AI Overview: This Giant Inferno Dragon deck averages 3.9 elixir and builds a Giant push behind a Collector. It took him from 3,500 to 3,800 trophies and finished a grand challenge with one loss. In 2026 the Giant had no change and his best list wins 71.6%, though this exact list has no tracker sample. Keep reading for the full card breakdown.
Last Updated: October 2026
Key Points:
- The deck costs 31 elixir, which is 3.9 on average, and no card costs more than 6.
- Giant had no 2026 change, and his best list wins 71.6% over 587 battles.
- Inferno Dragon’s Evolution charge time fell from 9 to 7 seconds on June 1, and its best Evolution list wins 72.3%.
- Ice Wizard’s best list wins 64.6% over 1,400 battles, but the Hero freeze was cut on September 16 and October 6.
- Mini P.E.K.K.A has a best list of 60.6%, but only one of six printed lists is above 50%.
The Giant Inferno Dragon List, Priced Card by Card
Here’s the thing: the plan is the same as any Giant beatdown. Build an elixir lead, then build the push from the back or throw in a sudden counter-push. The Collector is free elixir profit.
| Card | Elixir | Job in the deck | 2026 status |
| Giant | 5 | Main tank and damage dealer | No 2026 change; best list 71.6% over 587 |
| Inferno Dragon | 4 | Tank killer and second threat | Evo charge time 9 to 7 seconds on June 1; best Evo list 72.3% over 792 |
| Ice Wizard | 3 | Support that slows defenders | Best list 64.6% over 1,400; Hero freeze cut on September 16 and October 6 |
| Minions | 3 | Secondary high DPS card | No 2026 change; best list 65.2% over 2,300 |
| Poison | 4 | Spell that clears the counters | Crown Tower damage 184 to 168 on June 1; best list 68.6% over about 3,800 |
| Mini P.E.K.K.A | 4 | Ground defender and tower damage | No 2026 change; best list 60.6% over 1,100, only one of six above 50% |
| Zap | 2 | Cheap reset spell | Crown Tower damage 58 to 48 on June 1; Evo Zap 77.0% over about 1,000 |
| Elixir Collector | 6 | Free elixir profit | Only six tracked decks run it; touched in the October patch |
Use the table to compare the eight cards by cost, role and 2026 status.
A Giant deck with a Collector invites the Miner. The negative effect: the Miner is his biggest headache, since the Collector is always in trouble. The Miner hits towers for less now, but the Collector still draws him, and the Collector is a rare pick today.
What Changed in 2026
The Giant is unchanged. The Inferno Dragon’s Evolution charges faster. The Ice Wizard’s Hero lost freeze time. Poison and Zap hit towers for less. The Minions and Mini P.E.K.K.A are as they were before.
Claims, rechecked. The Giant is one of the most used cards. His best list still wins 71.6%, and he had no change in 2026, so the line holds. The 3,800 trophy claim is a personal result.
The weak spots. Only one of six printed Mini P.E.K.K.A lists is above 50%. The Collector shows up in only six tracked decks. The Minions’ best list wins 65.2%, and Poison’s best wins 68.6%, so those slots are safe.
Card pages: Giant, Inferno Dragon, Ice Wizard and Mini P.E.K.K.A.
Rocket-cycle decks never let you keep a Collector. The negative effect: the Rocket hits towers for 342 now, which slightly lowers the damage of those decks, but they still force the Collector out, and this list has no way to protect it.
How to Play It Today
Here’s the thing: whenever the Collector is in the starting hand, put it down in the back. Defend enough to gain an elixir lead, get two Collectors running, and then put the Giant behind the King Tower and build the push slowly.
Tips. Think about which cards support the Giant in each match rather than following a fixed plan. The Minions are the high-DPS card that needs no wind-up, good against Hog Rider, Miner and Musketeer. The Mini P.E.K.K.A kills glass cannons, tanks and mini tanks.
Translation: against a Miner, wait for him to be played before placing the Collector, or put the Collector in front of the King Tower. Spread out your placement so a Rocket or Fireball cannot hit everything. The Inferno Dragon should kill tanks, not rush in early.
