Sturdy Clamp

Sturdy Clamp

Rare
Up to 10 Block persists across turns.

When your Block would be cleared at the start of your turn, Sturdy Clamp stops the clear. Then it removes everything above 10, so you keep the smaller of your current Block and 10. With 0 Block nothing happens. It applies every turn, only to you, and it never adds Block by itself.

Rarity
Rare
Character
All characters
Shop price
275 gold

When to take Sturdy Clamp

Rewards decks that overblock, since up to 10 leftover Block carries into your next turn instead of being wasted. Weakest in decks that rarely block at all.

Cards that synergize with Sturdy Clamp

Barricade
Power
3
Block is not removed at the start of your turn.
Barricade keeps everything, so the clamp covers the turns before you find it.Block is not removed at the start of your turn.
Prolong
Skill
0
Next turn, gain Block equal to your current Block.
Exhaust.
Prolong copies your current Block into next turn on top of the 10.Next turn, gain Block equal to your current Block.
Exhaust.
The Gambit
Skill
0
Gain 50 Block.
If you take unblocked attack damage this combat, die.
The Gambit gains Block, which Sturdy Clamp makes count for moreGain 50 Block.
If you take unblocked attack damage this combat, die.
Impervious
Skill
2
Gain 30 Block.
Exhaust.
Impervious gains Block, which Sturdy Clamp makes count for moreGain 30 Block.
Exhaust.
Panic Button
Skill
0
Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Panic Button gains Block, which Sturdy Clamp makes count for moreGain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Blood Wall gains Block, which Sturdy Clamp makes count for moreLose 2 HP.
Gain 16 Block.
Reflect
Skill
1
3
Gain 15 Block.
Blocked attack damage is reflected to your attacker this turn.
Reflect gains Block, which Sturdy Clamp makes count for moreGain 15 Block.
Blocked attack damage is reflected to your attacker this turn.
Relax
Skill
3
Gain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Relax gains Block, which Sturdy Clamp makes count for moreGain 15 Block.
Next turn, draw 2 cards and gain .
Exhaust.
Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Equilibrium gains Block, which Sturdy Clamp makes count for moreGain 13 Block.
Retain your Hand this turn.
Fight Through
Skill
1
Gain 13 Block.
Add 2 Wounds into your Discard Pile.
Fight Through gains Block, which Sturdy Clamp makes count for moreGain 13 Block.
Add 2 Wounds into your Discard Pile.
Melancholy
Skill
3
Gain 13 Block.
Reduce this card's cost by whenever ANYONE dies.
Melancholy gains Block, which Sturdy Clamp makes count for moreGain 13 Block.
Reduce this card's cost by whenever ANYONE dies.
Bulwark
Skill
2
Gain 12 Block.
Forge 10.
Bulwark gains Block, which Sturdy Clamp makes count for moreGain 12 Block.
Forge 10.
Flame Barrier
Skill
2
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Flame Barrier gains Block, which Sturdy Clamp makes count for moreGain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Delay
Skill
2
Gain 11 Block.
Next turn,
gain .
Delay gains Block, which Sturdy Clamp makes count for moreGain 11 Block.
Next turn,
gain .
Glitterstream
Skill
2
Gain 11 Block.
Next turn, gain 5 Block.
Glitterstream gains Block, which Sturdy Clamp makes count for moreGain 11 Block.
Next turn, gain 5 Block.
Leg Sweep
Skill
2
Apply 2 Weak.
Gain 11 Block.
Leg Sweep gains Block, which Sturdy Clamp makes count for moreApply 2 Weak.
Gain 11 Block.
Lift
Skill
1
Give another player 11 Block.
Lift gains Block, which Sturdy Clamp makes count for moreGive another player 11 Block.
Shadow Shield
Skill
2
Gain 11 Block.
Channel 1 Dark.
Shadow Shield gains Block, which Sturdy Clamp makes count for moreGain 11 Block.
Channel 1 Dark.
Ultimate Defend
Skill
1
Gain 11 Block.
Ultimate Defend gains Block, which Sturdy Clamp makes count for moreGain 11 Block.
Boot Sequence
Skill
0
Innate.
Gain 10 Block.
Exhaust.
Boot Sequence gains Block, which Sturdy Clamp makes count for moreInnate.
Gain 10 Block.
Exhaust.
Dash
Attack
2
Gain 10 Block.
Deal 10 damage.
Dash gains Block, which Sturdy Clamp makes count for moreGain 10 Block.
Deal 10 damage.
I Am Invincible
Skill
1
Gain 10 Block.
At the end of your turn, if this is on top of your Draw Pile, play it.
I Am Invincible gains Block, which Sturdy Clamp makes count for moreGain 10 Block.
At the end of your turn, if this is on top of your Draw Pile, play it.
Intercept
Skill
1
Gain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Intercept gains Block, which Sturdy Clamp makes count for moreGain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Leap
Skill
1
Gain 9 Block.
Leap gains Block, which Sturdy Clamp makes count for moreGain 9 Block.

