The Inferno has received a plethora of buffs to bring its strength and versatility in-line with the other core factions. The addition of Gating, an alternative set of Level 6 units, and multiple casters gives the faction more unique creatures and strategies that provide alternate routes to victory besides Demon Farming.
All Inferno creatures are considered Demonic. They receive -25% Damage from Fire Magic spells and +25% Damage from Light Magic spells.
The Imp line can now fly, with the upgrades becoming plentiful disruption-focused units with their ability to strike and return.
The Gog line has received a minor health buff, with Magogs now dealing slightly more Damage than previously. Players must now decide between the Magog's consistent AOE attacks and the powerful burst casts of the Amalek, the latter of which favours shorter combats facing creatures without magical or fire-based immunities.
The Hell Hound line remains largely unchanged besides the Cerberus receiving a minor Attack and Defense shift. Fire Hounds are a useful solution for attacking enemy shooters placed behind guards, and have a higher potential damage output than Cerberi.
The Demon line has received a decent buff with Horned Demons ignoring 30% of enemy Defense, ensuring that Demon Farming remains a viable and powerful strategy if done well. The choice between Horned Demons and Gore Demons comes down to the player's enemies: Horned Demons scale better against targets with higher Defense, whereas Gore Demons gain up to 24% (without Speed buffs) increased Damage and can be used to greater effect against smaller targets.
The Pit Fiend line has received minimal stat changes to ensure that upgrading from Pit Fiends is more impactful, resulting in Pit Fiends receiving a minor nerf and Pit Lords receiving a minor buff. Pit Spawn are powerful casters that forego their ability to summon Demons to decimate groups of enemies with ease, giving Inferno another way to deal heavy damage at range.
The Efreet line has received buffs to Efreet and Efreet Sultans' Fire Shield passives, increasing the level of Fire Shield each creature has by one. They have had their costs adjusted as a result of this buff. Efreet Sufis are Master Genies' parallels as they can cast a myriad of negative spells while still hitting hard if necessary.
The Hell Steed line is a new set of alternative Level 6 creatures that one may recognise from In the Wake of Gods, but they have been greatly changed from their original appearances. They fill a different combat role than Efreet; they are not siege units (unless the player Teleports them behind enemy lines), but are instead tanky brawlers like other horse-based units. The Hell Steed and Hell Stallion's breath attacks provide effective ways to deal with neutral combat quickly and effectively, and the global debuff that Hell Stallions provide ensures that the player's Fire Magic spells truly melt their opponent's units. The Nightmare's passive Fear ability almost guarantees that, in combats with many enemy units, some of their turns will be skipped. Their Death Stare provides a fantastic way to deal with higher level enemy units, making enemies rely on their tactical prowess to effectively deal with them without suffering losses.
The Devil line has received a poignant buff to all units' Damage ranges. The Devil's Attack and Defense are now equal, and the Arch Devil now prioritises Attack over Defense. Arch Demons are a strong Defense- and Health-based summoner, making up for their lower Attack by giving heroes a potential 8th stack of units without ever having to cast a spell themselves. 1 Arch Demon gates 6 Demons, which effectively grants the player a Citadel's quantity of Demons per Arch Demon cast. Given that 2 Arch Demons are available per week once the Castle is built, this effectively results in the number of usable Demons jumping from 8 per week to 20 per week if Arch Demons are used in combat.
Demonic.
Flies.
Attack 2
Defense 3
Shots -
Damage 1–2
Health 4
Speed 5
Move Flying
Size 1
Growth 15 (+8)
AI Val. 55
Fight Val. 55
Cost 55
Attack 4
Defense 4
Shots -
Damage 1–2
Health 4
Speed 7
Move Flying
Size 1
Growth 15 (+8)
AI Val. 75
Fight Val. 75
Cost 65
Attack 3
Defense 3
Shots -
Damage 1–2
Health 4
Speed 7
Move Flying
Size 1
Growth 15 (+8)
AI Val. 75
Fight Val. 75
Cost 65
Imp:
Move Ground → Flying
AI Value 50 → 55
Fight Value 50 → 55
Cost 50 → 55
Familiar:
Move Ground → Flying
AI Value 60 → 75
Fight Value 60 → 75
Cost 60 → 65
Demonic.
Shoots.
Attack 6
Defense 4
Shots 12
Damage 2–4
Health 15
Speed 4
Move Ground
Size 1
Growth 8
AI Val. 165
Fight Val. 150
Cost 125
Attack 8
Defense 4
Shots 24
Damage 3–5
Health 15
Speed 6
Move Ground
Size 1
Growth 8
AI Val. 300
Fight Val. 250
Cost 175
Attack 6
Defense 6
Shots 24
Damage 2–4
Health 18
Speed 6
Move Ground
Size 1
Growth 8
AI Val. 300
Fight Val. 250
Cost 175
Gog:
Health 13 → 15
AI Value 159 → 165
Fight Value 145 → 150
Magog:
Attack 7 → 8
Damage 2–4 → 3–5
Health 13 → 15
AI Value 240 → 300
Fight Value 210 → 250
Demonic.
