Inferno Dragon Baby Dragon Deck: A 3.1 Elixir Poison Plan

By Clash World · Deck Building · Oct 15, 2026

AI Overview: This Inferno Dragon Baby Dragon deck adds up to 3.1 elixir, with no card above 4. It is a cheap chip deck that can also build a big push. In 2026 the Inferno Dragon Evolution charges faster, 9 to 7 seconds, and its best list wins 72.3%, though this exact list has no tracker sample. A card-by-card breakdown comes next.

Last Updated: October 2026

Key Points:

  • The deck costs 25 elixir, which is 3.1 on average. 3.3, which does not match the card list.
  • Inferno Dragon Evolution charge time fell from 9 to 7 seconds on June 1, and its best Evolution list wins 72.3% over 792.
  • Baby Dragon damage rose from 161 to 168 on July 6, and its best base list wins 59.7%.
  • Poison hits towers for 168, down from 184 on June 1, and Miner for 39, down from 49 on July 6.
  • Mini P.E.K.K.A had no 2026 change, though only one of six printed lists wins above 50%.

The Double Dragon List, Priced Card by Card

Clash Royale Inferno DragonClash Royale Baby DragonClash Royale PoisonClash Royale Miner
Clash Royale Ice GolemClash Royale Fire SpiritsClash Royale TombstoneClash Royale Mini P.E.K.K.A

Here’s the thing: the Inferno Dragon is hard to get to the tower, but deadly if it lands. The idea is simple. Defend with the dragons first, then support them with a tank and Poison for a big counter-push.

CardElixirJob in the deck2026 status
Inferno Dragon4Star of the deck, tank shredder and win conditionEvo charge time 9 to 7 seconds on June 1; best Evo list 72.3% over 792
Baby Dragon4Splash support and second tankDamage 161 to 168 on July 6; best base list 59.7%
Poison4Damage over time that controls an areaCrown Tower damage 184 to 168 on June 1; best list 68.6% over about 3,800
Miner3Chip damage and second tankCrown Tower damage 49 to 39 on July 6; best list 66.0% over 535
Ice Golem2Cheap tank and kiterHitpoints 1,315 to 1,228 on September 8; best list 58.8% over 14,600
Fire Spirit1Splash and chip supportHitpoints 230 to 215 (Aug 4), damage 207 to 215 (Sep 16); best list 62.9% over 707
Tombstone3Cheap defense that drags troops to the middleBest list 63.8%; Hero lists 53.7% to 64.6%; Hero Tomb Queen buffed in August
Mini P.E.K.K.A4Backline killer and Hog answerNo 2026 change; best list 60.6% over 1,100, only one of six above 50%

Here is each card with its elixir cost and what the October 2026 data says about it.

A cheap deck can still lose to one bad answer. The negative effect: this deck has no hard answer to Graveyard, and with Graveyard’s top list at 71.6%, a popular Graveyard could leave the whole dragon plan on defense.

What Changed in 2026

The Inferno Dragon Evolution charges in 7 seconds now. The Baby Dragon hits for 168. Poison and the Miner hit towers for less. The Ice Golem has fewer hitpoints, 1,228 instead of 1,315. The Fire Spirit has fewer hitpoints but more damage.

Claims, rechecked. The Ice Golem with Poison recreates the old Poison slow. The Ice Golem’s hitpoints fell on September 8, and its best list wins 58.8% over 14,600 battles, so the cheap tank is still solid, but the old Poison slow no longer exists.

Mini P.E.K.K.A is his answer to Electro Wizard, but only one of six printed Mini P.E.K.K.A lists wins above 50%.

Card pages: Inferno Dragon, Baby Dragon, Poison and Miner.

Poison keeps its damage-over-time job even after its slow was removed. The negative effect: Poison lost tower damage in June, so a Poison-plus-Miner finish may need another cycle, and the long Double Dragon push may arrive too late in overtime.

How to Play It Today

Here’s the thing: make positive elixir trades before double elixir and use cheap cards to cycle. Never cycle the Mini P.E.K.K.A or the dragons. With a good trade, place the Ice Golem or Inferno Dragon in the back and add the Baby Dragon.

