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CinderClaw card art

Common

CinderClaw

Common card guide

Updated May 25, 2026

CinderClaw is a common durable bruiser built around HP 16 leading over SPD 3. The useful read is HP 16 plus ATK 9, so it belongs in teams that can use staying power while protecting the turn tempo gap.

ATK

9

HP

16

DEF

4

SPD

3

Max level

Level 10

Cards to max

91 total

Max stat gain

+42 stats

How to Use CinderClaw

CinderClaw should occupy the stable middle slot: surviving pressure while contributing enough damage or tempo to matter. A strong pairing is Ocearoth, because it gives the lineup a different stat angle while CinderClaw focuses on HP. If the choice is between CinderClaw and Blazorth, start by comparing HP 16 against 18 instead of choosing by rarity alone. When duplicates arrive, fuse only if this card is already solving that same battle job in your active lineup.

Strengths

  • HP 16 is the page's clearest signal, giving CinderClaw a real battle identity instead of generic rarity value.
  • ATK 9 is high enough to act as a tie-breaker when comparing it with nearby cards.
  • The HP lead is large enough that CinderClaw should be chosen for that job, not as a generic filler card.

Weak Spots

  • SPD 3 is the number to protect. Opponents that punish turn tempo can make CinderClaw feel weaker than its headline stat suggests.
  • CinderClaw leans hard into HP, so it can be redundant if your team already has that same specialist role.

Developer Battle Read

Developer battle read: CinderClaw is a durable bruiser, not a blank common card. Its HP 16 and ATK 9 point to surviving pressure while contributing enough damage or tempo to matter. The first teammate I would test beside it is Ocearoth, because that pairing reduces the pressure on SPD 3. I would compare it directly with Blazorth before spending duplicates, since that shows whether CinderClaw's HP lead is actually needed.

Card Database GuideCommon Rarity Guide

Pick or Skip

When CinderClaw Belongs in Your Team

Battle Notes

Matchup Checks

Pick it when

Pick CinderClaw when your team needs surviving pressure while contributing enough damage or tempo to matter. The signal is HP 16; the follow-up check is whether ATK is enough for the matchup you expect.

Avoid it when

Avoid forcing CinderClaw into teams that already have enough staying power but still expose SPD 3. If Ocearoth or another support card is not available, wait before locking it in.

Fusion note

CinderClaw can grow toward level 10 with a 100-point cap. The first meaningful checkpoint is around 11 total copies or points, so spend duplicates only if this durable bruiser remains part of your main battle plan.

  • Durable Bruiser: use CinderClaw to surviving pressure while contributing enough damage or tempo to matter. This is strongest when the rest of the team is not asking it to cover SPD alone.
  • Team shell: pair with Ocearoth when you want CinderClaw's HP to matter without sacrificing coverage on SPD.
  • Comparison check: if Blazorth is available, choose based on whether your next fight needs HP or ATK more.

Pairings

Cards to Test With CinderClaw

Comparisons

Compare Before You Upgrade

Ocearoth card art

CinderClaw + Ocearoth

Ocearoth covers CinderClaw's lower SPD with SPD 12, letting CinderClaw lean harder into staying power.

ATK 13 / HP 24 / DEF 10 / SPD 12

Blazorth card art

CinderClaw vs Blazorth

CinderClaw trades down on HP at 16 versus 18. Choose CinderClaw when you need staying power; choose Blazorth when staying power matters more than covering SPD.

ATK 9 / HP 18 / DEF 4 / SPD 9

Molten Cracker card art

CinderClaw + Molten Cracker

Molten Cracker covers CinderClaw's lower SPD with SPD 12, letting CinderClaw lean harder into staying power.

ATK 17 / HP 25 / DEF 7 / SPD 12

Glaciora card art

CinderClaw vs Glaciora

CinderClaw trades down on HP at 16 versus 32. Choose CinderClaw when you need staying power; choose Glaciora when staying power matters more than covering SPD.

ATK 14 / HP 32 / DEF 10 / SPD 12

Level Growth

Stats and Cards Needed

Each card copy counts as 1 progression point. The table shows the first point total that reaches each level, the duplicate copies beyond your first card, and the stat gain versus the previous level.

Level 1

1 card total

Duplicates

+0

ATK

9

-

HP

16

-

DEF

4

-

SPD

3

-

Level 2

11 cards total

Duplicates

+10

ATK

10

+1

HP

18

+2

DEF

4

-

SPD

3

-

Level 3

21 cards total

Duplicates

+20

ATK

11

+1

HP

20

+2

DEF

5

+1

SPD

3

-

Level 4

31 cards total

Duplicates

+30

ATK

13

+2

HP

23

+3

DEF

5

-

SPD

4

+1

Level 5

41 cards total

Duplicates

+40

ATK

14

+1

HP

25

+2

DEF

6

+1

SPD

4

-

Level 6

51 cards total

Duplicates

+50

ATK

15

+1

HP

28

+3

DEF

7

+1

SPD

5

+1

Level 7

61 cards total

Duplicates

+60

ATK

17

+2

HP

30

+2

DEF

7

-

SPD

5

-

Level 8

71 cards total

Duplicates

+70

ATK

18

+1

HP

32

+2

DEF

8

+1

SPD

6

+1

Level 9

81 cards total

Duplicates

+80

ATK

19

+1

HP

35

+3

DEF

8

-

SPD

6

-

Level 10

91 cards total

Duplicates

+90

ATK

21

+2

HP

37

+2

DEF

9

+1

SPD

7

+1

Same Rarity

More Common Cards

View all

Ocearoth

Rare

ATK 13 / HP 24 / DEF 10 / SPD 12

Molten Cracker

Rare

ATK 17 / HP 25 / DEF 7 / SPD 12

Glaciora

Rare

ATK 14 / HP 32 / DEF 10 / SPD 12

Volt Skystriker

Rare

ATK 13 / HP 32 / DEF 9 / SPD 11

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