Strength Build
Strength remains Ironclad’s most direct scaling plan. It becomes especially deadly when paired with multi-hit attacks and vulnerable windows.
"Best for players who want visible scaling and direct, high-impact attack turns."
Strength remains Ironclad’s most direct scaling plan. It becomes especially deadly when paired with multi-hit attacks and vulnerable windows.
Core plan Gain strength early, convert it with efficient attacks, and use vulnerable to spike damage further.
Strengths
- High damage ceiling
- Simple scaling logic
- Great with multi-hit attacks
Weaknesses
- Can be slow if overloaded with setup
- Needs damage conversion cards
- Can lack defense early
We categorize resources into Core, Support, and Payoff. A build becomes "real" only when these three layers synchronize.
Core Cards
Primary enablers that define this mechanic's direction.
Brand
Lose 1 HP. Exhaust 1 card. Gain 1 Strength.
Dark Shackles
Enemy loses 9 Strength this turn. Exhaust.
Molten Fist
Deal 10 damage. Double the enemy's Vulnerable. Exhaust.
Shockwave
Apply 3 Weak and Vulnerable to ALL enemies. Exhaust.
Support Cards
Stability tools that ensure consistency and survival.
Payoff Cards
The 'win conditions' that convert setup into overwhelming power.
Niche & Situational
Additional cards that synergize under specific conditions.
Bash
Deal 8 damage. Apply 2 Vulnerable.
Break
Deal 20 damage. Apply 5 Vulnerable.
Bully
Deal 4 damage. Deals 2 additional damage for each Vulnerable on the enemy.
Colossus
Gain 5 Block. You receive 50% less damage from Vulnerable enemies this turn.
Coordinate
Give another player 5 Strength this turn.
Cruelty
Vulnerable enemies take an additional 25% damage.
Demon Form
At the start of your turn, gain 2 Strength.
Dismantle
Deal 8 damage. If the enemy is Vulnerable, hits twice.
Dominate
Gain 1 Strength for each Vulnerable on the enemy.
Fight Me
Deal 5 damage twice. Gain 2 Strength. The enemy gains 1 Strength.
Inflame
Gain 2 Strength.
Mangle
Deal 15 damage. Enemy loses 10 Strength this turn.
Prowess
Gain 1 Strength. Gain 1 Dexterity.
Setup Strike
Deal 7 damage. Gain 2 Strength this turn.
Taunt
Gain 7 Block. Apply 1 Vulnerable.
Thunderclap
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Tremble
Apply 2 Vulnerable.
Uppercut
Deal 13 damage. Apply 1 Weak. Apply 1 Vulnerable.
Synergistic Relics
Passive items that amplify this build's ceiling.
Bag of Marbles
At the start of each combat, apply 1 Vulnerable to ALL enemies.
Brimstone
At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.
Ember Tea
At the start of the next 5 combats, gain 2 Strength.
Girya
You can now gain Strength at Rest Sites.
Hand Drill
Whenever you break an enemy's Block, apply 2 Vulnerable.
Paper Phrog
Enemies with Vulnerable take 75% more damage rather than 50%.
Philosopher's Stone
Gain at the start of each turn. ALL enemies start combat with 1 Strength.
Rainbow Ring
The first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Red Skull
While your HP is at or below 50%, you have 3 additional Strength.
Reptile Trinket
Whenever you use a potion, gain 3 Strength this turn.
Ruined Helmet
The first time you gain Strength each combat, double the amount gained.
Shuriken
Every time you play 3 Attacks in a single turn, gain 1 Strength.
Sling of Courage
Start each Elite combat with 2 Strength.
Sparkling Rouge
At the start of your 3rd turn, gain 1 Strength and 1 Dexterity.
Sword of Jade
Start each combat with 3 Strength.
Toasty Mittens
At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
Vajra
Start each combat with 1 Strength.
Strategic Potions
Emergency tools to bridge gaps in difficult elite matchups.
Flex Potion
Gain 5 Strength. At the end of your turn, lose 5 Strength.
Fysh Oil
Gain 1 Strength and 1 Dexterity.
Potion of Binding
Apply 1 Weak and 1 Vulnerable to ALL enemies.
Shackling Potion
ALL enemies lose 7 Strength this turn.
Strength Potion
Gain 2 Strength.
Vulnerable Potion
Apply 3 Vulnerable.
Pro Tip: Balance your shell
"If your deck only has payoffs, it's a glass cannon that will misfire. If it only has support, you'll eventually be out-scaled. Look for the Golden Ratio between establishment, consistency, and victory."
Build FAQ
What is the core idea behind Strength Build?
The goal is to identify the mechanic that actually wins fights, then build around enough support pieces to make that plan reliable.
Do I need every core card to make Strength Build work?
No. In Early Access, most builds are better understood as directions rather than exact decklists. What matters most is whether you have enough engine, support, and payoff to make the build coherent.
Why does this page separate core, support, and payoff?
Because a strong build is not just a list of good cards. Core pieces enable the mechanic, support pieces keep the build consistent, and payoff pieces convert that setup into real combat power.