Eslabong: Infernus Team Build Guide

Build an Infernus team around one disruptive tank, two damage dealers, and two healers. The specific lineup is Cleric, Shadow Priest, Reaper Mage, a flexible secondary DPS, and either BullBreaker, BlackGuard, or Orc Berserker.

Build the damage core first, then add the main tank and healers as the roster develops. Put the tank in the middle of the front line, keep both healers behind it, and give Reaper Mage a clear flank. Test every setup in 5v5 Practice Mode before using it in a real match. This strategy applies to Early Access version 0.40.6 and is intended for players who already understand the game across several seasons.

RoleRecommended heroMain job
Primary healerClericDirect healing, shielding, and resurrection
Support healerShadow PriestHealing, crowd control, mobility, and emergency resurrection
Main DPSReaper MageBurst damage and execution
Secondary DPSIce Mage or another strong DPSExtra damage, crowd control, and cleanup
TankBullBreaker, BlackGuard, or Orc BerserkerInitiation, displacement, and backline protection

The secondary DPS slot is flexible. Ice Mage, Wind Twister, Archer, Steelwind, Warlock, SwordMaster, or even a second Reaper Mage can fill it. A second Reaper Mage adds more damage but does not solve the team’s need for crowd control, so a DPS hero with control skills can be a better fit.

The target for the non-Champion heroes is level 30 or higher. The recorded benchmark for this setup includes an Iron Gate clear at the end of Season 3 with two Legendary items. A later clear at the end of Season 4 used heroes around levels 35 to 40 without a Champion, Named Leader, or items.

Cleric Build

Cleric supplies direct healing, shielding, and resurrection. Keep the build focused on saving allies and bringing fallen heroes back quickly.

Build partChoice
Required skillsAlmighty Sanctuary, Guiding Orb, Resurrection
Fourth skillDivine Transposition or Holy Step
First specializationReduced cast time for Resurrection
Second specializationReduced cooldown for Almighty Sanctuary, or a Guiding Orb specialization
Stat priorityHP > PWR = DEF > SPD

Choose Divine Transposition when the team needs an emergency rescue for an ally under heavy pressure. Holy Step trades that rescue option for mobility, helping Cleric reach teammates or evade an attack. Resurrection normally leaves Cleric exposed during its long cast, so the faster-cast specialization is the main priority. Reduced cooldown on Almighty Sanctuary gives the build more frequent healing support.

Shadow Priest Build

Shadow Priest complements Cleric by adding crowd control, mobility, area healing, and another resurrection. That wider toolkit is the reason to use Shadow Priest instead of simply adding a second Cleric.

Build partChoice
Required skillsProfane Resurrection, Black Mass, Word of Dread
Fourth skillMind Eclipse or Shadowstep Covenant
SpecializationsReduced cooldown for Profane Resurrection and increased radius for Black Mass
Stat priorityHP > PWR > DEF = SPD

Mind Eclipse adds another control tool. Shadowstep Covenant is the mobility option, letting Shadow Priest escape danger or move to an ally who needs support. The standard Profane Resurrection cast takes four seconds. Black Mass benefits from the larger radius because it can cover more allies with healing and affect more enemies with damage and control.

Reaper Mage Build

Reaper Mage is the main finisher. The build commits to burst damage rather than defense, then moves from one weakened enemy to the next.

Build partChoice
Required skillsVerdict of The One, Tri Focus Beam, The One and Only
Recommended fourth skillReap the Void
Damage alternativesThe One’s Mine or Reaper Missile Barrage
Stat priorityPWR > HP > SPD > DEF

Reap the Void provides mobility in both automatic and manual control. Use The One’s Mine or Reaper Missile Barrage instead when more burst is the priority. Other abilities with long casts or cooldowns fit this role less well because Reaper Mage needs to keep dealing damage or repositioning.

Secondary DPS Options

The second damage dealer should threaten enemies before they reach the team. Crowd control is especially useful here because it keeps dangerous actions from completing while Reaper Mage looks for an execution.

Use PWR > HP > SPD = DEF as the general stat priority for this slot. Ice Mage is the example used in the full battle plan. It adds slows, damage over time, and control. Wind Twister, Archer, Steelwind, Warlock, SwordMaster, and a second Reaper Mage are also listed options.

Position the secondary DPS in one of two ways:

  • Put it behind Reaper Mage on the same side to focus both heroes along one route.
  • Put it on the opposite side to spread damage and reduce the chance that one control effect disables both damage dealers.

Use Flank or Pursue for a pure damage hero. A control-heavy hero can use another standing order that better suits its abilities. Set Target Priority to Weakest for quick kills, or use Most Dangerous or Natural to disrupt a high-threat target before Reaper Mage finishes it.

