Inferno Tower/Home Village

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"Set the Inferno Tower's Dark Elixir fueled flame to build up unbelievable damage to single targets, or to constantly roast multiple targets at once."
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Single-Target Mode
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Multi-Target Mode
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
==Summary==
*The Inferno Tower is a unlocked at Town Hall level 10 that shoots a stream of flame that burns through even the thickest armor, or can be set to multiple targets at once. It can be set to single-target or multi-target.
**In single-target mode, the Inferno Tower causes progressive damage to a single-target. The longer the tower stays focused on the same target, the bigger the beam grows and therefore, the more damage it deals. Its damage is low when it has newly locked on to a troop, but its flame starts overheating after the first 2 seconds, increasing its damage over time. The next 4 seconds triggers its maximum overheating state, siphoning health quickly thereby making it most effective against very high-health troops. However, in this mode, the Inferno Tower can be overwhelmed by large groups of weaker units, such as Archers.
**In multi-target mode, the Inferno Tower's overheat is compromised for hitting multiple targets. It projects multiple beams that cause constant damage over time to several targets simultaneously, without any overheating. This makes it ideal against swarms of low-health troops but is much less effective on higher-health troops.
*Similar to the , Eagle Artillery, and Scattershot, the Inferno Tower must be reloaded periodically. This is done for free automatically whenever the player logs in. However, if the Inferno Tower continues firing its ammunition without reloading, it will eventually run out of ammo and not attack.
**It takes 2 minutes and 8 seconds for one Inferno Tower to unload all of its ammunition.
*The Inferno Tower does not have a favorite target, nor does it deal more damage to any particular troop. However, in single-target mode, it deals more damage on average to troops with higher hitpoints, due to its progressive DPS.
==Strategies==
===Defensive Strategies===
*The Inferno Tower in single-target mode is weak against large numbers of low-health troops. Make sure the Inferno Tower is within range of a Mortar, Wizard Tower, and/or so that it is adequately defended.
*When set to single-target mode, it is tailor-made to destroy high hitpoint troops, such as Dragons, P.E.K.K.As, and Golems. As such, it is a perfect complement to a Wizard Tower, which is very effective against large numbers of weaker troops but struggles against those with high health pools. Positioning these two structures close to each other can substantially improve the survivability of both structures (and the rest of your base).
*You can put a Scattershot near the single-target Inferno Tower so that the Inferno Tower can pick off a tank or a hero while the Scattershot will just destroy swarms of low health units at once.
*The multiple-target mode can be used to easily overwhelm groups of lower-health troops.
**You can place it near storages to help stop Goblins from severely damaging them.
**If you choose to place it outside the core of your base, placing it in a range of the outer layer s can stop Wall Breakers from breaking them.
**It can also prove effective against Balloons, since Lava Hounds cannot fully tank for a multi-targeting Inferno Tower unless five (or six at level 8 and above) of them are used at once.
*Keep Inferno Towers separated from other important defenses, such as each other and the Eagle Artillery. If they are placed too close, a single Freeze Spell or Overgrowth Spell could freeze them all, or both will get destroyed by the ZapQuake.
*As each mode possesses a different advantage, it is advisable to place them in range of each other.
*Use the fact that they are 2x2 to hide them in pockets or smaller islands. Try your best to make them harder to reach.
*If you have a large clan name on your Clan Castle, you can put it near the Inferno Tower so it will block the Inferno Tower's mode.
**Some names may not fully cover the Inferno Tower mode though, so this means that if a smart player looks very closely at the bottom portion, it is most likely set to either a single-target or multi-target.
**Also, since the June 18, 2024 update, the Tactical Overview allowed the players to check the Inferno Tower modes, even if it is covered by the Clan Castle.
*Putting a Tornado Trap inside the range of a single-targeting Inferno Tower can suck high-health troops such as P.E.K.K.As or Dragons can let the Inferno Tower destroy them as the troops cannot move.
===Offensive Strategies===
*This structure (especially in single-target mode) wreaks havoc with the most common offensive strategies where heavy units go in first to distract with light units following behind them. Letting your heavy troops get in range of it when it is set to single-target Spells certain doom for them, even high-level Heroes.
