Skip to content

Posts from Who plays with which heroes in the Inferno faction?

4.5 (2 ratings)
User Avatar
12 years ago
Auto-translated
Agrail and the Overlord) (the Overlord is somewhat reminiscent of Sauron...)
User Avatar
12 years ago
Auto-translated
Sauron. Without walking animation.
User Avatar
11 years ago
Auto-translated
Delebe, Dee, and Jezebel.
User Avatar
11 years ago
Auto-translated
Grok, Deleb, Marbas, and my favorite character, Agrail. Reducing initiative by 20-40 is very useful, as it reduces their turn order. For example: I had 2 Devils, and suddenly I see a black dragon on the opponent's side (only 1, but 1 hit, and both Devils are gone, the enemy really boosted the dragon's damage). I look at when it will move and...miraculously, the reduction works, now I can shoot it down with succubi (I have 3 squads, each with 50 succubi). Now I will always choose him.

Added 3 minutes later
Heroist
Sauron. Without a walking animation.

And also without an attack animation, he just puts the sword in the air and attacks. The logic...
User Avatar
11 years ago
Auto-translated
Nimus At later levels, summons more units than his army contains.
User Avatar
11 years ago
Auto-translated
I play as anyone... it depends on the map, the opponent, and my tactics. I like Grol (he compensates for the main disadvantage of the hounds and levels up well), Deleb (fast start and territory control + the most "annoying" hero), Agrael (I just like him + initiative)... and Jezebel, Glock, Biara/Nimus (when I get tired of the first ones). Conclusion: all heroes are good...
User Avatar
11 years ago
Auto-translated
I tried playing on a large map with Nimue, aiming to reach level 40, obtain the Master of Gates artifact, and equip a set that provides a 25% bonus to additional summons, to see how many demons she could summon. The standard reinforcement ranged from 132% to 133% of the main unit, while a successful summon resulted in 189% of the summoning unit. However, I still couldn't fully understand how they calculated these values. It's 45% for Absolute Gate Opening, 20% from the Master of Gates, 40% from Nimue's level 40 specialization, 10% for the Chaos Gate in the castle, and 25% from the set for increased summons. If you add it all up, it comes to 140%, so it seems they weren't simply adding everything together, but sometimes taking percentages from certain sources. With a successful summon, it's clear that it only doubles the initial amount, without any additional summoning enhancements. However, the summoned army is impressive at these levels for Nimue, especially when combined with Urgash's Call.
User Avatar
10 years ago
Auto-translated
*lately, I switched to Nibros, and Alastor ran off to the humans:smile40: SERIOUSLY!!! now I won't be able to master him:( :smile35: and now Haven has a professional dark mage...:smile45:
---
*edit from 2019, the joke was about a bug that caused Alastor to become a Knight in the Haven (i.e., permanently left the Inferno). The bug occurred in "EWA," probably due to my mistakes with scripts and modifications (only reinstalling a clean version of the game helped) -_-"
9 years ago
Auto-translated
Well, I guess I'll share my opinion and rank the heroes in order of preference, with comments explaining why. There will be 7 entries because I don't play as Delab at all, although in 3.1 she's not that overpowered, she's just a good "mechanic." But still, having machines from the start and the bad reputation of being a "noob choice" is too much.
Recently, I've been trying out Jezebeth because I simply want to play as a creature specialist, but I'll be objective – the starting skills don't allow me to place her high in the ranking.

So, let's talk about the demons.

1. Nibros.
The hero has excellent starting skills – Attack + Tactics, allowing him to clear out archers and spellcasters in reasonable numbers with Cerberuses, losing 1-4 dogs. A single point in Luck sometimes helps a lot; you can counter the tactics of elves and position yourself for an attack.

2. Grok.
He's equal to Nibros; I put him in second place solely because, on some maps – I emphasize, on some – Logistics is sometimes unnecessary; it's better to focus on Attack, Defense, and Magic right away. The 6% bonus to mana, plus further bonuses for levels, is very good, and Teleport often helps to clear out neutrals without losses.

