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[Review] Analysis of VT vs ARC in IBL in Infinity Kingdom

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Article Publish : 06/28/2025 06:37
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💠Introduction

What’s up, folks? Welcome back to my Illusion Battlefield League(IBL) series, where I take a closer look at different matches. The IBL tournament differs from regular IB in that everyone will construct marches and skill builds using a fixed set of skills. At different stages of the tournament, more immortals and skills will become available. Everyone has access to the same immortals and the same skills. Castle skins and Lord Talents do not affect the more fast-paced battles of IBL. Relocations and marching speed are also faster. Relocations and marching speed are also faster. 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 Week Four Point Phase match between Server M014’s Veterans(VT) and Server 73’s The Arcane(ARC). ARC’s positions in this match will be denoted in green while VT’s will be in red.


💠Table of Contents

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


💠Overview

VT hails from Server M014 which is a merged server that includes Servers 309 and 310. They have a combination of new players and veterans who guide them through events. They started the season with a 2-0 record and crushed their competition. They have been consistently fielding 30 or more players every match. Still, they are considerably younger and less experienced in IBL than ARC. ARC was ranked tenth last season. They consist of migrators from Server 205’s Lion and Server 73’s PRD. Most of them were in BUNS for the KvK season so they have only been fielding 15 or so players. VT should be able to overwhelm them with their sheer numbers and should be considered the favorite in this matchup.


💠Starting Positions and Talents

VT

  • Started with 21 players and ended with 31
  • 13 Attack talents
  • 6 Defense talents
  • 2 Support talents

ARC

  • Started with 14 players and ended with 16
  • 9 Attack talents
  • 4 Defense talents
  • 1 Support talents


💠Tower 1

Despite having seven more players than ARC to start the match, VT only sent four players to Tower 1. ARC sent five. VT had only one player next to the tower while the other three were at least two units away and one was relocating to ARC’s side of the objective. ARC had a couple of gaps between their players too, but they should be able to single out the loner early. ARC should be able to win control of the tower based on their positioning.


💠Tower 4

VT sent eight players to Tower 4 and ARC relocated five with one player overlapping two others. That player should immediately cancel to not block his two teammates. ARC had one good edge spawn that they could have used to block a couple of relocations, but that player opted to go to the center instead, which was a huge mistake. Given how few players ARC had, they needed all the advantage they could get to dwindle VT’s numbers at the tower. VT was extremely spread out with multiple players on ARC’s side of the tower. They should have positioned closer together for quick rallies and garrisons.


💠Central Tower

VT sent six players with one overlap to surround the Central Tower and ARC sent two. ARC should have given up the center entirely. They were never going to be able to win control with their numbers. Even if they did win control of the area, the ten minutes it takes for the Central Tower to open is a waste of time. ARC needed to gain as many points as they could in the early game because they would inevitably lose towers in the long run. VT was also positioned to block one of ARC’s relocations.


💠Altars

VT sent one player to the Sun Altar. ARC didn’t have anyone move to either altar.


💠Home Towers

VT stationed two guards at their home tower while ARC had one.


💠Play-by-Play

At Tower 1, ARC quickly focused and zeroed the lone VT player who relocated to their side of the tower. Then those at the top focused on the closest enemy on the left and those on the right focused on the closest enemy on the bottom. All of the VT members at Tower 1 were losing solo attacks and defenses. In less than four minutes, ARC zeroed every player without suffering a single casualty. They captured the tower at the six-minute mark. VT tried to send five players back to Tower 1, but ARC masterfully blocked and destroyed all of them, forcing VT to relocate further away. A couple of ARC members started relocating to the center. They should have gone to Tower 4 instead.

At Tower 4, ARC blocked two relocations and destroyed another, evening up the numbers. The ARC player who was going to block two of his teammates didn’t cancel his relocation, but fortunately for them, his teammate blocked him instead. ARC tried to attack and zero two players on each side of the tower before reinforcements could come. They got close, but they weren’t able to finish them off. VT kept sending more players to the tower. ARC destroyed a couple of relocations and blocked a couple more, but it was evident VT would soon outnumber them if ARC didn't start zeroing people. Both teams should have used more rallies instead of only sending solo attacks. At the nine-minute mark, ARC finally got their first kill and their reinforcements were showing up in droves. They also dwindled the number of VT relocations headed for Tower 4. Two minutes later, they zeroed everyone around the tower, surrounded it, and captured it in another two minutes. They quietly collected a 4,000-point lead due to the heroics at Tower 1.

In the center, VT blocked one relocation, giving them a seven-to-one advantage. However, they could not zero the lone ARC player. They should have rallied him, but they chose to hit him with solo attacks. ARC zeroed one at six minutes and his teammate relocated from the home tower to support him. He zeroed another seconds later before dying himself. His teammate fell shortly after and VT claimed control of the area. They captured the tower three minutes after it opened and some moved to Tower 4.

