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Empuzzled.comβ€’ Dec 4, 2023

Ironmaw, The Anti-Dark Warlord: Smashing Purple or Getting Smashed?

Overview

Ironmaw is a 5-star Legendary Holy hero from the Super Elemental family (Contest of Elements), released back in late 2023. He enters the arena as a specialized "Anti-Dark" brawler, designed to punish purple tanks and flanks with extreme prejudice. While his concept is solidβ€”hit the target and chain that damage to all enemies of the opposing elementβ€”he finds himself in a tricky spot. He’s an Average speed hero in a Fast speed world, and his "modern" stats from 2023 are looking a bit like "ancient history" compared to the 1300+ Attack monsters released in late 2025.

Hero Art & Visuals

Ironmaw looks exactly like what his name suggests: a hulking Orc Warlord with a jaw of gold (or perhaps... iron painted yellow?). He sports a cybernetic/magical arm and wields glowing chains of light, giving off a "techno-barbarian" aesthetic. It's aggressive, it's bold, and it screams "I'm going to hit you with a very heavy object." The purple background contrasts nicely with his yellow armor, hinting at his role as the bane of all things Dark.

General Info

Hero data missing

Hero Stats

When Ironmaw was released, his stats were top-tier. Today, they are merely Average to Low.

  • Attack (1001): This was once impressive. Now, with recent heroes pushing 1300-1400 base attack, Ironmaw hits significantly softer than the current meta attackers.
  • Defense (966) & Health (1660): These defensive stats are decent but won't hold up long against modern snipers who can deal 600%+ damage. He needs Limit Breaks and emblems just to survive the first few turns.

Special Skill: Chains of Light

Analysis: Ironmaw's special is a conditional AoE.

  1. The Primary Hit: He deals 500% damage to your selected target. This is a solid sniper hit, though at Average speed, it's not groundbreaking.
  2. The Chain: He also deals that 500% damage to ALL Dark enemies. This is his gimmick. Against a defense with 2 or 3 Dark heroes, Ironmaw becomes a wrecking ball, effectively hitting multiple targets for sniper-level damage.
  3. The Debuff: He applies a -39% Mana Generation ailment to all enemies (regardless of color). This is a very strong control effect.
  4. The Kicker: Against Dark enemies, this mana slow is uncleansable and lasts 6 turns (4 base + 2 bonus).

The Problem: If the enemy team has no Dark heroes, Ironmaw is just a slow-ish sniper who slows down mana. He loses a huge chunk of his damage potential.

By the Numbers

  • Mana Speed: Average (10 tiles). With the Super Elemental family bonus (Power Gems), you aren't gaining mana speed directly, but the gems add chip damage.
  • Damage Potential:
    • Base Attack: ~1001
    • Skill Multiplier: 500%
    • Rough Damage Value: ~5005 (Before Defense calculation).
    • Comparison: A modern sniper like Turundh (1320 Attack) dealing 525% puts out a value of ~6930. Ironmaw is dealing roughly 28% less raw damage than a modern sniper, and that's before considering the massive defense stats of new heroes.
  • Mana Control: -39% generation is significant. It essentially requires the enemy to match ~1.6x the amount of tiles to charge. In Rush wars, this can be devastating if it lands.

Family Bonus, Passives, Aether Power & Unique Abilities

The Super Elemental family is all about punishing the weaker element and manipulating the board.

Family Bonus

The Power Gems are a fun mechanic. For every Holy hero on your team, a shield transforms into a Power Gem each turn. These deal 20 damage to a random enemy per turn and 10 damage to all enemies when matched. It's free chip damage that adds up over a long fight, stripping away minion layers or finishing off low-HP foes.

Passives

Troop Mastery is the real star here.

  • Offense: His troops deal +100% extra elemental damage against Dark. This means his tile damage against purple tanks is absolutely nuclear. Even with his lower attack stat, a 3-tile match into a purple hero will hurt.
  • Defense: He takes -10% damage from Dark troops. It's a small survival boost, but helpful.

Aether Power

Attack Up is simple and effective. Given that his main job is to hit hard, boosting his attack stat helps close the gap (slightly) with modern heroes.

Legacy & Modern Relevance

  • Historical Context: Upon release, Ironmaw was seen as a solid counter to the heavy Dark metas (think Alfrike, Ludwig, Aramis). He was a "safe" pick to dismantle purple-heavy teams.
  • Power Creep: The creep has been unkind. His damage multiplier (500%) was buffed (originally 480%), but his base stats are now far behind. He struggles to one-shot modern heroes who often have 2500+ HP.
  • Modern Viability: Ironmaw is now a Niche Counter Pick. He is not a generalist. You bring him specifically when you see 2 or more Dark heroes on a defense, or perhaps against a very annoying Purple tank in war. In neutral matchups, there are far better options.