3. Marbas.
He's a good hero; he has built-in Defense, although with an unclear Reflection, which prevents taking Endurance + Block or Mass Skin/Evasion. He's in third place because he's not as good against power-buffing heroes (elves, orcs, humans), and on standard maps, you can often get the Staff of Sar-Iss, which is unpleasant when the hero's specialty is completely nullified by a single artifact.

4. Nimue.
Along with Delab, many beginners advocate for this hero because "having a lot of gates is cool." In practice, he's situational, even more so than Marbas. He's good against Necromancers, Knights, and Dwarves, more or less against Orcs and Mages, but not as good against Tier 3 heroes, and useless against Elves. Luck is decent, although not on my list of top priorities; Magic Expertise is more of a yes, sometimes no.

In my opinion, the good heroes end at this fourth position; after that, they're worse.

5. Jezebeth.
Buffing demonesses is good, but the starting spellcasting spoils the picture. It takes a long time to develop, and Wisdom only helps with Phantom (although if you manage to get the spell, Jezebeth becomes incredibly powerful, but it's too random). I use her because I like creature specialists; in my opinion, she's the best for a long game.

6. Grole.
I used to play him often, but now I've come to the conclusion that buffing dogs isn't worth it. Like the Furies of Tier 3, these damage dealers die very quickly, and Grole's specialty almost doesn't affect their survivability. The starting skill – Developed Chaos – is only suitable in the early game to counter mechanics and hunters. Developing towards Implosion after cutting Hellfire doesn't pay off. Weak.

7. Alastor.
"The dark horse" of the demons. In principle, if you get Darkness early, he can outperform even Delab and Grok combined in clearing out areas (I set my personal record on the Dragon Pass with him – by the end of the third week, I cleared out my own territory and the Dragon Pass completely). The problem is that sometimes Darkness isn't offered, and by level 15, the starting Spellcasting is completely useless. Also, I personally don't like predictable heroes – when playing against Alastor, you know for sure that he'll have Darkness, and not Light, for example, and you prepare for it. Also, in the case of this hero, no other skills are enjoyable until you get Darkness – neither Logistics nor Attack; you just wait for Darkness and get nervous. Not for me.

