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Slay the Spire How to See Beta Art Ironclad

Ironclad.png

"The remaining soldier of the Ironclads. Sold his soul to harness demonic energies."

RedEnergy.png

The Ironclad is one of four playable characters in Slay the Spire. He wields an armory of powerful strikes, boasts formidable defensive options, and draws fiendish strength from his demonic benefactors to empower himself in diverse means. He starts with 80 hp, highest of the playable characters, and can manipulate Exhaust

The Ironclad's starting Relic is BurningBlood.png Called-for Blood, which heals 6 HP subsequently combat.

Contents

  • 1 Cards
    • 1.1 Starting Deck
  • two Relics
  • three Strategies
    • iii.1 Full general Build Archetypes
  • 4 Unlocks
  • v Gallery

Cards [ ]

Starting Deck [ ]

  • 5 Strike
  • 4 Defend
  • ane Bash
RedEnergy.png Ironclad Cards RedEnergy.png
Starters

StrikeDefendBash

Attacks

Common

AngerTrunk SlamDisharmonismCleaveClotheslineHeadbuttHeavy BladeIron WavePerfected StrikePommel StrikeSword BoomerangThunderclapTwin StrikeWild Strike

Uncommon

Blood for BloodCarnageDropkickHemokinesisPummelBingeReckless ChargeSearing BlowSever SoulUppercutCyclone

Rare

BludgeonFeedFiend FireImmolateReaper

Skills

Common

ArmamentsFlexHavocShrug It OffTrue GritWarcry

Uncommon

Boxing TranceBloodlettingCalled-for PactDisarmDual WieldEntrenchFlame BarrierGhostly ArmorInfernal BladeIntimidatePower ThroughRageSecond WindSeeing RedSentinelShockwaveSpot Weakness

Rare

Double TapExhumeImperviousLimit PauseOffering

Powers

Uncommon

CombustDark EmbraceEvolveFeel No HurtingFire BreathingInflameMetallicizeRupture

Rare

BarricadeBerserkBrutalityCorruptionDemon GradeJuggernaut

Relics [ ]

Starting Relic: BurningBlood.png Burning Blood

Common Relic: RedSkull.png Red Skull

Uncommon Relics: PaperFrog.png Paper Phrog, SelfFormingClay.png Self-Forming Dirt

Rare Relics: ChampionBelt.png Champion Belt, CharonsAshes.png Charon'southward Ashes, MagicFlower.png Magic Flower

Boss Relics: BlackBlood.png Black Blood (replaces BurningBlood.png Burning Blood), MarkofPain.png Mark of Pain, RunicCube.png Runic Cube

Shop Relic: Brimstone.png Brimstone

Strategies [ ]

General Build Archetypes [ ]

These are the standard types of decks that may give you an thought of direction for your deck, or what you want to go for. Keep in mind that none of these builds are mutually exclusive. Many of them are more of a general strategy, which can exist adjusted or combined into multiple builds in a single deck.

Icon Block.png High Defense force Deck

  • This strategy focuses on building up Icon Block.png Block over multiple turns, potentially eliminating incoming damage. Icon PlatedArmor.png Plated Armor is an first-class fit in this build.
  • Essential cards include Torso Slam, Entrench, and Barricade.
    • Battlement may be substituted past Calipers.png Calipers, provided that you take a consistent Icon Block.png Cake per turn.
  • Body Slam and Juggernaut are splendid sources of damage, which is still important to win.
  • Though non an intuitive choice, 2d Wind can tin can exist used to thin out extraneous Icon Block.png Block cards in one case enough Icon Block.png Cake is built upwardly, letting the player more reliably draw attacks and rely on Entrench to maintain their Icon Block.png Block.
  • Icon Strength.png Forcefulness reduction from Disarm, and Icon Weak.png Weak from Intimidate, Clothesline, and Uppercut can help reduce enemy'southward assault damage to maintain your Icon Block.png Block.

Icon Strength.png High Strength Deck

  • Spot Weakness, Flex, Limit Break, Demon Form, Inflame are cards that offer Icon Strength.png Forcefulness. A helpful tip with Flex in particular is that if you have an Icon Artifact.png Artifact before y'all use Flex, or trigger the effect of OrangePellets.png Orange Pellets after using Flex, you won't lose the Icon Strength.png Strength gained from information technology on the adjacent turn. This gives Flex good synergy with sources of Icon Artifact.png Artifacts, such as ClockworkSouvenir.png Clockwork Souvenir or Panacea
  • Cyclone/Heavy Bract,Sword Boomerang,Twin Strike etc. are all cards that synergize well with Icon Strength.png Strength.
  • This build focuses on increasing Icon Strength.png Strength and multiply its power through the option of attacks. Attacks that hit multiple creatures, or hit multiple times scale more effectively with Icon Strength.png Strength.
  • Reaper becomes a very powerful healing tool with high Icon Strength.png Force, particularly when paired with a MagicFlower.png Magic Bloom.
  • Icon Vulnerable.png Vulnerability cards such equally Fustigate, Trip, and Thunderclap work very well with the high damaging attacks offered to yous with high Icon Strength.png Forcefulness.
  • If Limit Break is upgraded, you tin cast it multiple times for exponential strength gain. Headbutt and a small deck size help you bandage it more often. Relics and potions that grant some initial strength are very helpful in case y'all draw Limit Pause within the outset few turns.

