The Ironclad
Beginner-friendlyA battle-hardened warrior who sold his soul for demonic power. Specializes in Strength scaling, Exhaust synergies, self-damage combos, and impenetrable Block walls.
📦 Starting Deck
✅ Strengths
- +Best healing relic for sustain
- +Strongest single-target damage
- +Multiple viable build paths
- +Forgiving of mistakes due to healing
⚠️ Weaknesses
- −Weaker AoE options
- −Can struggle with Act 1 elites without early damage
- −Exhaust builds need multiple pieces to come online
💡 General Strategy
Ironclad's Burning Blood gives the most flexibility to take risky paths and elite fights. Prioritize Strength scaling or Exhaust engines. Offering is the best card in his pool — take it every time. Shrug It Off is the best common.
🎯 Build Archetypes
Strength
Stack Strength with Inflame, Spot Weakness, Demon Form, and double it with Limit Break. Heavy Blade and multi-hit attacks become devastating.
Exhaust
Use Corruption + Dark Embrace + Feel No Pain for an unstoppable engine. Skills cost 0, draw cards, and gain Block when exhausted.
Block/Barricade
Barricade keeps Block forever. Stack with Entrench (double Block) and win with Body Slam dealing damage equal to your Block.
Self-Damage/Rupture
Lose HP on purpose with Bloodletting, Combust, Hemokinesis to trigger Rupture for permanent Strength. Reaper heals it all back.
📇 Card Tier List (74 cards)
S Tier (10 cards)
Gain 8 Block. Draw 1 card.
When a card is Exhausted, draw 1 card.
When a card is Exhausted, gain 3 Block.
Apply 3 Weak and 3 Vulnerable to ALL enemies. Exhaust.
Block is not removed at start of turn.
Skills cost 0. When you play a Skill, Exhaust it.
Gain 2 Strength each turn.
Gain 30 Block. Exhaust.
Double your Strength. Exhaust.
Lose 6 HP. Gain 2 Energy. Draw 3 cards.
A Tier (30 cards)
Gain 5 Block. Upgrade a card in hand.
Deal damage equal to your Block.
Deal 9 damage. Put a card from discard on top of draw pile.
Deal 14 damage. Strength affects this 3 times.
Deal 9 damage. Draw 1 card.
Gain 7 Block. Exhaust a random card.
Draw 3 cards. Cannot draw more this turn.
Lose 3 HP. Gain 2 Energy.
Exhaust 1 card. Draw 2 cards.
Enemy loses 2 Strength. Exhaust.
Deal 5 damage. If Vulnerable, gain 1 energy + draw 1.
Double your Block.
Gain 12 Block. Deal 4 damage when attacked this turn.
Gain 2 Strength.
Add 2 Wounds to hand. Gain 15 Block.
Gain 3 Block per Attack played this turn.
When you lose HP from a card, gain 1 Strength.
Exhaust all non-Attack cards. Gain 5 Block each.
Gain 2 Energy. Exhaust.
If enemy intends to attack, gain 3 Strength.
Deal 13 damage. Apply 1 Weak and 1 Vulnerable.
Deal 5 damage to ALL enemies X times.
Gain 2 Vulnerable. Gain 1 Energy each turn.
Lose 1 HP at start of turn. Draw 1 extra card.
Next Attack is played twice.
Put a card from Exhaust pile into hand. Exhaust.
Deal 10 damage. If fatal, gain 3 max HP. Exhaust.
Exhaust all cards in hand. Deal 7 damage for each.
Deal 21 damage to ALL enemies. Add a Burn to discard.
Deal 4 damage to ALL enemies. Heal for unblocked damage.
B Tier (19 cards)
Deal 8 damage. Apply 2 Vulnerable.
Deal 12 damage. Apply 2 Weak.
Deal 4 damage. Apply 1 Vulnerable to ALL enemies.
Draw 1 card. Put a card on top of draw pile. Exhaust.
Deal 12 damage. Shuffle a Wound into draw pile.
Costs 1 less per HP lost. Deal 18 damage.
Ethereal. Deal 20 damage.
Lose 1 HP at end of turn. Deal 5 damage to ALL enemies.
Copy an Attack or Power in hand.
Draw 1 card when you draw a Status.
Ethereal. Gain 10 Block.
Lose 2 HP. Deal 15 damage.
Apply 1 Weak to ALL enemies. Exhaust.
Gain 3 Block at end of turn.
Deal 2 damage 4 times. Exhaust.
Deal 8 damage. Gains 5 damage each play.
Gain 5 Block. If Exhausted, gain 2 Energy.
Deal 32 damage.
When you gain Block, deal 5 damage to random enemy.
C Tier (10 cards)
Deal 6 damage. Add a copy to your discard pile.
Deal 8 damage to ALL enemies.
Play the top card of your draw pile and Exhaust it.
Gain 5 Block. Deal 5 damage.
Deal 3 damage to random enemy 3 times.
Deal 5 damage twice.
When you draw a Status or Curse, deal 6 damage to all enemies.
Add a random Attack to hand. It costs 0. Exhaust.
Deal 7 damage. Shuffle a Dazed into draw pile.
Deal 12 damage. Can be upgraded any number of times.