
Ironclad · BUILD ARCHIVE
Ironclad Self-Wound Build
B TIERTurn self-inflicted damage into a devastating advantage. Rupture converts every HP lost into permanent Strength, while Tear Asunder gains extra hits for each HP lost in combat. A high-risk, high-reward archetype that weaponizes Ironclad's massive HP pool.
Core cards4
Key relics2
DifficultyBeginner
Core cards
Draft priority
01
RuptureWhenever you lose HP on your turn, gain 1 Strength.02
Tear AsunderDeal 5 damage.Hits an additional time for each time you lost HP this combat.03
OfferingLose 6 HP.Gain.Draw 3 cards.Exhaust.04
BrandLose 1 HP.Exhaust 1 card.Gain 1 Strength.05
BloodlettingLose 3 HP.Gain.06
HemokinesisLose 2 HP.Deal 15 damage.07
FeedDeal 10 damage.If Fatal, raise your Max HP by 3.Exhaust.08
Flame BarrierGain 12 Block.Whenever you are attacked this turn, deal 4 damage back.
RuptureWhenever you lose HP on your turn, gain 1 Strength.02
Tear AsunderDeal 5 damage.Hits an additional time for each time you lost HP this combat.03
OfferingLose 6 HP.Gain.Draw 3 cards.Exhaust.04
BrandLose 1 HP.Exhaust 1 card.Gain 1 Strength.05
BloodlettingLose 3 HP.Gain.06
HemokinesisLose 2 HP.Deal 15 damage.07
FeedDeal 10 damage.If Fatal, raise your Max HP by 3.Exhaust.08
Flame BarrierGain 12 Block.Whenever you are attacked this turn, deal 4 damage back.Flexible picks

Bloodletting
0SkillLose 3 HP.Gain.

Hemokinesis
1AttackLose 2 HP.Deal 15 damage.

Inferno
1PowerAt the start of your turn, lose 1 HP.Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Crimson Mantle
1PowerAt the start of your turn, lose 1 HP and gain 8 Block.

Feed
1AttackDeal 10 damage.If Fatal, raise your Max HP by 3.Exhaust.