Searing Blow Deck

  • Upgrade Searing Blow every opportunity y'all can. Its harm increases more with each upgrade, reaching 100+ impairment subsequently ten upgrades.
  • Icon Vulnerable.png Vulnerable is extremely skillful in a Searing Blow deck, every bit when upgraded a lot the actress damage can easily achieve 40-50+
  • The deck should be kept small to bicycle back to Searing Accident as often as possible.
  • If you decide to go for a Searing Accident deck, y'all should always have the path that gives you the most campfires
  • About must-upgrade cards become less valuable, as their upgrade is taking away from Searing Accident'southward power.
  • You lot more often than not only want to aim for a Searing Blow deck if y'all encounter the post-obit criteria:
    • You get it early on in Deed I (preferably before your beginning bivouac)
    • Yous have a path that can take y'all through at least iii+ campfires in Act I
  • Card synergies:
    • Headbutt let you play it an extra fourth dimension each deck cycle
    • Dual Wield gives you boosted copies if you manage to go it in the same manus as Searing Blow.
      • If y'all go Dual Wield in a Searing Blow deck, yous should prioritize cards that help you lot find the combo:
      • Secret Weapon+ is probably the all-time one in bringing Searing Blow to your paw.
      • Violence is as well adept if your deck is small and you don't have many Attacks remaining.
      • RunicPyramid.png Runic Pyramid will ensure that you get the combo at some point.
    • All exhaust cards can exist very practiced at thinning your deck during combat.
    • Double Tap let your Searing Accident deal double damage
    • Armaments- can continually ramp up your Searing Blow impairment during gainsay
  • Relic synergies:
    • WarpedTongs.png Warped Tongs volition continually upgrade your Searing Blow over time during combat.
    • WingedGreaves.png Wing Boots allows you to take additional campfires that you normally won't be able to get to.
    • Necronomicon.png Necronomicon doubles the damage of Searing Accident every time you play information technology.
    • PenNib.png Pen Pecker - double damage of Searing Blow just requires some planning to execute.
    • PaperFrog.png Newspaper Phrog has a minor synergy just at higher Searing Accident levels the increase of damage from this relic is significant.
    • DollysMirror.png Dolly's Mirror - if yous become this after you take upgraded your Searing Accident a few times, it will effectively double the strength of the deck.

Corruption + DeadBranch.png Dead Branch Deck

  • Corruption makes all Skills price 0 in commutation for exhausting them upon utilize, just DeadBranch.png Dead Branch would generate a replacement for used skill. If DeadBranch.png Expressionless Branch generates another Skill, then y'all tin use another Skill once again for free.
    • Most of Ironclad Skills grant high Icon Block.png Block, allow you lot to easily tank damage once y'all use multiple of them. If possible, use Barricade beforehand to allow Icon Block.png Block you've gained not to be wasted between turns.
    • Some of Ironclad Skills grant Free energy. Special notes goes to Seeing Red which normally cost 1 united nations-upgraded. With Corruption, it becomes a gratuitous 2 Energy generation. Spend Energy gained on other crucial cards on your hand, such as Power bill of fare or Attacks.
    • Fiend Fire can generate a lot of random cards with DeadBranch.png Expressionless Branch, which gives more than adventure to generate random 0-cost Skills cards

