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[Review] Analysis of IMPK vs CUBS in IBL in Infinity Kingdom

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Article Publish : 09/16/2024 06:58
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💠Introduction

What’s up, folks? Welcome back to my Illusion Battlefield(IB) series where I take a closer look at different matches. IB is different from the IB League tournament in that you will use your normal teams, skill sets, talents, and decoration skins so strength is extremely relevant. The mode is also much slower-paced. Relocations and marching speed are slower. The event is one of the most entertaining events in Infinity Kingdom, and players enjoy spectating, almost like a sporting event. In this article, I’m going to take a closer look at the Best 8s match between Server 73’s Snuggle-Cubs(CUBS) and Server 170’s Imperial Knights(IMPK). CUBS’ positions in this match will be denoted in yellow while IMPK’s will be in red.


💠Table of Contents

  • Overview
  • Starting Positions and Talents
  • CUBS
  • IMPK
  • Tower 1
  • Tower 4
  • Central Tower
  • Altars
  • Home Towers
  • Play-by-Play
  • Summary


💠Overview

CUBS entered playoffs with an 8-0 record. In the Groups Elimination stage, they were largely uncontested, defeating KoV from Server 243, Server 231’s alliance, and Server 13’s TYT en route to the Top 16 Duels. IMPK finished the Points stage with a 6-2 record and was seated in Group 6. They defeated Server 38’s FAM and Server 253’s BAD before losing to Server 38’s AoW. They beat Server 253’s KoZ to win the silver bracket and secure their spot in the top 16.


💠Starting Positions and Talents

CUBS

  • Started with 26 players and ended with 30
  • 15 Attack talents
  • 7 Defense talents
  • 4 Support talents

IMPK

  • Started with 28 players and ended with 30
  • 7 Attack talents
  • 18 Defense talents
  • 3 Support talents


💠Tower 1

CUBS relocated 10 players to Tower 1 while IMPK sent 11. Both teams had immaculate relocation positions. There were no gaps or overlaps between teammates. Both teams contested the bottom corner position. IMPK’s positions were slightly better as CUBS gave up the top corner. CUBS only had three players touching the tower while IMPK had four. If CUBS wins the bottom corner, they will be on fairly even grounds, given all else is equal.


💠Tower 4

CUBS sent 6 players to Tower 4 and IMPK chose to concede it. IMPK runs this strategy every game and it’s become super predictable. CUBS decided to take a gambit and only relocated a few players there.


💠Central Tower

CUBS moved 7 players to the center and IMPK had nearly double that with 12. IMPK had more players to spare because they gave up Tower 4. They knew sacking Tower 4 meant needing the secure the center and more and more teams have been sending significantly more players to the center than in past seasons.


💠Altars

Neither team sent anyone to either altar.


💠Home Towers

CUBS had one guard at their tower while IMPK had three at theirs.


💠Play-by-Play

At Tower 1, CUBS managed to win the bottom corner spot, evening up the field. Both teams were rallying multiple players at the same time but IMPK was losing more prosperity and CUBS was slowly gaining a lead. CUBS were quicker at rallying than IMPK was at garrisoning. IMPK kept sending more reinforcements but CUBS was unfazed. The onus was on IMPK to capture the tower. CUBS just had to prevent them from doing so. After zeroing several players, CUBS decided it was time to take the tower and did so by the 11-minute mark. IMPK tried to stop them but CUBS had more players and they had more players around the tower. By the time CUBS took the tower, their free Tower 4 had already generated them a 4,600-point lead.

At Tower 4, two out of six players canceled their relocations so they could head to the center earlier. The other four captured the tower to give CUBS an early lead.

In the center, IMPK should have been able to zero several of the CUBS members, given that IMPK had twice as many players in the middle. CUBS was able to hold out until reinforcements arrived at seven minutes. BUNS started trickling in, but by ten minutes, IMPK still held the advantage and had more control over the tower. They activated their Quick Occupy and went for the tower. CUBS stopped them every step of the way. By 15 minutes, CUBS had just as many players as IMPK did and was slowly regaining control. Then IMPK turned on the switch and showed CUBS why they are a top 16 team. They rallied CUBS faster than CUBS could garrison and by 25 minutes, CUBS only had six players left while IMPK had 13 yet IMPK still could not capture the tower. CUBS already generated a 21,000-point lead from Towers 1 and 4. At 28 minutes and with four CUBS players fighting for their lives in the center, IMPK decided to try for the tower again and finally succeeded two minutes later.

Unfortunately, CUBS already carved out a huge lead that IMPK would not have time to overcome. IMPK was down 27,000 points with just under 30 minutes remaining. Even if they retook either Tower 1 or Tower 4, they would not have enough time to close the gap and win. Even so, IMPK teleported to Tower 4 at 32 minutes and CUBS replied with their own teleports. Neither of IMPK’s sieges at Tower 1 or Tower 4 succeeded.


💠Summary

CUBS’ LEO was the match MVP as they won the match with 96,500 points to IMPK’s 60,150. IMPK giving up Tower was a nice gambit as they started on the bottom side of the map but it meant they needed to overload Tower 1 and the Central Tower. Not only did they not take Tower 1, but they also took 30 minutes to control the Central Tower despite having more members there for most of the first half. They could have moved up and surrounded the tower much earlier at the center and prevented CUBS from ever getting too close. CUBS did an excellent job holding out with just a few members even late in the match and despite being at a disadvantage at Tower 1 at the start, they rallied back to seize control of the area.

Can CUBS knock out both Server 170 alliances? Let me know in the comments below!


💠References

Version 2.7.3


💠Related Links

Infinity Kingdom Official Website

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#infinitykingdom #cubs #impk #ibl

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