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Posts from The most effective starting strategy for the Inferno faction.

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I'm also trying it out now... I'm taking Nibrosa. (I've already gotten pretty good at it).
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Grok on large maps, Daleb on small maps.
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Inferno is a very strong faction. It is unlikely that you will be able to make a good sorcerer out of a Demon Lord. Therefore, if your opponent is an avid mage or warlock (for example, a hero from the Academy), do not let him develop a top-tier army. With the Daleba ballista and Logistics, you can cause him a lot of trouble. You should not wait and sit back until the opponent comes to you with a full army and upgraded magic. Playing as Demons is for fast and decisive players who do not like to wait and are eager to tear the opponent apart at the first meeting.
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In my opinion, the most effective starting strategy for Demons involves Delebb, and if Grog appears in the tavern right away, these two can catch the opponent off guard, which is essentially their goal. Demon units often overwhelm the opponent with their high initiative, so the primary task is to exert maximum pressure and deprive the opponent of space on the battlefield. There are also characters like Jezebeth, Grol, and Alastor in the Demon faction, who can become decent Dark or Chaos mages, but this requires effort to acquire spells and knowledge, as well as collect the corresponding artifacts. Creating a phantom works very well. For the late game, I think Nimue is a good choice, as she can overwhelm with sheer numbers, against any opponent. If your opponent is a mage, Marbas can be effective in the late game due to his ability. Overall, the faction is not bad, but in my opinion, the chances of winning in the late game are not as high, especially against defensive builds of Dwarves or Elves, which rely on a solid defense or preparedness. Therefore, it is important to pressure the opponent early on.
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Demons are most likely to acquire Logistics and Offense skills (15%). Battle Machines, Unique skills, and Chaos Magic have a slightly lower chance (10%). Luck, Defense, Sorcery, and Dark Magic have an 8% chance of being added to the hero's skill pool. Very rarely acquired skills include Education, Leadership, Magic of Light, and Summoning (2%). However, your task is not to choose the most frequently acquired skills, but the most useful and effective ones specifically for Demons. As you know, the greatest strengths of Inferno are Hell Gates and Hellfire. Based on this, your hero needs to develop skills that enhance the effect of Hellfire and increase the number of units and reduce the time it takes for units summoned to the battlefield through Hell Gates to appear. Demons have three skills that can potentially enhance the Hell Gates ability, and two more that enhance the effect of Hellfire (in fact, there are more of these skills – I'm just talking about the ones that will be most useful to you and that your hero can easily upgrade). Logistics, Gate Opening, and Luck are skills that can improve Hell Gates during the game. Let's start with Logistics, which is simply essential for the Demon Lord. If you look at the Skill Wheel (I assume you've already downloaded it, but if not, don't worry – I'll explain everything in detail), you'll see that this skill unlocks two very important abilities: Quick Gate Opening and Sudden Attack. The first ability reduces the time required for reinforcements to appear from Hell Gates by 50%, and the second gives the hero the ability to teleport any unit to any point on the battlefield, and the initiative of the teleported unit increases so much that, most likely, the teleported unit will move after the hero's turn. And logistics itself is a very good and useful skill. Luck can help you increase the number of units from Hell Gates. Your hero will have the opportunity to acquire the Wide Hell Gates ability. This ability allows all your units to summon twice as many creatures from Hell Gates as usual, with a 15-30% chance. Gate Opening is a unique skill for the Demon Lord. At the beginning of the game, your units can only summon 25% of their number from Hell Gates. However, if we upgrade Gate Opening to the fourth and final level, the size of the summoned units will be 40% of the summoning units. Chaos Magic and Defense can help you improve Hellfire. Withering Flame is a Chaos Magic ability that increases the damage from the use of Hellfire by 50%. In addition, Chaos Magic enhances the Fireball spell. It can be used not only by the hero but also by Cave Demons and Lords. This is very important! When you upgrade Cave Demons to Lords, they will have a new spell – Meteor Shower. Here, we are somewhat limited – the Lords will only have enough mana for one Meteor Shower or two Fireballs. The choice is yours. Fiery Retribution allows the units of your hero to also inflict Hellfire damage on the enemy during counterattacks. To make it easier for you, I present a linear development for the hero for each skill: 1. Logistics basics -> Pathfinding -> Advanced Logistics -> Quick Gate Opening -> Master Logistics -> Soul Eater -> Sudden Attack. 2. Ghostly Luck -> Soldier's Luck -> Great Luck -> Wide Hell Gates. 3. Defense basics -> Dodge -> Advanced Defense -> Hellfire -> Fiery Retribution. 4. Chaos Magic basics -> Fire Lord -> Strong Chaos Magic -> Hellfire -> Withering Flame. 5. Gate Opening basics -> Hellfire -> Soul Eater -> Advanced Gate Opening -> Master Gate Opening -> Absolute Gate Opening. 6. Machine Management basics -> Ballista -> Advanced Machine Management -> Master Machine Management. The last, sixth skill will change depending on which hero you choose (in this case, let's assume you chose Daleb and the sixth skill turned out to be occupied by Battle Machines). I doubt you will be able to upgrade your hero to this level, but that's not the point – your main goal should be to defeat the enemy, not to upgrade all the useful skills
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Legends of the Ancients (LOTA)
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FedBot13
In my opinion, the most effective early game strategy for the Inferno faction involves using Deleb. And if Grog appears in the tavern right away, these two together can catch the opponent off guard, which is essentially their goal. Inferno units often overwhelm the opponent with their high initiative, so the primary task is to exert maximum pressure and deprive the opponent of space on the battlefield. The Inferno faction also has heroes like Jezebeth, Grol, and Alastor, who can become decent Dark or Chaos heroes, but this requires effort to acquire spells and knowledge, as well as collect the appropriate artifacts. Creating a phantom works very well. In the late game, I think Nimue is a good choice, as she can overwhelm the enemy with sheer numbers, regardless of the opponent. If your opponent is a mage, Marbas can be effective in the late game due to his ability. Overall, the faction is not bad, but in my opinion, the chances of winning in the late game are not that great, especially against defensive builds of Dwarves or Elves, which rely on a solid defense or preparedness. Therefore, it is necessary to put pressure on the opponent early on.
Inferno has a generally pleasant set of heroes. However, without Deleb, there can be difficulties with early game pushes, and the main stack almost always consists of Demonesses, and without variations, and you still have to survive until you get them...
*Of course, I'm talking about the "Hero" difficulty level and when you are given archers or someone else for the mines. What will you do in the first few turns? And what will a Necromancer or even a Dark Knight do, who at least has a Guild on Tier 1 and can quickly build up a ranged unit stack? Even the Order or Horde can find a strong early game stack in the form of archers or Nomadic Centaurs, of course, with the support of a Ballista :D

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