Combos. Fire Spirits alone cycle. Ice Golem plus Miner is a cheap chip. Baby Dragon plus Miner works after a defense. Mini P.E.K.K.A plus Fire Spirits is a counter-push. Baby Dragon, Inferno Dragon and a tank make a 10 to 11 elixir push before double elixir.

Translation: send the Ice Golem to tank first, then the Miner for chip. Place the dragons far to the sides so ground troops cannot kite them. The Tombstone helps drag troops into the middle so the Inferno Dragon can burn them. At double elixir, build the big push.

Elixir math: the Inferno Dragon, Baby Dragon, Poison and Mini P.E.K.K.A cost 4 each, or 16. The other four cost 9, or 2.3 each.

Try it yourself: one click in the Clash Royale Deck Builder puts the whole Inferno Dragon Baby Dragon Deck list on screen. The average cost is 3.1 elixir. This is a classic build without tracker data, so judge it in your own matches.

Electro Wizard and Ice Wizard are the bane of the Inferno Dragon, and to keep the Mini P.E.K.K.A ready. The negative effect: Electro Wizard now has a Hero version from October, so the best answer to this deck’s star card may soon get stronger.

Frequently Asked Questions

Is the Inferno Dragon Baby Dragon deck good in 2026?

The Inferno Dragon’s best Evolution list wins 72.3% and the Baby Dragon’s best base list wins 59.7%, but this exact list has no tracker sample, so test the Mini P.E.K.K.A slot first.

What is the average elixir cost?

25 elixir across eight cards, or 3.1 on average, not the 3.3 earlier claim.

Why use two dragons?

The Baby Dragon clears swarms for the Inferno Dragon and acts as a second tank.

What can replace the Miner?

The Knight, though the deck loses the offensive chip.

What is the main weakness?

Graveyard, since the deck has no hard answer, and spells like Lightning and Rocket.

Original Guide, Kept in Full

The text below is the original page, kept in full. It was written between 2016 and 2024, so some details are out of date. The tips and numbers above use 2026 sources.

Hello again Clash.World, this is Victorapple with my fifth exciting off-meta deck!

As many Inferno Dragon users know, it is extremely difficult in getting your Inferno Dragon to lock onto the Tower. Inferno Dragon does not have that much HP, and its slow movement speed and lock on speed makes it easily counterable by many cards. However, if Inferno Dragon does manage to reach the tower, your opponent can say goodbye to it!

I’m here to introduce to you a unique deck centered around the Inferno Dragon, along with another uncommonly used card these days: Poison!

This deck is a Beatdown/Chip deck. Its cheap cost of only 3.3, with no cards higher than 4 elixir, allows for a fast Chip playstyle, or a build-up of a big and powerful Beatdown push. For an explanation of deck archetypes, take a look at here.

Clash Royale Inferno DragonClash Royale Baby DragonClash Royale PoisonClash Royale Miner
Clash Royale Ice GolemClash Royale Fire SpiritsClash Royale TombstoneClash Royale Mini P.E.K.K.A

Double Dragon Poison Control Deck!

Card Breakdown:

Clash Royale Inferno DragonInferno Dragon: Let us start with the Star of this deck, the Inferno Dragon!

Just a quick comparison between this guy and his counterpart, Inferno Tower. Both deal single target damage that ramps up overtime, shredding even the toughest tanks. Inferno Tower has more hitpoints, more damage, higher range, and can pull building target troops. Inferno Dragon, on the other hand, is flying, moveable, actually able to retarget faster, and has a cheaper elixir cost. Obviously, Inferno Tower is a much better choice for defense, but Inferno Dragon provides more flexibility as it can also become a power offensive win-condition!

For the most of the game, this guy is your go-to defender for shredding tanks like Lava Hound or Golem.

He can be Zapped, or even killed with a high-level Lightning, so be careful. From there you can reinforce him with your other cards to get him to reach your opponents tower, for a devastating counterpush!

Clash Royale Baby DragonBaby Dragon: The other half of the Double Dragon push. Obviously, the first half is Inferno Dragon. Another mean, green flying Troop, but instead of high single-target damage, he dishes out splash damage fire barf!

