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Initially, I was skeptical about the new upgrades for Inferno, as I was with other factions. But many of them turned out to be even better than the old ones.
1) Here, you need to consider the race you are playing against. Imps are more effective against races with low mana and that can be quickly drained, or against races that won't allow the initial units to survive long enough to drain enough mana. That is, I definitely use them against humans, warlocks, orcs, wood elves, mages, and even against dwarves, although not always.
However, against necromancers, I definitely choose imps. They can drain the mana of a necromancer even with a mark. They will drain mana in a timely manner, which the necromancer replenishes. And, of course, it is desirable to use them in pairs with cave lords. They will break the defense with their destructive beam and make the enemy army vulnerable to the high attack of demons. This tactic can also be applied against a dwarf with a rune recall.
2) Here, almost always, it's elder demons. No matter how you look at it, they are almost better than the old ones in every way. Even the argument that the old grade is more durable is almost meaningless. It only has slightly more defense, and the health is the same. The special ability of the new ones is much better, and it can be used as many times as you want. So, the advantage of the new ones is more than obvious.
The only scenario in which I see an advantage for fire demons is if you are fighting against dark magic and there is no way to counter it. Then, elder demons can cause trouble: they can damage their own units and suffer from increased retaliation. Otherwise, there is nothing to choose.
3) Cerberuses are better against neutrals because their attack is slightly higher.
Against players, fire hounds are more suitable. They may deal less damage, but they often manage to hit more targets. In addition, they are one of the best spreaders of hellfire, as they can hit up to six targets.
4) Succubi are sometimes better against neutrals, especially when there are several stacks of archers, and against players, I take them less often, except against necromancers, and sometimes against mages and dwarves. Also, they are one of the best spreaders of hellfire, as they can hit up to four targets.
Temptresses are very effective against other players. Their subjugation does not reduce the initiative of the subjugated unit, which is very helpful, especially against archers: you can both subjugate them and block their shooting with a subordinate ally. In combination with dark magic, you can control several units at once, which no other race can do. They are also good against neutrals.
5) The plus of nightmares is their slightly higher initiative, but the aura is generally less useful. Yes, you can reduce the effect of retribution and empathy, but this is only if the unit is near them or attacks them, which, of course, does not always happen. You can also combine them with artifacts that reduce morale, and then you can make the enemy's morale go into the negative. Or against mages and dwarves, who have a lot of immunity to fire or magic in general.
Pit fiends are taken more often. Their aura almost always pays off, and with a large number of them, it burns very well. And both types of pit fiends can scare.
6) Both types are good. Cave lords are good against high-level creatures because they always remove one additional creature. They are good against phoenixes or avatars. Also, in pairs with imps, they can cast spells almost endlessly. The destructive beam is well combined with the high damage of demons.
Cave horrors, on the contrary, are good at sweeping large, low-level units, which makes them especially good in the late game. Also, they are very good against enemy magic.
7) Archdevils are more impressive. After all, the bonus to initiative and speed is clearly more important than a slightly larger number of hit points. Summoning cave lords is also good, especially if you are playing with imps. If they also open a gate, then many mage units will appear on the battlefield, which, through imps, will replenish mana and effectively destroy the enemy's defenses or use attack spells, you need to look at the situation.
Archdemons, although they have a good special ability, it is difficult to apply. Their normal speed does not even allow them to pull an archer if they do not stand directly in front of him, which is clearly not very good. To successfully apply their ability, it is better to increase leadership with a speed aura or take boots of the wanderer, or better yet, all of the above. Then they will be able to pull even ranged units well and save their own. For example, during the defense of the castle, someone runs out of the gate and attacks the enemy, and the archdemons immediately return them back behind the gate. Then this upgrade can be chosen, otherwise, the first upgrade is more justified.