Relic
Burning Blood
At the end of combat, heal 6 HP.
Burning Blood is the Ironclad's starting relic in Slay the Spire 2, healing 6 HP at the end of every combat encounter. This consistent sustain is the foundation of the Ironclad's aggressive identity, allowing him to trade HP for powerful effects through cards like Offering, Bloodletting, Hemokinesis, and Blood Wall without suffering the long-term attrition that would cripple other characters.
The 6 HP heal per combat may seem modest, but it compounds dramatically over a full run. Across 50+ combats, Burning Blood provides 300+ total healing, far exceeding what most healing relics offer. This healing frees the Ironclad to take more elite fights for relic rewards, skip Rest Sites in favor of upgrading cards, and invest in the self-damage archetype with Rupture, Crimson Mantle, and Brutality knowing that the HP loss is partially offset after each fight.
Burning Blood is especially valuable in Act 1 where the Ironclad faces enemies in the Overgrowth or Underdocks with limited defensive options. Against bosses like Vantom that deal heavy damage, the post-combat heal helps recover for subsequent encounters. In co-op multiplayer, the Ironclad's self-sustaining nature from Burning Blood makes him an excellent partner who rarely needs external healing. If offered a boss relic swap, carefully weigh whether the replacement provides more value than the cumulative healing Burning Blood delivers across an entire run.
Details
Guides & Articles
Quick Facts
- Type
- Relic
- Game Version
- Early Access (March 2026)
- Confidence
- High
- Verified
- Mar 12, 2026
Sources
game-research.md; PCGamesN character guide