Eight minutes into the match, VT controlled both altars and two players used the invisibility to move to ARC’s home tower where it was abandoned by the guard who went to support his teammate in the center. That was another mistake by ARC which was compounded by the fact that they tried to go to the middle at all in the opening minutes. VT nearly captured the tower when the hero from the middle respawned after getting zeroed teleported to Tower 2 and stopped the siege at the very last second. He zeroed one before help arrived and zeroed the other, stopping the invasion.

At the same time, ARC was making their own play at VT’s home tower. ARC knew if they continued to fight standard, they would lose. Seeing how poorly VT utilized rallies, their players realized the best way to win was to send one or two players to VT’s towers and keep a bunch of them busy while hoping the other three towers could hold their positions. One ARC player relocated to Tower 3 where there was only one guard at the ten-minute mark. Another joined him five minutes later. This forced VT to respond. With a third of their team stuck in spawn, they had more than enough people to stop the invaders. The problem is VT couldn’t break their defenses and didn’t use rallies as much as they should have. Even if there were only two marches in the rally, their enemies wouldn’t be able to defend against it. ARC zeroed a couple of VT members before VT sent eight players to stop them and finally expelled them at 26 minutes. ARC still held a meager 8,000-point lead.

Over the course of 15 minutes, VT kept bombarding Tower 4 with players knowing ARC would lose the war of attrition. ARC expended several of their teleports to return to Tower 4 after getting zeroed, but they knew they were losing the tower. It was only a matter of time. At 27 minutes, VT had over half of their team at Tower 4 so ARC made the call to start relocating to the Central Tower. Tower 4 was too crowded and the Central Tower only had two guards near it. VT captured Tower 4 halfway into the match and, for the first time, controlled enough towers to win.

ARC fought for control of the right and bottom side of the area around the Central Tower and they were able to surround it. Fortunately, VT rotated well to form a wall of the top and left side and forced ARC back. ARC tried for 12 minutes to no avail. Finally, at 39 minutes, ARC decided to try to rotate to VT’s home tower instead where only two guards stood. VT took their first lead of the match 41 minutes in.

One of the guards at VT’s home tower was zeroed which allowed ARC to move next to the tower. They stole the tower a few minutes later with two people. On the other side of the map, VT tried to make a play at Tower 1. Three players relocated to the tower and one teleported to where only two guards stood, one of whom was a couple of hits away from flying. He could have destroyed a relocation, but it wouldn’t have mattered much. In the one minute it took for them to respawn after being zeroed, VT couldn’t take the tower so the two ARC players teleported back. ARC zeroed one before reinforcements from the Central Tower showed up to firmly stop VT from sieging the tower.

With only ten minutes left in the match, ARC was down 1,800 points, but they held three towers. VT also relocated two players and teleported another to ARC’s Tower 2. It became a race of whether VT could find another tower within six minutes. They zeroed the lone guard. ARC responded with three of their own teleports and another relocated from the spawn. They should have spent at least on teleport to go to Tower 3 and help hold. Three or four players were enough to stop VT from stealing the home tower. Nonetheless, they repelled the attack. On the other side, five ARC players held Tower 3 against over half of VT. ARC surpassed VT in points with three minutes left. One by one, ARC fell until there were only two players. VT reclaimed Tower 2 with 30 seconds remaining, but luckily for ARC, it wasn’t enough time to make up the 850-point difference.


💠Summary

ARC’s EA was the match MVP as they miraculously won with 85,400 points and 16 players to VT’s 85,000 and 31 players. ARC took advantage of VT’s inability to rally extremely well. They rotated to VT’s towers and forced them to commit more players than they would have liked, which lessened the burden at the other towers. ARC could have had better opening relocations at Tower 4 and should have given up the Central Tower entirely. A couple of players wasted time relocating to parts of that map that weren't significant. VT should have sent more players to Tower 1 instead of Tower 4 since Tower 4 is closer to ARC so they could block players. Despite having seven more players in the beginning, VT was outnumbered at Tower 1, even at Tower 4, and took nearly ten minutes to zero one player in the center. They need to learn to rally enemies and garrison their teammates. There were countless relocations they let ARC destroy despite being able to garrison them. Once VT had three towers, all they had to do was disperse to protect the three towers. At different points in the game, they were focused on too many towers. VT drops to 2-1 while ARC pulls out an unexpected win and moves to 3-0.

What matchup do you want to see next? Let me know in the comments below!

 

💠References

Version 2.8.4


💠Related Links

Infinity Kingdom Official Website

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