*You can use Freeze Spells or Lightning Spells to stop a single-target Inferno Tower from piling up massive damage to a high-health troop. Doing so will not only stop the flames of the tower, but also reset its damage progression so it'll have to build up damage again. If the Archer Queen is being targeted by a single-target Inferno Tower, using her Invisibility Vial works equally well, as the tower will no longer be able to target the Queen when she's invisible. 
**If the Archer Queen has Frozen Arrow equipped, this can be used to slow down the tower to a certain extent, but once its damage output is maximized, there is little than can be done to save her from being defeated unless her Invisibility Vial has been activated or if the tower has just begun targeting her.
*Pets like Diggy or Frosty, combined with the Barbarian King, Archer Queen or Royal Champion, are an effective counter to single-target towers, and can make quick work of them, provided that both the Hero and the Pet(s) are present. Diggy can temporarily stun a tower, while Frosty can slow them down with its Frostmites. This way, the tower can be easily taken care of as long as there are not any other single-target towers or other powerful defenses in the area.
*Small troops are stronger against the Inferno Tower in single-target mode, as its sluggish retargeting time makes it very weak to swarms. Even Skeletons can pose a threat to it. Golems and Lava Hounds get destroyed in seconds in this mode, but if you surround it with small troops such as Archers and Barbarians it can be defeated very quickly. In single-target mode it can only target one unit at a time, so spreading out the attacking units is not an issue (unless a Wizard Tower, Bomb Tower, or Mortar is nearby).
*You can tell if an Inferno Tower is in single or multiple target mode by looking at its top. If it has flames coming out of a flat ring, it is in single-target mode; if it has multiple small pentagonal holes from a hollow dodecahedron frame, it is in multiple-target mode.
**Players can deliberately join a clan with a long name and put one Inferno Tower to the left of the Clan Castle to use the clan name to mask the mode of the Inferno Tower.
***However, the most long names may not fully cover the Inferno Tower's mode, as a smart player can easily identify the mode by looking closely at the bottom.
***Since the Tactical Overview feature was added in June 18. 2024, masking the Inferno Towers' modes behind the clan name will be useless, since the player will be able to view the modes of the Inferno Tower.
*The visual difference between a loaded and empty Inferno Tower is very obvious. A loaded-tower glows brightly with lava and flame, while an empty one is unlit.
*It takes 3 level 9 Lightning Spells to take down an initial level Inferno Tower. Bringing a pair of this combination can take out both Inferno Towers against Town Hall 10s.
*The Grand Warden's Eternal Tome can protect a tank troop from being severely damaged by a single-target Inferno Tower. However, the ability does not reset the Inferno Tower's damage unless the troop leaves the Inferno Tower's range or if the player drops Lightning Spells or Freeze Spells at the Inferno Towers.
*Using a Healing Spell can effectively negate damage done by a multi-targeting Inferno Tower, however, a single-targeting one will quickly outpace the spell's pulse rate and healing capability.
*Like the , Eagle Artillery, and Scattershot, defense targeting troops will still attack an empty Inferno Tower. If it is empty, it will be dark and will have no fire lighting it up.
==Upgrade Differences==
The Inferno Tower undergoes significant visual changes at all levels.
*When initially constructed, it is a tall, narrow tower of jagged obsidian straddling a circular pool of lava separated by three legs connecting the side of the tower to the rim of the pool. At the top is a circular platform with three spokes corresponding with the location of each leg, and a lens glowing orange and red in the middle, the shape of the lens is a flat ring in single-target mode and is a hollow dodecahedron in multi-target mode. A rectangular-shaped Dark Elixir reservoir is mounted on the leg to the right.
**At level 2, the lens themselves become red and emits fire. The legs become gilded at the bottom, they and the spokes are covered by a continuous red strip at the middle. All other obsidian parts become gilded.
**At level 3, each spoke and leg gain a black metal plate with two golden spikes placed vertically, with the metal plates for the spoke has two steps.
**At level 4, the gilded platform holding the lens becomes bigger and gains thin layer, the gilded rocks at the base turns into a cylinder and covered with a layer of rough gray stone. The spokes merged with the plate, with its inner layer of the spoke plate becoming red like the strip. The legs are also merged, becoming bigger and curve in. Each spoke gets a golden chain connecting to the leg below. The spikes on all of the plates move to the side to make space for the chain.
**At level 5, around the lens, the rock platform glows orange. The spoke plates change to white stone, and the inner layer become gray. A circle of smooth stone blocks are inserted into the ground near each leg acting as a foundation.
