Inferno Lord - hero; Fire Imp; plus Inferno dark spell (with synergy)
Inferno Lord (available at TH8)
"What happens when a mage plays with fire..." wielding a miniature Inferno tower, the inferno lord strides into battle leaving a trail of ash and cinder.
Appearance - like a larger version of a level 6 (red cloak) wizard, with skin of cracked lava (like the Lava hound).
**CANNOT be deployed with 2 other heroes** (NB - this would neatly solve the issue of not having both heroes in clan war while a hero is upgrading). Also, can only have 2 heroes defending at any time (3rd hero must sleep).
Initially deploying in multi target mode (5 targets) - with 20 DPS per target (total DPS less than AQ but with benefit of multi targets). Increases at 1 DPS per level. (NB - this is scaled down from the regular Inferno tower which does 30 DPS at level 1 in multi target mode).
Special ability (unlocked at level 5) changes attack to single target mode (locked in single-target mode thereafter). Single target mode does 60DPS initially, rising by 60DPS per second to reach 600DPS after 10 seconds (longer time to ramp up and scaled down damage compared to the regular Inferno tower). Initial damage increases by 10 DPS each ability level - max at ability level 8 reaching 140 initial DPS and 1400DPS final (after 10 seconds).
Hit points - 500 at level 1 - increasing 20HP per level. (i.e. lower health than AQ).
Range - 4 tiles (more than archer @ 3.5 tiles, less than AQ at 5 tiles - and so an Inferno Lord can't walk the base with Healer support staying out of range of air defense (like the AQ walk)).
*************************************** Inferno dark spell
Deals fire damage over time to all units and buildings in area of effect - incl your own units and opponents. (greatly limits its use when your troops are in the area - unlike the poison spell which can be used on top of your own troops).
**Synergy** - does healing to "fire-based" troops....lava hounds, lava pups, dragons, fire imps(*see below), and Inferno Lord. This creates a strategic fork - where if you limit your army comp/ONLY have fire-based troops in an area, the Inferno spell becomes a double edged heal-damage combo that takes half the space of a regular spell. Perfect to support a fiery CC kill squad, or even the leading edge of a lavaloon/dragon attack.
Available at Dark spell factory level 2/TH8. Damage comparable to poison spell, building up over time. Healing for fire-based troops at 66.6% the damage - so for fire troops it's a weak heal over time with a smaller area of effect than a regular heal spell (not too OP).
*************************************** Fire imp - dark troop available at TH8 (along with Inferno Lord).
Basically, like ground-based minions that spit fire (comparable health, DE training cost/time, but doing 50% more damage and taking up 3 housing space - giving them the same DPS per housing space).
Appearance like a minion/lava pup without wings, but with cracked lava skin (like Lava hound). They are fire based troops so they do receive healing from the Inferno Spell (above)...making them ideal for that fiery CC kill squad. But with low health (like minions) they die easily if not supported.