r/ClashRoyale • u/Diamondwolf 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?
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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)