Delab is "beyond Good and Evil." In rush games, if she's not banned, she's still the best. In long games, she's the worst choice. This hero doesn't exist for me; she's permanently banned, so I didn't include her in the list.
7 years ago
Auto-translated
I'll add to that. Nibros is still the best, in my opinion. 1. Best starting skills (I always take Attack + Tactics, with rare exceptions like Blue Boots). In this game, Demons don't have superheroes; synergy is what matters. a) The skill is always essential, unlike Sorcery or Chaos. b) After Tactics, you take Ballistics + Speed, not Reflection like with Marbas, and they constantly shove +2 Defense as a perk. c) With Tactics, you can clear out archers perfectly – it's better discussed in another thread, but briefly: you place single units and block, then the Gate finishes them off. Losing 1-4 dogs is acceptable (unlike some who divide them equally and complain about losses). 2. The specialty allows you to always position on the third tile if desired. It's not always necessary, but against Elves and Necromancers, it can be vital (there was an interesting thread about the Orc vs. Necromancer matchup; I know Fireball's opinion, and the outcome will depend on the random AI). 3. The +1 Luck unit is very useful because, statistically: * +3 Luck for Demons = every fourth attack with Luck. * +4 Luck for Nibros = every third attack with Luck. 4. A point that no one has written about, at least I haven't found it, and I discovered it myself in the game. Nibros is NOT affected by Deadly Misfortune, and the -2 Luck ring, which gives everyone else -2 Luck, leaves Nibros with 0. I think this is because the formula should work like this: a) Let's say, with the opponent's Deadly Misfortune: 1 - 1 = 0 b) With the opponent wearing the -2 Luck ring: 1 - 2 = -1 But in reality, it first subtracts the Luck from the 1, and then adds that same 1 at the beginning of the battle. That is: a) 1 - 1 + 1 = 1 b) 1 - 2 + 1 = 0 The difference between Luck values of -1, 0, and 1 is not just noticeable; it's HUGE. Thanks to this, Nibros can perform well as both a swift attacker and a gatekeeper. Grok – the path of war is needed to find a path; either Marauding or a fast gate, then you can't take Keen Mind. Plus, like Ruthger, it's quite difficult for him at the start, as one person wrote, "you run around a lot, but you can't break through anything" (yes, Teleport and native lands, but it's specific). In general, among the specialist logisticians, Argath is unmatched and is the only one worth paying attention to, in my opinion. The skill itself is very cool, no doubt. Nimus – on the 20th level, he gets an additional Gate Keeper, which is good, but it's a specific late-game gatekeeper. It's suitable for those who like to play 3-month-long maps with 31 levels. Marbas – he would be great if it weren't for Reflection; they shove in an unconvincing Resistance, plus the lack of Tactics-Spell-Machine. Personally, I find it difficult to level up. I mentioned the Staff of Sar-Iss above. I was disappointed in Jezebeth (although I played more for fun from the start) – 50 demonesses on the 7th week are useless, and it's better to focus on skills, but the main thing is not damage; additional defense won't help them; demons are fragile. In general, I was disappointed in the Inferno's creature specialists; that's not our path; the synergy of creatures, the combination of skills, and the favor of Chaos (read: Randomness) are what matter to us. The others are specific; Daleb is for newbies and very small maps (although I would still choose Grol or Nibros there).
User Avatar
4 years ago
Auto-translated
Each Inferno hero starts the game with several skills. These include the "Gate Opening Basics" skill, a unique skill, and a "standard" skill (i.e., one available to any hero of any faction), and possibly one additional ability. Here is a list of all the Inferno heroes (first is the hero's name, then the "standard" skill + ability (if any), and then the unique skill): **Alastor** (Basics of Sorcery + Mana Replenishment; the "Distraction" spell additionally drains 1 mana from the enemy for each hero level). **Grok** (Basics of Logistics + Pathfinding; the hero's movement increases by 5% + 1% for every 4 hero levels). **Grol** (Advanced Chaos Magic; +1 to attack and defense for all hellhounds and cerberuses for every two hero levels). **Jezebeth** (Basics of Sorcery + Arcane Knowledge; +1 to attack and defense for all succubi and demonesses for every two hero levels). **Daleb** (Advanced Machine Management; the ballista fires a fireball in addition to its normal effect). **Marbas** (Basics of Defense + Dodge; all creatures in the army gain magic resistance of 5% + 1% per hero level). **Nibros** (Basics of Offense + Tactics; +1 to luck for all units, and the enemy cannot use tactics). **Nimus** (Basics of Luck + Magic Resistance; the number of summoned creatures using the Hell Gate skill increases by 1% per hero level). Now you need to choose the best hero from these, the one that will help you defeat any opponent. Let's just think logically... In my opinion, the most useless hero is Nibros. +1 to luck is not significant (the Luck value can range from -5 to +5), and his Tactics ability is also useless; we can do without it. I don't think your opponent will suffer much from this ability either. Alastor drains 1 mana for each level. The realistic level in a network game that can be achieved is around level twenty (only once did my real opponent manage to level up a hero to level 24, and only on a "very large" map). This hero is not that important, as imps can completely replace him. The next two contenders for elimination are Grol and Jezebeth. Focusing on a single unit, even a very valuable ranged unit, is not profitable. Marbas and Nimus are very good heroes. At the very beginning of the game, the effect of their abilities will be minimal and almost invisible to you. But in the middle of the game, they will have their say. Unfortunately (or maybe fortunately), Demons don't like to wait, so we reject them too. Grok. Logistics is a good thing. If you level up this hero to level twenty and further develop Logistics to the expert level, he will move 40% more than the opponent. Very tempting, but Grok is still not my choice. **Only one hero remains, my chosen one – Daleb. You might say that focusing on Combat Machines in "Heroes" is something unimaginable? If you think so, I can argue with you.**
User Avatar
2 years ago
Auto-translated
Hello, I am playing as Marbas, Grok (carries resources), Jezebel, and Kha-Beleth (on my map).

Statistics

Welcome our newest member: recijeb

Users Online 2 users 1183 guests