Slay the Spire 2 Ironclad Infinite Strike — Perfected Strike Scaling Build
Published 2026-05-09Updated 2026-09-195 min read
The Ironclad infinite-strike plan in Slay the Spire 2: Perfected Strike scales off deck-wide Strike count, Hellraiser automates the swings, and Bloodletting pays the loop's energy bill.
The infinite Strike plan is the Perfected Strike build taken to its conclusion: stack so many "Strike" cards in your deck that Perfected Strike's scaling turns one draw phase into a full-auto barrage, then let Hellraiser fire them without spending your energy. Where the plain Hellraiser flow is a deck tech, this is the all-in version — the whole deck becomes Strikes.

The scaling math
Perfected Strike (2): deal 6 damage, plus 2 (3) for every card containing "Strike" in your deck, including copies of itself. Ten Strikes means a 26-damage common — before Strength, before Vulnerable. Fifteen means boss-tier. The card rewards a deckbuilding obsession: more Strikes is the only scaling it needs.
The engine around it
- Hellraiser (Power, 2) — Strikes play themselves when drawn. With Strike density high, this Power turns your draw phase into your attack phase.
- Pommel Strike ×3–4 (1) — 9 (10) damage, draw 1 (2). The loop's flywheel: hits, then redraws.
- Pillage (1) — 6 (9) damage, draw until a non-Attack. Finds the next Strike, always.
- Bloodletting ×2–3 (0) — lose 3 HP, gain 2 (3) energy. An auto-firing deck still bills you for Hellraiser and the draw spells; Bloodletting is the power plant.
- Burning Pact (1) — Exhaust 1 card, draw 2 (3). Deletes the last non-Strikes while it cycles.
Building it on purpose
- Take every Perfected Strike. Yes, all of them. The count is cumulative and each copy scales off the whole pile.
- Take cheap Strikes (Twin Strike, Pommel Strike, Anger — which also copies itself into the discard pile) and refuse most non-Strike attacks.
- Delete Defends ruthlessly. The dream pile is Strikes, draw, Bloodletting, and almost nothing else — 15–20 cards total.
- Upgrade Perfected Strike first; the 2→3 per-Strike jump multiplies across the whole deck every time you draw it.
Piloting the loop
The turn is: Bloodletting if needed, Hellraiser on turn one when possible, then draw — Pommel Strike into Pillage into Battle Trance. Strikes fire themselves, Perfected Strikes land for the pile's full count, and your energy goes to Shrug It Off or Second Wind when something swings back. The combo's ceiling is a draw phase that never ends: every Strike played returns via Burning Pact-cycled draws, and the pile churns until the room is empty.
The failure mode is impatience: before the Strike count is high, the deck is a worse vanilla deck. Route conservatively through early Act 1 (no elites until Perfected Strike is upgraded), then let the machine come online.
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