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Ares: God of Chaos in Infinity Kingdom

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Article Publish : 08/21/2025 01:22
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Edited by m a ë l at 08/21/2025 04:31


Chaos has a new champion—Ares steps into Norheim with raw power and bloodlust.

Table of Contents

  1. Introduction: The Arrival of Chaos Ares
  2. Ares’ Core Strengths & Battle Identity
  3. Battlefield Trample & Mechanics
  4. Optimal Builds: Artifacts, Specialization & Skill Setup
  5. Battle Report: Ares’ Performance in Real Combat
  6. Conclusion: Should You Invest in Ares?


1. Introduction – The Arrival of Chaos Ares

Ares, the god of war, arrived on July 10th with Patch 2.8.5, joining Infinity Kingdom as the newest Chaos Immortal.

He’s very different from Apollo. Apollo mixes burst damage with healing suppression and some durability scaling. Ares, on the other hand, is all about raw aggression. His biggest trait is a permanent +50% attack speed bonus, turning him into one of the fastest cavalry Immortals right out of the gate.

That alone would make him dangerous, but Ares goes further. He also breaks barriers and removes control immunity—two mechanics that used to keep certain defensive teams safe. With him on the battlefield, shield-heavy or CC-immune setups crumble, while your own control Immortals finally get full value from their confusions, stuns, silences, or roots.

This gives Ares a unique dual role. He’s a hard-hitting attacker, but also a support enabler because of how his debuffs open the door for allies to shine. Not many frontliners can claim that.

Mael's Opinion: Ares doesn’t do finesse. He’s not here for slow setups or clever scaling. He’s a hammer, built to smash defenses, set the pace, and create openings for his team. If Apollo plays the long game, Ares wants to win fast and win hard.


2. Ares’ Core Strengths & Battle Identity

Where does Ares sit among Chaos Immortals?

Skill: BattlefieldTrample

Passive Effect : Increases Normal Attack Speed by 50%

Active Effect : Deals physical damage to all enemies, with a 50% chance to apply Frighten, which:

  • Control immunity? Gone. CC hits full force again. Prevents the target from gaining Control Immunity
  • Reduces the effectiveness of Barriers by 30% for 6 seconds


In short: Ares feels built to control the pace of a fight. That permanent speed boost means he’s firing from the very first second, and his debuff opens the door for crowd control and damage to land harder than usual.

Maël’s Opinion: To me, Ares looks like the fastest opener Chaos has right now. He throws everything at the enemy in the first 30 seconds, which can snowball fights if your team follows through. I’m not sure he holds up as well in longer battles without scaling or sustain, his impact might taper off. Still, for players who want to dictate tempo early, he’s a unique tool.


3. Deep Dive – Battlefield Trample & Mechanics

Battlefield Trample isn’t just a skill, it’s Ares’ whole identity in one kit:

His skill, Battlefield Trample, defines him:

  • Passive: +50% Attack Speed, permanent.
  • Active 1: AoE Physical Damage (150%–500% scaling).
  • Active 2: 15–50% chance to apply Trample for 6 seconds: Strips Control Immunity and Weakens Barriers by 30%.

Why it matters:

  • Shield-heavy comps lose their biggest edge. Ares doesn’t just chip away at those defenses he makes them unreliable. Once barriers are weakened, sustain-heavy teams can’t stall nearly as effectively.
  • Control effects finally land. His immunity shred doesn’t only help him it’s a full team enabler. Confusion, Silences, Roots, Stuns all stick where they used to bounce off. This opens the door for allies like Tomyris, Himiko, or Loki to execute their control combos at full power.
  • Damage follows control. Once CC is landing, your heavy hitters suddenly get clean windows to punish. That synergy is where Ares shines: he forces cracks open, then lets his team pour through.


Ares doesn’t just swing fast, he recharges fast too. His base 93.3 energy regen is already above average for a frontline attacker. With proper buffs or skills, it’s easy to push him into the 105–130 range, which is rare and extremely valuable.

Why it matters: every Ultimate cast means another round of AoE damage, barrier shred, and control immunity removal. For a frontline Immortal, that’s a dangerous cycle — he isn’t just tanking, he’s constantly flipping the flow of the fight.

Ares’ pressure hinges on how fast he reaches 1,000 Energy to cast Battlefield Trample. Below are three realistic regen scenarios and what they mean in actual seconds.

  • Base regen (93.3/s): reaches 1,000 Energy in ~10.72s
  • Boosted (105/s): reaches 1,000 Energy in ~9.52s
  • High (130/s): reaches 1,000 Energy in ~7.69s

Can he chain Ultimates?

