnerable, hits twice. Deal 10 damage. If the enemy is Vulnerable, hits twice.
Dominate 1 Skill Apply 1 Vulnerable. Gain 1 Strength for each Vulnerable on the enemy. Exhaust. Apply 2 Vulnerable. Gain 1 Strength for each Vulnerable on the enemy. v0.100.0: reworked to Apply 1(2) Vulnerable, gain 1 Strength per Vulnerable, Exhaust. v0.109.0 beta only: Uncommon to Rare
Drum of Battle 1 Skill Draw 2 cards. When this card is Exhausted, gain 2 Energy. Draw 2 cards. When this card is Exhausted, gain 3 Energy. v0.104.0: reworked from a 0 cost Power to a 1 cost Skill: Draw 2, gain 2(3) Energy when Exhausted. v0.106.0: Energy on Exhaust respects Replay and duplication
Evil Eye 1 Skill Gain 8 Block. Gain another 8 Block if you have Exhausted a card this turn. Gain 11 Block. Gain another 11 Block if you have Exhausted a card this turn.
Expect a Fight 2 (1) Skill Gain 1 Energy for each Attack in your Hand. You cannot gain additional Energy this turn. Same effect, cost 1. v0.100.0: reworked: Energy per Attack in Hand, cost 2(1). v0.109.0 beta only: no longer says you cannot gain more Energy. v0.111.0 beta only: reworked: cost 3, Gain 15(16) Block plus 5(8) per Strength
Feel No Pain 1 Power Whenever a card is Exhausted, gain 3 Block. Whenever a card is Exhausted, gain 4 Block.
Fight Me! 2 Attack Deal 5 damage twice. Gain 3 Strength. The enemy gains 1 Strength. Deal 6 damage twice. Gain 4 Strength. The enemy gains 1 Strength. v0.100.0: self Strength 2(3) to 3(4)
Flame Barrier 2 Skill Gain 12 Block. Whenever you are attacked this turn, deal 4 damage back. Gain 16 Block. Whenever you are attacked this turn, deal 6 damage back.
Forgotten Ritual 1 Skill If you Exhausted a card this turn, gain 3 Energy. Exhaust. If you Exhausted a card this turn, gain 4 Energy. v0.100.0: now Exhausts. v0.111.0 beta only: no longer needs a card Exhausted to gain Energy
Hemokinesis 1 Attack Lose 2 HP. Deal 15 damage. Lose 2 HP. Deal 20 damage. v0.100.0: damage 14(19) to 15(20)
Howl from Beyond 3 Attack Deal 16 damage to ALL enemies. At the end of your turn, if this is in your Exhaust Pile, play it. Deal 21 damage to ALL enemies. At the end of your turn, if this is in your Exhaust Pile, play it. v0.106.0: trigger moved to end of turn. v0.108.0 beta only: damage 16(21) to 18(24)
Infernal Blade 1 (0) Skill Add a random Attack into your Hand. It's free to play this turn. Exhaust. Same effect, cost 0.
Inferno 1 Power At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies. At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 9 damage to ALL enemies.
Inflame 1 Power Gain 2 Strength. Gain 3 Strength.
Juggling 1 Power Add a copy of the third Attack you play each turn into your Hand. Same effect; gains Innate.
Pillage 1 Attack Deal 6 damage. Draw cards until you draw a non-Attack card. Deal 9 damage. Draw cards until you draw a non-Attack card.
Rage 0 Skill Whenever you play an Attack this turn, gain 3 Block. Whenever you play an Attack this turn, gain 5 Block.
Rampage 1 Attack Deal 9 damage. Increase this card's damage by 5 this combat. Deal 9 damage. Increase this card's damage by 9 this combat. v0.111.0 beta only: base 9 to 10, scaling 5(9) to 5(10)
Rupture 1 Power Whenever you lose HP on your turn, gain 1 Strength. Whenever you lose HP on your turn, gain 2 Strength.
Second Wind 1 Skill Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted. Exhaust all non-Attack cards in your Hand. Gain 7 Block for each card Exhausted.
Spite 0 Attack Deal 5 damage. If you lost HP this turn, hits 2 times. Deal 5 damage. If you lost HP this turn, hits 3 times. v0.100.0: reworked: 0 cost, 5 damage, hits 2(3) times if you lost HP this turn
Stampede 2 (1) Power At the end of your turn, 1 random Attack in your Hand is played against a random enemy. Same effect, cost 1.
Stomp 3 Attack Deal 12 damage to ALL enemies. Costs 1 less Energy for each Attack played this turn. Deal 15 damage to ALL enemies. Costs 1 less Energy for each Attack played this turn.
Stone Armor 1 Power Gain 4 Plating. Gain 6 Plating.
Taunt 1 Skill Gain 7 Block. Apply 1 Vulnerable. Gain 8 Block. Apply 2 Vulnerable. v0.109.0 beta only: Block 7(8) to 6(7), Uncommon to Common
Unrelenting 2 Attack Deal 14 damage. The next Attack you play costs 0 Energy. Deal 20 damage. The next Attack you play costs 0 Energy. v0.106.0: damage 12(18) to 14(20)
Uppercut 2 Attack Deal 13 damage. Apply 1 Weak. Apply 1 Vulnerable. Deal 13 damage. Apply 2 Weak. Apply 2 Vulnerable.
Vicious 1 Power Whenever you apply Vulnerable, draw 1 card. Whenever you apply Vulnerable, draw 2 cards.
Whirlwind X Attack Deal 5 damage to ALL enemies X times. Deal 8 damage to ALL enemies X times.

