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Jorbs Ironclad Tier List

By Jorbs
Jorbs
Last Updated: August 1, 2026
S
SkillTremble
A
AttackFlash of Steel
B
Attack
C
AttackBash
D
SkillDefend
1
Apply 3 Vulnerable.
Exhaust.
AttackAshen Strike
SkillDominate
PowerInferno
SkillOffering
AttackFiend Fire
AttackFeed
PowerCrimson Mantle
AttackBreak1
SkillColossus
SkillFlame Barrier
AttackDismantle
SkillTaunt
PowerUnmovable2
AttackPommel Strike
SkillBlood Wall
0
Deal 5 damage.
Draw 1 card.
SkillBattle Trance
AttackBully0
AttackCinder
PowerFeel No Pain
SkillEvil Eye
PowerVicious
SkillImpervious
SkillBrand
SkillForgotten Ritual
AttackThrash
SkillSecond Wind
SkillArmaments
SkillDual Wield
SkillTrue Grit1
SkillDemonic Shield0
Molten Fist
1
Deal 10 damage.
Double the enemy's Vulnerable.
Exhaust.
SkillBurning Pact
AttackIron Wave
AttackUppercut
AttackMangle
SkillBloodletting
AttackPerfected Strike
AttackSetup Strike1
AttackHemokinesis
SkillInfernal Blade
PowerStone Armor
PowerAggression
SkillRage
SkillCascade
SkillOne-Two Punch
AttackPact's End
SkillPrimal Force
PowerCruelty
AttackClash
SkillStoke
SkillExpect a Fight
PowerCorruption
AttackAnger
PowerRupture1
SkillEntrench2
AttackHowl from Beyond
2
Deal 8 damage.
Apply 2 Vulnerable.
AttackStrike1
AttackFight Me!
AttackBludgeon3
PowerPyre2
AttackWhirlwind
AttackStomp
AttackUnrelenting2
SkillShrug It Off1
PowerBarricade3
AttackBody Slam1
AttackBreakthrough1
AttackThunderclap
AttackTwin Strike1
PowerJuggling
AttackSpite0
PowerStampede
PowerDemon Form
SkillNot Yet2
AttackConflagration1
PowerDark Embrace2
AttackHeadbutt
PowerInflame1
AttackSword Boomerang1
AttackTear Asunder2
SkillDrum of Battle1
PowerJuggernaut
PowerTank1
1
Gain 5 Block.
SkillHavoc
PowerHellraiser
AttackRampage
AttackPillage1
1
Deal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile.
1
Apply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
1
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
0
Lose 6 HP.
Gain Ironclad EnergyIronclad Energy.
Draw 3 cards.
Exhaust.
2
Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Exhaust.
1
Deal 10 damage.
If Fatal, raise your Max HP by 3.
Exhaust.
1
At the start of your turn, lose 1 HP and gain 8 Block.
Deal 20 damage.
Apply 5 Vulnerable.
1
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
2
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
1
Deal 8 damage.
If the enemy is Vulnerable, hits twice.
1
Gain 7 Block.
Apply 1 Vulnerable.
The first time you gain Block from a card each turn, double the amount gained.
1
Deal 9 damage.
Draw 1 card.
2
Lose 2 HP.
Gain 16 Block.
0
Draw 3 cards.
You cannot draw additional cards this turn.
Deal 4 damage.
Deals 2 additional damage for each Vulnerable on the enemy.
2
Deal 18 damage.
Exhaust 1 card at random.
1
Whenever a card is Exhausted, gain 3 Block.
1
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
1
Whenever you apply Vulnerable, draw 1 card.
2
Gain 30 Block.
Exhaust.
0
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
1
If you Exhausted a card this turn, gain Ironclad EnergyIronclad EnergyIronclad Energy.
Exhaust.
1
Deal 4 damage twice.
Exhaust a random Attack in your Hand and add its damage to this card.
1
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
1
Gain 5 Block.
Upgrade a card in your Hand.
1
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.
1
Exhaust 1 card.
Draw 2 cards.
1
Gain 5 Block.
Deal 5 damage.
2
Deal 13 damage.
Apply 1 Weak.
Apply 1 Vulnerable.
3
Deal 15 damage.
Enemy loses 10 Strength this turn.
0
Lose 3 HP.
Gain Ironclad EnergyIronclad Energy.
2
Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Deal 7 damage.
Gain 2 Strength this turn.
1
Lose 2 HP.
Deal 15 damage.
1
Add a random Attack into your Hand. It's free to play this turn.
Exhaust.
1
Gain 4 Plating.
1
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
0
Whenever you play an Attack this turn, gain 3 Block.
X
Play the top X cards of your Draw Pile.
1
This turn, your next Attack is played an extra time.
0
If you have 3 or more cards in your Exhaust Pile,
deal 17 damage to ALL enemies.
0
Transform all Attacks in your Hand into Giant Rock.
1
Vulnerable enemies take an additional 25% damage.
0
Can only be played if every card in your Hand is an Attack.
Deal 14 damage.
1
Exhaust your Hand.
Add 1 random card into your Hand for each card Exhausted.
2
Gain Ironclad Energy for each Attack in your Hand.
You cannot gain
additional Ironclad Energy this turn.
3
Skills cost 0 Ironclad Energy.
Whenever you play a Skill, Exhaust it.
0
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.
3
Deal 16 damage to ALL enemies.
At the end of your turn, if this is in your Exhaust Pile, play it.
Deal 6 damage.
2
Deal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Deal 32 damage.
Gain Ironclad Energy at the start of each turn.
X
Deal 5 damage to ALL enemies X times.
3
Deal 12 damage to ALL enemies.
Costs 1 less Ironclad Energy for each Attack played this turn.
Deal 14 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.
1
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Deal 5 damage twice.
1
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.
2
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
3
At the start of your turn, gain 2 Strength.
Heal 10 HP.
Exhaust.
Deal 2 damage to ALL enemies 4 times.
Whenever a card is Exhausted,
draw 1 card.
1
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.
When this card is Exhausted, gain Ironclad EnergyIronclad Energy.
2
Whenever you gain Block, deal 6 damage to a random enemy.
Take double damage from enemies.
Allies take half damage from enemies.
1
Play the top card of your Draw Pile and Exhaust it.
2
Whenever you draw a card containing “Strike”, it is played against a random enemy.
1
Deal 9 damage.
Increase this card's damage by 5 this combat.
Deal 6 damage.
Draw cards until you draw a non-Attack card.