Overview
Inferno Dragon is the enhanced version of the Baby Dragon, unlocked at Town Hall 11 with Baby Dragon Level 6+. This beam assassin features ramping inferno attack that starts at 100 DPS and increases to 1,600 DPS over 5 seconds of continuous fire on same target. With 2,300 HP and massive burst damage potential at max level (TH17), Inferno Dragons excel at eliminating high-HP targets like Eagle Artillery, Scattershots, and Town Hall. Unlike Baby Dragon’s rage-when-alone mechanic, Inferno Dragon focuses rage into sustained beam damage—trading area control for single-target deletion capability.
Inferno Dragons revolutionized Baby Dragon strategies by providing assassination capability against priority targets. Deploy Inferno Dragon targeting Eagle Artillery—beam ramps over 5 seconds dealing cumulative 3,100+ damage, destroying Eagle before it fires second volley. However, beam resets to 100 DPS if target destroyed or if Air Sweeper pushes Inferno Dragon (breaks beam lock). They pair well with funneling strategies and Tank + Inferno combos (Lava Hound tanks, Inferno Dragon beams priority defenses). Their 15 housing space cost is manageable (vs 10 for Baby Dragon), allowing up to 13 Inferno Dragons in 200-space army. Best used in groups of 3-4 targeting different high-value defenses simultaneously for coordinated priority target elimination.
📊 Stats & Capabilities
| Town Hall |
Level |
HP |
DPS Range |
Training Cost |
| TH11 |
6 |
1,800 |
80-1,200 |
12,000 Elixir |
| TH14 |
7 |
2,100 |
90-1,400 |
13,500 Elixir |
| TH17 |
9 |
2,300 |
100-1,600 |
⚔️ MAX — 15,000 Elixir |
Key Attributes: Housing space 15, movement speed 16, training time 120 seconds, attack speed 0.128s (continuous beam), attack range 4.5 tiles. Special Ability – Inferno Beam: Damage ramps over time like Inferno Tower. Starts 100 DPS → 200 DPS (1s) → 400 DPS (2s) → 800 DPS (3s) → 1,600 DPS (4-5s). Maintains 1,600 DPS while locked on same target. Beam resets to 100 DPS if switches targets or if Air Sweeper breaks lock. NO rage ability (unlike Baby Dragon). Target: Ground only (air unit).
⚔️ Best Attack Strategies
Lava Hound + Inferno Dragon Assassination
Deploy 1-2 Lava Hounds as tanks + 6-8 Inferno Dragons for single-target elimination. Lava Hounds absorb Air Defense fire while Inferno Dragons lock beams onto Scattershots, Eagle Artillery, and Inferno Towers. Beams ramp to 1,600 DPS over 5 seconds, destroying priority defenses rapidly (Eagle Artillery 4,400 HP dies in ~3 seconds at max beam). Coordinate targeting—assign 2-3 Inferno Dragons per priority defense for redundancy if one gets Air Swept. Dominant at TH13-16 for eliminating core defenses before main army deployment.
Eagle Artillery Deletion
Deploy single Inferno Dragon targeting Eagle Artillery during Queen Charge or main attack initiation. Inferno Dragon beam ramps while Eagle charges first shot (8 seconds). Beam reaches 1,600 DPS at 5 seconds = Inferno Dragon destroys Eagle in total 5-6 seconds before Eagle fires twice. This protects main army from Eagle Artillery volleys (400 damage per shot to 5 troops = potentially 2,000 total damage prevented). Essential tactic at TH11-14 where Eagle Artillery threatens grouped troops. Position Inferno Dragon approach to avoid Air Sweeper knockback.
Queen Charge Inferno Support
Use 2-3 Inferno Dragons supporting Archer Queen charge. While Queen eliminates buildings with bow, Inferno Dragons target high-HP defenses (Inferno Towers, X-Bows, Scattershots) with ramping beams. Coordinated deletion of priority targets: Queen handles regular buildings + troops, Inferno Dragons handle defenses. This division of labor accelerates Queen Charge progress—Queen doesn’t waste time on tanky defenses (Inferno Dragon beams delete them), Queen focuses on funnel clearing and troop elimination. Pair with Healers on Queen for sustained push.
Funnel Creation
Deploy 1 Inferno Dragon per flank for efficient funneling. While Inferno Dragons lack Baby Dragon’s splash (rage-when-alone), they have higher single-target DPS via beam ramping. Against edge buildings (Collectors, Army Camps, Barracks), beam rapidly destroys each building before moving to next. Faster funnel creation than Baby Dragons when buildings aren’t clustered. Use for hybrid attacks, Yeti Smash, or strategies requiring clean entry funnels where building density is low (spread layouts). Single Inferno Dragon creates full flank funnel in 15-20 seconds.
🎯 Strategic Tips
Beam Ramping Stages
Damage increases in distinct stages over 5-second ramp: 100 DPS (0-1s) → 200 DPS (1-2s) → 400 DPS (2-3s) → 800 DPS (3-4s) → 1,600 DPS (4-5s). Once reaching 1,600 DPS, maintains maximum damage while locked on same target. Cumulative damage over 5-second ramp: ~3,100 total (100+200+400+800+1,600 = 3,100). This exceeds HP of most defenses: X-Bow (3,200 HP), Wizard Tower (2,000 HP), Archer Tower (1,700 HP). Beam fully ramped = defense deletion in 2-3 additional seconds. Resets to 100 DPS if target switches or beam breaks.
