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Baalorlord Ironclad Tier List

Last Updated: May 21, 2026
S
SkillOffering0
Lose 6 HP.
Gain Ironclad EnergyIronclad Energy.
Draw 3 cards.
Exhaust.
PowerUnmovable2
AttackBreak1
SkillColossus1
SkillEvil Eye1
SkillDominate1
PowerDark Embrace2
PowerVicious1
SkillBloodletting0
AttackFiend Fire2
SkillStoke1
AttackThrash1
AttackPillage1
PowerCruelty1
AttackPommel Strike1
SkillImpervious2
SkillRage0
AttackFlash of Steel0
SkillFinesse0
AttackFisticuffs1
SkillProlong0
SkillPanic Button0
SkillShockwave2
PowerCalamity3
A
PowerAggression1
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
PowerCrimson Mantle1
PowerCorruption3
PowerJuggernaut2
SkillNot Yet2
AttackPact's End0
PowerPyre2
SkillBattle Trance0
AttackFeed1
SkillOne-Two Punch1
AttackAnger0
AttackStomp3
AttackUppercut2
AttackAshen Strike1
AttackBully0
SkillCascadeX
SkillFlame Barrier2
SkillTaunt1
SkillShrug It Off1
PowerFeel No Pain1
AttackFight Me!2
AttackBludgeon3
SkillExpect a Fight2
SkillBurning Pact1
AttackHeadbutt1
AttackBody Slam1
AttackHemokinesis1
AttackWhirlwindX
SkillDemonic Shield0
AttackThrumming Hatchet1
SkillDiscovery1
AttackHand of Greed2
B
SkillBrand0
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
AttackConflagration1
AttackDismantle1
AttackTear Asunder2
SkillPrimal Force0
SkillForgotten Ritual1
AttackSpite0
SkillInfernal Blade1
SkillSecond Wind1
PowerRupture1
AttackBreakthrough1
SkillArmaments1
SkillBlood Wall2
SkillTrue Grit1
PowerStone Armor1
PowerBarricade3
PowerStampede2
PowerJuggling1
AttackIron Wave1
AttackUnrelenting2
SkillTremble1
AttackMolten Fist1
AttackPerfected Strike2
SkillThe Gambit0
SkillDual Wield1
SkillEntrench2
C
PowerHellraiser2
Whenever you draw a card containing “Strike”, it is played against a random enemy.
PowerInferno1
PowerInflame1
AttackCinder2
AttackTwin Strike1
AttackRampage1
AttackThunderclap1
AttackSetup Strike1
AttackSword Boomerang1
AttackMangle3
AttackHowl from Beyond3
PowerDrum of Battle0
AttackStrike1
SkillDefend1
AttackBash2
AttackClash0
D
SkillHavoc1
Play the top card of your Draw Pile and Exhaust it.
PowerTank1
PowerDemon Form3
The first time you gain Block from a card each turn, double the amount gained.
Deal 20 damage.
Apply 5 Vulnerable.
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Apply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Whenever a card is Exhausted,
draw 1 card.
Whenever you apply Vulnerable, draw 1 card.
Lose 3 HP.
Gain Ironclad EnergyIronclad Energy.
Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Exhaust.
Exhaust your Hand.
Add 1 random card into your Hand for each card Exhausted.
Deal 4 damage twice.
Exhaust a random Attack in your Hand and add its damage to this card.
Deal 6 damage.
Draw cards until you draw a non-Attack card.
Vulnerable enemies take an additional 25% damage.
Deal 9 damage.
Draw 1 card.
Gain 30 Block.
Exhaust.
Whenever you play an Attack this turn, gain 3 Block.
Deal 5 damage.
Draw 1 card.
Gain 4 Block.
Draw 1 card.
Deal 7 damage.
Gain Block equal to damage dealt.
Next turn, gain Block equal to your current Block.
Exhaust.
Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Apply 3 Weak and Vulnerable to ALL enemies.
Exhaust.
Whenever you play an Attack, add a random Attack into your Hand.
At the start of your turn, lose 1 HP and gain 8 Block.