Source: Spire Codex (game data, v0.107.1), read Oct 26, 2026; changes from Mega Crit's patch notes as linked.

Rare cards

The 26 Rare cards include the Ironclad's big Powers (Demon Form, Barricade, Dark Embrace, Juggernaut, Cruelty) and the newest card in his pool, Not Yet, a heal Mega Crit added in v0.103.0 (Apr 10, 2026). Tank is co-op only: you take double damage from enemies so your allies take half.

Card Cost Type Effect Upgraded Changes by patch
Aggression 1 Power At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it. Same effect; gains Innate.
Barricade 3 (2) Power Block is not removed at the start of your turn. Same effect, cost 2.
Brand 0 Skill Lose 1 HP. Exhaust 1 card. Gain 1 Strength. Lose 1 HP. Exhaust 1 card. Gain 2 Strength.
Cascade X Skill Play the top X cards of your Draw Pile. Play the top X+1 cards of your Draw Pile.
Conflagration 1 Attack Deal 2 damage to ALL enemies 4 times. Deal 2 damage to ALL enemies 5 times. v0.104.0: reworked from 8(9) AoE plus 2(3) per Attack played to 2 damage to ALL enemies 4(5) times
Crimson Mantle 1 Power At the start of your turn, lose 1 HP and gain 8 Block. At the start of your turn, lose 1 HP and gain 10 Block. v0.108.0 beta only: Block 8(10) to 7(10)
Cruelty 1 Power Vulnerable enemies take an additional 25% damage. Vulnerable enemies take an additional 50% damage. v0.109.0 beta only: Rare to Uncommon
Dark Embrace 2 (1) Power Whenever a card is Exhausted, draw 1 card. Same effect, cost 1.
Demon Form 3 Power At the start of your turn, gain 2 Strength. At the start of your turn, gain 3 Strength. v0.109.0 beta only: Strength 2(3) to 3(4)
Feed 1 Attack Deal 10 damage. If Fatal, raise your Max HP by 3. Exhaust. Deal 12 damage. If Fatal, raise your Max HP by 4.
Fiend Fire 2 Attack Exhaust your Hand. Deal 7 damage for each card Exhausted. Exhaust. Exhaust your Hand. Deal 10 damage for each card Exhausted.
Hellraiser 2 (1) Power Whenever you draw a card containing “Strike”, it is played against a random enemy. Same effect, cost 1. v0.105.0: plays at most 9 cards a turn when all enemies have infinite HP
Impervious 2 Skill Gain 30 Block. Exhaust. Gain 40 Block.
Juggernaut 2 Power Whenever you gain Block, deal 6 damage to a random enemy. Whenever you gain Block, deal 8 damage to a random enemy. v0.107.0: damage 5(7) to 6(8) (not listed in the v0.107.1 main notes)
Mangle 3 Attack Deal 15 damage. Enemy loses 10 Strength this turn. Deal 20 damage. Enemy loses 15 Strength this turn. v0.110.0 beta only: damage 15(20) to 20(26)
Not Yet 2 Skill Heal 10 HP. Exhaust. Heal 13 HP. v0.103.0: added (Rare Skill, heal 10(13), Exhaust)
Offering 0 Skill Lose 6 HP. Gain 2 Energy. Draw 3 cards. Exhaust. Lose 6 HP. Gain 2 Energy. Draw 5 cards.