Relics that synergize with Sturdy Clamp

Parrying Shield
Parrying Shield and Cloak Clasp both like Block that is still there at the end of a turn.If you end a turn with at least 10 Block, deal 6 damage to a random enemy.
Cloak Clasp
Parrying Shield and Cloak Clasp both like Block that is still there at the end of a turn.At the end of your turn, gain 1 Block for each card in your Hand.
Captain's Wheel
Captain's Wheel gains Block, which Sturdy Clamp makes count for moreAt the start of your 3rd turn, gain 18 Block.
Horn Cleat
Horn Cleat gains Block, which Sturdy Clamp makes count for moreAt the start of your 2nd turn, gain 14 Block.
Anchor
Anchor gains Block, which Sturdy Clamp makes count for moreStart each combat with 10 Block.
Galactic Dust
Galactic Dust gains Block, which Sturdy Clamp makes count for moreFor every 10 spent, gain 10 Block.
Tuning Fork
Tuning Fork gains Block, which Sturdy Clamp makes count for moreEvery time you play 10 Skills, gain 7 Block.
Permafrost
Permafrost gains Block, which Sturdy Clamp makes count for moreThe first time you play a Power each combat, gain 7 Block.
Sai
Sai gains Block, which Sturdy Clamp makes count for moreAt the start of your turn, gain 7 Block.
Orichalcum
Orichalcum gains Block, which Sturdy Clamp makes count for moreIf you end your turn without Block, gain 6 Block.
The Abacus
The Abacus gains Block, which Sturdy Clamp makes count for moreWhenever you shuffle your Draw Pile, gain 6 Block.
Anchor???
Anchor??? gains Block, which Sturdy Clamp makes count for moreStart each combat with 4 Block.
Ripple Basin
Ripple Basin gains Block, which Sturdy Clamp makes count for moreIf you did not play any Attacks during your turn, gain 4 Block.
Orichalcum???
Orichalcum??? gains Block, which Sturdy Clamp makes count for moreIf you end your turn without Block, gain 3 Block.
Ornamental Fan
Ornamental Fan gains Block, which Sturdy Clamp makes count for moreEvery time you play 3 Attacks in a single turn, gain 4 Block.
Self-Forming Clay
Self-Forming Clay gains Block, which Sturdy Clamp makes count for moreWhenever you lose HP in combat, gain 3 Block next turn.
Tough Bandages
Tough Bandages gains Block, which Sturdy Clamp makes count for moreWhenever you discard a card during your turn, gain 3 Block.
Bone Flute
Bone Flute gains Block, which Sturdy Clamp makes count for moreWhenever Osty attacks, gain 2 Block.
Intimidating Helmet
Intimidating Helmet gains Block, which Sturdy Clamp makes count for moreWhenever you play a card that costs or more, gain 4 Block.
Regalite
Regalite gains Block, which Sturdy Clamp makes count for moreWhenever you create a card, gain 2 Block.
Daughter of the Wind
Daughter of the Wind gains Block, which Sturdy Clamp makes count for moreWhenever you play an Attack, gain 1 Block.

Changes by version

  1. 19 Feb 2026ArtInternal playtest
    Added assets
    TextInternal playtest
    Leveler to Sturdy Clamp

Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today
If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.Get it on Steam