Inferno

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Inferno is an evil alignment town type with Demoniac and Heretic hero classes. Inferno towns can be found in Erathian regions blighted by the emergence of the underworld on the surface. Demoniac and heretic heroes stand in uneasy alliance with these towns. Inferno armies have great hand-to-hand attack units and are only slightly hampered at the lower levels by a lack of flying units until the awesome, teleporting devil and arch devil can be brought into play. Inferno represent Eeofol.

Inferno's native terrain is lava.

Structures

Template:StandardBuildings

Inferno Specific Buildings

Inferno creature dwellings

  • Imp Crucible
  • Hall of Sins
  • Kennels
  • Demon Gate
  • Hell Hole
  • Fire Lake
  • Forsaken Palace
Inferno town seen from inside
Resource Basic Upgrades All
Gold 38300 32500 115300
Wood 45 15 120
Ore 55 20 120
Crystal 0 4 28
Gem 3 9 36
Mercury 23 39 86
Sulfur 3 19 51
Troop cost/week: 28090 Gold + 4 Mercury


Heroes

Inferno
Demoniacs
Calh Calh
Fiona Fiona
Ignatius Ignatius
Marius Marius
Nymus Nymus
Octavia Octavia
Pyre Pyre
Rashka Rashka
Xeron Xeron Armageddon's BladeMap Editor
Heretics
Ash Ash
Axsis Axsis
Ayden Ayden
Calid Calid
Olema Olema
Xarfax Xarfax
Xyron Xyron
Zydar Zydar
Towns
Castle Stronghold Inferno
Rampart Fortress Necropolis
Tower Conflux Dungeon
Factory Cove

Template:Herotable Template:Herotablerow Inferno |}


Creatures

Inferno creatures
Level 1
Imp Imp
Familiar Familiar
Level 2
Gog Gog
Magog Magog
Level 3
Hell Hound Hell Hound
Cerberus Cerberus
Level 4
Demon Demon
Horned Demon Horned Demon
Level 5
Pit Fiend Pit Fiend
Pit Lord Pit Lord
Level 6
Efreeti Efreeti
Efreet Sultan Efreet Sultan
Level 7
Devil Devil
Arch Devil Arch Devil
Towns
Castle Stronghold Inferno
Rampart Fortress Necropolis
Tower Conflux Dungeon
Factory Cove
Neutral

 Name   Town   Lvl   Att   Def   Dmg-   Dmg+   HP   Spd   Grw   AI Val   Cost   Special 














Imp Imp 1 2 3 1 2 4 5 15 50 50 Gold  
Familiar Familiar 1+ 4 4 1 2 4 7 15 60 60 Gold   Magic channel
Gog Gog 2 6 4 2 4 13 4 8 159 125 Gold   Ranged (12 shots)
Magog Magog 2+ 7 4 2 4 13 6 8 240 175 Gold   Ranged (24 shots), Fireball attack
Hell Hound Hell Hound 3 10 6 2 7 25 7 5 357 200 Gold  
Cerberus Cerberus 3+ 10 8 2 7 25 8 5 392 250 Gold   No enemy retaliation, 3-headed attack
Demon Demon 4 10 10 7 9 35 5 4 445 250 Gold  
Horned Demon Horned Demon 4+ 10 10 7 9 40 6 4 480 270 Gold  
Pit Fiend Pit Fiend 5 13 13 13 17 45 6 3 765 500 Gold  
Pit Lord Pit Lord 5+ 13 13 13 17 45 7 3 1224 700 Gold   Summons demons
Efreeti Efreeti 6 16 12 16 24 90 9 2 1670 900 Gold   Flying, Fire immunity, Hates Genies and Master Genies
Efreet Sultan Efreet Sultan 6+ 16 14 16 24 90 13 2 1848 1100 Gold   Flying, Fire shield, Fire immunity, Hates Genies and Master Genies
Devil Devil 7 19 21 30 40 160 11 1 5101 2700 Gold , 1 Mercury  Flying, No enemy retaliation, Luck -1, Hates Angels and Archangels
Arch Devil Arch Devil 7+ 26 28 30 40 200 17 1 7115 4500 Gold , 2 Mercury  Flying, No enemy retaliation, Luck -1, Hates Angels and Archangels


Strategy

The Castle Gate is an enormous advantage. Use it. Often. One of the good things about it is that you only have to upgrade all the creature buildings in ONE town, just use a backup hero to teleport between the different towns to pick up creatures, then teleport to upgrade them all at once at the upgraded town.

Creating a Demon horde easily: Attack any creep on the map. Blind it, so the battle lasts as long as you want. Cast Fire Wall/Fireball/Inferno/Meteor Shower on your Imps. When they die, raise Demons, then finish the enemy.

Another good thing about the Castle Gate is that one hero can be used to defend all towns.

After the lich the magog is the only one with attack in area but is compatible with Frenzy and Bless.

The manual states that Inferno armies have great hand-to-hand attack units, and are slightly hampered at the lower levels by a lack of flying units until the devils arrive. The statement is supported by the fact that compared to their levels, many of the Inferno's creatures have relatively high speed values and maximum damage values. However, lack of flying units is untrue in the sense that efreeti and efreet sultans are definitely noteworthy adversaries. While Inferno troops are great for attacking they are not strong defenders which means that combat strategy with Inferno should be based on first strike.

Another weakness in Inferno's army is lack of shooters. Gogs and magogs are the slowest creatures in Inferno's arsenal, which makes them a somewhat liability considering the mobility of heroes. Additionally, usefulness of magogs' special ability to throw fireballs is controversial as they may inflict damage to allied troops as well.

Pros

  • Castle Gate: A life-saver on maps where you control more than one Inferno town.
  • Pit Lord's Demon summon ability: Lets you horde demons.
  • Efreet Sultans are very good at clearing a map: they have speed, damage, and enough health. They can also be used in a Dragogeddon combo.
  • This town has the highest chance to get the Blind spell in the Mage Guild.
  • Cerberus are very powerful with Bless/Haste/Counterstrike.
  • Both Devils/Arch Devils and Cerebi have no enemy retaliation.

Cons

  • Arch Devils are very expensive.
  • Lacking in the Hero department.
  • Imps and Familiars are incredibly weak first level units, and have no redeeming features save their speed (the Familiars' Magic Channel ability is hardly noticable).
  • The Inferno produces the least hit points per week of all the towns.
  • Only one ranged unit, and small tier units have low mobility.