Untapped.gg Logo
  • Home
  • Getting Started
  • Cards
  • Characters
  • Relics
  • Potions
  • Events
  • Articles
  • Download
Back to top
Untapped.gg Logo
CardsCharactersRelicsPotionsEventsArticlesGetting StartedDiscord Bot
Terms of ServicePrivacy Policy
Partner With UsTeamCareers

© 2026 All rights reserved.

J4CKIE's Ironclad Tierlist

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