Slay the Spire 2 Ironclad Card Tier List — All Cards Ranked

Published 2026-09-209 min read

Every Ironclad card in Slay the Spire 2 ranked: Dominate, Molten Fist and Hellraiser lead the S-tier — what to grab, what to skip, and the builds they power.

The Ironclad is Slay the Spire 2's brawler: 80 HP, Burning Blood healing on kill, and a card pool built around Strength, Vulnerable and self-damage payoffs. This tier list ranks the cards worth drafting (and the traps worth skipping), based on the 0.105+ meta and the Ironclad builds that actually clear Ascension 10. For the class itself, start with the Ironclad character guide; for deck math, see the deck building guide.

Ironclad character art in Slay the Spire 2
The last Ironclad — 80 HP of personal space violations.

S-tier — draft on sight

Card Cost Type Why it's S-tier
Dominate 1 Skill Applies 1 Vulnerable (2 upgraded) with scaling that makes every Vulnerable-synergy card better; the backbone of the Vulnerable engine
Molten Fist 1 Attack 10 damage (14 upg) and doubles the enemy's Vulnerable — the payoff that makes Vulnerable stacking a win condition
Vicious 1 Power Whenever you apply Vulnerable, gain scaling — turns every Dominate/Molten Fist into permanent Strength
Pommel Strike 1 Attack 9 damage and draws a card (2 upgraded) — the best common card in the class, powers the Pommel Strike rush
Offering 0 Skill Lose 6 HP for 2 energy and draw — the strongest tempo card Ironclad has; self-damage is a feature thanks to Rupture synergies
Perfected Strike 2 Attack 6 damage plus 2 (3 upg) per card with "Strike" in your deck — snowballs absurdly in Strike-heavy decks
Hellraiser 2 Power Every drawn card containing "Strike" auto-plays at a random enemy — the engine of the Hellraiser flow build

A-tier — strong picks, build-around or not

Card Cost Type Role
Cruelty 1 Power Bonus scaling against Vulnerable enemies; pairs with the whole S-tier
Pillage 1 Attack 6 damage, then draw until you hit a non-Attack — filters your deck while hitting
Aggression 1 Power Recycles random Attacks from discard into your hand, upgraded — full guide here
Inflame 1 Power Clean 2 Strength (3 upg) — boring, effective, never a bad pick
Bludgeon 3 Attack 32 damage (42 upg) — elite and boss delete button
Shrug It Off 1 Skill 8 Block and draws a card — the defensive glue of every Ironclad deck
Feed 1 Attack 10 damage, permanent +max HP on Fatal kills — slow value that wins long runs
Uppercut 2 Attack 13 damage plus Weak and Vulnerable in one card
Hemokinesis 1 Attack Lose 2 HP, deal 15 (20 upg) — efficient damage that feeds Rupture
Battle Trance 0 Skill Draw 3 (4 upg) — thin-deck fuel

B-tier — situational, fine in the right deck

  • Barricade (3, Power) — Block no longer expires; needs a block engine to matter
  • Juggernaut (2, Power) — deals damage whenever you gain Block; pairs with Shrug/offense-block hybrids
  • Rupture (1, Power) — Strength whenever you lose HP on your turn; great with Offering/Hemokinesis
  • Whirlwind (X, Attack) — 5 damage to ALL enemies X times; multi-enemy cleaner
  • Rage (0, Skill) — Block per Attack played this turn; good frontloaded defense
  • Second Wind / Feel No Pain — Exhaust-pool defenders; worth it only when your deck actually exhausts
  • Thunderclap (1, Attack) — 4 damage and 1 Vulnerable to ALL; serviceable apply-and-chip
  • Iron Wave / Twin Strike / Body Slam — solid commons that never ruin a deck

C-tier — take only when desperate

Burn payoffs without the burn deck (Pyre, Cinder), multiplayer-only support (Blaze grants a teammate Strength — great in co-op, dead weight solo), and one-off utility cards (True Grit, Tremble, Grapple, Havoc) that don't advance a plan. None of these lose runs on their own; they just don't win them.

D-tier — usually skip

  • Midnight (12 cost) — meme-tier cost gimmick
  • Tank (1, Power) — you take 50% MORE damage to shield allies; solo this is a self-nerf (it's a co-op tool, and even then a pricey one)
  • Outrage — 9 damage but shoves a copy into everyone's discard pile, including yours
  • Unmovable / Not Yet / Brand — narrow payoffs that rarely pay off

What the tier list means in practice

  1. First three floors: take damage — Pommel Strike, Twin Strike, Iron Wave. A20 elites check raw DPS early.
  2. Floors 4–10: pick an engine (Vulnerable stack, Perfected Strike, or Hellraiser) and stop drafting off-plan.
  3. After Act 1: every card either advances the engine or removes a weakness. Neither? Skip — deck thinning is also a strategy.

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