Boasting an incredible charge-up ability that enables it to do thousands of damage per second, the Inferno Tower is no doubt the king of killing tanks. It starts at a relatively low DPS (5%), but after 2 seconds this powers up with a moderate high DPS (around 20%). After 5 seconds the Inferno is at its peak, with insane damage that will melt even Golems in a matter of seconds.
At Tournament Standard (Level 7) it has 1408 hitpoints and a DPS of 87-(352?)-1,760. <cannot find middle level stat. 352 is an estimate.>
Deploy Time: 1 sec
Hit Speed (between damage pulses): 0.4 sec
Range: 6. (Can hit a Musketeer, but not a Royal Giant.)
Lifetime: 40 sec
Targets: Ground and Air
Currently the Inferno Tower is very strong compared to some other defenses in the game. It pretty much outclasses all of them in some way, its only drawback being its low starting damage. Thus it is the preferred building for countering Beatdown decks.
Counters include the Electro Wizard, Zap, and Lightning, all of which reset the Inferno Tower to its initial damage. Many beatdown decks used Lightning for this as it almost completely kills the Inferno, however it has recently suffered a range nerf.
Zap and Electro Wizard are still viable counters, however these are different as they will not immediately destroy the IT. Thus it could potentially still take down a tank given that the support is distracted with minitanks and swarms.
Is Inferno too powerful?
What do you typically use against it (and how would you react if playing a beatdown deck?)
Is Lightning still a good counter or may other cards be more appropiate?
Do other defenses need buffs to be on par, or are they fine as they are.
Would love to hear your thoughts!
Inferno Tower Balance Thoughts
- What do you think about the Inferno Tower in terms of balancing?21 votes
Large buff  0.00%
Medium buff  4.76%
Small buff  0.00%
No change, it's balanced28.57%
Medium nerf  9.52%
Large nerf  4.76%
All hail TheBlastoise for this awesome new forum!