Skip to content

Posts from Ap or Altap

No ratings yet — be the first to rate!
Open
Alt or alt account
47 voters
Multiple choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
User Avatar
11 years ago
Auto-translated
yesterday, I tested it... what I said is true... (I picked the appropriate skills and artifacts)
it's intense... half the army moves across the entire map, and the rest do too... it's impressive...
they eliminate neutrals before their turn even begins (because they move even earlier and more often than Elves and Dungeon)...
it's also difficult for players...
---
*with this development path, the elder demons will be able to jump across the entire map... even behind walls... which will allow the Inferno to enter the battle on the first turn...
In reply to Rainer
User Avatar
11 years ago
Auto-translated
Rainer
I'm surprised that some people write that a defensive build is useless for demons? :eek: It greatly increases defense, which is perfect for demons. ;)
I agree. It unlocks the "Readiness" skill :smile19:, which is very useful for Inferno creatures (especially demonesses and dungeon creatures).
In reply to Azmadon
User Avatar
11 years ago
Auto-translated
Ismail
yesterday, I tested it... what I said is true... (I picked the appropriate skills and artifacts)
it's insane... half the army moves across the entire map, and the rest do too... it's impressive...
they eliminate neutrals before their turn even begins (because they move even earlier and more often than Elves and the Dungeon faction)...
and it's tough for players too...
---
*with this development, the elder demons will be able to jump across the entire map... even behind walls... which will allow the Inferno units to enter the battle on the first turn...
If you give a demon the Staff of the Underworld, a Ring of Swiftness, and a couple more artifacts that boost initiative, they won't even let the enemies take their turn properly.
User Avatar
11 years ago
Auto-translated
You’re talking as if the opponent can’t acquire the same artifacts…
User Avatar
11 years ago
Auto-translated
altarp. especially ifrits.
In reply to Ment
User Avatar
11 years ago
Auto-translated
Ment
You're talking as if the opponent can't take the same artifacts...
They might, but demons are among the most proactive, and only the High Elves can compete with them, so these races with suitable artifacts excel in initiative.
User Avatar
11 years ago
Auto-translated
I agree.