He synergies well with the Inferno Dragon, helping Inferno Dragon by removing swarm troops and also providing as a secondary tank.

This is similar to the Double Prince combo, if you haven’t noticed. Baby Dragon should also be used for defense as first, similar to the Inferno Dragon, then supported for a powerful counterpush. Baby Dragon is faster than Inferno Dragon, so take care into making sure the two stay together.

Baby Dragon can be replaced for Wizard, but I stay with Baby Dragon because it is cheaper and beefier. Also you can’t have a Double Dragon Combo if both cards aren’t Dragons.

Clash Royale Ice GolemIce Golem: Ice Golem serves many roles in this deck. Classic examples are as a tank, kiter, support cutter, and Skeleton killer.

Ice Golem is one of two tanks for your Dragons in this deck. The benefits are Ice Golem is very cheap, only 2 Elixir. Second, Ice Golems death damage will also be beneficial with helping out your Inferno Dragon. Not only that, with Poison, it temporarily forms the same effects Poison had before it got nerfed, helping to control an area even further.

On defensive, you can use him to kite/distract Elite Barbarians, Princes, and Mini-P.E.K.K.A. Or you can use him to distract supporting Troops like Musketeer while your Inferno Dragon takes down the tank. Also helps take out swarms.

I wouldn’t recommend switching this card out for another Mini-Tank like Knight because its strength comes from its utility upon death.

Clash Royale MinerMiner: The second Legendary of this deck, as well as the second tanker for your Dragons!

Instead of running a bigger tank like Giant, I opt for a double mini-tank strategy with both Ice Golem and Miner. I give up the option of running another card if I run Ice Golem and Miner, but this helps keep the elixir cost low, as well as allowing me to use Ice Golem more frequently on defense rather than offense.

Obviously, Miner is the more aggressive tank, while Ice Golem is a passive utility tank.

What I do is send an Ice Golem to tank first, then follow up with a Miner to deal some damage on the Tower or take out Princesses. Once Ice Golem Pops, Miner is there to continue tanking for your dragons.

Miner is also helpful for chipping, as well as taking out Elixir Collectors.

If you don’t have the Miner, Knight can be substituted, but you lose the offensive potential you get with Miner.

Clash Royale PoisonPoison: Now we move on to some of the supporting cards.

Now, why Poison versus its counterpart Fireball? Supercell tried to justify the Poison nerf as “Poisons ‘thing’ was always damage over time”. Even without the slow, Poison helps fit in and support this deck.

Placing this card down with your Double Dragon push helps tremendously, as for 10 seconds a target area is under constant damage. This means putting down swarm troops to distract Inferno Dragon down in this area is extra risky for your opponent!

With other cards, it will be hard for your opponent to stop Inferno Dragon successfully, allowing you to pull off major damage or even take down the tower.

It doesn’t do instant damage, so its usage is slightly different than Fireball. It can still take down big pushes like Fireball, but you need to place it so that troops will stay in the area as long as possible. Add other troops like Ice Golem to ensure they stay in the area.

Poison also does a better job of dealing with Furnaces, Elixir Collectors, and Goblin Huts than Fireball.

Clash Royale TombstoneTombstone: Your supporting defensive building card.

Its versatility lets it counter Elite Barbarians, Princes, Mini-P.E.K.K.As and Hog Riders alike.

Inferno Dragon does not pull building targeting troops, the Tombstone can be used to assist Inferno Dragon in pulling troops to the center.

The constant Skeletons also provide some small support in your pushes. You can even threaten to deal serious chip damage if you play a Miner to tank for some of the skeletons, for an extremely cheap push.

This can be switched for Skeleton Army, but then you lose the power of diverting attentions of Hog Riders, Lava Hounds, and such.

Tombstone is also more Zap and Log-proof than Skeleton Army.

Clash Royale Mini P.E.K.K.AMini P.E.K.K.A: Mini-P.E.K.K.A further helps support with defense.

Great for taking out backline support troops, also a quick counter to Hog Riders and Miners.

You can support this card with Fire-Spirits, Ice Golem, or Miner for a quick semi-decent counterpush.