One-Two Punch 1 Skill This turn, your next Attack is played an extra time. This turn, your next 2 Attacks are played an extra time.
Pact's End 0 Attack If you have 3 or more cards in your Exhaust Pile, deal 17 damage to ALL enemies. If you have 3 or more cards in your Exhaust Pile, deal 23 damage to ALL enemies. v0.110.0 beta only: damage 17(23) to 18(24)
Primal Force 0 Skill Transform all Attacks in your Hand into Giant Rock. Transform all Attacks in your Hand into Giant Rock+. v0.109.0 beta only: Giant Rock 16(20) to 20(24)
Pyre 2 Power Gain 1 Energy at the start of each turn. Gain 2 Energy at the start of each turn.
Stoke 1 Skill Exhaust your Hand. Add 1 random card into your Hand for each card Exhausted. Exhaust your Hand. Add 1 random Upgraded card into your Hand for each card Exhausted. v0.100.0: reworked: Exhaust your Hand, add a random (Upgraded) card per card Exhausted
Tank 1 (0) Power Take double damage from enemies. Allies take half damage from enemies. (Multiplayer only.) Same effect, cost 0. v0.108.0 beta only: reworked: take 50% more damage, allies take 50% less
Tear Asunder 2 Attack Deal 5 damage. Hits an additional time for each time you lost HP this combat. Deal 7 damage. Hits an additional time for each time you lost HP this combat.
Thrash 1 Attack Deal 4 damage twice. Exhaust a random Attack in your Hand and add its damage to this card. Deal 6 damage twice. Exhaust a random Attack in your Hand and add its damage to this card.
Unmovable 2 (1) Power The first time you gain Block from a card each turn, double the amount gained. Same effect, cost 1.

Source: Spire Codex (game data, v0.107.1), read Oct 26, 2026; changes from Mega Crit's patch notes as linked.

Ancient cards

The Ironclad's two Ancient-rarity cards are Break and Corruption, and neither appears in ordinary card rewards (Spire Codex, game data, v0.107.1). They come from Ancient relics: Orobas's Archaic Tooth transforms "a starter card into an Ancient version" (Mega Crit's v0.103.0 notes, Apr 10, 2026), and Darv's Dusty Tome gives a character-specific Ancient card on pickup (OP.GG: Darv, beta v0.111.0 data). Mobalytics' Ironclad guide notes that Corruption is Ancient-only. Who offers what is on Neow and the Ancients.

Card Cost Type Effect Upgraded Changes by patch
Break 1 Attack Deal 20 damage. Apply 5 Vulnerable. Deal 30 damage. Apply 7 Vulnerable. v0.100.0: cost 2 to 1, damage 20(25) to 20(30)
Corruption 3 (2) Power Skills cost 0 Energy. Whenever you play a Skill, Exhaust it. Same effect, cost 2.

Source: Spire Codex (game data, v0.107.1), read Oct 26, 2026; changes from Mega Crit's patch notes as linked.

