
アイアンクラッド
Ironclad
Barricade Build
Build Overview
The Barricade Build uses the Power card Barricade - Block is no longer removed at the start of your turn - as its core, letting stacked Block persist indefinitely. Crimson Garb (automatic Block each turn), Shrug It Off, and Impervious keep piling Block higher, and Body Slam (damage equal to current Block) converts that stockpile directly into damage for a unified offense and defense. Add Juggernaut and you generate damage automatically whenever you gain Block, so merely defending becomes an attack.
Tier Rating: A
Once Barricade lands, you approach near-invincibility: damage is mitigated while Block keeps stacking, making you extremely strong in long fights. The flexibility to combine Barricade with any Block card is a huge plus, and Body Slam is a straight-line upgrade to your offense. However, Barricade itself costs 3 (2 upgraded), and whether you draw it or not has a luck component. Until it hits the table you have to grind through with normal defense. For those reasons this is an A-tier build.
Key Cards (essential)
- Barricade: A Power card that prevents Block from being removed at the start of your turn. At 3 cost (2 upgraded) it is heavy, but the moment it enters play your strategy transforms - every Block card thereafter compounds.
- Crimson Garb: A 1-cost Power that costs 1 HP and grants 8-10 Block automatically at the start of each turn. Paired with Barricade, it becomes an unstoppable automatic Block engine that adds 8-10 Block permanently every turn.
- Body Slam: An attack dealing damage equal to current Block. Upgraded to 0 cost, it converts your stockpiled Block into damage without spending it. Once Barricade pushes you past 100 Block, Body Slam deals 100+ damage for 0 cost.
Candidate Cards
- Impervious: 2 cost for 30-40 instant Block, then Exude. With Barricade, the Block sticks around after Exude, making it a strong early-fight defensive tool.
- Shrug It Off: Gain Block and draw a card. Pairs with Barricade to both stack Block and refill your hand on a consistent loop.
- Juggernaut: Every time you gain Block, deal 5-7 damage to a random enemy. Combined with frequent Block triggers from Crimson Garb and Shrug It Off, this racks up large amounts of passive damage every turn.
- Feel No Pain: Gain 3-4 Block whenever you Exude a card. Combine with Searing Blow, Havoc, and similar cards to turn Exudes into extra Block.
- Flame Barrier: 2 cost for 12-16 Block and retaliation damage against attackers this turn. Barricade keeps the Block persisting while the reflect effect also pays off.
- Iron Wave: An attack that simultaneously deals damage and grants Block. Efficient early-game defense plus offense, a reliable Act 1 staple.
- Metallicize (Stone Armor): A 1-cost Power that gives 4-6 Plated Armor. Plated Armor passively grants Block every turn, and with Barricade that automatic Block never disappears.
Recommended Relics
- Tough Bandages (or 10-Block carryover Relic): Carry up to 10 Block to the next turn. Before Barricade lands, some Block persists anyway, stabilizing Acts 1-2 significantly.
- Self-Forming Clay: Ironclad-exclusive Relic. Gain Block whenever you lose HP. Crimson Garb's HP cost combines with this to generate extra Block every turn, further accelerating Barricade's Block pile.
- Bronze Scales (or high-cost card Block Relic): Gain 4 Block whenever you play a card costing 2 or more. Barricade (3), Impervious (2), Flame Barrier (2) are all high-cost Block cards, so you trigger this constantly.
- Parrying Shield (or turn-end Block Relic): If you end a turn with 10+ Block, deal 6 damage to a random enemy. In Barricade Build you easily maintain 10+ Block every turn, generating passive damage that stacks with Juggernaut.
- Lizard Tail: Once per run, survive a fatal blow at 50% max HP. Covers the Act 1-2 window before Barricade is online, protecting you from disaster while you assemble the engine.
- Chess Piece (Power-trigger draw Relic): Draw 1 card every time you play a Power. Barricade, Crimson Garb, Juggernaut, and Feel No Pain all count, so you can deploy your Power suite without emptying your hand.
How to Play
Act 1
Barricade is rare in Act 1, so focus on gathering Block cards like Crimson Garb, Shrug It Off, and Iron Wave while building your base deck. In this phase you fight as a standard defensive deck - if you pick up Body Slam, use it as a 1-cost attacker from normal Block values. Pick up one Impervious if offered as an emergency defense for the Act 1 boss. If Barricade shows up as a reward, take it with highest priority.
Act 2
Target Barricade in Act 2 and start the automatic Block engine with Crimson Garb as soon as it lands. Prioritize upgrading Body Slam to 0 cost so your high Block can always convert into damage. If you have Juggernaut, simply stacking Block generates automatic damage. Against Elites, Impervious + Barricade stacks 30-40 Block, then Body Slam hits for big damage. Loop Shrug It Off for steady Block and draw.
Act 3
By Act 3, Block values can reach several hundred, letting you no-hit most bosses. Crimson Garb + Barricade adds 10 Block per turn passively while Juggernaut deals damage for free. With a 0-cost Body Slam you output that Block as damage every turn. For the final boss, stack up to 200-300 Block first, then spam Body Slam to finish. With multiple Shrug It Offs you almost never run out of draw.
Strengths and Weaknesses
Strengths
- Barricade + Crimson Garb creates a fully self-driving defensive system with automatic Block growth every turn
- A 0-cost Body Slam unifies offense and defense - defending itself becomes attacking
- Juggernaut turns every defensive action into damage, delivering exceptional resource efficiency
- The longer the fight drags on, the more Block accumulates, approaching near-invincibility
Weaknesses
- Until you draw Barricade, you fight as a plain Block deck - the dependency on one card is high
- Barricade is 3 cost (before upgrade), so deploying it restricts your other actions on that turn
- Crimson Garb's 1 HP per turn adds up in long fights, slowly whittling your HP pool
- Enemies with "remove Block" or "bypass Block" effects can destabilize a Block-dependent plan
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