(3E Power, +3 Strength/turn) is the engine. (1E, +2 Strength) and (0E, lose 1 HP, Exhaust a card, +1 Strength) are the cleanest supporting generators in the current STS2 card pool.
Payoff turns come from cards that convert raw Strength into immediate damage bursts, especially (XE, 5 damage X times to all enemies) and (1E, 3 damage x3 to random targets). Once Strength reaches double digits, even medium-cost attacks start ending hallway fights in one turn.
Flex + Artifact relic combination makes Strength permanent by blocking the 'lose Strength' debuff that appears in some elite encounters. This is the highest-reliability path to scaling above 50 Strength.
First upgrade priority: your primary scaling engine or payoff finisher — the build wins by making each Strength point matter as early as possible.
Key relics: Vajra, Ruined Strength (first Strength gain each combat is doubled), Sword of Jade (+3 Strength at combat start).
Weakness: slow startup. costs 3 energy and does nothing on the turn it is played. Pair with defensive cards for Act 1 elites.
Hybrid with Exhaust: adding and while Strength scales creates the strongest all-around Ironclad deck.
The Holy Trinity: (3E Power, all Skills cost 0 + Exhaust), (2E Power, draw 1 card per Exhaust), (1E Power, gain 3 Block per Exhaust). Once all three are active, every Skill played draws a card and generates Block, effectively creating infinite sustain through your Skill pile.
Finishers are (0E Attack, 17 damage to all enemies, Exhaust) and (1E Attack, 6 damage plus 3 per exhausted card this combat). The Exhaust count snowballs fast — decks hitting 20+ Exhausts per run see Ashen Strike deal 60+ damage.
The Ultimate variant adds + + . Block stops decaying at end of turn, Body Slam converts accumulated Block to damage, and Juggernaut deals 5 damage each time Block is gained. Community consensus rates this hybrid S+ tier.
has the highest usage rate among Ironclad rare cards according to GamerSky data.
CN community labels the Spirit Enchantment + Exhaust combo 'explosive' — Spirit Enchantment converts Exhaust-on-play into additional effects.
Key relics: Charon's Ashes (deal 3 damage to all on Exhaust), Medical Kit (Status cards can be played as 0-cost Exhaust), and any relic package that rewards repeated Exhaust turns.
(3E Power, Block no longer expires at end of turn) is the cornerstone. (1E, or 0E upgraded, deals damage equal to current Block) closes fights, while high-value Block cards let Barricade turn one safe turn into three or four.
(2E Rare Power, doubles the first card-based Block gain each turn) stacks with Barricade — these are distinct Powers that both apply. 8 Block becomes 16 with Unmovable active. 16 Block becomes 32. 30 Block becomes 60. After 3 turns of stacking, 100+ Block and a lethal Body Slam is the standard outcome.
Japanese community calls this the 'Block Three-Piece Set': + + . Second Wind (1E, Exhaust all non-Attacks and gain 5 Block each) bridges the Exhaust and Block archetypes cleanly.
Unmovable is NOT the same as Barricade — Unmovable doubles the first Block gain of a turn, Barricade prevents Block from expiring. They stack.
Key relics: Calipers (Block carries over to next turn down to 15 minimum — only relevant before Barricade), Bronze Scales (deal 3 damage to attacker each time you take damage).
Body Slam upgrade reduces cost to 0, making it a free finisher every turn once Block is high enough.
Avoid glass-cannon relics like Glass Cannon in this build — Pierce ignores Block and will bypass your entire defense.
(1E Uncommon Power, +1 Strength each time you lose HP from a card — +2 Strength upgraded) and (1E Uncommon Power, deal 6 AoE damage each time you lose HP — 9 upgraded) are the twin payoffs. Self-damage triggers both simultaneously.
The most reliable self-damage triggers in the current card pool are (1E Power, lose 1 HP and gain 8 Block at start of each turn), (0E, lose 1 HP + Exhaust a card + gain Strength), and (0E, lose 6 HP + gain 2 Energy + draw 5 cards). A single turn that combines Brand with an Offering spike can generate Strength, AoE damage, draw, and tempo at the same time.
With Rupture upgraded to +2 per trigger, repeated self-damage turns create the fastest Strength ramp of any Ironclad archetype still represented in the STS2 card pool.
is the MVP — 0 energy cost, contributes to Exhaust, Strength, and all self-damage triggers simultaneously.
Key relics: Self-Forming Clay (first time you lose HP each combat, gain 3 Block), Red Skull (below 50% HP, gain 3 Strength at start of combat).
CN community consensus: not recommended above Ascension 10 due to unreliable HP floor against burst-damage elites.
Pair with for natural sustain between combats — Self-Damage burns HP fast.
(0E Uncommon Attack, 4 base damage plus 2 per Vulnerable stack on the enemy) and (1E Rare Power, Vulnerable enemies take 25% extra damage — 50% upgraded) are the payoffs. Cruelty upgraded means Vulnerable enemies take 150% total damage, and a fully upgraded Cruelty combined with standard Vulnerable's 50% multiplier effectively doubles all damage output.
Vulnerability application: (2E starter, 8 damage + 2 Vulnerable), (1E, 2 Vulnerable), (2E, 1 Weak + 1 Vulnerable). increases Vulnerable bonus from 50% to 100%, making the standard 150% total damage jump to 200%.
This archetype works best as a hybrid layer inside a Strength build rather than as a standalone path. The 0-energy cost of Bully means every Strength gain translates directly to free damage, making it a low-cost addition that does not compete with energy.
Paper Phrog relic: Vulnerable bonus 50% → 100%. Combined with Cruelty+: enemies take 200% damage.
Standalone Vulnerability builds cap out faster than Strength builds — run it as an amplification layer, not a primary win condition.
is the best early Vulnerability source because it deals damage simultaneously.
Do not skip normal Attacks in favor of too many Vulnerability enablers — the payoff cards need base damage to scale.
moved from Ironclad-exclusive to a neutral card available to all characters. New cards create entirely new archetypes: and power the Self-Damage path, elevates Block builds, and bridges Exhaust, Strength, and Self-Damage.
was buffed from 2 energy to 1 energy with Exhaust removed, making it a reliable combat card. STS2 Ironclad leans less on old STS1 staples and more on persistent scaling engines plus efficient payoff turns.
Strength Scaling. Pick up Demon Form, Inflame, Brand, and one payoff like Whirlwind. The build is consistent, the win condition is obvious, and it teaches you how Strength-based finishers work before you experiment with more complex archetypes.
What makes the Exhaust variant stronger than pure Strength?
The Exhaust variant has a higher ceiling once Corruption, Dark Embrace, and Feel No Pain are all active. At that point every Skill both replaces itself and adds Block, which makes Barricade and Body Slam finishers much more stable than a pure Strength deck that still needs time to scale.
Should I go Self-Damage or Strength Scaling?
At Ascension 0–10, Self-Damage/Rupture is viable and can be faster to close fights. Above Ascension 10, the HP floor becomes unreliable against burst elites and Strength Scaling is more consistent. If you find early Rupture and Inferno, develop it — otherwise default to Strength.
What is the difference between Unmovable and Barricade?
Barricade prevents Block from expiring at end of turn — Block accumulated across turns does not reset. Unmovable doubles the first card-based Block gain each turn. They are separate Powers that both apply simultaneously. With both active, Shrug It Off generates 16 Block instead of 8, and that 16 carries over to the next turn.