Key cards by archetype

Guides group the Ironclad's cards into three builds, and they name different cards for each. PCGamesN's Ironclad guide (Apr 8, 2026) names Vulnerable, which it says "replaces the old Strength build", Body Slam (Block) and Exhaust, and says the three blend into one deck. The full build advice is on Ironclad Guide.

For the Vulnerable build, PCGamesN picks Molten Fist, Tremble, Taunt, Dismantle and Uppercut early, then Dominate, Cruelty and Colossus once Vulnerable lands reliably. Mobalytics' Ironclad guide (JapaneseExport, updated Sep 7, 2026) calls Dominate "the premium Strength scaling option for ironclad" and Cruelty "one of the best damage multipliers in the game".

For the Body Slam build, PCGamesN starts with Shrug It Off, Body Slam, Blood Wall and Flame Barrier and adds Unmovable, Crimson Mantle and Impervious later, calling the build "very forgiving". Pocket Tactics' builds page (updated Sep 30, 2026) builds Block around Juggernaut, Barricade, Taunt, Body Slam and Shrug It Off.

For the Exhaust build, PCGamesN takes True Grit, Burning Pact, Evil Eye and Forgotten Ritual early, then Ashen Strike, Pact's End, Feel No Pain, Corruption, Dark Embrace, Fiend Fire and Second Wind, and says to save Fiend Fire as a finisher. Mega Crit's own Major Update #1 notes (Apr 17, 2026) say its Ironclad changes aimed at "better survivability and Exhaust synergies".

Life loss ties the pool together in Mobalytics' reading. JapaneseExport calls Bloodletting "probably the single most important card in ironclads kit" and Offering "a big contender for best card on the class", and treats Bloodletting as a "bridge" into payoffs such as Rupture and Inferno (Mobalytics).

What tier lists say

Tier lists rank the Ironclad's cards differently, and each is dated. PCGamesN's Ironclad tier list (Apr 8, 2026) puts Body Slam, Headbutt, Corruption, Battle Trance, Second Wind, Feel No Pain, Thrash, Brand, Offering, Dark Embrace, Barricade, Demon Form and Break in S tier, and Sword Boomerang, Thunderclap, Grapple (since removed), Rampage, Fight Me! and Mangle in D tier.

Mobalytics' card tier list (updated Aug 12, 2026) disagrees on several cards: its S tier is Offering, Dominate, Bloodletting, Colossus, Inferno, Pact's End, Crimson Mantle, Unmovable, Uppercut, Battle Trance, Tremble, Burning Pact, Cruelty, Dark Embrace, Fiend Fire, Impervious, Pommel Strike and Primal Force, and it puts Barricade and Juggernaut in D and Demon Form and Body Slam in C. Pocket Tactics' best cards (updated Jun 29, 2026) names Demon Form, Hellraiser, Fiend Fire, Offering, Expect a Fight and Crimson Mantle.

PC Gamer's Harvey Randall sides against Demon Form: after close to 140 hours he wrote that it "now just isn't very good", because chances to play a three-Energy Power are rare (PC Gamer, May 15, 2026). Every character's cards are compared on Card Tier List.

Changes on the public beta

The beta branch changes many Ironclad cards that the live game has not received yet. On the opt-in public beta, v0.108.0 (Jul 3, 2026) cut Colossus to 4(7) Block and Crimson Mantle to 7(10), raised Howl from Beyond to 18(24) and Setup Strike to 3(4) Strength, and reworked Tank to "take 50% more damage, allies take 50% less". It also added three multiplayer cards for the Ironclad: Midnight, Blaze and Outrage.

v0.109.0 (Jul 17, 2026, beta only) raised Demon Form to 3(4) Strength and Primal Force's Giant Rock to 20(24) damage, and reshuffled rarities: Taunt went to Common at 6(7) Block, Bloodletting to Uncommon, Cruelty from Rare to Uncommon and Dominate from Uncommon to Rare. v0.110.0 (Jul 31, 2026, beta only) raised Mangle to 20(26) and Pact's End to 18(24). v0.111.0 (Aug 14, 2026, beta only) reworked Expect a Fight into a 3-cost Block card, let Forgotten Ritual give Energy without an Exhaust, and raised Rampage to 10 damage growing by 5(10). Mega Crit has not said when these reach the main branch.

