Controversial, potentially, but TH10 always did feel like the final, true Town Hall, with the ultimate defense. The Inferno Tower remains the most powerful defense, unchallenged, with X-Bows being the 2nd most essential. Makes one nostalgic, back to the days when TH10 was Max, and CoC revolved as it should.
I do not agree. In th13, the scattershot is stronger than infernos, th 11 eagle artillery is as strong as the infernos and th 15 the spell towers are stronger too (tho the need other defenses around to show their true strength). Infernos are extremely strong through every town hall, but they are not the strongest defenses from the th 13 on
@@valentines9181It’s all a matter of perspective. There was a short period where TH8 was max, and of course TH9, but TH10 was one of the more notable droughts between TH releases, so therefore I think its signature defense in the inferno sticks out to most people because a lot of veterans hated TH11 at launch and quit shortly after. Looking back, there was a good period where all we had was infernos and xbows. ST’s, Mono, etc are all arguably better, but take into account the context
@@Lucasifiiit’s so funny you say that. I just redownloaded the game after getting my account back after 8 years, and that’s exactly how it played out back then. I was a max TH9 about to go to 10, but I had a few walls left- when TH11 dropped, literally my entire fucking clan quit LOL all the TH10s hated 11, and we were all so bored. And Clash Royale we went. I’m 22 now, so it’s weird to see all that has changed.
Use 1 equake(5) and 7 lightning(8) spells to get rid of a scattershot. If lightning is level 9, you can destroy any non supercharged scattershot with this combo. Also if level 9 lightning, you only need 6 lightning spells and 1 equake to kill a scatter shot
@@aidans666 the thing that makes it annoying is that when you freeze/ invis your troops to interrupt rhe single, it stops the ramp up of damage so you get more time than given by the spells... But with the monolith it just has so much range, health and does % damage, deleting tanks and heroes if you ignore it. If you see a purple beam you know you messed up. But on the bright side, skeleton spell does a good job of distracting it for some time... But if you mess up the timing with skeleton spell you're cooked... Sometimes even this doesn't work because the base has scatter, poison tower or some other splash behind it where you can't reach and they delete the skeletons... And the monolith even tho it's single target, shoots pretty fast... I mean it has good attack speed even though it doesn't look like it... You'll feel it when you're facing of against it...
I feel like Inferno is only a problem in Multiplayer Battles, and that’s why it gets so much hate. On Clan Wars (and Revenge and Friendly Battles), it’s less of a game-changer since you can see the base layout before you attack. In Multiplayer battles, there’s no real warning of what your opponents base is. The type and placement of infernos can be the difference between winning or losing, since the different Inferno Types counter different types of troops. If your dragon spamming 3 Single targets, your cooked. If your Witch-Goleming 3 Multis, your cooked. Whereas in Wars, you can configure your army to work around the Infernos.
Before they added equipment to the Heros the Multi Target Infernos were a threat even for the heroes. The Barbarian King aswell as the Archer Queen had only the Puppets as their ability (Aswell as invis and Rage, but they dont matter in this case) so when you used your Hero ability in front of a multi target infernos tower your „ability troops“ only got melted by them.
As TH12 player right now, I personally always tries to get rid of 2 infernos in my attack while using dragon baloon. I brought 10 Lightning, 2 Earthquake, and 1 Poison for my spells and Giant Arrow for the queen. Try to align it so that your giant arrow hit atleast 2 Infernos + 1 or 2 Air Defense. You can finish both inferno off with earthquake and 1 lightning. Alternatively, Giant Arrow on 2 air defenses, then earthquake lightning 2 infernos out, with any air defenses as a bonus. Common less-enginereed bases usually have good earthquake zap value. So this tactic is very good to ensure 3 stars by eliminating infernos
The inferno towers did get a buff. They gain the ability to prevent healing. They eventually got rid of it, but they did get a buff at one point to stop hog army’s.
the early townhalls below th 13 inferno tower is still bearable although there are 2-3 infernos already but th 12s and th 11s have the zap witch to tear down a base, spell composition is that 8 lightnings and 2 earthquakes divide those into 2 and u can tear down 2 infernos and the base is easy unlike th 13s above that trick wont work any longer and if people look at th 14s multi target inferno the beams are increased from 5 to 6 which can defend much better against swarms
I actually experienced the anti heal mechanic back in the day, freezing the multi infernos was the meta, because it could fully stop your goho strats from healing in healing spells.
