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[Review] Analysis of AWO0 vs WOG in IBL in Infinity Kingdom

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Article Publish : 12/15/2025 16:35
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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. 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 match between Server 344’s SavageHunter(AWO0) and Server 414’s Warriors of Green(WOG). AWO0’s positions in this match will be denoted in green while WOG’s will be in red.


💠Table of Contents

  • Overview
  • Starting Positions and Talents
  • WOG
  • AWO0
  • Tower 1
  • Tower 4
  • Central Tower
  • Altars
  • Home Towers
  • Play-by-Play
  • Summary


💠Overview

AWO0 versus WOG is a matchup between proven overperformance and inexperience. Despite being one of the youngest servers in the last tournament, AWO0 delivered a strong showing and finished 29th overall, demonstrating solid fundamentals and adaptability. WOG is entering their first tournament and has not yet had the opportunity to test league builds in live conditions. With both alliances able to field around 30 players each week, AWO0’s prior tournament experience makes them the clear favorite going into the match.


💠Starting Positions and Talents

WOG

  • Started with 22 players and ended with 33
  • 15 Attack talents
  • 5 Defense talents
  • 2 Support talents

AWO0

  • Started with 21 players and ended with 30
  • 12 Attack talents
  • 4 Defense talents
  • 5 Support talents


💠Tower 1

At Tower 1, AWO0 sent four players, with only two positioned next to the tower, while WOG committed five. One AWO0 player contested a south-side spot, but better use of edge spawns could have allowed faster access to the closest tower positions. WOG’s setup was cleaner overall, as three of their players landed close together and adjacent to the tower, giving them the early positional advantage.


💠Tower 4

At Tower 4, AWO0 sent five players with one overlap while WOG committed seven. Despite having excellent edge spawns, AWO0 failed to use them to block WOG’s relocations and instead clustered on the right side of the tower, with only one player contesting a corner spot. AWO0 should have been able to block multiple relocations and secure a significant numbers advantage but missed the opportunity. Given those edge spawns, WOG would have been better off abandoning Tower 4 and overloading Tower 1 and the Central Tower instead.


💠Central Tower

At the Central Tower, AWO0 sent four players while WOG sent three, with one of WOG’s positioned farther away from the group. Control of the objective hinged on which side could deal more damage and properly garrison teammates during trades. Given the strategic value of mid, both teams should have placed higher priority on the Central Tower.


💠Altars

AWO0 sent one player to the Sun Altar while WOG committed four there and one to the Moon Altar. Prioritizing altars this early was a mistake, as they offer little value at the start of the match. Altars are best used later as a pressure tool when a team is behind, not when objectives are still uncontested.


💠Home Towers

AWO0 stationed two guards at their home tower. WOG opted to leave theirs unguarded in the opening minutes.


💠Play-by-Play

AWO0 opened Tower 1 by blocking one relocation and attempting to destroy another, though the delete failed. Three AWO0 players then collapsed on the lone WOG member on their side of the map and quickly zeroed him. AWO0 shifted into rallies and tower pressure, while WOG relied on faster solo attacks, which proved more effective. WOG zeroed the rally starter and stopped the siege, then brought two more players in from spawn, whose relocations AWO0 failed to block. AWO0 attempted to reinforce, but WOG blocked most of the landings and punished one ungarrisoned arrival with a zero. WOG captured Tower 1 at the 14 minute mark.

At Tower 4, both alliances blocked a relocation, but WOG’s block mattered more because AWO0 had fewer players committed to the tower. WOG quickly zeroed two AWO0 players, leaving a single defender who was unable to hold. They captured the tower soon after and wiped the last remaining player. Although AWO0 kept sending reinforcements back toward the objective, WOG consistently cleared each arrival and maintained full control of the area.

At the Central Tower, AWO0 came within a second of destroying a WOG relocation but reacted just too late. AWO0 shifted into rallies and flew a defender shortly after, yet four WOG latecomers arrived and tipped the numbers. AWO0 managed to zero another player, but WOG’s reinforcements were arriving faster than AWO0 could delete them. With WOG already holding three towers, their only objective was to stall and deny AWO0 a capture, which steadily built their lead. Although AWO0 initially kept WOG from fully surrounding the tower, they lost focus and allowed WOG to capture it at the 20 minute mark despite not having ideal proximity. AWO0 made only minimal effort to stop the siege, remaining overly focused on attacks and rallies instead of contesting the objective.

At the seven minute mark, a WOG player relocated to the outskirts of AWO0’s home tower, which initially had three guards. Two of those guards left and the remaining one was positioned too far away, allowing WOG to approach the tower freely. Four AWO0 players rotated back to respond, but they relied on solo attacks that failed to break the defender, when a rally would have been far more effective. Another WOG player then arrived and parked next to the tower without AWO0 attempting to destroy the relocation. AWO0 eventually retook their home tower midway through the match, but it required a significant manpower investment.

At the same time, an AWO0 player noticed WOG’s home tower was still unguarded at the 20 minute mark and relocated in, stealing it three minutes later. Since an enemy can relocate back to a home tower as early as seven minutes after moving elsewhere, keeping one or two guards there is standard practice. AWO0’s sneak capture was short lived, as WOG responded and retook the tower about five minutes later. AWO0 did manage to hold three outer towers briefly before losing two of them again. In the end, WOG’s lapse had little impact because they already held a commanding 47,000 point lead.


💠Summary

WOG defeated AWO0 100,000 to 33,100, with Texaco earning MVP, and finished the match in control of all five towers. AWO0’s poor relocations and failure to use edge spawns to block landings cost them Tower 4 early, and they compounded the mistake by continuing to funnel reinforcements there instead of abandoning it and reinforcing the center to slow the bleeding. WOG consistently demonstrated stronger fundamentals, cleaner rotations, and a more coherent game plan throughout. The result is an opening upset, with WOG starting 1–0 and AWO0 falling to 0–1.

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


💠Related Links

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