Slay the Spire 2 Ironclad Hellraiser Flow — Auto-Playing Strikes Build
Published 2026-03-09Updated 2026-09-196 min read
Hellraiser plays every Strike you draw for free. Build the Ironclad around it in Slay the Spire 2: Strike density, draw engines, Perfected Strike scaling and hands-free damage.
Hellraiser is the Ironclad's most dangerous Power: "Whenever you draw a card containing 'Strike', it is played against a random enemy." Every Strike you draw throws itself at the enemy for free — energy, hand slots and effort all optional. Build the deck around Strike density and draw, and combat becomes a machine that fires while you watch.

The engine
- Hellraiser (Power, 2, Rare) — the automation switch. One copy is all you need; a second is fine but never required.
- Perfected Strike (2) — 6 damage, plus 2 (3) for every card in your deck containing "Strike", itself included. This is the build's scaling payoff: every Strike you add raises every Perfected Strike you draw.
- Pommel Strike ×2–3 (1) — 9 (10) damage, draw 1 (2). Feeds Hellraiser while drawing you deeper.
- Twin Strike (1) — 5 (7) twice. Cheap Strike count that Perfected Strike and Hellraiser both love.
Draw that keeps the gun spinning
- Pillage (1) — 6 (9) damage, then draw until a non-Attack. The best single card for finding Strikes.
- Battle Trance (0) — draw 3 (4). A mini-turn on demand.
- Shrug It Off (1) — 8 (11) Block, draw 1. The only block the deck really wants.
- Burning Pact (1) — Exhaust 1 card, draw 2 (3). Compresses the deck toward Strikes only.
Deckbuilding rules
- Say yes to Strikes. This is the one Ironclad build that hoards them — Strike count is literally Perfected Strike's damage stat.
- Delete Defends, not Strikes, at shops and events. The pile should trend toward attacks.
- Keep it to 20 cards or fewer; Hellraiser needs you to redraw your Strikes often.
- One Hellraiser, two to four Perfected Strikes, the Pommel Strike line, then fill with draw.
Turn template
Cast Hellraiser early (it is a 2-cost Power — find it with draw, not patience), then spend the turn playing draw: Pommel Strike, Pillage, Battle Trance. Every Strike those effects drag out of the pile fires itself at a random enemy, Perfected Strikes among them scale off the pile's density, and your actual energy goes to block. The dream turn is Pillage into four auto-firing Strikes into a dead hallway fight.
Watch the failure modes
- Random targeting. Hellraiser hits random enemies, so wide packs blunt it — bring a Whirlwind or two for AoE weeks, and treat Hellraiser turns as single-target tech.
- The build is thin on block. Second Wind converts junk into a wall when a fight drags; don't let the machine pride talk you out of blocking.
- Perfected Strike needs density time. Early in a run it is mediocre; by Act 2 with 15+ Strikes it is the best card in the deck. Patience, then detonation.
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