Someone needs to teach this guy about iambic pentameter every time he ends a sentENCE he goes UP to like totally PUT some sort of empHASIS on his speaKING 😂 OMG 😱
while single target, they demolish high health troops like heros, golems, lava hounds, dragons (of most kinds) and others. these are the cornerstones of many teams. multitarget meanwhile can ruin any spam attacks like balloons, giants, barbs, hogs, goblins, archers, witches, wizards and they are always very well protected.
it's because the inferno tower is unlocked and most encountered fairly new to your way into the game whereas the monolith you'd need to have played for a long time to even see one
i think monolith and invisibly and poison spell on the spell tower is the most strong and annoying defense in the game if you dont have a proper plan or spells to stop them they can completely ruin your attack
If Spongebob is a sponge, and sponges are asexual, then how does Spongebob have 2 parents? Is he adopted? His parents also have a darker color than Spongebob himself, making it even more likely that he's adopted
The only thing i hear in this video is that people are getting angry because they don't know how to play the game. Stop doing the same attacks everyone else is doing. This is a strategy game. If u can't figure out an attack to do and u need to do the same attacks, everyone else and there mama is doing. Then this game is not for u.
There was a time when they were hated by everyone indeed. They used to cancel the healing effect, cause the highest amount of damage besides the X-Bows, and stick to the King 'til he dies. Back then, a healing spell used to take 2 spell spaces and last for 3.5 sec at their max (and you can take only 3 or 4 or them, I can't remember). Getting 2 stars against a maxed TH10 used to bring joy and pride to your clan. Nowadays, they are basically just a minor annoyance.
i personally dislike the air sweeper more, its a lot harder to sort of predict the level of blowback to air troops and super annoying, infernos are easy to read and deal with, just bring lightning or freeze spells
you are funny. air defenses are easier to handle with lighting when compared to inferno towers. especially when you get the combo of air defense and air sweeper in the same lightning range.
@@Adir-Yosef also most good bases / cwl bases wont let you get that lightning value / using lightning at high level air attacks is a pretty dumb decision
@@superstitic idk it works well enough at my current TH11, I'm frequently attacking TH12 bases and get that value. two air sweepers or an air sweeper plus air defense, never two air defenses together.
Infernos at this point are only a problem if you run armies of one type (like too many high HP troops against singles) or they lock onto a hero at the wrong moment. My champion gets herself yeeted by too many because of her tendency to run out in front to reach defenses. But after TH12, scattershots and the monolith are much worse to deal with.
This was such a terrible video filled with terrible nonsense tbh. Bro really called the best defence the worst and tried to come up with some stupid reasons to why it’s the case but ended up just confirming that as a defensive building, it is really good at defending. It’s not overpowered either imo, plus most of the complaints could be avoided by simply using a different army while dealing with said inferno tower or just skipping the base or just funnel properly and use spells correctly to get the result u desire. The inferno tower is just there, it us upto u what u wanna do to counter it
To me I don’t think it’s that hated or hard to counter. BUT IF they return it’s OLD ABILITY to NEGATE ANY HEALING and only the eternal tome can protect the attacking army then YES IT WILL BE A NIGHTMARE FOR EVERYONE.
@@malachiaguilar5127 i think he means that the grand warden occasionally switches targets for no reason as he follows a big army to support or something like that
@@malachiaguilar5127 the GW loves to target buildings further than the nearest defence and it gets destroyed by a cannon right next to it while it zaps a spell factory at maximum attack range
@@IronWolf123Are your other troops also about to attack that spell factory or are you deploying him alone? Because he attacks the buildings that your troops are attacking. I personally have never seen something horrible about his pathfinding because attacking the buildings that your other troops is attacking, is what you expect the warden to do.
I think that the max damage the single target should do is 5x the damage output of the low damage beam so it deals the same maximum dps as the multi-target
Dats y spell exist pal!! Choose wisely abt the useful spell in ur army camp like zap / freeze. Dont see here why its hated. Might be u carelessly drop d spell placement or u bad at funneling troops.
the worst defense by far is monolith, huge range, huge dps, huge healthpool and the purple orb literally melts through tankier units faster than single infernos. and in second are scattershots as the splash damage is way too high and the splash radius is too big.
Inferno towers are actually pretty weak. The multis have been nerfed into oblivion and barely do any damage, and the single targets can be stopped with freeze spells, skeleton spells, bat spells, you can also reset the higher damage buildup with lightning spells. The single target infernos are necessary because heroes and e drags would be even more overpowered
Personally as a Th13 in Titan 1, the monolith is what bothers me the most, next to scattershots. I generally do GoBoBaWitch attacks. So, Monoliths and scattershots are a pain in the ass.
I don't even notice them. I always dragon-spam, just kill the air defenses before and don't notice infernos at all. Always three stars. From TH 9 to 14, will not update further.
inferno towers is a pain against e drags if the base is designed in a way that the drags can never fully attack the infernos and they are spread out. Those bases is a nightmare for drag spam.