Frequently asked questions

How many Ironclad cards are in Slay the Spire 2? The Ironclad has 87 cards in Slay the Spire 2's main-branch game data (v0.107.1): 3 Basic, 20 Common, 36 Uncommon, 26 Rare and 2 Ancient, as Spire Codex counts them. Two are multiplayer only, and the public beta adds three more co-op cards (v0.108.0).

What is the best Ironclad card in Slay the Spire 2? Guides disagree on the best Ironclad card in Slay the Spire 2. Mobalytics' Ironclad guide calls Bloodletting "probably the single most important card" and Offering a contender for the best, while PCGamesN's tier list (Apr 8, 2026) has 13 cards in S tier, among them Corruption, Feel No Pain, Offering and Body Slam.

What are the Ironclad's Ancient cards in Slay the Spire 2? The Ironclad's Ancient cards in Slay the Spire 2 are Break (1 Energy, 20 damage and 5 Vulnerable) and Corruption (3 Energy, Skills cost 0 and Exhaust when played), per Spire Codex game data for v0.107.1. They come from Ancient relics such as Archaic Tooth and Dusty Tome, not from card rewards.

What does Bash do in Slay the Spire 2? Bash, the Ironclad's starter card in Slay the Spire 2, costs 2 Energy, deals 8 damage and applies 2 Vulnerable, or 10 damage and 3 Vulnerable when upgraded (Spire Codex, game data, v0.107.1). Vulnerable enemies take 50% more damage from Attacks (Spire Codex: powers).

How much Energy does Bloodletting give in Slay the Spire 2? Bloodletting gives 2 Energy (3 upgraded) for 3 HP in Slay the Spire 2's game data, v0.107.1 (Spire Codex). Mobalytics' database shows "Gain 1 Energy" because its text drops the Energy icons.

Was Grapple removed from Slay the Spire 2? Yes, Mega Crit removed the Ironclad's Grapple in v0.103.0 (Apr 10, 2026), calling it "too low impact (and redundant with Juggernaut)". A Grapple in an old saved run becomes a Deprecated Card.

Is Demon Form good in Slay the Spire 2? Opinions on Demon Form in Slay the Spire 2 split: PCGamesN (Apr 8, 2026) rates it S tier and Pocket Tactics names it a best card, while Mobalytics (Aug 12, 2026) puts it in C and PC Gamer's Harvey Randall says it "now just isn't very good". On the main branch it gives 2(3) Strength a turn; the beta raises that to 3(4).

Sources

Moments

Every Ironclad Card in Slay the Spire 2! (Tier List)

Baalorlord

  1. The Ironclad's three Basic cards make up his 10-card starting deck: five Strikes, four Defends and one Bash. Strike…
  2. The 26 Rare cards include the Ironclad's big Powers (Demon Form, Barricade, Dark Embrace, Juggernaut, Cruelty) and the…
  3. The Ironclad's two Ancient-rarity cards are Break and Corruption, and neither appears in ordinary card rewards (Spire…
  4. For the Vulnerable build, PCGamesN picks Molten Fist, Tremble, Taunt, Dismantle and Uppercut early, then Dominate…
  5. For the Exhaust build, PCGamesN takes True Grit, Burning Pact, Evil Eye and Forgotten Ritual early, then Ashen Strike…
  6. Life loss ties the pool together in Mobalytics' reading. JapaneseExport calls Bloodletting "probably the single most…
  7. PC Gamer's Harvey Randall sides against Demon Form: after close to 140 hours he wrote that it "now just isn't very…

See also

About this page

Last updated Oct 26, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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