Tank Build

BullBreaker, BlackGuard, and Orc Berserker are the preferred tanks because they combine mobility with strong crowd control. The tank’s job is to push threats away from fragile heroes and interrupt attacks against the backline. Raw survival matters less here than disruption.

The detailed BullBreaker build uses the following setup:

Build partChoice
Required skillsTitan HeadButt, Shockwave Vacuum, Toro Skewer
Fourth skillBellow preferred; Horn Rush or Grab&Throw also work
Stat priorityHP > SPD = DEF > PWR

Bellow is preferred for its ranged crowd control. Develop BullBreaker around HP and displacement so it can repeatedly charge into threats, knock them back, and cover vulnerable allies.

Role Settings and Formation

Tank Settings

Place the tank at the center of the front line. Send it forward first so enemy skills and damage land on the initiator while the two revive-capable healers remain behind it. The intended opening has the tank fall to roughly 20 to 30 percent HP within the first 5 to 10 seconds.

SettingValue
PostureAggressive
TeamworkLoose or Balanced
CommitmentFlexible
Fighting DistanceClose
Standing OrderPursue
Combo RoleInitiator
Target PriorityNatural or Closest
AoE EfficiencyPrefer 2+
Friendly FireAny
Follow PriorityWeakest
Force InterceptNearby

These settings let the sole tank move between allies instead of remaining attached to one hero. Nearby interception activates control when an enemy approaches, while Weakest follow priority brings the tank back toward an ally under pressure.

Reaper Mage Settings

Put Reaper Mage on the upper or lower flank with an unobstructed line for The One and Only. Basic attacks can lower enemy HP while skills cool down.

SettingValue
PostureAggressive
TeamworkAny except Tight or Close
CommitmentAny except Relentless
Fighting DistanceFarther or Natural
Target PriorityWeakest
Standing OrderFlank
Combo RoleAny
AoE EfficiencyAny
Friendly FireThey’ll Dodge
Follow PriorityNone
Force InterceptOff

Flank directs Reaper Mage around the enemy front line. Avoiding Tight or Close teamwork leaves room to move and chase. Avoiding Relentless commitment also preserves the option to flee when HP becomes low.

Healer Settings

Keep Cleric and Shadow Priest in the center of the formation or directly behind the tank. This protects them from early focus while keeping teammates within healing range.

SettingValue
Target PriorityNatural
Follow PriorityWeakest
Standing OrderAny except Flank or Pursue

The healers should remain close enough to maintain line of sight. Following the weakest ally prioritizes low-health heroes for healing or resurrection.

How the Main Combo Works

Reaper Mage begins by channeling The One and Only at a distant enemy. BullBreaker waits to advance into the first opponent, while Ice Mage prepares its Legendary skill for the first available target. A clean hit from The One and Only leaves the enemy backline at low HP and creates immediate execution targets.

If the opening misses, Reaper Mage follows the Flank order around the front line and pressures vulnerable backline targets. Removing the enemy healer early cuts off that source of support.

If melee heroes or assassins intercept Reaper Mage, the tank and healers converge on that position. Shadow Priest and Ice Mage use crowd control around the clash while Cleric performs the resurrection. Reaper Mage can then use short-range area burst against the weakened enemies nearby.

BullBreaker continues charging and knocking threats away from the backline. Shadow Priest uses Black Mass for area healing and applies Fear and Silence effects to interrupt enemy combinations. Ice Mage slows enemies and applies damage over time. Those roles create weakened targets for Reaper Mage or the tank to execute.

First Season Start

Pick the opening mode according to the amount of challenge you want:

StartWhat it changes
Champion ModeThe mode marked as the easy option. Snowman, Reis, Pochus, Luisito, Liti, or Arcturus can be selected. Arcturus was stronger in earlier versions and is balanced in version 0.40.6.
4-Fixed TeamThe standard, balanced start
Random TeamThe harder route, often producing three heroes that are weak or do not work well together unless rerolls are used

The route does not depend on heavy rerolling. Early defeats are expected because the team begins behind the opposition. Enemy heroes can already be levels 4 to 5 with two or three skills while fresh heroes are levels 1 to 2 with one or two. By the end of the season, opponents are around levels 15 to 20, and only one or two members of your roster may reach that range.

Market and Roster Priorities

The usual opening gives you four heroes and one low-value Common item. Recruit the core DPS units first. Look for damage dealers with at least two skills, including one skill of Rare quality or better. At the opening levels, a strong Rare or Legendary skill can overcome the gap against a level 4 or 5 opponent.

Recruit two tanks so they can rotate. Delay expensive healers unless they already have a Legendary skill or a resurrection. Low-level healers add little during the first matches, so use extra tanks and DPS heroes in those early slots.