Attack 10
Defense 6
Shots -
Damage 2–7
Health 25
Speed 7
Move Ground
Size 2
Growth 5 (+3)
AI Val. 357
Fight Val. 275
Cost 200
Attack 12
Defense 6
Shots -
Damage 2–7
Health 25
Speed 8
Move Ground
Size 2
Growth 5 (+3)
AI Val. 392
Fight Val. 308
Cost 250
Attack 10
Defense 8
Shots -
Damage 2–7
Health 25
Speed 7
Move Ground
Size 2
Growth 5 (+3)
AI Val. 315
Fight Val. 315
Cost 280
Cerberus:
Attack 10 → 12
Defense 8 → 6
Demonic.
Attack 10
Defense 10
Shots -
Damage 7–9
Health 35
Speed 5
Move Ground
Size 1
Growth 4
AI Val. 445
Fight Val. 445
Cost 250
Demonic.
Ignores 30% of enemy Defense skill.
Attack 10
Defense 10
Shots -
Damage 7–9
Health 40
Speed 7
Move Ground
Size 1
Growth 4
AI Val. 550
Fight Val. 550
Cost 350
Demonic.
Jousting bonus (3%).
Attack 12
Defense 10
Shots -
Damage 7–9
Health 35
Speed 8
Move Ground
Size 1
Growth 4
AI Val. 550
Fight Val. 550
Cost 350
Horned Demon:
Speed 6 → 7
AI Value 480 → 550
Fight Value 480 → 550
Demonic.
Attack 12
Defense 12
Shots -
Damage 13–17
Health 40
Speed 6
Move Ground
Size 1
Growth 3
AI Val. 730
Fight Val. 730
Cost 450
Demonic.
Summons Demons from a dead ally once per battle (50 Hit Points per Pit Lord).
Attack 13
Defense 13
Shots -
Damage 13–17
Health 50
Speed 7
Move Ground
Size 1
Growth 3
AI Val. 1240
Fight Val. 1080
Cost 700
Demonic.
Spellcaster: 2x Basic Meteor Shower (75% Power).
Attack 14
Defense 12
Shots -
Damage 13–17
Health 45
Speed 8
Move Ground
Size 1
Growth 3
AI Val. 1240
Fight Val. 1080
Cost 700
Pit Fiend:
Attack 13 → 12
Defense 13 → 12
Health 45 → 40
AI Value 765 → 730
Fight Value 765 → 730
Cost 500 → 450
Pit Lord:
Health 45 → 50
AI Value 1224 → 1240
Fight Value 1071 → 1080
Attack 16
Defense 12
Shots -
Damage 16–24
Health 90
Speed 9
Move Flying
Size 1
Growth 2
AI Val. 1750
Fight Val. 1475
Cost 950
Attack 16
Defense 14
Shots -
Damage 16–24
Health 100
Speed 13
Move Flying
Size 1
Growth 2
AI Val. 2400
Fight Val. 1850
Cost 1200
Demonic.
Flies.
Immune to Fire Magic.
Natural Fire Shield (Basic).
Spellcaster: 3x Random negative spell (6 Power).
Attack 18
Defense 12
Shots -
Damage 16–24
Health 90
Speed 14
Move Ground
Size 1
Growth 2
AI Val. 2250
Fight Val. 1850
Cost 1200
Efreeti:
AI Value 1670 → 1750
Fight Value 1431 → 1475
Cost 900 → 950
Efreet Sultan:
Health 90 → 100
AI Value 2343 → 2500
Fight Value 1802 → 1850
Cost 1100 → 1200
Attack 15
Defense 15
Shots -
Damage 18–22
Health 100
Speed 7
Move Ground
Size 2
Growth 2
AI Val. 1800
Fight Val. 1500
Cost 1100
Demonic.
Immune to Fire Magic.
Natural Fire Shield (Basic).
Enemy units take 25% increased damage from Fire Magic spells.
Attack 17
Defense 17
Shots -
Damage 20–24
Health 120
Speed 9
Move Ground
Size 2
Growth 2
AI Val. 2650
Fight Val. 2500
Cost 1500
Attack 19
Defense 15
Shots -
Damage 22–26
Health 110
Speed 9
Move Ground
Size 2
Growth 2
AI Val. 2650
Fight Val. 2500
Cost 1500
Attack 20
Defense 20
Shots -
Damage 30–50
Health 160
Speed 11
Move Teleporting
Size 1
Growth 1
AI Val. 5450
Fight Val. 3875
Cost 2750 + 1M
Attack 30
Defense 25
Shots -
Damage 30–50
Health 200
Speed 17
Move Teleporting
Size 1
Growth 1
AI Val. 7600
Fight Val. 5500
Cost 5000 + 2M
Demonic.
Teleportation.
-1 enemy Luck.
No enemy retaliation.
Spellcaster: 1x Advanced Gate Demons (200% Power).
Attack 20
Defense 30
Shots -
Damage 30–50
Health 250
Speed 16
Move Teleporting
Size 1
Growth 1
AI Val. 7600
Fight Val. 5500
Cost 5000 + 2M
Devil:
Attack 19 → 20
Defense 21 → 20
Damage 30–40 → 30–50
AI Value 5101 → 5450
Fight Value 3759 → 3875
Cost 2700 + 1M → 2750 + 1M
Arch Devil:
Attack 26 → 30
Defense 28 → 25
Damage 30–40 → 30–50
AI Value 7115→ 7600
Fight Value 5243→ 5500
Cost 4500 + 2M → 5000 + 2M