![]() It struggles against cycle decks and baits. When facing certain archetypes, the Inferno Dragon can become almost useful. The Electro Dragon is typically used in decks that lack the ability to take care of high hitpoint units. The best time to Zap the Inferno Dragon is 4 seconds in, as that is right before it reaches its third damage tier. Using cheap spells or the Ice Spirit can cause it to reset. If it locks onto your tower, you need to do everything you can to stop it. ![]() It can also be pulled by a singular unit. Even Skeletons can stop it because of the time it takes for it to retarget. To stop the Inferno Dragon, you need to abuse take advantage of its weaknesses. Make sure to place the Inferno Dragon close to your tower so cards don’t outrun it. Use the Inferno Dagon against big tanks and use another card to stop the support units like the Wizard can’t take it out. ![]() Against swarms, air-targeting units, and fast units, the Inferno Dragon can be useless. It is crucial to use the Inferno Dragon in select circumstances. The Inferno Dragon has the potential to dominate games, but must be facing a specific deck. The Inferno Dragon is an incredibly unique card that excels at killing high health units from above but is abysmal when facing other cards, like swarms. It excels at destroying high health tanks. The Inferno Dragon is, as the name suggests, a combination of the Dragon and Inferno Tower. The Inferno Dragon is unlocked from Arena 6 (Builder’s Workshop).
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