

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.