Air Sweeper Vulnerability
Air Sweepers push Inferno Dragon backward, breaking beam lock and resetting damage to 100 DPS—all ramp progress lost. Against bases with Air Sweepers covering priority targets (Eagle, Scattershots), Inferno Dragon effectiveness drops 60-70% due to constant resets. Counter this with Freeze Spell on Air Sweeper during beam ramp (freeze for 4-5 seconds, allowing full ramp completion) or position Inferno Dragon approach from angles Air Sweeper doesn’t cover. Without Freeze, Air Sweeper resets beam 3-4 times = Inferno Dragon never reaches lethal 1,600 DPS phase.
High-HP Target Prioritization
Deploy Inferno Dragons targeting high-HP buildings where 5-second ramp time is justified: Eagle Artillery (4,400 HP), Scattershots (3,800 HP), Town Hall (7,200+ HP), X-Bows (3,200 HP), Inferno Towers (2,400 HP). Against low-HP buildings (Army Camps 700 HP, Barracks 800 HP), beam kills target before ramping = ramp time wasted, beam resets frequently. Scout bases before deployment—only use Inferno Dragons when multiple high-HP defenses present. Against bases with mostly low-HP buildings, Baby Dragons or regular Dragons more efficient.
No Rage When Alone
CRITICAL DIFFERENCE: Inferno Dragon does NOT rage when alone (unlike Baby Dragon which gains rage bonus). Lost this mechanic to gain inferno beam. Deploy Inferno Dragons in groups or near other troops—no penalty for proximity, no bonus for isolation. This allows flexible positioning: cluster Inferno Dragons for coordinated strikes on same target (2-3 beams = faster deletion) or spread them targeting different defenses simultaneously. Baby Dragon requires isolation for rage bonus; Inferno Dragon has no such restriction.
Beam vs Splash Trade-off
Inferno Dragon sacrifices Baby Dragon’s splash damage (rage-when-alone hitting multiple targets) for single-target assassination capability. Against clustered buildings, Baby Dragons superior (splash hits 3-5 buildings). Against priority single targets (Eagle, Scattershot, Town Hall), Inferno Dragons superior (beam deletes in 5-8 seconds vs Baby Dragon requiring 15-20 seconds). Choose troop based on base layout: compact/clustered = Baby Dragons, spread with high-value targets = Inferno Dragons. Don’t use Inferno Dragons against bases where beam advantage wasted.
🛡️ Countering Inferno Dragons
Air Sweepers Covering Priority Targets
Position Air Sweepers to push Inferno Dragons away from Eagle Artillery, Scattershots, and Town Hall. Air Sweeper knockback breaks beam lock, resetting damage from 400-800 DPS back to 100 DPS repeatedly—prevents ramp to lethal 1,600 DPS phase. Each knockback wastes 3-4 seconds of ramp time. Multiple Air Sweeper hits during approach = Inferno Dragon never reaches full beam power before Air Defenses destroy it. Position Air Sweepers 8-10 tiles in front of priority defenses, angled to push Inferno Dragons away from targets. This hard-counters beam ramping strategy.
Spread High-Value Targets
Position Eagle Artillery, Scattershots, and Inferno Towers 12+ tiles apart across base rather than clustered centrally. Forces Inferno Dragons to fly between targets—beam resets each time they switch targets (all ramp progress lost). Against spread layout, Inferno Dragon locks on Eagle, begins ramping, Eagle dies (or nearly dies), Inferno Dragon flies to Scattershot 15 tiles away, beam resets to 100 DPS, ramps again. This prevents coordinated deletion—Inferno Dragons waste time flying and re-ramping. Clustered defenses allow simultaneous multi-beam focus; spread defenses eliminate this synergy.
Multi-Target Inferno Towers
Set Inferno Towers to multi-target mode (engages 5 targets simultaneously at 500 DPS each). When 3-4 Inferno Dragons approach together, multi-target Inferno engages all simultaneously before their beams ramp. With only 2,300 HP, Inferno Dragons die to multi-target Inferno in 4-5 seconds (500 DPS × 4.6s = 2,300 HP). Single-target Inferno (1,400 DPS ramped) kills one Inferno Dragon while others ramp and destroy it—multi-target kills multiple Inferno Dragons before their beams reach lethal levels. Position multi-target Infernos near priority defenses for maximum Inferno Dragon engagement.
Seeking Air Mines at Defense Perimeters
Position Seeking Air Mines near high-value targets (Eagle, Scattershots, Town Hall) that Inferno Dragons commonly target. When Inferno Dragon approaches to beam, SAM triggers—450 damage = 20% of Inferno Dragon HP (2,300). Two SAMs + Air Defense fire (300 DPS) kills Inferno Dragon in 3-4 seconds—before beam ramps to lethal damage. Place 2 SAMs per priority defense (one at 8 tiles, one at 5 tiles from defense). Stagger SAM positions to hit Inferno Dragons at different approach stages: first SAM weakens, second SAM + Air Defense eliminates before beam completes ramp.