**At level 6, the heated area of the rock now becomes another lava pool and flows down the spoke plates, which replaces the chains. The gilded pillar holding the lens is narrower in the lava pool and is surrounded by two halves of a gold ring. The circular platform is made of dark gray metal. The spoke plates are divided vertically, with the top layer being a lighter gray metal and the bottom one being darker and extends outward more, both having a groove in the middle to guide the lava flow. On the side of the platform between each plate has a crown-shaped plates. The last bit of gilded rocks at the bottom is now covered by an electric coil that has a forked wire connects to the top, presumably powering the pump for the lava, the pillar behind glows a dull red. The layer of rough stone around the cylindrical base and its gilded layer on the base is removed, with a protruding light gray metal bit under the coil and a piece of dark gray metal in the lava. The smooth stone block foundations near the legs are removed, the legs are replaced with dark gray metal and left a groove in the middle for catching the flowing lava. The bottom of the legs have curved piece of metal with a pentagonal bolt in the middle.
**At level 7, the dark gray metal platform is now icy blue metal with two deep green plates covering the side at the bottom except for the corners, replacing the golden crown plates. The spoke plates are made of purplish gray metal, two purple metal piece on top of it, and two deep green spikes on the side of the spoke plate, one on either side of the lava. The pillar replaces the wire and coil with trapezoidal lava tubes that have rings to hold them in place, with a ring of icy blue metal then purple metal at the bottom. The light gray metal protrusion is replaced with icy blue metal. The legs have a deep green spike on the slanted side. The bottom metal piece is flattened, and its middle is layered with a piece of deep green metal plate, replacing the bolt.
**At level 8, the platform has become more triangular, the icy blue metal platform is now a thin layer of green metal, then a thin layer of purplish black stone, and mainly purplish gray metal. The spoke plates are now bigger and get wider further away from the center instead of parallel. It is a solid piece of purplish black stone without layers, the spikes are replaced with gold lining starting from the side and turns downward at the front, and the lava flowing down is wider. The pillar lava tubes and the rings of icy blue and purple metal are replaced by layers upon layers of gold bands, separated by the connections between the spokes and the legs. The ice blue metal protrusion on base is replaced with gold linings, and the dark gray metal in the lava turns into gold and becomes bigger. The legs are made of purplish black stone, with the part behind the lava flow being taller with an inner layer of green metal on top of the gold around the base. The slanted side has a steeper slope and the spikes are removed. The bottom plates are merged with the leg, made of the same material with the gold lining pattern.
**At level 9, the green metal platform is now purple, with a layer of gold then purple metal again. The spoke plates get smaller the further away from the center which make the platform's triangular silhouette even stronger, the gold lining is removed, and the plate is divided vertically again with the upper part being purplish black metal and lower being purplish gray stone. The pillar is red, with the segmented silver triangular prism replacing the gold bands, separated by purple supports. The gold and black stone with gold lining of the base is replaced with a wider purplish black metal cylinder with a layer of gold in between. The inner part of the legs have a purple metal triangular prism on top of purplish gray stone leg, being much shorter and the slanted side has a gradual slope, the bottom plates are a two-step purplish black metal.
**At level 10, the fire coming out from the lens is much larger. The lens now has a inner metal layer and the pillar holding it up is golden with a full ring made of gray stone surrounding it. The purple metal platform is now white stone with its corners dulled, the lava pool is slightly covered by gray stone forming another triangular silhouette. The upper part of the spoke plate is made of red wood surrounded by brass strips on the side, both connecting to the stone ring; the lower part is made of rough greenish-gray stone. The brass strips and lower layer are split to allow the lava to flow down. The pillar is now made of red wood trunk, with square shaped ones that have brass bands at the bottom above the legs; roots and branches spread from it, covering the spoke plates and legs. The base is replaced with two layers of gray stone, and the upper one has a hold to allow another avenue for lava to flow out to the pool. The leg and the slanted side are tighter as tree roots surround it, they are made of greenish-gray stone. The bottom plate has two layers, the top layer is made of red wood and bottom is greenish-gray stone. two brass spikes are placed on the side between the layers; a thick brass piece is embedded on top of the red wood around the flowing lava to protect it.
*The appearances and behavior of the beams change in certain conditions and at certain levels.
