
How to use this hero
Home faction: Inferno
Scouting and reinforcement transport
Use movement and scouting first: open a safe route, reach an important objective and shorten reinforcement travel. Check the assigned army before fighting.
Secondary role: Main commander if movement is supported by skills suited to the main army.
What the profile establishes
Specialty · Rusher
Starts with +5% movement and adds 1% every four levels. Teleport costs half the mana. Separate adventure movement from moving a troop in combat.
Listed starting skills
- Basic Gating
- Basic Logistics
- Pathfinding
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Build further choices around the listed skills and the needs of the current army. Choose equipment for the actual bottleneck: survival, attack effectiveness, mana or movement.
Skills I would build around: Basic Logistics · Basic Gating. Match further choices to available ranks and the current army.
Creatures I would consider
Spells for this plan
- TeleportationSpell / warcry in the reference profile
It can open access to a shooter or pull a valuable stack out of an encirclement. Check space for the target’s full footprint first.
Equipment I would compare
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Base attributes
- Attack
- 2
- Defense
- 0
- Spell Power
- 1
- Knowledge
- 2
Army: ranges in the manual profile
- Stack 1 · 16–23 × Imp
- Stack 2 · 9–11 × Horned Demon
- Stack 3 · 0–3 × Hell Hound
Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.
Spells and suitable equipment
The reference profile lists the spells or warcries below. The state on entering a particular mission can differ.
TeleportationSpell / warcry in the reference profile
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Beginner's Magic WandSuggestionAdds two Spellpower; despite the name this is not a limited-charge casting wand.
For spells whose damage or duration actually uses magical power. Check the individual spell formula.
Necromancer's HelmSuggestionAdds two hero Knowledge for greater base mana capacity.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

