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“With the new and improved InfernoTank2.0™, Inferno Dragon Evolution keeps its beam charged and deadly even when it has nothing to melt. But even the best tank doesn't last forever.”

The Inferno Dragon's Evolution is a Legendary card unlocked with 6 Evolution Shards. It spawns an Inferno Dragon with identical stats to the original. Once the Evolved Inferno Dragon defeats a troop on whatever damage stage it was in, it remains on that damage state until 9 seconds of duration if the Evolved Inferno Dragon doesn't hit a troop, or it is reset by a stun attack. After 20 seconds of damage, the Evolved Inferno Dragon will reach a 4th damage stage which deals twice the damage of the 3rd stage. It resembles a Baby Dragon with a helmet that have golden spikes, a silver-rimmed, team-colored goggles with glowing lens and a golden button, a transparent, team-colored fuel tank on its back with a hose, two stubby magenta wings, hands, feet and spikes on its back, and fires a magenta beam. The Inferno Dragon's Evolution costs 4 Elixir and requires 2 cycles to deploy.

Strategy[]

  • Unlike the regular Inferno Dragon, the Evolved Inferno Dragon is more effective when paired with cards that have pull and pushback effects, like the Tornado, Fisherman, Evolved Valkyrie, Monk, and Evolved Mega Knight, as their effects on enemy units will not reset its charge after the targeted troop leaves its range.
  • Since the Evolved Inferno Dragon's charge does not reset when knocked back or pulled, cards like Fireball, Evolved Valkyrie, Giant Snowball, Tornado, and Evolved Executioner will not stop him. Instead, the player must either wait 9 seconds so its charge goes away, or, if they can't wait for that long or if there are a lot of troops in the field, a cheap stun card, like the Zap, Ice Spirit, or Electro Spirit, or cards with a continuous stun effect, like Electro Wizard, Electro Dragon, Goblinstein, and Zappies, can easily counter it by preventing it from fully charging. If placed on top, an Electro Giant can stop it in a similar way.
    • Guards, Royal Recruits, or Dark Prince are also unable to reset its charge damage when their shields are down.
    • If the Evolved Inferno Dragon is near him, the Evolved Hunter's net will reset its charge and quickly take it down due to his own attack. If not, the Evolved Inferno Dragon will be at a very low health anyways.
    • It's worth noting that the Evolved Giant Snowball will be able to reset the Evolved Inferno Dragon's charge when it absorbs the troop.
    • Although knockback cards do not reset its charge damage, they stop it from getting value from it for a while, giving units more time to defeat it.
  • The Evolved Inferno Dragon is extremely effective against the Evolved Knight. While the Evolved Knight will take little damage, the Evolved Inferno Dragon, being an air troop, can take advantage of that and allow itself to fully charge up easily, maintain it, and prepare itself for further takedowns.
  • A Rocket will OHKO the Evolved Inferno Dragon, completely eliminating it, but for a -2 Elixir trade. Consider doing this if you lack better counters. Always make sure to check if here are other cards besides it that are OHKOed by the Rocket, such as Mini P.E.K.K.A., Elixir Collector, Sparky, or Elite Barbarians, which are more valuable. Lightning also works, but the Evolved Inferno Dragon will survive with a silver of health.
  • The Evolved Inferno Dragon excels at decks with heavy cards and their supports, as its charged state will allow it to defeat the tanky troop's support units after taking down the heavy unit itself. For example, the Evolved Inferno Dragon will easily melt a Balloon or Lumberjack after it takes a Lava Hound down, or a Prince or Sparky after a Giant or Golem is melted down. Additional cheap spells such as Arrows, Zap, or Giant Snowball are needed to clear the resulting death troops, like Spear Goblins from a Goblin Giant or Lava Pups from a Lava Hound.
    • The Evolved Inferno Dragon, as a result, is also useful to take down the Golem and Elixir Golem's multiple stages, bypassing their health. For the, Elixir Blobs, a spell is most useful.
    • One must be aware that those decks carry Lightning, Electro Wizard, and/or Electro Dragon as their reset cards. While the former leaves it alive (but with a silver of health), the middle and latter will keep stunning it. Evolved Zap will also delay its charge for longer. When using the Evolved Inferno Dragon, one must try to bait out the spells with stun effects before giving it maximum value, and also address the other stun cards.
  • Ranged units like the Archers, Musketeer, Wizard, Flying Machine, Hunter, Firecracker, Magic Archer, Archer Queen, and Executioner, will take the Evolved Inferno Dragon before its charge becomes a problem. Even when charged, their superior range allows them to deplete its hitpoints before dying. Minions and Bats are also good counters to it, as even when it's charged, they will stall the Evolved Inferno Dragon for long enough so that a Crown Tower will defeat it. Minion Horde also works, but they're a -1 Elixir trade. The Skeleton Army and Guards are also good options if the player manages to distract the Inferno Dragon

Statistics

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
4 0.4 sec Medium (60) 1 sec 3.5 Air & Ground x1 Air Troop Legendary

Evolution Attributes

Cycles
Cycles
2
Level
Level
Hitpoints
Hitpoint
Damage (Stage 1)
Damage
Damage (Stage 2)
Damage
Damage (Stage 3)
Damage
Damage (Stage 4)
Damage
Damage per second (Stage 1)
DPS
Damage per second (Stage 2)
DPS
Damage per second (Stage 3)
DPS
Damage per second (Stage 4)
DPS
9 1,072 29 99 349 698 72 247 872 1745
10 1,178 32 109 384 768 80 272 960 1920
11 1,295 35 120 422 844 87 300 1055 2110
12 1,421 39 132 463 926 97 330 1157 2315
13 1,563 43 145 509 1,018 107 362 1272 2545
14 1,715 47 159 559 1,118 117 397 1397 2795
15 1,882 52 174 613 1,226 130 435 1532 3065

History[]

Gallery[]

Trivia[]

  • The Inferno Dragon resembles dragons from European cultures. being reptilian legendary creatures, often depicted as winged, horned, and capable of breathing fire.
    • The Inferno Dragon is of the same breed as the Baby Dragon, but the Inferno Dragon moves slower, and has slightly more hitpoints, possibly because it carries extra equipment and wears a helmet. However, they are otherwise identical in terms of animations and deployment sound effects.
    • A Trainer in the Training Camp is called Trainer Dragon and uses 2 dragon cards in their deck, one of them being Inferno Dragon, and the other being Baby Dragon.
  • The word "Inferno" comes from the Latin "inferus", meaning underworld.
    • In the French, Turkish, Chinese, Persian, and Malaysian language settings of the game, the Inferno Dragon's name translates to "Hell Dragon". In the Portuguese language settings of the game, the Inferno Dragon's name translates to "Infernal Dragon". In the Russian and Arabic language settings of the game, the Inferno Dragon's name translates to "Fiery Dragon".