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Slay the Spire 2 Ironclad Build Guide
An Ironclad build guide for returning players covering front-loaded damage, exhaust support, strength scaling, and HP trading.
Quick answer
Ironclad build pages should help returning players use familiar mechanics without blindly copying old pick orders.

What to check first
Use this page as a practical search-intent answer first, then follow the related database links for deeper card, relic, character, boss, and patch context.
- Take enough early damage before slow scaling.
- Treat exhaust as a package, not isolated text.
- Use HP as a resource only when the route supports it.
Start with front-loaded damage
Ironclad can support familiar scaling ideas, but the safest build still starts by answering early fights. A slow strength or exhaust package is much easier to justify after the deck already has enough damage to stop hallway fights from draining HP.
- Take a plain attack when the deck cannot end early fights quickly.
- Upgrade the card that changes the next elite or boss window.
- Delay slow powers until the deck can block while setting them up.
Exhaust packages need density
Exhaust is not a build just because one card says exhaust. It becomes a plan when the deck has payoff, fuel, draw, and enough defense to survive the setup turn. Video review should capture the full package, not only the final turn where the engine looks strong.

- Ask which cards create value from exhaust and which cards only enable it.
- Track whether the build has enough draw to find the payoff reliably.
- Use HP trading only when sustain and route choices support it.
Common mistake
The common mistake is copying old Ironclad pick orders before checking current support density. Exact card text, exhaust payoffs, strength breakpoints, and HP-trading safety are needs verification after patches, so this guide should teach reward-screen tests before fixed rankings.
Evidence to collect next
The next Ironclad build pass should capture the first damage pick, the first defensive correction, the exhaust or strength payoff, and the fight where HP trading either opened a stronger route or became too expensive. That evidence separates a real Ironclad lane from nostalgia.
Fallback plan
A good Ironclad build still needs a boring fallback: block a bad hand, end a hallway fight, and recover enough HP to keep the route open. If the build cannot do those things without its best payoff, draft a practical card before adding more ceiling.
Editorial note
This page is part of the first English-only content batch. It is written conservatively for Early Access and should be tightened whenever a major patch changes public information or run data.