Elixir math: the Collector takes 6 of the 31 elixir. The other seven cost 25, about 3.6 each. A Giant plus Inferno Dragon and Ice Wizard push is 12 elixir, so it needs the Collector working.
Try it yourself: Giant Inferno Dragon Deck is one tap away in the Clash Royale Deck Builder, preloaded and editable. Its average is 3.9 elixir. No win rate exists for it in the 2026 tracker data.
People think the Inferno Dragon is easy to counter. The negative effect: with Zap and the Electro Wizard still common, the dragon’s weakness is a daily matchup, and a faster Evolution charge may tempt players to use it too early.
Frequently Asked Questions
Is the Giant Inferno Dragon deck good in 2026?
The Giant’s best list wins 71.6% and the Inferno Dragon’s best Evolution list wins 72.3%, but this exact list has no tracker sample, so test the Mini P.E.K.K.A slot first.
What is the average cost of the eight cards?
It averages 3.9 elixir, from 31 elixir spread over eight cards.
When is the Collector played?
As soon as it is in your starting hand, at the back, unless the opponent opens with a Hog or Prince.
What is the Miner problem?
He chases the Collector. Wait for him to be played first, or place the Collector in front of the King Tower.
What does Poison do?
It clears Minions and Goblins and nearly kills glass cannons like the Musketeer.
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.
Hey guys, Leonex here. I wanna share a really fun and good deck that I’ve been recently using a lot the past few weeks. This deck got me up to 3800+ from 3500 with tourney level cards. (well not much but it’s still something). This is also the deck that let me complete the grand challenge with only 1 loss. I even beat a 4900 player with this deck.
The general gameplan for this deck, like any other giant beatdowns, is to build up your push. Get an elixir advantage and start building your push either from the back or throw in a sudden counter-push depending on the situation.
Giant Inferno Dragon Deck for Arena 6 and above
Giant: The Giant is currently one of the most used cards in the game, and for a good reason. It can act as a tank, a defensive wall, and even as your main damage dealer. You would usually put a Giant at the back of the King’s Tower to build up a strong push easier. Ideally place him down when you have at least 1 Collector. To play Giant defensively, place the him down to soak damage before you place your defensive cards, usually in the middle of your side of the Arena. An important note is to think of the defensive Giant as a last solution. If you can defend without using the Giant, then don’t use him, save him for your counter-push. It’s all about knowing when to push and when to play defensively.
Inferno Dragon: One of the most deadly card if played correctly. People have been saying to me the Inferno Dragon is way too easily countered and that they think it’s not that great. Well they’re not wrong. It is easily countered. Minions (and Horde), Zap, or pretty much any air damaging cards. However, that’s assuming you only push with 1 Inferno Dragon. But really though, who in their right mind would that. You have other cards to support your Dragon so use it. A lot of cards can help it. Ice Wizard, Minions, Poison, and many more. The Inferno Dragon can melt most, if not all, big pushes, as long as you watch out for those pesky Minions. One way to defend is to distract his cards with the Giant and kill em’ all with the Dragon. I’m pretty sure we all know that once this thing locks on to a tower, that tower’s gone.
Ice Wizard: My favorite card in the game, best support ever. The Ice Wizard can work with most decks because of its versatility. Whether you’re defending with the help of your Tower or supporting your Giant pushes, the Ice Wizard can be a game changing card, and all for only 3 Elixirs.
Minions: Your secondary high DPS card. Unlike the Inferno Dragon, the Minions have a high DPS without having to wait a few seconds. This can be very useful for killing Hog Rider, Miner, Musketeer, and many more. Just be wary of Wizards and other area damage dealer. For example, if you know your opponent has a Wizard and has enough Elixir to put one down, then wait for his Wizard to come out and throw in your Minions when he’s distracted with something else. Minions can also provide the best distraction for this deck’s main weakness, Inferno Tower and other Inferno Dragon. Consider replacing Minions with Mega Minion If you want!