Skills cost 0 Ironclad Energy.
Whenever you play a Skill, Exhaust it.
Whenever you gain Block, deal 5 damage to a random enemy.
Heal 10 HP.
Exhaust.
Can only be played if you have 3 or more cards in your Exhaust Pile.
Deal 17 damage to ALL enemies.
Gain Ironclad Energy at the start of each turn.
Draw 3 cards.
You cannot draw additional cards this turn.
Deal 10 damage.
If Fatal, raise your Max HP by 3.
Exhaust.
This turn, your next Attack is played an extra time.
Deal 6 damage.
Add a copy of this card into your Discard Pile.
Deal 12 damage to ALL enemies.
Costs 1 less Ironclad Energy for each Attack played this turn.
Deal 13 damage.
Apply 1 Weak.
Apply 1 Vulnerable.
Deal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile.
Deal 4 damage.
Deals 2 additional damage for each Vulnerable on the enemy.
Play the top X cards of your Draw Pile.
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Gain 7 Block.
Apply 1 Vulnerable.
Gain 8 Block.
Draw 1 card.
Whenever a card is Exhausted, gain 3 Block.
Deal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Deal 32 damage.
Gain Ironclad Energy for each Attack in your Hand.
You cannot gain
additional Ironclad Energy this turn.
Exhaust 1 card.
Draw 2 cards.
Deal 9 damage.
Put a card from your Discard Pile on top of your Draw Pile.
Deal damage equal to your Block.
Lose 2 HP.
Deal 15 damage.
Deal 5 damage to ALL enemies X times.
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Deal 11 damage.
At the start of your next turn, return this to your Hand.
Choose 1 of 3 random cards to add into your Hand. It's free to play this turn.
Exhaust.
Deal 20 damage.
If Fatal, gain 20 Gold.
Deal 8 damage to ALL enemies.
Deals 2 additional damage for each other Attack you've played this turn.
Deal 8 damage.
If the enemy is Vulnerable, hits twice.
Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
Transform all Attacks in your Hand into Giant Rock.
If you Exhausted a card this turn, gainIronclad EnergyIronclad EnergyIronclad Energy.
Exhaust.
Deal 5 damage.
If you lost HP this turn,
hits 2 times.
Add a random Attack into your Hand. It's free to play this turn.
Exhaust.
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Whenever you lose HP on your turn, gain 1 Strength.
Lose 1 HP.
Deal 9 damage to ALL enemies.
Gain 5 Block.
Upgrade a card in your Hand.
Lose 2 HP.
Gain 16 Block.
Gain 7 Block.
Exhaust 1 card at random.
Gain 4 Plating.
Block is not removed at the start of your turn.
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Add a copy of the third Attack you play each turn into your Hand.
Gain 5 Block.
Deal 5 damage.
Deal 12 damage.
The next Attack you play costs 0 Ironclad Energy.
Apply 3 Vulnerable.
Exhaust.
Deal 10 damage.
Double the enemy's Vulnerable.
Exhaust.
Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Gain 50 Block.
If you take unblocked attack damage this combat, die.
Choose an Attack or Power card. Add a copy of that card into your Hand.
Double your Block.
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Gain 2 Strength.
Deal 18 damage.
Exhaust 1 card at random.
Deal 5 damage twice.
Deal 9 damage.
Increase this card's damage by 5 this combat.
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Deal 7 damage.
Gain 2 Strength this turn.
Deal 3 damage to a random enemy 3 times.
Deal 15 damage.
Enemy loses 10 Strength this turn.
Deal 16 damage to ALL enemies.
At the start of your turn, if this is in your Exhaust Pile, play it.
Draw 2 cards.
At the start of your turn, Exhaust the top card of your Draw Pile.
Deal 6 damage.
Gain 5 Block.
Deal 8 damage.
Apply 2 Vulnerable.
Can only be played if every card in your Hand is an Attack.
Deal 14 damage.
Take double damage from enemies.
Allies take half damage from enemies.
At the start of your turn, gain 2 Strength.