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FrostBound card art

Common

FrostBound

Common card guide

Updated May 27, 2026

FrostBound is a common durable bruiser built around HP 23 leading over DEF 5. The useful read is HP 23 plus ATK 9, so it belongs in teams that can use staying power while protecting the damage reduction gap.

ATK

9

HP

23

DEF

5

SPD

6

Max level

Level 10

Cards to max

91 total

Max stat gain

+57 stats

How to Use FrostBound

FrostBound should occupy the stable middle slot: surviving pressure while contributing enough damage or tempo to matter. A strong pairing is Spectral Phase, because it gives the lineup a different stat angle while FrostBound focuses on HP. If the choice is between FrostBound and Ash Scale, start by comparing HP 23 against 24 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 23 is the page's clearest signal, giving FrostBound 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 FrostBound should be chosen for that job, not as a generic filler card.

Weak Spots

  • DEF 5 is the number to protect. Opponents that punish damage reduction can make FrostBound feel weaker than its headline stat suggests.
  • FrostBound leans hard into HP, so it can be redundant if your team already has that same specialist role.

Developer Battle Read

Developer battle read: FrostBound is a durable bruiser, not a blank common card. Its HP 23 and ATK 9 point to surviving pressure while contributing enough damage or tempo to matter. The first teammate I would test beside it is Spectral Phase, because that pairing reduces the pressure on DEF 5. I would compare it directly with Ash Scale before spending duplicates, since that shows whether FrostBound's HP lead is actually needed.

Card Database GuideCommon Rarity Guide

Pick or Skip

When FrostBound Belongs in Your Team

Battle Notes

Matchup Checks

Pick it when

Pick FrostBound when your team needs surviving pressure while contributing enough damage or tempo to matter. The signal is HP 23; the follow-up check is whether ATK is enough for the matchup you expect.

Avoid it when

Avoid forcing FrostBound into teams that already have enough staying power but still expose DEF 5. If Spectral Phase or another support card is not available, wait before locking it in.

Fusion note

FrostBound 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 FrostBound 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 DEF alone.
  • Team shell: pair with Spectral Phase when you want FrostBound's HP to matter without sacrificing coverage on DEF.
  • Comparison check: if Ash Scale is available, choose based on whether your next fight needs HP or ATK more.

Pairings

Cards to Test With FrostBound

Comparisons

Compare Before You Upgrade

Spectral Phase card art

FrostBound + Spectral Phase

Spectral Phase covers FrostBound's lower DEF with DEF 11, letting FrostBound lean harder into staying power.

ATK 18 / HP 25 / DEF 11 / SPD 11

Ash Scale card art

FrostBound vs Ash Scale

FrostBound trades down on HP at 23 versus 24. Choose FrostBound when you need staying power; choose Ash Scale when staying power matters more than covering DEF.

ATK 12 / HP 24 / DEF 7 / SPD 9

Rimefang card art

FrostBound + Rimefang

Rimefang covers FrostBound's lower DEF with DEF 11, letting FrostBound lean harder into staying power.

ATK 17 / HP 27 / DEF 11 / SPD 10

Glaciora card art

FrostBound vs Glaciora

FrostBound trades down on HP at 23 versus 32. Choose FrostBound when you need staying power; choose Glaciora when staying power matters more than covering DEF.

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

23

-

DEF

5

-

SPD

6

-

Level 2

11 cards total

Duplicates

+10

ATK

10

+1

HP

26

+3

DEF

5

-

SPD

6

-

Level 3

21 cards total

Duplicates

+20

ATK

11

+1

HP

29

+3

DEF

6

+1

SPD

7

+1

Level 4

31 cards total

Duplicates

+30

ATK

13

+2

HP

33

+4

DEF

7

+1

SPD

8

+1

Level 5

41 cards total

Duplicates

+40

ATK

14

+1

HP

36

+3

DEF

8

+1

SPD

9

+1

Level 6

51 cards total

Duplicates

+50

ATK

15

+1

HP

40

+4

DEF

8

-

SPD

10

+1

Level 7

61 cards total

Duplicates

+60

ATK

17

+2

HP

43

+3

DEF

9

+1

SPD

11

+1

Level 8

71 cards total

Duplicates

+70

ATK

18

+1

HP

47

+4

DEF

10

+1

SPD

12

+1

Level 9

81 cards total

Duplicates

+80

ATK

19

+1

HP

50

+3

DEF

11

+1

SPD

13

+1

Level 10

91 cards total

Duplicates

+90

ATK

21

+2

HP

54

+4

DEF

11

-

SPD

14

+1

Same Rarity

More Common Cards

View all

Spectral Phase

Rare

ATK 18 / HP 25 / DEF 11 / SPD 11

Rimefang

Rare

ATK 17 / HP 27 / DEF 11 / SPD 10

Terradon

Rare

ATK 15 / HP 28 / DEF 10 / SPD 10

Ocearoth

Rare

ATK 13 / HP 24 / DEF 10 / SPD 12

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