Slay the Spire 2: how to beat Ascension 10 with the Ironclad

We break down every A10 modifier, the best engine cards, and how to dismantle Test Subject’s three phases.

The Ironclad’s high-risk, high-reward playstyle gets pushed to its limit at Ascension 10 in Slay the Spire 2, where you fight two bosses in a row at Glory.

Reduced gold, fewer rare cards, an eternal curse in your deck, and a harsher heal at Ancients all stack the odds against you right from floor one.

In this guide we’ll cover every modifier active at A10, the best cards and relics for the Ironclad, and how to dismantle the Test Subject boss one phase at a time.

Ascension 10 modifier breakdown

These are the modifiers active at Ascension 10.

  • Swarming Elites: ~60% more Elites spawn on the map.
  • Weary Traveler: Ancients (including Neow) only heal 80% of missing HP.
  • Poverty: Enemies and Treasure Chests drop 25% less Gold.
  • Tight Belt: Start each run with 1 less potion slot.
  • Ascender’s Bane: Start each run with an Ascender’s Bane (Unplayable, Ethereal, Eternal curse).
  • Inflation: Card removal at The Merchant starts at 100 Gold and increases by 50 Gold per subsequent removal.
  • Scarcity: Rare and Upgraded cards appear half as often.
  • Tough Enemies: All Enemies have more HP.
  • Deadly Enemies: All Enemies deal more damage.
  • Double Boss: You must fight two Bosses in a row at the end of Glory; the second appears immediately after the first.

Core engine cards

These cards form the backbone of the Ironclad’s engine.

  • Offering: Costs 6 HP to gain 2 Energy and draw 3 cards (5 when upgraded). Accelerates your engine immediately.
  • Colossus: Grants Block and reduces damage from Vulnerable enemies by 50%. It does not Exhaust and copies stack.
  • Vicious: Draws 1 card (2 upgraded) every time you apply Vulnerable.
  • Evil Eye: Gains 8 (11) Block, doubled if you have Exhausted a card that turn. Also benefits twice from Dexterity.
  • Bloodletting: A Common card that provides 2 (3) Energy for 3 HP.
  • Body Slam: Converts current Block into damage. Upgrades to 0 Energy, making it a finisher for defensive setups.
  • Feed: A Fatal attack that permanently increases Max HP. Offsets the Weary Traveler healing penalty.

Strength scaling and payoffs

These cards and mechanics scale Strength quickly.

  • Dominate: Grants Strength for each Vulnerable stack on an enemy and applies 1 Vulnerable.
  • Rupture: Grants Strength whenever you lose HP on your turn.
  • Multi-hit payoffs: Whirlwind, Twin Strike, and Sword Boomerang apply Strength multiple times per turn.

Crucial relics for Ironclad

These relics define the Ironclad’s best runs.

  • Paper Phrog: Increases damage to Vulnerable enemies from 50% to 75%.
  • Ruined Helmet: Doubles the first instance of Strength gained each combat.
  • Gorget: Start combat with 4 Plating for automated Block.
  • Black Blood: Obtained via Orobas; upgrades Burning Blood to heal 12 HP after combat.
  • Meat Cleaver: An Ancient Relic from Tanx that lets you Cook at Rest Sites, removing 2 cards and gaining 9 Max HP.

Act 3 strategy: beating Test Subject

Phase 1 (111 HP) uses Enrage, gaining 3 Strength every time you play a Skill. Burst it down fast; any defensive play fuels its scaling.

Phase 2 (212 HP) shuffles a Wound into your discard pile for every unblocked hit. Multi-Claw starts at 11×3 damage and adds one hit per turn. A fast Block engine keeps your deck from flooding with Wounds.

Phase 3 (313 HP) cycles through Intangible every other turn, Lacerate (11×3), Big Pounce (45 damage), and Burning Growl (Adds Burns and gains Strength). Time your strongest attacks for non-Intangible turns. Multi-hit cards like Whirlwind chip through Intangible windows.

The double boss gauntlet at A10 punishes sloppy decks and rewards ruthless efficiency. The rest of the Ironclad’s climb in Slay the Spire 2 is covered at Solo Jugadores, from Act 1 pathing to other character setups.

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