Offensively, he helps support your Double Dragon push by taking out dangerous troops like Musketeer, defensive buildings, or beefy distractions like Ice Golem or Knight. Especially taking out Electro Wizard, the bane of Inferno Dragon.

Can be subbed for Mega Minion, but Mini-P.E.K.K.A has higher damage, more hit-points, and being a ground troop, can also pull Elite Barbarians or Valkyries to the center.

Clash Royale Fire SpiritsFire Spirits: Additional splash damage in pushes, additional chip damage to towers, and additional distractions.

Great for taking out Minion Hordes, Barbarians, and Elite Barbarians. Also takes out Musketeers and Wizards at the bridge if placed correctly as a quick distraction. Its offensive capabilities are for supporting your Double Dragon pushes in taking out swarm troops, or supporting Mini-Pekka or Miner. Defense, it prevents damage to your tower from lone Mini-P.E.K.K.As or Mega Minions as quick distractions. Tombstone/Ice Golem + Fire Spirits also takes out Elite Barbarians quite nicely.

General Gameplan:

Pre 2x Elixir:

What you want to do is make positive elixir trades, and either counterpush by doing a quick, cheap Chip or a full-out beatdown push to overwhelm your opponent.

Cycle through your cards using Tombstone, Ice Golem, or Fire Spirits, but always make sure to have something ready to counter whatever your opponent places down.

Mini-P.E.K.K.A, Inferno Dragon, and Baby Dragon should not be placed down to cycle.

Poison can be used to take out Elixir Collectors or Huts, only use it to hurt other toss-out Troops like Ice Wizard if it can hit another building like Elixir Collector as well.

Miner also helps with dealing some quick Chip or taking out Pumps.

If you made a small positive elixir trade, for example, stopping Minion Horde + Miner with Baby Dragon + Mini P.E.K.K.A, you can opt for a quick counterpush, such as supporting the previous example with Fire Spirits and Miner/Ice Golem. OR you an opt just to let them be, forcing your opponent to use up some more Elixir to stop those troops.

If you made a great positive elixir trade, for example, stopping a Minion Horde + Miner with just Fire Spirits, you could use this great build up of Elixir to set up a powerful push. Start by placing Ice Golem or Inferno Dragon in the back, as these are slow moving troops. Reinforce with Baby Dragon, Miner, and/or Poison for a powerful push. With negative elixir trades, your best hope is to prepare for that push again, and get ready to counter it with a positive elixir trade.

2x Elixir

You no longer need to wait for positive elixir trades to build up big pushes.

Build up big pushes when at Max Elixir or quickly supporting your surviving defending troops for a push. I’ll explain some of the pushes you can do with this deck later.

Your main win-condition is Inferno Dragon, but if it can’t deal enough damage to the tower, constant Miner+Poison chipping should take down weakened towers.

This deck will become slightly weak after taking down one tower, due to the activation of King Tower, but good playing makes it possible even to get 3 crowns.

Combos:

Here are some quick Chipping Combos to do Pre-Double Elixir; these are for quick counterpushes with a slight elixir advantage:

Fire Spirits: Just toss these guys out to cycle. lol.

Miner: Toss this guy to do some chip damage, but only to cycle.

Ice Golem+Miner: Ice Golem Tanks for Miner. Pretty effective, unless Miner gets distracted by Skeleton Army.

Baby Dragon+ Miner: Baby Dragon comes from a successful defense, don’t just place this Combo down for the heck of it, otherwise its 7 elixir. Miner tanks for Baby Dragon, forcing your opponent to defend or risk serious damage. Miner helps support the Baby Dragon for a quick counterpush.

4 Skeletons from Exploding Tombstone + Miner: Doesn’t seem that big of a threat, but it is if not dealt with.

Mini-P.E.K.K.A + Fire Spirits: This one’s self-explanatory, Mini-P.E.K.K.A should always come from a successful defense. Fire Spirits probably aren’t even alive after a successful defense.

Ice Golem/Miner + Fire Spirits + Mini P.E.K.K.A: See above, another quick counterpush just with another unit tanking for Mini-P.E.K.K.A. Ice Golem usually doesn’t survive in a defense, and Miner is usually a surviving troop from defense because it isn’t used defensively most of the time.