Poison: The Poison gets rid of a lot of counters to this deck. Minions, Goblins, etc. and can even nearly kill most glass cannons like the Musketeer. The idea is to try and get as much value with the Poison. It’s relatively easy to get value with Poison compared to other damage spells like Fireball and Arrows because it stays and deals damage over time and has a large radius. So if my opponent decides to wait for the Poison to finish before placing his cards, what do i do? Nothing. By the time the Poison finishes, his tower’s gone. Plus, it slows down troops and buildings. Additionally, you can also use it for defense if you must. It works well for defense as well, especially against large groups of troops.
Mini P.E.K.K.A: The Mini P.E.K.K.A kills glass cannons, tanks, mini tanks, and even deals a crap ton of damage to towers. Although you’d mostly use it for defense, you can still use it for attack as well. It can protect your Ice Wizard from Valkyries and other MPs or just simply deal a lot of damage to towers (including the annoying Inferno Tower). After a successful defend, drop your Giant right in front of the Mini P.E.K.K.A so he can push the Giant reaching the Tower faster. Take a look at this page to read more about the Pancake Hero!
Zap: One of the best cards in the entire game. What else is there to say? 2 elixirs for so many different purposes. With its versatility, nearly every deck uses the zap. The addition of the Inferno Dragon gives you more reason to add it to your deck.
Elixir Collector: The Elixir Collector is technically free elixir profit. It works really well with Giant beatdowns and is probably in most, if not all, viable Giant beatdown decks. Giant beatdown decks are slow-paced and rely a lot in elixir advantage being slowly gained. Which is why the collector is very important for this deck. Take a look at here to see the best Elixir Collector placements.
How to play the deck
Whenever you have the Collector at your starting hand, place it down in the back. Unless your opponent throws a Hog or Prince at you right off the bat, this should be done most of the time. Defending with 5 Elixir isn’t actually too hard. A Hog can be killed quickly by an Mini P.E.K.K.A or Minions and a Prince can be easily stopped with a Zap and one other card.
After you defended enough, gained enough Elixir advantage, and have 2 Collectors up and running, start by putting down a Giant behind your king tower. You can then slowly build up pushes by placing down other cards.
One thing to note is to think of what cards to support your Giant with. You have to be able to figure out what to put down rather than have a fixed plan. Plans can change as you face different people. If your opponent has an Inferno Tower, then save your Minions or Zap. If you know your opponent has lots of high hp troops, then use the Inferno Dragon. It all depends on what deck you’re facing against. The rule of thumb is to wait til you have 9 or 10 elixir before you place anything behind the Giant. Wait for what your opponent puts down before you put down your card.
Counters for this deck
Miners
One thing to watch for is the Miner. The more I play Giant beatdown decks, the more I come to despise yet desire the Miner. Why? Because your Collector’s always gonna be in trouble. What i usually do is put down an Ice Wizard or Mini P.E.K.K.A to distract the miner. The thing is, you don’t always predict where the Miner will exactly pop up. If it’s just slightly further away, then the miner will start targeting your Collector and you can lose 2 or 3 elixir depending on what card you used to take out the Miner.
So what do i do against Miners then? If you know your opponent has a Miner then wait for him to put his Miner down before you put down a Collector or put your Collector in front of your king tower. If you place the collector in front of your King’s Tower, at least both your Archer Towers can shoot the Miner.
Rocket Cycle Decks
I rarely face Rocket cycles, but when i do it’s extremely irritating. They never let you keep your Collectors and at the same time damage your tower for a significant amount. Just be careful of where and when you put down your cards.
Additional Tips
One important thing to keep in mind is to spread your card placement to avoid area damage, especially Rockets and Fireballs. For example, take advantage of your flying troops and place it close to the middle when you want to push since they can go over the river.
Try not to be too afraid to put down the poison for defense. The first time i started to use poison, i only used it for offense, but it’s actually a very great defense if used properly. Just don’t overuse it until it goes to waste. As long as you think you can get value with it, use it.
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