Added 1 minute ago
By the way, thanks for reminding me about the staff.
11 years ago
Auto-translated
I'll let you in on a secret: initiative has the biggest impact on Dwarves. Dwarves with high initiative simply won't let you move.
User Avatar
11 years ago
Auto-translated
Wow, runes weren't enough for them...
I'll check it out.
User Avatar
10 years ago
Auto-translated
I will adjust my choice.
Level 1: Imps
Level 2: Greater Demons
Level 3: Hellhounds
Level 4: Succubi/If I'm taking Dragons or Archangels, then Temptresses
Level 5: Nightmares (sometimes Hell Steeds)
Level 6: Pit Lords
Level 7: Archdevils (or Archdemons... depends on what I need)
User Avatar
10 years ago
Auto-translated
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.
User Avatar
9 years ago
Auto-translated
1 Implings
2 Greater Demons
3 Hellhounds
4 Succubi
5 Nightmares
6 Lords
7 Archfiend
9 years ago
Auto-translated
Well, I'll share my opinion too. It's not just Magistar who should write extensively:D
So, I'll talk about the preference for choosing an upgrade or an alternate upgrade.
1) 70/30 As mentioned Magistar said, sorry for the tautology, the destructive spell of the Cave Lords can be useful, and with the help of Imps, you can cast it endlessly. But I think that Imps are much more useful because you can consider that the school of darkness is a priority in the Inferno castles, and it will not be difficult for a Demon to develop his dark magic, and it is unlikely that a unit's spell will surpass the spell of its lord in power), therefore Imps are more useful. And a full arsenal of dark magic clearly defeats the Fireball and Meteor Shower. Of course, if you have long surpassed a hundred Cave Lords, then their magic is stronger, but in this case, it's strange that your game has dragged on to such an extent.
2) 60/40 Yes, yes, you're not mistaken, and you don't have any glitches. My train of thought is this: let's not take stats into account, the differences are insignificant, except for attack and defense. If we play with an alternate upgrade, then jumping over half the field and dealing increased damage is good, but the downside is the increased damage of the counterattack, and besides, the alternate upgrade (it's like the name of the upgrade and alternate upgrade was mixed up:D) has lower defense, and after jumping an Olympic record, it will remain for stretching, because it won't retreat, and it's a pity to spend a hero's turn on teleporting to move a level 2 unit, all this makes the alternate upgrade less long-lived, and after all, Demons are the main meat of Inferno (not Imps!). And now imagine that you have a surprise attack (it is useless for the alternate upgrade, and it is not so difficult to develop this skill, and if you play as Grok, it's even better), then you can throw upgraded Demons into the enemy's ranks, increasing their initiative, and if you wisely developed the Demon before and pumped up its initiative, then the upgraded Demon will go almost immediately after the hero, and with an explosion, the power of which depends on the number of creatures, it will deal a painful blow, and also block the shooters.
3) 20/80 Here, the Hellhounds clearly win. Even despite the lower attack, hitting three, and then another three with Hellfire, and all for free, and if the hero's ability Hellfire works, then there's also a bonus to the damage, which is very tempting. The third level is not made for defense, so the higher defense of Cerberuses is not impressive.
4) 60/40 As in the case of Hellhounds, the Hellfire also applies to Demonesses, and the chain of shots is very stressful, and physically it is also noticeable, as for Succubi, yes, it's cool to control troops, but don't forget, we have a full arsenal of dark magic, which means we can cast the same control with the hero, and the only shooter can be used more radically when the enemy has two types of shooters.
5) 50/50 Seriously. I can't decide on the choice, since relying only on stats is not entirely correct, you need to take into account the potential of the units, and Nightmares and Hell Steeds have almost the same potential, the difference is that one scares nearby, and the other hits, both at the beginning of the turn. And honestly, I have never observed the effect of these creatures' auras. Therefore, here it is unclear, again, I don't want to rely on stats, there are many factors that go against the stats, and there are fewer factors that go against abilities.
6) 70/30 I don't think I need to explain why the only casters should not be removed from the squad. I will only say that it is more important to remove the extra lives of high-level creatures for the 6th level of Inferno, since they can be bred by cloning and summoning, well, and with the Archdevil, a bunch of Cave Lords, who will not give the enemy peace. But it is important! It makes sense to take Cave Goblins when fighting against the Academy and Necropolis. And so, to destroy numerous low-level creatures, there are Demons, Hellhounds, and partially Demonesses.
7) 80/20 I think Archdevils are better, because capturing an Archdemon is extremely doubtful, and there are few cases when it will be useful, especially since after activating the ability, it ends its turn, which is not very good for a pumped-up level 7 creature. But Archdevils, especially if you play against Necropolis, are good, not counting the superiority in speed compared to the Archdemon, the destruction of corpses prevents them from being resurrected, a kind of replacement for the hero's Corpse Consumption, which is more useful than a hook.
Phew, that's what I said. I drew conclusions based on personal experience, and a little on other people's opinions and strategies, don't be offended if my ratios upset you.
User Avatar
9 years ago
Auto-translated
Cypher
You also need to consider the potential of the units, and Nightmares and Hellhounds have almost the same potential. The difference is that one scares nearby and the other attacks, both at the beginning of the turn.
They both attack and can scare.
Cypher
Archdevils are good, especially when playing against Necropolis, not counting the speed advantage over Archdemons. Destroying corpses prevents them from being resurrected, it's like a substitute for the hero's Corpse Consuming ability, which is more useful than a hook.
Archdevils can consume corpses, or am I misunderstanding something? If you're talking about raising Cave Lords, it's only from their own fallen units, not enemy units. So they don't replace Soul Eater in any way.

Statistics

Welcome our newest member: recijeb