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Inferno Tips and Tactics.

Started by: PUMU | Replies: 13 | Views: 5,421

PUMU
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Jun 19, 2014 3:57 PM #1208847
Image

Image


The building for infernoes contains its only upgrade and most devastating spell
that lonely upgrade (Click to Show)


the primary spell- Vastolis.
a spell similar to that of blast
place it where the opponent is likely to be.
most opponents expect the spell to be cast directly on the units as they approach instead experiment with placing the spell behind the units and make them run back into it.
watch out now (Click to Show)


secondary spell- Meteor strike
inflicts massive damage to units who step in it.
place in high traffic areas for maximum effectiveness
for beauty (Click to Show)


usually accompanied with a charrog, water and cycloid to avoid early death

Well.
With Infernoes micro tends to correlate directly with the spell timing and placement and which role it needs to fill at the point in time.
Offensive Inferno:
Using meteor storm behind an enemy. This causes the opponent to either flinch and attempt to flee; inadvertently placing themselves directly in it. Or it lets them come closer to your inferno and other units accompanying it ie fires due to range differences. and trees. it also allows for you to trap the enemy units in a decision between which damage to take due to the meteor storm enabaling you to make use of Vastolis and
crippling the enemy with it. very useful for softening a mass and support units like merics and Magikill.
Defensive Inferno(requires more micro)-
If you happen to need to be on the defensive from an archer mass for ex.
making 2 infernoes is the most efficient way of keeping those archers at bay. as spears dish out no serious Dps due to earths stun waters and trees. along with vastolis softening. Anyway. using the meteor strikes one after the other is BADDDDDD! using them one by one when one disappears immediately replace it. as the cooldown time allows for this to keep happening should your infernoes remain alive.
a non-moving inferno is a dead inferno if melee units get close enough.
always accompany your inferno with waters and earths. waters to heal if necessary. and to nullify most units that'd be troublesome. ie spears
or Shadows. also works for crawlers and juggers.

Infernoes greatest strength lies in its ability to clear low armored low healthed units in less than a few seconds as well as punish slow moving units like giants, magikill and merics.
if the opponent has managed to produce an eco. 1st you did not use your inferno properly and 2 may have to worry about shadowrath or albows.
as soon as these appear its best to make cycloids to deal with both dangers. Casting Vastolis on shadows is stupid. use cycloids primary ability to protect your inferno while it casts its spell on units that'll deal the most damage to your army.

Infernoes melee should be avoided as it does virtually no damage.

Also when casting unopposed by dangerous units.
meteor storm comes first. then vastolis always.
vastolis tends to finish off most units as it does not instakill anything but unupgraded miners and archers.
Azxc
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Jun 25, 2014 2:25 PM #1211127
Ma comment: Its kinda like a wiki but not a guide on how to MICRO infernos...
As we know inferno's spells are really really slow, the opponent could simply dodge those spells
how could you maximize your inferno's damage?

Off topic: Does inferno useful to deal with 2k (or higher) rankings player?
PUMU
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Jun 25, 2014 4:36 PM #1211177
Well.
With Infernoes micro tends to correlate directly with the spell timing and placement and which role it needs to fill at the point in time.
Offensive Inferno:
Using meteor storm behind an enemy. This causes the opponent to either flinch and attempt to flee; inadvertently placing themselves directly in it. Or it lets them come closer to your inferno and other units accompanying it ie fires due to range differences. and trees. it also allows for you to trap the enemy units in a decision between which damage to take due to the meteor storm enabaling you to make use of Vastolis and
crippling the enemy with it. very useful for softening a mass and support units like merics and Magikill.
Defensive Inferno(requires more micro)-
If you happen to need to be on the defensive from an archer mass for ex.
making 2 infernoes is the most efficient way of keeping those archers at bay. as spears dish out no serious Dps due to earths stun waters and trees. along with vastolis softening. Anyway. using the meteor strikes one after the other is BADDDDDD! using them one by one when one disappears immediately replace it. as the cooldown time allows for this to keep happening should your infernoes remain alive.
a non-moving inferno is a dead inferno if melee units get close enough.
always accompany your inferno with waters and earths. waters to heal if necessary. and to nullify most units that'd be troublesome. ie spears
or Shadows. also works for crawlers and juggers.

Infernoes greatest strength lies in its ability to clear low armored low healthed units in less than a few seconds as well as punish slow moving units like giants, magikill and merics.
if the opponent has managed to produce an eco. 1st you did not use your inferno properly and 2 may have to worry about shadowrath or albows.
as soon as these appear its best to make cycloids to deal with both dangers. Casting Vastolis on shadows is stupid. use cycloids primary ability to protect your inferno while it casts its spell on units that'll deal the most damage to your army.

Infernoes melee should be avoided as it does virtually no damage.

Also when casting unopposed by dangerous units.
meteor storm comes first. then vastolis always.
vastolis tends to finish off most units as it does not instakill anything but unupgraded miners and archers.
ahad0001

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Oct 31, 2014 9:25 AM #1262790
Infernoes greatest strength lies in its ability to clear low armored low healthed units in but some seconds moreover as penalise slow moving units like giants, magikill and merics.
nutsophast

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Oct 31, 2014 11:17 AM #1262812
Try not to bump threads, or you receive an infraction. I myself have received infractions from bumping threads, if you still don't understand go to the general section and look for thread on the rules. However I am partially thankful that this thread has been bumped so I might be able to post in it.
Skeletonxf
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Oct 31, 2014 5:58 PM #1262956
You may in fact bump threads if you add something worthwhile to them when you do it.
In fact, @Pumu this page could do with a few additions about how Infernoes can no longer hit flying units with Meteor shower.
59saintdane

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Nov 1, 2014 12:27 AM #1263132
Quote from Skeletonxf
You may in fact bump threads if you add something worthwhile to them when you do it.
In fact, @Pumu this page could do with a few additions about how Infernoes can no longer hit flying units with Meteor shower.


I know that's how the TZ forums work, but I'm not sure about SP. I know I've received an infraction for bumping a thread before, even when my post had worthwhile content.
nutsophast

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Nov 1, 2014 1:20 AM #1263148
Wait, why did I recieved an infraction? I didn't bump or double post on this thread!
Drizzle
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Nov 1, 2014 1:54 AM #1263160
Your post is pointless.
nutsophast

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Nov 1, 2014 7:01 AM #1263258
So was yours, at least I have a valid point.
Nyarlathotep

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Nov 1, 2014 7:36 AM #1263271
It might be because of the minimodding.
nutsophast

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Nov 1, 2014 9:18 AM #1263292
Minimodding? What's that? Is that because they added new mods?

EDIT: I checked and realized how stupid I was. I'm quite new to not just this SP forum but forums in general, my fault I didn't check the rules very carefully.
Skeletonxf
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Nov 1, 2014 5:02 PM #1263409
Quote from 59saintdane
I know that's how the TZ forums work, but I'm not sure about SP. I know I've received an infraction for bumping a thread before, even when my post had worthwhile content.

It's very subjective.
I bumped a post once and got people responding saying it was a nice contribution, but then other times I bumped other posts also providing something worthwhile and got infracted for it.

Unless Pumu shows up though, there's little point posting here and bumping the thread any more.
PUMU
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Nov 2, 2014 3:10 AM #1263564
ive arrived. infernoes are usually for ground support. using them vs airbourne units is risky as the vastolis doesnt kill much except: archers/miners/rage swords/crawlers/bombs.
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