Emblem Path Analysis

Ironmaw is a Barbarian. This class is generally considered one of the weaker ones (Bleed damage is negligible), but the stats are what we care about.

The Aggressive Warlord (Attack > Defense > Health)

  • Pros: Maximizes his tile damage (which is doubled against Dark) and his special skill punch. He needs every point of Attack he can get to remain relevant.
  • Cons: He remains somewhat squishy.

The Sturdy Sentinel (Defense > Health > Attack)

  • Pros: Keeps him alive long enough to fire his Average speed skill, applying the crucial Mana Gen debuff.
  • Cons: His damage might barely scratch modern tanks.

Final Recommendation

Go Full Attack. Ironmaw's primary utility is killing Dark heroes with tiles and specials. If he hits like a wet noodle, he's useless. Rely on his passive damage reduction and healers to keep him alive.

Strengths

  • Dark Destroyer: Deals massive damage to Dark heroes and extends debilitating ailments on them.
  • Tile Damage: +100% elemental damage from troops makes his tiles deadly against Purple.
  • Mana Control: -39% Mana Generation to all enemies is excellent for stalling the opponent.
  • Uncleansable Debuff: Against Dark foes, the mana slow cannot be removed, shutting them down for a long time.

Weaknesses

  • Conditional Damage: If there are no Dark enemies, he is just a mediocre single-target sniper.
  • Average Speed: In a meta dominated by Fast/Very Fast heroes, 10 tiles can feel like an eternity.
  • Outdated Stats: His base stats make it hard for him to compete with the sheer bulk of newer heroes.
  • Weak Class: Barbarian bleed is rarely a game-changer.

Best Game Modes

  • Alliance Wars (Attack): specifically against teams running Purple Tanks or double Purple flanks.
  • Rush Attack: His Average speed becomes Very Fast, allowing him to apply that massive Mana Gen debuff early.
  • Tournaments (Buff Booster/Bloody Battle): If Yellow is allowed and Purple is not restricted, he shines.
  • Titans: His high tile damage against Dark Titans is excellent, though his special animation is a bit slow.

Advanced Strategy & Team Compositions

Ironmaw demands a Color Stack. You want to play him in a 3-2 or 4-1 Holy stack to maximize the Super Elemental Family bonus (more Power Gems) and tile damage.

Sample Team Ideas

  • The "Anti-Dark" Nuke: Mist (Defense Down) + Jackal/C.Leo (Elemental Def Down) + Ironmaw.
    • Why: Drop the enemy's defense and elemental defense, then let Ironmaw fire. The stacked multipliers will ensure even a modern Purple tank evaporates.
  • The Mana Choke: Ironmaw + Li Xiu (Costume) + Chao (Costume).
    • Why: Ironmaw slows their generation (-39%), while Li Xiu and Chao steal/cut the mana they do gain. The enemy will never fire.

Counters & Anti-Synergies

  • Monks/Clerics: They can resist his mana ailment.
  • Gargoyles/Constructs: Their skin/damage reduction can mitigate his hit significantly.
  • Avoid: Don't bring him against non-Dark teams. Seriously. Just don't.

Advice for New Players

If you pulled Ironmaw early, he is a fantastic asset. He will carry you through map stages (especially Season 1 and 2 where Dark bosses are common) and help you punch above your weight in raids against Purple tanks. Max him out, but maybe save your Limit Break materials for a more versatile hero later.

Advice for Veterans

Ironmaw is a tool in your shed, not your everyday driver. He comes out for specific War hits against heavy Purple teams. He is not worth Alpha Aethers or a second Limit Break unless you are swimming in materials or absolutely love his design. There are simply better Holy heroes (Ogima, Erlang Shen, Shaal) who do more damage to everyone regardless of element.

Community Corner: Hot Takes & History

The community reaction to Ironmaw has been mixed but generally respectful of his niche.

  • "He will obliterate purple mono teams... I feel like people forget how high his atk stat is to multiply against his ability stat." - A prescient observer from his release, though that "high atk stat" is now average.
  • "Literally billions of possible titles and art designs, yet these mofos chose to put this discount β€˜Luke Cage meets Village People’ in 'chains of light'." - A critique on his fashion choices.
  • "Most defenses will only have one dark enemy, so 500% at average to one is pretty weak." - A valid criticism that holds true today.

Final Thoughts

Ironmaw is the definition of a "Silver Bullet." When the conditions are right (Purple tank, Purple flanks), he hits like a truck and shuts down the enemy team with unmatched efficiency. When the conditions are wrong, he's a rusty old tractor trying to keep up with Ferraris. Use him wisely, point him at the shadows, and watch him work. Just don't expect him to carry the team against a rainbow defense of modern gods.

Verdict: A solid B-tier hero who rises to A-tier against Dark-heavy teams. Keep him for depth, but don't prioritize him over modern powerhouses.


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