The iconic roguelike deckbuilder returns!
Craft a unique deck, encounter bizarre creatures, and discover relics of immense power in Slay the Spire 2 - featuri…
Platform: Linux, PC (Microsoft Windows)Genre: Strategy, Indie, Card & Board GameRelease: 3/5/2026Publisher: Mega Crit Games
Mode: Single player, MultiplayerView: Side viewTheme: Fantasy
Advertisement
Why Ironclad Archetypes Matter (and How I Stopped Dying on Ascension)
After spending dozens of hours wiping on mid-Act 2 elites with Ironclad in Slay the Spire 2, the breakthrough came when I stopped building “good stuff” piles and started committing to one of three clear archetypes: Vulnerable, Body Slam, or Exhaust. Once I treated each run as “which of these three am I actually building?” my win rate – especially on higher Ascensions – jumped hard.
This guide breaks down how I now approach every Ironclad run on PC: what early cards and upgrades I look for, when I pivot, and how I blend these archetypes without creating a confused, bloated deck. I’ll also walk through a practical card tier list (S-D) you can use as a sanity check during rewards and shops.
Step 1 – Read Your Opening Rewards Before You Commit
My early mistake was forcing a favorite archetype every run. Ironclad in Slay the Spire 2 will punish you very heavily for that. Now, my first 3–5 card rewards decide my direction:
If I see good Vulnerable payoffs or enablers (like Tremble, Taunt, Uppercut, Molten Fist): I lean Vulnerable.
If I see premium Block and Body Slam pieces (like Shrug It Off, Blood Wall, Flame Barrier, Body Slam): I lean Block/Slam.
If I see Exhaust engine cards (like True Grit, Burning Pact, Evil Eye, Forgotten Ritual): I start an Exhaust shell.
I don’t fully commit until around the first elite, but I keep a running tally in my head. If you can identify which archetype your deck is naturally drifting toward, you’ll avoid the trap of grabbing every “good looking” card and ending with a 25-card mess that does nothing consistently.
Vulnerable Ironclad – The “Point and Delete” Archetype
Vulnerable in Slay the Spire 2 is still the classic debuff: enemies take 50% more damage. Ironclad is special because many of his cards actually reward you for maintaining Vulnerable, giving you draw, Block, and extra scaling on top of the raw damage boost.
When I want a run that feels straightforward and aggressive, this is where I go. It’s also the easiest archetype to pilot if you’re newer to Ironclad, as long as you don’t neglect Block.
Early Priorities – Get Consistent Vulnerable First
You start with Bash, and that’s key. The first thing I do when Vulnerable looks promising is:
Upgrade Bash early at a campfire if I haven’t found another solid Vulnerable enabler yet.
Look for these early cards:
Molten Fist
Tremble
Taunt
Dismantle
Uppercut
Tremble is one of those cards I underestimated. It doesn’t look flashy, but applying Vulnerable over multiple turns for a modest cost is huge when you’re trying to set up big follow-up attacks. Uppercut gives you both debuffing and damage in one package and smooths Act 1 immensely.
Dismantle, when upgraded and active, starts spitting out crazy damage per energy. If I see it in Act 1 and already have 1–2 good Vulnerable sources, I snap pick it – that’s often the moment a run turns from “decent” into “this might be the one”.
Screenshot from Slay the Spire II
Late Payoffs – Close Fights Before They Snowball
Cruelty – Incredible for finishing enemies fast once they’re softened up. This is where you start ending hallway fights in 2–3 turns.
Colossus – Great when you’re frequently hitting Vulnerable enemies; it scales into elites and bosses.
Dominate – I treat this as a boss/elite tech card: in longer fights it quietly snowballs into an inevitable kill if you’ve got Strength or recurring Vulnerable.
The main pitfall with Vulnerable builds is going too all-in on attacks. I’ve lost more runs than I care to admit by ending up with hands full of damage and no way to Block lethal.
Rule of thumb: by the end of Act 1, I want at least 4–6 good Block cards if I’m on a Vulnerable plan. Cards like Shrug It Off, Flame Barrier, Blood Wall keep you alive long enough for your damage to actually matter.
Body Slam Block – Turning Defense into Nuclear Damage
This archetype is my go-to on high Ascension when I want reliability. The idea is simple:
Stack absurd amounts of Block.
Convert it into “nuclear” damage with Body Slam and friends.
Use your defensive tools to completely shut down enemy turns.
When it comes together, you take zero damage and one-shot elites with a single slam. But you need the right mix of early defensive tools.
Early Signs You Should Go Slam
Shrug It Off – Premium common. Block + draw is always good, but it’s especially insane when you’re scaling Block totals every turn.
Body Slam – Obvious, but if I see this early, I’ll grab it even if I’m not 100% commit yet. It’s cheap and harmless in other decks, broken in full Block builds.
