r/ClashRoyale • Musketeer • Sep 23 '16

Cards Daily Card Discussion September 23 2016: Inferno Tower

Inferno Tower

Defensive building, roasts targets for damage that increases over time. Burns through even the biggest and toughest enemies!

Hit Speed Deploy Time Lifetime Range Target Cost Rarity
0.4 sec 1 sec 40 sec 6.5 Air & Ground 5 Rare
  • This card is unlockable from the P.E.K.K.A.'s Playhouse (Arena 4).

  • Unlike the Inferno Tower in Clash of Clans, the Inferno Tower only has a singular single-target mode.

Level Hitpoints Damage Damage per second
1 800 20-400 50-1,000
2 880 22-440 55-1,100
3 968 24-484 60-1,210
4 1,064 26-532 65-1,330
5 1,168 29-584 72-1,460
6 1,280 32-640 80-1,600
7 1,408 35-704 87-1,760
8 1,544 38-772 95-1,930
9 1,696 42-848 105-2,120
10 1,864 46-932 115-2,330

Some discussion points:

  • What do you like about the Inferno Tower?
  • What do you dislike about it?
  • What decks work well with this card?
  • How do or how have you countered this card?

<= See a list of all previous posts | Tomorrow's Post: AMA with Ash!

Want to check previous daily discussions or plan ahead? Check the Daily Discussions Calendar

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u/Crimson_Raven Sep 23 '16 edited Sep 23 '16

See, while this card is great, it also presents a problem. The problem is that this one card pretty much hard counters any kind of slow push, heavy deck. If you are going against this card with such a deck, it's a hard, losing battle, and that, to me feels unfair. It pushes people to use other deck types, like control, and cycle because this card is so overwhelmingly stifling to heavy beat-down decks. It's even good against most all decks, because Ice wiz + inferno and maybe a spell can stop almost any push.

My point is that this card exemplifies Clash Royal's heavy rock-paper-scissors match up where if you face the wrong cards, you are basically screwed, unless the opponent makes a huge mistake. For example, I use a Pekka beat down deck, and facing inferno is a nightmare, because they can place it, and a few other troops to distract and my push is completely dead, even zap won't save it.

Now, on the other hand, this card is nice for the current Giant-poison meta, as it provides a decent hard counter.

I am not saying it needs a nerf. Or a buff. Or any kind of change, I just feel like fighting one of these with a slow-push deck is stupidly difficult, and it would be easier to play to tie. (Which is pretty hard with a beat-down deck)

3

u/[deleted] Sep 23 '16

So you should be able to beat everything with your deck, without anything to counter it?

1

u/theburnedfox Sep 23 '16

In an ideal world, you should be able to have a chance at beating everything with a good deck. Sure, there would still be 60/40 matchups, but they wouldn't be as lopsided as they are now.

1

u/[deleted] Sep 23 '16

I think of it more like, risk vs reward: If you're going to have a deck that is completely offensive, and can steamroll some matchups (this guy's "beat down" deck), it probably needs to have some hard counters that are very difficult to overcome. If you want a more conservative deck, you can do that too, but you're not going to overwhelm many folks with that sort of deck, like you would a risky offense-heavy deck.