Corruption + Dark Comprehend Deck

  • Unlike the normal burnout and defence force strategies above (which focus on building upward power over time), your goal here is to try and brand your deck almost entirely out of skills, exit Corruption and Dark Embrace together, then burn down through your entire deck in one plow to raise your defense force, with doubling effects from Entrench played last, finally followed past one or more Body Slams to kill the enemy in one hit.
  • The essential cards are Corruption, Dark Embrace, Entrench, and Torso Slam, plus cards similar Impervious,Shrug Information technology Off, and Sentry to build defense before you double information technology with Entrench. Provided you keep your deck overwhelmingly tilted towards skills and fill it with lots of bill of fare describe, you should but demand to draw Corruption and Night Embrace before you showtime comboing off; the rest of the combo will exist found as you lot draw your deck. Multiple copies of Entrench or Body Slam (or things that duplicate them) are still extremely valuable; you besides want to upgrade Corruption, Dark Embrace, and Trunk Slam to reduce the cost of the combo so you can deploy it faster.
  • It's also important to have cards that let you dig for your combo, such as Shrug Information technology Off, Called-for Pact, and Offering. Beyond just letting you dig for your combo, these permit you lot describe past set on cards when comboing off.
  • Hitting your hand maximum is a serious problem, especially if you obtain multiple copies of Dark Embrace or large numbers of menu-cartoon skill cards.Bloodletting tin can help yous play other cards to get them out of your hand and can provide the energy you need to play Corruption and Dark Embrace as soon equally possible. Burning Pact allows yous to become unwanted cards out of your hands while cartoon a big amount. Once the combo is deployed, Scout will both provide additional Icon Block.png Block and a large amount of free energy to play out the rest of your paw. True Grit can exist used to avert cards getting chock-full in your mitt, but it'south extremely important to upgrade information technology to avert the take a chance of having information technology hit your combo pieces. Offering both draws you cards and gives you energy to play your non-skills.
  • Double Tap and Dual Wield tin can amplify the terminal blow past doubling your Body Slam, while Secret Weapon can dig for your Body Slam. Practise non upgrade your Hole-and-corner Weapon, since you desire information technology to be exhausted then Dark Embrace will permit you draw a card off it.
  • Powers that provide persistent benefits to your defence force or exhaustion intended to help you over multiple turns or which give you minor benefits for exhausts and Icon Block.png blocks are somewhat less useful to yous, since your goal is to philharmonic off in a single plow for overwhelming damage rather than slowly accumulating benefits; merely they're still worth collecting, since they give y'all a backup strategy in case you can't go all your combo pieces or something else goes wrong.Barricade is peculiarly useful because it allows you lot to, if necessary, split your combo over multiple turns, or to accumulate Icon Block.png Cake slowly earlier you finally get everything you need to get off.
  • An alternative just similar strategy is to use Juggernaut, Abuse, and Feel No Pain. Each defensive skill played is worth an additional 10-xiv damage.Iron Waves are good fallbacks.
  • Removals should focus on getting rid of your Strikes rather than your Defends; while your Defends aren't equally good every bit your other Icon Block.png Cake cards, they can still be cycled through for complimentary once yous have Corruption and Night Embrace out.

Perfected Strike Deck

  • Perfected Strike+ strike cards (Strike, Pommel Strike, Twin Strike, Wild Strike).
  • Your deck will become very heavy, lots of depict similar Boxing Trance will be important, as will in-battle upgrade effects like Apotheosis, Armaments+, and WarpedTongs.png Warped Tongs.
  • Powerful defensive cards will be a must when offered, since you will be taking large quantities of offensive cards.
  • You will also need to be on the sentinel for strong defensive Relics, such as: SelfFormingClay.png Cocky-Forming Clay, Orichalcum.png Orichalcum, Anchor.png Anchor, Horn cleat.png Horn Cleat, or Captain wheel.png Helm'due south Wheel.
  • Necronomicon.png Necronomicon synergizes very well with Perfected Strike+.
  • PrayerWheel.png Prayer Wheel works very well with this deck every bit it gives y'all twice as many occasions to add together Strike cards.
  • Dual Wield increases the power of the deck a lot more than than usual, increasing the damage of each Perfected Strike by upwards to 6, and increasing the amount to be drawn.
  • A 4th free energy is particularly of import to be able to play multiple copies if desired.

Status + Evolve Deck

  • Uses powerful cards with drawbacks that inflict Status cards, such equally Wild Strike, Power Through, Reckless Accuse and Immolate, with Evolve to negate the loss of draws.
  • Exhaust cards similar Truthful Grit, Sever Soul, Second Wind, and Fiend Fire can keep you from becoming overwhelmed in long term fights. Shrug It Off can give Icon Block.png Cake even with Mazed from Reckless Charge.
    • True Grit and Evolve are your loftier-priority targets for upgrades, as True Grit+ lets you decide which card to Exhaust, and Evolve+ increases your draws instead of replacing them, greatly speeding up your deck.
  • MarkofPain.png Mark of Pain effectively loses its downside.
  • With an upgraded Evolve, a ix card Fiend Burn down happens easily.
  • Top it off with Fire Animate for a nice passive AoE damage. A normal depict total of Status can hands turns into thirty-50 damage to ALL enemies. With multiple copies this can easily be your chief source of impairment.
    • Only run multiple copies of Fire Breathing if you're quickly and consistently getting out Evolve, or yous'll simply irksome your deck down.
  • This build mitigates the power of most Condition inflicting enemies, and synergizes well with many other deck types.
  • MedicalKit.png Medical Kit greatly improves your ability to manage your Status cards, improving your operation in long-term fights. It too negates the cocky-harm from Immolate.
  • Card depict like Boxing Trance and Pommel Strike+ is important for digging through your deck and getting Evolve set upward every bit soon equally possible.