Ares’ debuff window lasts 6 seconds after each cast. The question is whether the next ult lands before that window ends (overlap) or after (downtime).

1: Boosted chaining (105/s)

  • Cycle time: ~9.52s between ults
  • 6s effect window → gap to next ult: ~3.52s
  • Takeaway: no overlap; solid cadence with a comfortable buffer. You get reliable refreshes, but there’s always downtime between windows.

2: High chaining (130/s)

  • Cycle time: ~7.69s between ults
  • 6s effect window → gap to next ult: ~1.69s
  • Takeaway: still no true overlap at pure 130/s, but the windows are almost back-to-back. Any extra trickle (on-hit energy, ally feeds, or lucky procs) can push him close to “perma-pressure” territory in live fights.

Maël’s Opinion: Everyone’s going to rave about the raw AoE numbers. But honestly, the immunity shred is the bigger deal. It flips matchups on their head — suddenly your Tomyris, Himiko, Loki.... can land disables where they couldn’t before. That’s where Ares quietly changes the meta and needs to cast frequently. You don’t need wild energy stacking to make Ares work, but getting him to ~105/s is the sweet spot for consistency. ~130/s is where he starts to feel oppressive—especially if your team supplies even a little extra Energy on top.


4. Optimal Builds – Artifacts, Specialization & Skill Setup

Let’s turn Ares’ raw speed and ult timing into an actual loadout you can build around.

Best Artifact

War Spear·Surge → go for Physical Damage % as the main attribute. Even if you want him mainly as an enabler, it’s still worth cashing in on his attack speed for damage.

The Surge effect also lines up perfectly with his ult rhythm. Even small bumps here shave seconds off, which matters when his debuffs only last 6 seconds.

Best Specialization

Knight’s Spirit (+21–70% damage, +9–30% attack speed). It feeds straight into his aggressive identity and keeps him dangerous right from the start.

Recommended Skills

  • Last Stand → basic but mandatory. It gives him the durability to survive the opener and keep enabling teammates.
  • Wind Rage → doubles down on his permanent +50% attack speed, turning him into a frontline blender.
  • Knife Through Butter → perfect synergy. Every 6 attacks he cleaves all enemies for AoE damage and slashes their energy regen by 300. With Ares’ speed, it procs constantly and cripples sustain teams.
  • Assembly Charge / Battle Frenzy / Corrosive Power → pick depending on playstyle:
  1. Assembly Charge if you want early snowball.
  2. Battle Frenzy if you’re leaning pure aggression.
  3. Corrosive Power if you want smoother ult rotations.

Teammate Must-Have Skill

  • Fountain of Life → one of your backliners should run it. This keeps Ares safe from No Escape silences for the first 6 seconds, which is exactly when he needs to be firing on all cylinders. Without this, his speed means nothing if he’s locked out of casting.
  • Spring of Life → increase healing effects and reduce damage whenever they receive healing.

Mael’s Opinion: I’d say Knife Through Butter + Wind Rage + Last Stand is the real combo here. Ares keeps the enemy team down while your allies keep him from being shut out. It’s the kind of pairing that makes him feel like more than just “the fast guy.”

What’s the right team to bring out Ares’ full potential?

You’ll want damage dealers who can punish once he cracks barriers, and controllers who land silences, confusions, or roots while his debuffs are active. Add a healer to keep him alive long enough to push the tempo.

Two setups stand out: one built around Apollo, another around Loki. Let’s break down how to build the best teams around Ares.

Ares doesn’t carry games alone. He’s an enabler. The right allies turn his barrier-breaking and immunity-stripping into real wins.

  • Loki → With Ares tearing away control immunity, Loki’s Confusion finally lands. Enemies that used to shrug it off now start hitting their own teammates. Together they form one of the most disruptive tactic you can field.
  • Apollo → The perfect partner if you want raw damage. Once barriers are weakened, Apollo’s ramping bursts hit like a truck. On top of that, Apollo’s healing reduction stacks perfectly with Ares’ debuffs, making sustain comps collapse even faster.
  • Anubis → A frontline bruiser who pulls attention away from Ares. While Anubis bleeds enemies and amplifies incoming damage, Ares has the breathing room to keep swinging and setting up CC chains.
  • Fu Fei → The safety net. Ares burns hot and fast, but Fu Fei’s healing and control immunity ensure he survives long enough to cycle multiple ultimates. Without her, his aggression fizzles too quickly.


Mael’s Opinion: Ares resurrects CC-heavy comps. If you had Loki sitting on the bench, now might be the moment to dust him off. His kit makes sure stuns, silences, and disarms actually stick—and that’s a huge meta shift.