**At level 1, the inferno beams are curvy and have a shadow of smoke surrounding them. The single-target beam gets bigger as it charges up while three light beams are emitted from the lens with a sound effect, with the second charge having a higher pitch. 
**At level 3, the inferno beams of both modes are now bigger.
**At level 8, multi-target mode gains an additional beam.
==Statistics==
Single-Target Mode
Level	Damage per Second	Damage per Second	Damage per Second	Damage per Hit	Damage per Hit	Damage per Hit	Hitpoints	Cost 	Build Time	Experience Gained	Town Hall Level Required
Level	Initial 	After 1.5s 	After 5.25s 	Initial 	After 1.5s 	After 5.25s 	Hitpoints	Cost 	Build Time	Experience Gained	Town Hall Level Required
1 	30 	80 	800 	3.84 	10.24 	102.4 	1,500 	1,500,000 	2d 	415 	10
2 	35 	100 	1,000 	4.48 	12.8 	128 	1,800 	2,000,000 	2d 12h 	464 	10
3 	40 	120 	1,200 	5.12 	15.36 	153.6 	2,100 	3,000,000 	3d 	509 	10
4 	45 	140 	1,400 	5.76 	17.92 	179.2 	2,400 	3,400,000 	4d 6h 	605 	11
5 	50 	150 	1,500 	6.4 	19.2 	192 	2,700 	4,200,000 	5d 	657 	11
6 	55 	160 	1,600 	7.04 	20.48 	204.8 	3,000 	6,500,000 	7d 	777 	12
7 	65 	180 	1,800 	8.32 	23.04 	230.4 	3,300 	10,500,000	8d 6h 	844 	13
8 	80 	210 	2,100 	10.24 	26.88 	268.8 	3,700 	12,000,000	9d 18h 	917 	14
9 	100 	230 	2,300 	12.8 	29.44 	294.4 	4,000 	19,000,000	11d 	974 	15
10 	120 	260 	2,600 	15.36 	33.28 	332.8 	4,400 	22,000,000	14d 12h 	1,119 	16
Multi-Target Mode
Level	Damage per Second per Target	Number of Targets	HP 	Cost 	Build Time	Experience Gained	Town Hall Level Required
1 	30 	5 	1,500	1,700,000 	2d 	415 	10
2 	35 	5 	1,800	2,000,000 	2d 12h 	464 	10
3 	40 	5 	2,100	3,000,000 	3d 	509 	10
4 	45 	5 	2,400	3,400,000 	4d 6h 	605 	11
5 	50 	5 	2,700	4,200,000 	5d 	657 	11
6 	55 	5 	3,000	6,500,000 	7d 	777 	12
7 	65 	5 	3,300	10,500,000	8d 6h 	844 	13
8 	80 	6 	3,700	12,000,000	9d 18h 	917 	14
9 	100 	6 	4,000	19,000,000	11d 	974 	15
10 	120 	6 	4,400	22,000,000	14d 12h 	1,119 	16
===Supercharges===
These additional levels can be attained at Town Hall 16 once the maximum level of the building has been attained. These Supercharges will be removed when a new level is added.
Charge Level	Damage per Second	Damage per Second	Damage per Second	Damage per Hit	Damage per Hit	Damage per Hit	Hitpoints	Cost 	Build Time	Experience Gained	Town Hall Level Required
Charge Level	Initial 	After 1.5s 	After 5.25s 	Initial 	After 1.5s 	After 5.25s 	Hitpoints	Cost 	Build Time	Experience Gained	Town Hall Level Required
1 	130 	280 	2,800 	16.64 	35.84 	358.4 	4,400 	11,000,000	4d 12h 	623 	16
2 	130 	280 	2,800 	16.64 	35.84 	358.4 	4,600 	6,500,000 	6d 12h 	749 	16
Range	Attack Speed	Damage Type 	Unit Type Targeted	Number of Rounds
9 	0.128s 	Single Target	Ground & Air 	1,000
Depleted Single Target Inferno Towers
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Charge Level	Damage per Second per Target	Number of Targets	HP 	Cost 	Build Time	Experience Gained	Town Hall Level Required
1 	130 	6 	4,400	11,000,000	4d 12h 	623 	16
2 	130 	6 	4,600	6,500,000 	6d 12h 	749 	16
Range	Attack Speed	Damage Type 	Unit Type Targeted	Number of Rounds
10 	0.128s 	Multiple Targets	Ground & Air 	1,000
Depleted Multi Target Inferno Towers
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
===Achievements===
Firefighter 	Firefighter	Firefighter
Description 	Rewards 	Rewards
Destroy 10 Inferno Towers 	50 	100
Destroy 250 Inferno Towers 	500 	200
Destroy 5,000 Inferno Towers	5,000 	1,000
==History==
Patch 	Description
May 23rd, 2013 	Added the Inferno Tower, with two levels and one of its kind available.