A starting budget of about 3,000 gold supports a roster of seven or eight heroes. Begin with two tanks and three DPS heroes. Keep the main Reaper, Ice Mage, Fire Mage, or Archer options active so they gain XP and unlock more skills. A low fatigue penalty around 5 percent can be accepted while farming XP early. Rest a core hero before an important match when that penalty approaches 10 percent.

After five to seven matches, inspect the two or three damage dealers receiving most of the XP. Keep the ones that unlocked the important skills for their builds. Other heroes can remain as backups, become reroll material, or be sold to recover gold. Once the damage core is ready, recruit the primary tank and then the healers. The complete target lineup should be operating by Week 25.

Temporary First Season Lineups

The final one-tank, two-DPS, two-healer team may feel weak while everyone is still leveling. Use a temporary formation that matches the opposing lineup.

Two Tanks Against Four Ranged Heroes

Use one ranged healer in the backline with two tanks and two melee DPS heroes up front. Set one tank to follow the healer, and set the healer to target the weakest ally. The second tank should use mobility and disruption to enter the opposing backline. Both melee damage dealers target the weakest enemy, pass through the first clash, and then finish low-HP targets.

This formation is intended for enemy teams with one tank and four ranged heroes.

Melee Pressure Against Healers or High DPS

Use one ranged DPS in the backline, plus one melee healer and three melee or DPS heroes in front. Give the ranged DPS Weakest target priority and Loose teamwork. Set a Crusader or Matriarch and one disruptive melee hero to follow the weakest ally. They protect the group and can return to save the backline. The remaining two melee damage dealers also target the weakest enemy.

The melee healer needs anti-projectile skills so the damage dealers can reach the backline and be revived if they fall there. Use this setup against teams with many healers, extremely high damage, or too few tanks.

Three Ranged Attackers Against Slow Frontlines

Place one healer in the center and one tank in front, then use three long-range Archers or DPS heroes in the backline. Set every Archer to Assist Focus and Friendly Fire to They’ll Dodge. Their speed lets them reposition and kite, while repeated ranged skill attacks wear down slow tanks before those tanks can close the distance.

This formation is intended for teams with two tanks or three melee heroes.

Corner Turtling Against Three or More Melee Heroes

Put two ranged crowd-control heroes and one ranged DPS in the backline, with one healer and one tank in front. Place the whole team in a corner so enemies must approach through the tank and enter the backline’s control range.

When Goblin Archer is one of the control heroes, use Follow: Tank, Combo Role: Initiator, and Target: Closest. Set the other two ranged heroes to Combo Role: Follow-up and AoE Efficiency: Prefer 2+. Hold F4 until the enemies enter effective range, then release it so the tank advances. Goblin Archer starts Macarena Dance when the tank meets the first enemy. Its six-second duration and large range can cover much of the incoming melee group, opening a window for the other ranged heroes to use control or burst skills.

Twin Dominations

Two specialized pairings can fill the arena with overlapping effects:

  • Run two Wind Twisters with Lord of Storm or Storm Crown. Keep them far apart so their tornadoes spread across the arena.
  • Run two Steelwinds with Anchor Blade or Spinning Blade. Stack them together so their blade barriers overlap.

Practice Before Real Matches

Open 5v5 Practice Mode whenever you change the lineup or tactics. Watch the route each hero takes and how the AI reacts. Practice reveals heroes wandering instead of performing their role, tanks leaving the backline uncovered, damage dealers choosing the wrong target, healers moving too far away, and units breaking the planned formation.

Try F1, F2, F3, and F4 during these tests. You can also take manual control of a main hero as Captain to see how the formation responds around direct control.

CommandEffect
F1, Execute PlanReturns units to their configured tactical behavior
F2, Regroup on CaptainPulls every unit to the Captain, even if they are already acting; useful for avoiding incoming area attacks or projectiles
F3, Attack/EngageSends units toward valid targets in range; otherwise they stay in place
F4, Hold Line/Stay BackKeeps units in position until an enemy engages them directly

Pre-Match and Battle Decisions

Inspect the opponent and adjust the lineup before every important match. Scouting matters most during the first three seasons because Champions and Named Leaders have very high early-season stats. Manual Captain control lets you issue commands directly against them.

If a match cannot be won, bench the core heroes and send secondary units to collect XP. Items are not required during Season 1. Save before an important match.

Avoid Auto-Battle until the composition is fully developed. Even a strong lineup can struggle automatically against Champions. Watch important fights closely so you can change tactics or switch to manual control when the battle develops differently from the plan.

Academy Matches

Academy Matches provide Development Tomes and help train Academy Units. Wait until a few developed DPS heroes can carry these fights. An Academy Unit above the Academy’s current level cap receives no battle XP, but it can still join capable bench units to secure the Tome rewards. Use the training building for XP while prioritizing Development Tomes from the match.

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