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Jorbs Ironclad Tier List

By Jorbs
Jorbs
Last Updated: May 26, 2026
S
SkillTremble1
Apply 3 Vulnerable.
Exhaust.
AttackAshen Strike1
SkillDominate1
PowerInferno1
SkillOffering0
AttackFiend Fire2
AttackFeed1
PowerCrimson Mantle1
AttackBreak1
SkillColossus1
SkillFlame Barrier2
AttackDismantle1
SkillTaunt1
PowerUnmovable2
AttackPommel Strike1
SkillBlood Wall2
A
AttackFlash of Steel0
Deal 5 damage.
Draw 1 card.
SkillBattle Trance0
AttackBully0
AttackCinder2
PowerFeel No Pain1
SkillEvil Eye1
PowerVicious1
SkillImpervious2
SkillBrand0
SkillForgotten Ritual1
AttackThrash1
SkillSecond Wind1
SkillArmaments1
SkillDual Wield1
SkillTrue Grit1
SkillDemonic Shield0
B
AttackMolten Fist1
Deal 10 damage.
Double the enemy's Vulnerable.
Exhaust.
SkillBurning Pact1
AttackIron Wave1
AttackUppercut2
AttackMangle3
SkillBloodletting0
AttackPerfected Strike2
AttackSetup Strike1
AttackHemokinesis1
SkillInfernal Blade1
PowerStone Armor1
PowerAggression1
SkillRage0
SkillCascadeX
SkillOne-Two Punch1
AttackPact's End0
SkillPrimal Force0
PowerCruelty1
AttackClash0
SkillStoke1
SkillExpect a Fight2
PowerCorruption3
AttackAnger0
PowerRupture1
SkillEntrench2
AttackHowl from Beyond3
C
AttackBash2
Deal 8 damage.
Apply 2 Vulnerable.
AttackStrike1
AttackFight Me!2
AttackBludgeon3
PowerPyre2
AttackWhirlwindX
AttackStomp3
AttackUnrelenting2
SkillShrug It Off1
PowerBarricade3
AttackBody Slam1
AttackBreakthrough1
AttackThunderclap1
AttackTwin Strike1
PowerJuggling1
AttackSpite0
PowerStampede2
PowerDemon Form3
SkillNot Yet2
AttackConflagration1
PowerDark Embrace2
AttackHeadbutt1
PowerInflame1
AttackSword Boomerang1
AttackTear Asunder2
PowerDrum of Battle0
PowerJuggernaut2
PowerTank1
D
SkillDefend1
Gain 5 Block.
SkillHavoc1
PowerHellraiser2
AttackRampage1
AttackPillage1
Deal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile.
Apply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Lose 6 HP.
Gain Ironclad EnergyIronclad Energy.
Draw 3 cards.
Exhaust.
Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Exhaust.
Deal 10 damage.
If Fatal, raise your Max HP by 3.
Exhaust.
At the start of your turn, lose 1 HP and gain 8 Block.
Deal 20 damage.
Apply 5 Vulnerable.
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Deal 8 damage.
If the enemy is Vulnerable, hits twice.
Gain 7 Block.
Apply 1 Vulnerable.
The first time you gain Block from a card each turn, double the amount gained.
Deal 9 damage.
Draw 1 card.
Lose 2 HP.
Gain 16 Block.
Draw 3 cards.
You cannot draw additional cards this turn.
Deal 4 damage.
Deals 2 additional damage for each Vulnerable on the enemy.
Deal 18 damage.
Exhaust 1 card at random.
Whenever a card is Exhausted, gain 3 Block.
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Whenever you apply Vulnerable, draw 1 card.
Gain 30 Block.
Exhaust.
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
If you Exhausted a card this turn, gainIronclad EnergyIronclad EnergyIronclad Energy.
Exhaust.
Deal 4 damage twice.
Exhaust a random Attack in your Hand and add its damage to this card.
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Gain 5 Block.
Upgrade a card in your Hand.
Choose an Attack or Power card. Add a copy of that card into your Hand.
Gain 7 Block.
Exhaust 1 card at random.
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Exhaust 1 card.
Draw 2 cards.
Gain 5 Block.
Deal 5 damage.
Deal 13 damage.
Apply 1 Weak.
Apply 1 Vulnerable.
Deal 15 damage.
Enemy loses 10 Strength this turn.
Lose 3 HP.
Gain Ironclad EnergyIronclad Energy.
Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Deal 7 damage.
Gain 2 Strength this turn.
Lose 2 HP.
Deal 15 damage.
Add a random Attack into your Hand. It's free to play this turn.
Exhaust.
Gain 4 Plating.
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
Whenever you play an Attack this turn, gain 3 Block.
Play the top X cards of your Draw Pile.
This turn, your next Attack is played an extra time.
Can only be played if you have 3 or more cards in your Exhaust Pile.
Deal 17 damage to ALL enemies.
Transform all Attacks in your Hand into Giant Rock.
Vulnerable enemies take an additional 25% damage.
Can only be played if every card in your Hand is an Attack.
Deal 14 damage.
Exhaust your Hand.
Add 1 random card into your Hand for each card Exhausted.
Gain Ironclad Energy for each Attack in your Hand.
You cannot gain
additional Ironclad Energy this turn.
Skills cost 0 Ironclad Energy.
Whenever you play a Skill, Exhaust it.
Deal 6 damage.
Add a copy of this card into your Discard Pile.
Whenever you lose HP on your turn, gain 1 Strength.
Double your Block.
Deal 16 damage to ALL enemies.
At the start of your turn, if this is in your Exhaust Pile, play it.
Deal 6 damage.
Deal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Deal 32 damage.
Gain Ironclad Energy at the start of each turn.
Deal 5 damage to ALL enemies X times.
Deal 12 damage to ALL enemies.
Costs 1 less Ironclad Energy for each Attack played this turn.
Deal 12 damage.
The next Attack you play costs 0 Ironclad Energy.
Gain 8 Block.
Draw 1 card.
Block is not removed at the start of your turn.
Deal damage equal to your Block.
Lose 1 HP.
Deal 9 damage to ALL enemies.
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Deal 5 damage twice.
Add a copy of the third Attack you play each turn into your Hand.
Deal 5 damage.
If you lost HP this turn,
hits 2 times.
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
At the start of your turn, gain 2 Strength.
Heal 10 HP.
Exhaust.
Deal 8 damage to ALL enemies.
Deals 2 additional damage for each other Attack you've played this turn.
Whenever a card is Exhausted,
draw 1 card.
Deal 9 damage.
Put a card from your Discard Pile on top of your Draw Pile.
Gain 2 Strength.
Deal 3 damage to a random enemy 3 times.
Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
Draw 2 cards.
At the start of your turn, Exhaust the top card of your Draw Pile.
Whenever you gain Block, deal 5 damage to a random enemy.
Take double damage from enemies.
Allies take half damage from enemies.
Play the top card of your Draw Pile and Exhaust it.
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Deal 9 damage.
Increase this card's damage by 5 this combat.
Deal 6 damage.
Draw cards until you draw a non-Attack card.