June 17th, 2013 	Added the second Inferno Tower available at Town Hall level 10.
August 27th, 2013 	Added the achievement associated with the Inferno Tower, "Firefighter".
December 5th, 2013 	
*Added level 3 Inferno Tower. 
*Added multiple-target mode. 
*Troops targeted by the Inferno Tower are no longer able to be healed.
*Decreased attack range from 10 to 9. 
*Decreased the upgrade cost of the level 2 Inferno Tower. 
*Changed the description of the Inferno Tower.
**Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
May 16th, 2014 	
*Inferno Towers can now be toggled between different modes in War Base even if they are being upgraded in the Home Village.
*Fixed a bug where the Inferno Tower would be seen in single-mode when scouting a base in Clan Wars, even if set to multi-mode.
July 3rd, 2014 	The multi-mode Inferno Tower is now slower at burning through big hordes of attacking troops.
December 11th, 2014 	Inferno Towers now shoot for a longer time before getting depleted (loading cost remains the same).
July 1st, 2015 	The Inferno Tower's single-mode now charges to full power slightly faster.
March 21st, 2016 	
*Added the level 4 Inferno Tower. 
*The multi-mode Inferno Tower acquires new targets faster.
October 12, 2016 	Made the upgraded Inferno Tower look like unloaded.
June 27th, 2017 	
*Added the level 5 Inferno Tower. 
*Inferno Tower levels 2 to 4 upgrade time or cost discounted. 
*Inferno Tower level 4 multi-mode damage increased. 
*Inferno Tower single-mode 1st stage damage changed to match multi-mode damage.
December 2017 	Removed the Inferno Tower's ability to block healing effects on targeted troops.
March 5th, 2018 	
*Multi-mode damage changes:
**Level 3: 41 to 45 
**Level 4: 50 to 53 
**Level 5: 57 to 63 
*Single-mode damage changes:
**Damage has been balanced to increase the time it takes to reach max damage, from 4.25 seconds to 5.25 seconds.
June 11th, 2018 	
*Added the level 6 Inferno Tower. 
*Increased damage of level 4 and 5 Inferno Tower.
June 26th, 2018 	Reduced build times at level 1 to 5.
June 29th, 2018 	Increased the range of multi-mode Inferno Tower from 9 to 10.
October 23rd, 2018 	
*Added the 3rd Inferno Tower available at Town Hall 12.
*Gave a small cosmetic change to the level 6 single-target Inferno Tower, changing its lens into a diamond shape.
April 2nd, 2019 	
*Reduced upgrade cost of level 4 Inferno Tower. 
*Removed the Dark Elixir cost to reload the Inferno Tower, instead reloading for free when you log back into the game.
June 2019 	Gave the level 6 Inferno Tower a major cosmetic change. Prior to this, the level 6 Inferno Tower spoke plates reverts back to the level 4 palette with protruding gold on each side connecting to the platform, spikes replaced by pentagonal bolts, the pillar is glowing dull red, the chains and the smooth rock foundation are removed, with a new black metal plate and a shorter gray metal plate with a spike on each leg.
The new appearance gave the tower a slightly lighter color scheme, lava flows to replace the chains, and an electric coil. It also reverted the diamond-shaped lens from the previous minor visual change.
This was most likely done after much community discussion that it looked like a "downgrade".
September 11th, 2019	Decreased damage of levels 2 and 3.
December 9th, 2019 	Added the level 7 Inferno Tower.
May 20th, 2020 	Reduced DPS of level 7 single-mode Inferno Tower by 100.
April 12th, 2021 	
*Added the level 8 Inferno Tower. 
*Reduced upgrade costs and times to level 1 to 5.
June 15th, 2021 	Made it so that Inferno Towers visually target Unicorn instead of targeting the air above the Unicorn.
December 9th, 2021 	Reduced upgrade costs to level 1 to 7.