5. Battle Report – Ares’ Performance in Real Combat

To better understand how Ares performs in practice, here are results from two different lineups agaisnt the same opposing comp.

Battle Case 1 - Ares + Apollo


The Fight

The battle lasted just over 40 seconds, and the outcome was decided fast. The turning point was how each side’s damage dealers were either enabled—or completely shut down. On our side, Apollo carried with 56.6 million damage, nearly five times more than the enemy Apollo’s 12.1 million. This was only possible because Ares stripped control immunity and broke shields, letting Apollo unleash Corona Godstrike without interruption. Ares himself contributed 11.6 million damage while absorbing 10.6 million

Healing was another decisive factor. Fu Fei restored 15.2 million health on our side. Because Ares made control effects stick, the opponent’s healer was locked down and unable to perform. Apollo’s healing reduction added yet another layer of suppression. On the Shadow Dragon side, Yi Sun-Shin collapsed entirely, finishing with only 206,000 damage and no impact on the fight.

Main Takeaways

This match shows why Ares is not the main carry but the enabler. He didn’t top the charts, but his barrier-breaking and immunity-stripping tilted everything in Apollo’s favor. By shutting down Yi Sun-Shin and crippling Fu Fei’s healing, he created space for Apollo to dominate. Without Ares, this battle would have dragged on, giving the enemy time to recover. With him, it ended in under a minute, with our team firmly ahead.

Mael’s Opinion: Ares shines brightest with high-output allies like Apollo. He doesn’t win games alone, but he creates the openings that turn good lineups into unstoppable ones.


Battle Case 2 - Ares + Loki


The Fight

This battle ran longer than the Apollo case—about 1 minute and 10 seconds. The difference in tempo was clear. Without Apollo’s overwhelming burst, the match relied more on steady pressure and control chains.

On our side, Ares dealt 32.6 million damage, almost tripling his contribution from the Apollo test. Loki also pulled his weight with 20.4 million. Together, they compensated for the missing nuke but at a slower pace.

Fu Fei was again decisive. She restored an incredible 26.3 million health, keeping Ares alive through 14.9 million damage taken. This allowed him to keep swinging and ulting, stacking debuffs over time.

On the enemy side, Apollo was their carry as expected with 35 million damage—but he didn’t get the same freedom. Ares’ immunity shred let control land, and Loki’s Confusion cut his impact, though not as brutally as in the Apollo synergy test. The enemy Fu Fei healed well (23.1M) but was pressured constantly by CC sticking.

The pace tells the story: without Apollo, fights drag on, but Ares + Loki creates an attrition grind where CC decides the winner.

Main Takeaways

Ares carried more of the damage load here (32.6M) compared to the Apollo comp, proving he can scale as a semi-carry when paired with control-heavy allies.

Loki’s CC mattered—Confusion landed consistently, which kept the enemy Apollo from snowballing out of control.

Fu Fei was critical again, showing how much sustain Ares needs to function in longer fights.

The battle was slower (1:10 vs 0:40), but still ended decisively. This setup trades explosiveness for reliability.

Mael’s Opinion: With Apollo, Ares is a tempo enabler. With Loki, he becomes part of a CC machine. The fights last longer, but every second favors you as Confusion, stuns, and silences pile up. I actually prefer Ares with Loki. It feels safer, steadier, and harder to counter. You don’t gamble on a single carry exploding through barriers—you grind your opponent down with relentless CC. Every second that passes is another window for Loki’s Confusion to flip the fight, and Ares makes sure it often lands. For me, that’s the real meta shift.


6. Conclusion

Ares is not a universal must-pull, but he is a meta-changer. His value isn’t in topping charts—it’s in tearing down the walls that used to protect enemy teams. He breaks barriers, strips immunity, and forces fights into your rhythm.

If your style leans toward tempo control, early aggression, and CC-heavy strategies, Ares is a top-tier addition. Pair him with Apollo for explosive tempo or with Loki for suffocating control. Either way, he opens doors that no other frontline Immortal can.

If you prefer slower, attrition-based play, Ares won’t be your anchor. His power peaks early, and he relies on allies to capitalize. He’s a hammer, not a wall.

Mael’s Final Word: Ares is the Immortal that flips matchups on their head. He doesn’t just bring damage—he changes the rules of engagement. If you want to resurrect CC comps, punish shield stacks, or push the tempo of every fight, he’s the right Immortal.


For more insights, check out my previous articles here or discover exciting content on my newly created YouTube Channel.

download Infinity Kingdom now and script your legend.

Until next time — Maël, Press Officer | Server 243

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