Blood Wall – Chunky Block that helps you reach those huge totals.
Flame Barrier – Defends and punishes multi-hit enemies; also a nice bridge into Exhaust synergies later.
If I have Shrug It Off + another good Block card + Body Slam by mid-Act 1, I already start favoring defensive picks and consider upgrading Body Slam (for better scaling) earlier than usual.
Late Payoffs – When Your Block Never Goes Away
Unmovable – This is the card that makes even basic Defends feel premium. With this online, your Block per card starts to skyrocket.
Crimson Mantle – Another strong block-focused payoff that lets you safely tank and convert defense into a win condition.
Impervious – Chunk Block in a single card. With Barricade or similar effects, this is absurd; even without, it’s often worth it to set up a lethal Body Slam.
Where Body Slam decks really shine is when you can add Barricade from the S-tier pool. Once Block stops decaying, every defensive turn is an investment in future damage. That’s how you comfortably farm elites on high Ascension.
Late Payoffs – When Your Block Never Goes Away
Unmovable – This is the card that makes even basic Defends feel premium. With this online, your Block per card starts to skyrocket.
Crimson Mantle – Another strong block-focused payoff that lets you safely tank and convert defense into a win condition.
Impervious – Chunk Block in a single card. With Barricade or similar effects, this is absurd; even without, it’s often worth it to set up a lethal Body Slam.
Where Body Slam decks really shine is when you can add Barricade from the S-tier pool. Once Block stops decaying, every defensive turn is an investment in future damage. That’s how you comfortably farm elites on high Ascension.
🎮 Get This Game at the Best Price
Compare prices instantly and save up to 80% on Steam keys with Kinguin — trusted by 15+ million gamers worldwide.
*Affiliate link — supports our independent coverage at no extra cost to you
Screenshot from Slay the Spire II
Sample Body Slam turn (late game):
Play Shrug It Off → draw, raise Block.
Play Flame Barrier and Blood Wall → you’re at 60–80 Block.
Play Body Slam (0–1 cost) → deal 60–80 damage in one hit.
With Barricade, that Block remains next turn, so you’re now permanently ahead.
The most common mistake here is taking too many clunky 2-cost Blocks without enough energy or draw. If your hand is full of expensive defense and you can’t play enough cards, even Body Slam won’t save you. Prioritize cheap Block and card draw first, then sprinkle in the big stuff.
Exhaust builds scared me at first – “I only get to play this once?!” – but once I internalized that Exhaust is actually free deck-thinning with upside, it became one of my favorite ways to play Ironclad.
The plan is to burn away your low-impact cards mid-combat, so the rest of the fight is just you drawing your best stuff over and over while your Exhaust payoffs (Block, energy, card draw, scaling) ramp up.
Start with Targeted Exhaust Tools
True Grit – Early on it’s awkward because it Exhausts a random card, but once upgraded to chosen Exhaust, it becomes a key piece. I love using it to delete Strikes/Defends or curses during combat.
Burning Pact – Draw engine and deck filter in one. Sacrifice a junk card, draw into your power cards. I pick this highly even in non-dedicated Exhaust builds.
Evil Eye – Reward for playing Exhaust cards; a nice defensive backbone once you’re consistently Exhausting.
Forgotten Ritual – Massive energy advantage when you’ve stuffed your deck with Exhaust fodder. This is your “massive energy cheat” card.
The idea is: use True Grit / Burning Pact to remove your worst cards on the fly, and let Evil Eye / Forgotten Ritual feed you Block and energy as compensation.
Then Add the Real Engines and Finishers
Feel No Pain – Every Exhaust becomes Block. This is what turns your “deck management” into real survivability.
Dark Embrace – Card draw every time you Exhaust. Together with Feel No Pain, you get both Block and cards for doing what you already want to do.
Second Wind – Deletes a whole hand (especially Status cards) and gives you Block. Incredible against late-game fights that flood you with junk.
Fiend Fire – Big finisher that eats your hand. I treat this as a burst tool; ideally you line it up when your hand is full of cards you’re happy to lose for a turn-kill.
Pact’s End & Ashen Strike – Pact’s End takes the Burning Pact plan even further; Ashen Strike scales with your Exhaust pile and becomes a deadly attack in longer fights.
Typical “engine” sequence once online:
Play Feel No Pain and/or Dark Embrace early in the fight.
Use Burning Pact / True Grit / Second Wind to strip junk cards, gaining Block and drawing more cards.
Cash out with Evil Eye for more Block or Fiend Fire / Ashen Strike to close the fight.
The main thing that took my Exhaust runs from “messy” to “consistent” was not exhausting my win conditions too early. Don’t feed your only good attack to Fiend Fire just to clear your hand unless you’re sure it ends or completely stabilizes the fight.