June 27th, 2022 	Decreased damage of level 6.
October 10th, 2022 	Added the level 9 Inferno Tower.
September 28th, 2023	Decreased damage per second of level 1-8 Inferno Towers:
*Level 1: 30-1000 -> 30-800 
*Level 2: 36-1150 -> 35-1000 
*Level 3: 42-1300 -> 40-1200 
*Level 4: 58-1550 -> 50-1400 
*Level 5: 70-1750 -> 60-1600 
*Level 6: 80-1950 -> 70-1800 
*Level 7: 94-2100 -> 85-2000 
*Level 8: 106-2300 -> 100-2200
February 27th, 2024]	Added the level 10 Inferno Tower.
June 3rd, 2024 	Decreased damage per second to level 4 to 9:
*Level 4: 50-140-1,400 -> 45-140-1,400 
*Level 5: 60-160-1,600 -> 50-150-1,500 
*Level 6: 70-180-1,800 -> 55-160-1,600 
*Level 7: 85-200-2,000 -> 65-180-1,800 
*Level 8: 100-220-2,200 -> 80-210-2,100 
*Level 9: 110-240-2,400 -> 100-230-2,300
September 9, 2024 	Added 2 Supercharge levels for the Inferno Tower.
==Trivia==
*Inferno Tower greatly resembles Barad-dûr from Lord of the Rings, especially at level 1.
*The Inferno Tower's ammunition consumption rate is constant, which means it does not deplete its ammo faster by charging up in single-target mode or hitting more targets in multi-target mode.
*According to Darian in Reddit, there are three reasons why the level 7 Inferno Tower's fire is not blue.
**Because the Town Hall 13 uses colder colors, the blue or even a bluish white beam tends to get muddied a bit against the color palette of the Town Hall. Having a reddish beam or a beam using warmer colors makes it stand out a bit more visually.
**The artists designed the Town Hall concept and color palette long before they decided what the Town Hall's weapon would be. They did not want to redesign the Town Hall or the color palette for the sake of a beam weapon. Plus they wanted to keep the weapon's effects consistent with other Inferno Tower functions as well.
**Finally, and while this one is a marginal concern, some early feedback they got when they looked at blue beams was that people were expecting to have a slowing effect or freezing effect on troops it hit. They did not want to add too many slowing or freeze effects because psychologically it is incredibly frustrating to players. That is one of the reasons they have not added more Tornado Traps.
*A level 8 Single-Target Inferno Tower deals equal amount of damage in its first stage as a level 1 Single-Target Inferno Tower in its second stage.
*Even when depleted, the lava flow of level 6 and higher Inferno Towers continue normally.
*In Clash Royale, the Inferno Tower resembles a level 1 Inferno Tower from Clash of Clans.
**However, Inferno Towers in Clash Royale can only be set to single-target mode, and as such, only the single-target design is used in Clash Royale.
**When Star Leveled, the Inferno Tower gains spiked prongs, resembling a level 3 Inferno Tower from Clash of Clans.
*The Inferno Tower is one of the defenses to appear in Clash Quest.
===Comparisons=== 
*Among all defensive buildings with limited ammunition, the Inferno Tower is the only one that can run out of ammunition in a battle if fully loaded at the beginning of the battle.
**The Inferno Tower takes 2 minutes 8 seconds, while the takes 3 minutes 12 seconds, a Scattershot takes 4 minutes 33 seconds, and the Eagle Artillery takes 5 minutes.
*The Inferno Tower, along with the Cannon, Mortar, , , and X-Bow are the only buildings that appear in Clash Royale.
*The Inferno Tower (in multi-target mode), Giga Tesla, Giga Inferno and the Multi-Archer Tower are the only non-splash defenses that can target both ground and air units at the same time.
*The Inferno Tower, along with the , , and the Crusher are the only buildings to appear in a scenery. In its case, the Inferno Tower appears in the Snow Day Scenery, Inferno Town scenery (the Inferno Tower on the top right has a significantly larger flat ring hole), hence the name, as well as the Archer Tower.
ru:Адская Башня
de:Inferno-Turm
es:Torre_Inferno
fr:Tour_de_l'enfer
nl:Infernotoren
hu:Inferno Tower
pl:Ognista Wieża
zh:地獄之塔
Category:Buildings
Category:Defenses
Category:Home Village
de:Infernoturm