Here are some semi-powerful Beatdown Combos to do Pre-Double Elixir; these are for big counterpushes with a great elixir advantage:

Baby Dragon + Inferno Dragon + Ice Golem/Miner: A 10/11 Elixir combo to pull off for a less Chip Oriented push to a more Beatdown Oriented push. Baby Dragon and/or Inferno Dragon should come from a successful defense. Will be hard to stop if opponent doesn’t have counters ready or low elixir. Remember to always place troops off to the far sides, so that they are less able to be kited by ground troops like Ice Golem.

Inferno Dragon + Fire Spirits + Poison + Ice Golem/Miner: This is for when Inferno Dragon survives a counter push, and Baby Dragon is not up in rotation. Fire Spirits helps cover some splash and so does Poison. Poison also works great at taking down troops placed to counter Miner, namely Skeleton Army or Archers.

Baby Dragon + Mini P.E.K.K.A + Miner/Ice Golem: This is for when Baby Dragon and/or Mini-P.E.K.K.A survives and Inferno Dragon is not up for rotation or you don’t have elixir. Baby Dragon provides coverage for Mini-P.E.K.K.A while Miner/Ice Golem tanks. Fire Spirits can also be added if you have enough Elixir.

Double Elixir Chipping Combos:

Just pretty much the same combos as Pre-Double Elixir, just add in other things to support the Chip. Support with Fire Spirits, Ice Golem or Poison.

Double Elixir Beatdown Combos:

This is the main combo you will want to try to pull off in Double Elixir.

Ice Golem + Miner + Baby Dragon + Inferno Dragon + Poison + Fire Spirits and/or Mini P.E.K.K.A if needed.

This appears as if its almost half your entire deck, and it is.  A devastating 17 elixir push, not including Fire Spirits or Mini P.E.K.K.A, but can be achieved through a slow build-up push. Here is how you will want to format it. Ice Golem tanks first, Baby Dragon close behind, with Inferno Dragon behind Baby Dragon. If Mini P.E.K.K.A is included, put it behind Ice Golem. Fire Spirits can be anywhere. While Ice Golem tanks, place Miner to start chipping at tower, providing as an additional tank. Poison is used in an area of your choice, preferably damaging all defending troops, buildings, as well as providing coverage over areas where opponents may be likely to place counters.

I do not list any defensive combos, as it is easy to figure out what counters what in this deck.

Stuff to Watch out For:

  • Graveyard: This deck lacks a hard Counter for Graveyard. Baby Dragon, Ice Golem, and Poison can help but Graveyards are not always sent alone.
  • Lighting/Rocket: Hard to play around, as they can stop your heavy pushes as well as make it hard to defend. Go for a Chipping win.
  • Electro Wizard/Ice Wizard: Get your Mini-P.E.K.K.A ready, your best counter for it. If they took some damage from Poison Mini-P.E.K.K.A OHKO’s them.
  • Three Musketeers: Without the Instant damage from Fireball, a carefully placed Poison is needed. Ice Golem + Fire Spirits for the Double Musketeers, Mini-P.E.K.K.A for the Solo one. Everything else is used to take down the Three Musketeer’s tanks.
  • Ice Spirit: Will win 1v1 vs Inferno Dragon with Arena Tower Support. However in your big pushes, it just instantly dies to Poison+ Baby Dragon, unless they place it well.

Replay:

TL;DR

It may feel awkward at first using the Inferno Dragon.

Many times I feel as if the Inferno Dragon moves too slow, or doesn’t have enough hit-points at all. But with patience, and when played right, this deck is guaranteed to surprise your opponent.

Thank you all for bearing through with me, and see you in the Arena! As always, modify cards and swap them based on your needs.

Sources

Researched from the following (no links, listed for transparency):

  • CryptoAIMeta card guides for these cards, built from RoyaleTracker October 2026 samples and SeeMeta 2026 balance changes
  • SeeMeta, Clash Royale balance changes 2026 (page updated October 2026), read through search summaries
  • Supercell official Clash Royale API, card list (elixir cost, rarity, unlock arena)
  • The original clash.world page (2016 to 2024), kept in full below