Masochist Deck

  • Utilizes Rupture and cards that deal damage to you lot, aiming to end fights chop-chop.
    • Each employ of Rupture increases Icon Strength.png Strength gained per trigger. You may stack information technology 2 or three times to quicken your Icon Strength.png Forcefulness growth.
    • After applying Rupture, use Brutality or Combust. Their health cost per turn means yous would proceeds 1 Icon Strength.png Forcefulness every plow.
      • Unless you desire boosted card depict or AoE damage, you would not demand more than than 1 copy of these ii, equally stacking them increases wellness loss but not Rupture'southward Icon Strength.png Forcefulness gain.
    • Icon Strength.png Strength gain from Rupture is consequent if congenital for, just information technology can be ho-hum. Limit Intermission+ tin help multiplying your Icon Strength.png Strength to finish fights before yous lose as well much health.
  • Hemokinesis, Offering, and Bloodletting are the other cards that self impairment.
  • The BlueCandle.png Blueish Candle allows you to hurt yourself by exhausting expletive cards.
  • Reaper benefits from the Icon Strength.png Strength gain and provides some much needed healing.
  • J.A.X. is a chance encounter, but grants you both health loss to trigger Rupture while too grants you Icon Strength.png Forcefulness on its ain.
  • Whatsoever cards that benefit from gain are adept hither.
  • Depict to get your combo together is very helpful. Make sure to become some Icon Block.png defense to keep exterior damage taken low.
  • Blood for Blood does significant impairment and will quickly become cheap or free with Brutality or Combust. Having a solid 0-cost attack lets you lot take advantage of the extra cards fatigued from Brutality, and can tide you over if you don't observe Rupture early on (or depict it early in the fight).

Fiend Burn Deck

  • Gather a lot of cards, especially cards with menu depict and energy like Battle Trance.
  • With a lot of cards in your manus use Fiend Burn down to deal high damage to target.
  • Fiend Fire scales very well with Icon Strength.png Forcefulness.
  • RunicPyramid.png Runic Pyramid can assist you gather a large number of cards.

Dropkick Space Deck

  • Become Dropkick and remove as many other cards as possible. Once y'all have two Dropkicks or 1 Dropkick + Dual Wield, you lot can play Bash + lnfinite Dropkick. Upgraded Offering is very useful in this build considering it can draw 5 cards, which means that you can space kicks with a 10 carte deck.
  • This is an like shooting fish in a barrel to gather but potent build. Information technology can be done with restarting short games to go Dropkick early.

SneckoEye.png Snecko Eye Deck

  • If you manage to go SneckoEye.png Snecko Middle during first Boss fight, y'all tin can go for cards with loftier energy costs every bit chief damage dealer: Bludgeon, Carnage and Immolate are the all-time, while Sever Soul and Fiend Burn tin help with clutter.
  • Dual Wield is what makes this build shine: getting two zero cost Bludgeons is normally enough to terminate a fight.
  • Defensively information technology's possible to focus exclusively on Flame Barrier.
  • Going for Perfected Strike build is a audio strategy prior to getting SneckoEye.png Snecko Eye, since Dominate rewards are rather random.

Binge Deck

  • Continue the deck pocket-sized with cards to support your Rampage, preferably upgraded i, and use it repeatedly.
  • A balance betwixt draw power like Battle Trance, Warcry, etc. and defense is good equally Rampage can calibration up chop-chop every bit master impairment source with appropriate back up cards, Shrug Information technology Off is a great card as it provide both.
  • Best support bill of fare for Rampage is Double Tap, which ram up the ability twice, and Headbutt can allow you to search for Rampage to be used more oft.
  • If possible, Icon Vulnerable.png Vulnerable relics and cards tin can be devastated for enemy if combine with well scaled Binge.
  • Avoid cards that give Status like Wild Strike, Reckless Charge, or Immolate. It tin can make Binge get inaccessible or less probable to exist drawn later in fight, which defeat the purpose of the card
  • Practice not use Havoc unless you lot have FrozenEye.png Frozen Eye.
  • Different Hook deck, only 1 Binge should exist taken.

Unlocks [ ]

Unlock Number Prizes Unlocked
1st Heavy Blade, Spot Weakness, Limit Pause
2nd Omamori.png Omamori, PrayerWheel.png Prayer Wheel, Shovel.png Shovel
3rd Wild Strike, Evolve, Immolate
4th Havoc, Spotter, Exhume
5th BlueCandle.png Bluish Candle, DeadBranch.png Dead Branch, SingingBowl.png Singing Bowl

Gallery [ ]

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Source: https://slay-the-spire.fandom.com/wiki/Ironclad

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