Blending Archetypes Without Diluting Your Deck
The real strength of Ironclad in Slay the Spire 2 is that these archetypes actually play nicely together. Some of my strongest Ascension wins come from hybrid decks:
Screenshot from Slay the Spire II
Vulnerable + Body Slam – Use Vulnerable to end fights quickly when your Block engine lags behind. A single Vulnerable stack can turn one Body Slam into lethal.
Exhaust + Body Slam – Feel No Pain and Second Wind let you generate huge Block, which naturally feeds Body Slam as a finisher.
Vulnerable + Exhaust – Use Exhaust tools to thin the deck and ensure you keep redrawing your Vulnerable enablers and payoffs.
My rule: Pick one archetype as “core” and the others as “support”. For example, “I am a Body Slam deck that splashes Vulnerable,” not “I am all three at once.” If a card doesn’t clearly help your main plan or fix a weakness (Block, draw, energy), skip it – even if it looks strong in isolation.
Ironclad Card Tier List (S–D) – Cheat Sheet for Picks
This tier list assumes you’re playing around the three archetypes above. Tier isn’t absolute – a B-tier card that perfectly fits your deck is better than an S-tier that doesn’t – but this is what I mentally reference when choosing rewards in serious Ascension runs.
S Tier – Core Engines and Win Conditions
Body Slam
Headbutt
Battle Trace
Second Wind
Feel No Pain
Thrash
Brand
Offering
Dark Embrace
Barricade
Demon Form
Break
A Tier – Premium Support and Strong Payoffs
Bloodletting
Armaments
Shrug It Off
True Grit
Whirlwind
Ashen Strike
Dismantle
Burning Pact
Taunt
Pact’s End
Feed
Fiend Fire
Impervious
Aggression
Unmovable
B Tier – Solid, Often Synergy-Dependent
Breakthrough
Pommel Strike
Perfected Strike
Tremble
Blood Wall
Uppercut
Dominate
Evil Eye
Forgotten Ritual
Flame Barrier
Inflame
Juggling
Stone Armor
Colossus
Stoke
Crimson Mantle
Cruelty
Hellraiser
Pyre
C Tier – Playable Filler or Niche Tech
Anger
Iron Wave
Molten Fist
Setup Strike
Twin Strike
Cinder
Havoc
Bully
Spite
Hemokinesis
Pillage
Unrelenting
Bludgeon
Howl from Beyond
Stomp
Rage
Infernal Blade
Expect a Fight
Drum of Battle
Inferno
Rupture
Vicious
Stampede
Conflagration
Cascade
Primal Force
One-Two Punch
Juggernaut
D Tier – Usually Skip Unless You Have a Very Specific Plan
Sword Boomerang
Thunderclap
Grapple
Rampage
Fight Me!
Mangle
When I’m uncertain on a reward, I quickly ask: “Is this S–A tier for my current archetype, or is it just dilution?” If it’s not clearly moving me toward Vulnerable, Body Slam, or Exhaust value, I skip. That discipline alone cleaned up so many of my runs.
Early Shop & Upgrade Priorities
Shops are where runs are quietly won or lost. Here’s the mental checklist I now use:
First priority: remove a Strike or Defend if your deck is starting to form an archetype.
Body Slam decks: look for Shrug It Off, Blood Wall, Flame Barrier, Unmovable, Barricade, Body Slam. Upgrade Body Slam early.
Exhaust decks: prioritize Feel No Pain, Dark Embrace, Burning Pact, True Grit (to upgrade), Second Wind. Upgrading True Grit to targeted Exhaust is huge.
Relics: energy relics and anything that rewards blocking or exhausting are almost always worth reshaping your route around.
High-Ascension Survival Tips and Final Thoughts
Once you’re climbing Ascension with Ironclad, fights get tighter and mistakes more costly. The habits that helped me stabilize:
Prioritize Block in Act 1 even in aggressive Vulnerable builds. You can’t scale damage if you’re dead.
Use early elites as a test: if your deck feels clunky, start skipping more cards and focus on upgrades that enhance your archetype (Bash+, Body Slam+, True Grit+, key powers).
Don’t be afraid to rest if your HP is low before a tough elite or boss. Burning Blood helps, but it’s not magic if you chain multiple bad fights.
Keep deck size lean: 15–22 cards is a sweet spot for most of my wins. Beyond that, you need strong draw engines (Battle Trace, Dark Embrace, Shrug It Off spam) to justify it.
If you commit to one main archetype, respect your HP, and treat this tier list as a guide rather than a script, Ironclad becomes an incredibly consistent S-tier climb character. I bounced off him early in Slay the Spire 2, but once these patterns clicked, the class went from “brute force warrior” to a flexible strategist who can win runs in three very different, very satisfying ways.