Teamfight Tactics Best Inferno Build
The full potential of the Inferno units can be obtained by turning a non-Infernal unit into one as it's only possible to get (8) Inferno otherwise. This synergy focuses on dealing high damage over time damage to enemies that are hit by allied Inferno abilities. Overall, an incredibly powerful build that can melt opponents if you've got a strong enough team composition that can take a lot of hits so that the damage over time damage does its thing. Inferno builds contain some of the most powerful units in the game (ability-wise): Annie, Brand, Lux and Zyra. Though, since this team does lack high defense units, position will be key to winning games which means it is not one of the more beginner-friendly builds out there. In this Teamfight Tactics Inferno Build Guide we're going to teach you what are the best Inferno Team Comp units, how to play them and what is the best positioning & items in season 2.
Inferno Origin Bonus
Inferno spell damage burns the ground beneath the target, dealing a percent of that spell's pre-mitigation damage as magic damage over 5 seconds.
(3) → +80% Damage
(6) → +175% Damage
(9) → +275% Damage
Best Inferno Team Comp
- Annie summons Tibbers near her target, dealing magic damage to all adjacent enemies. Tibbers fights for the rest of combat, dealing magic damage with each attack.
- Brand launches a bouncing fireball at an enemy. This fireball will bounce to nearby enemies, dealing magic damage each time it hits.
- Diana creates 3 flame orbs rotating around her which explode when they collide with an enemy, dealing magic damage. In addition, Diana shields herself for 3 seconds, absorbing the next damage she would take.
- Wolf mauls Kindred's target, dealing magic damage and reducing healing by 80% to her target for 5 seconds., while Lamb leaps away from Kindred's target.
- Varus channels for 1.5 seconds, then fires a piercing arrow, dealing magic damage to all enemies in its path.
- Zyra summons Flame Spitters at a random location at the edge of the arena. The Flame spitters attack the nearest enemy for 3 seconds, dealing magic damage per attack a total of 4 times.
- Inferno Lux
- Lux fires an elemental blast dealing magic damage to all enemies in a line. If Final Spark kills a unit, Lux is refunded 50 mana.
- Twitch gains infinite range and deals for 8 seconds. During this time his attacks travel their full range and hit every enemy they pass through. This can also trigger On-Hit effects.
- Ashe (or Ezreal)
- For 5 seconds, Ashe gains % Attack Speed, and her basic attacks fire a flurry of arrows dealing physical damage.
A thing to note is that Twitch and Ashe are not "Inferno" units so you'll need to place an Inferno's Cinder onto at least one of them to get the 9 Inferno bonus. In case you can't get Inferno Lux you can also try making the team work with Qiyana.
Final Inferno Team Synergies
By making an Inferno Team Comp like the one above, you'll acquire: (9) Inferno, (1) Avatar and (4) Ranger.
Inferno Team Comp Guide
Inferno units are moderately strong in the early game as it purely depends on what you're against. If enemies one-shot your units before they use their ultimate...well they're useless. That's why Inferno synergy can sometimes be a gift or a curse and should be played as such. In case you find yourself losing a lot of the rounds early on, keep being on a lose streak and pick up the best items/champions you can find on the Carousel round (*Spatula*).
On the other hand, if you keep winning games then roll and invest into upgrading the early game units as they will carry you through early to mid game (Varus, Zyra, Kindred).
Most often you'll have Zyra, Diana and Varus early on, which is great but they lack proper front line so position them carefully.
Having a proper economy at this point in the game will be crucial in your search for the right element Lux. Since there are more than a handful of elements your Lux can become, you'll have to re-roll a lot in case luck is not on your side. Having 50+ Gold at Wolves is going to be crucial for your economy as the whole Inferno build relies on upgrading units and getting them as strong as you can.
Inferno builds start to scale really high during mid to late game as your ultimate abilities become stronger-- which in return scales the Inferno synergy damage. Brand and Annie will be hard carries during this stage of their game as their ultimates are incredibly powerful.
After you've acquired (6) Inferno and upgraded all the 3 cost (and below) units to at least level 2 keep working on your economy so that you have enough Gold to afford re-rolling for Lux and pushing level 9.
As you reach the end-game rounds you'll notice that your power is dropping a little and that's because you don't have (9) Inferno yet. In order to do so you need to start rolling for an Inferno Lux and also slotting Inferno's Cinder onto either Twitch or Ashe. At this point in the game you should also have at least 1 unit level 3 in order to win rounds effectively. Annie, Brand and Inferno Twitch will all be incredible carries if their itemization is done right so make sure to check that section below.
Zyra → Morellonomicon, 2x Seraph's Embrace
Diana → Guardian's Angel, Infinity Edge, Jeweled Gauntlet
Varus → Guinsoo's Rageblade, Hush, Rabadon's Deathcap
Kindred → Hand of Justice, Luden's Echo x2
Annie → Morellonomicon, 2x Searph's Embrace
Brand → Rabadon's Deathcap, 2x Seraph's Embrace
Inferno Lux → Rabadon's Deathcap, 2x Seraph's Embrace
Twitch → Giant Slayer, Red Buff, Runaan's Hurricane
Ashe → Statikk Shiv, Guinsoo's Rageblade, Hush
Proper positioning of the Inferno team comp can be tricky because you only have Diana as the melee/front line, along with Annie's Tibbers. The layout shown below should only be used as an example because you'll want to put your hyper-carries (champions with most items) in the backline where they're defended the most.