Multiple Inferno Traps positioned within each other's blast radius will detonate simultaneously and can be used to engulf a huge area in flames.
In comparison to other damage-dealing traps, the Inferno Trap's long effect duration per charge makes it last much longer. Repairs are rarely ever needed during combat. The trap damages all enemies equally, regardless of distance from the center. However, this trap deals less damage overall than Proximity Mines, lacks any knockback and costs 4 DU to summon instead of 3 DU.
|Level||Number Of Traps||Attack Damage||Attack Rate(Seconds)||Effective Range||Effective Duration(Seconds)||Activation Range||Detonation Reset Time(Seconds)||Mana To Upgrade|
- Upgrading a hero defense increases its damage by 10% each level, and its health, lifespan or detonation count by 20% (a level 5 defense will deal 50% more damage and have 100% more health than a defense with no upgrades).
- On the other hand, upgrading a hero defense will mean that it acts as if the Hero has a higher Defense Area of Effect and Defense Attack Rate. A level 1 turret gets a bonus of +2 to all stats, while a level 5 turret gets +36.
- While the hero who summoned the tower is active, its damage is increased by 33% (PC).
Effective Duration time is determined by the Defense Health stat.
|Apprentice / Adept:||Magic Blockade||Magic Missile Tower||Fireball Tower||Lightning Tower||Deadly Striker Tower|
|Huntress / Ranger:||Gas Trap||Proximity Mine Trap||Inferno Trap||Ethereal Spike Trap||Darkness Trap|
|Monk / Initiate:||Ensnare Aura||Electric Aura||Healing Aura||Strength Drain Aura||Enrage Aura|
|Squire / Countess:||Spike Blockade||Bouncer Blockade||Harpoon Turret||Bowling Ball Turret||Slice N Dice Blockade|
|Barbarian:||Tornado Stance||Lightning Stance||Siphon Stance||Turtle Stance||Hawk Stance|
|Series EV:||Proton Beam||Physical Beam||Reflection Beam||Shock Beam||Tower Buff Beam|
|Summoner:||Archer Minion||Spider Minion||Orc Minion||Mage Minion||Warrior Minion|