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[Review] Analysis of RiP vs MAD in IBL In Infinity Kingdom

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Article Publish : 01/12/2026 13:51
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Edited by fictions at 01/12/2026 14:01

💠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 M014’s Rest In Peace and Server 417’s The Asylum(MAD). RiP’s positions in this match will be denoted in green while MAD’s will be in red.


💠Table of Contents

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


💠Overview

RiP versus MAD is a matchup between a rising, well-guided roster and a still-developing opponent. RiP comes from a young merged server but is led by veteran players, and the server’s strength was evident last season when three alliances from M014 reached the playoffs. RiP entered this match at 3–0. MAD, by contrast, comes from an even younger server that has yet to make a deep IBL run and entered at 4–1 after a loss to Server 159’s MDS. With both teams able to field roughly 30 to 35 or more players each week, RiP’s veteran leadership and stronger competitive background make them the favorite going into the match.


💠Starting Positions and Talents

MAD

  • Started with 26 players and ended with 36
  • 11 Attack talents
  • 12 Defense talents
  • 3 Support talents

RiP

  • Started with 26 players and ended with 39
  • 11 Attack talents
  • 14 Defense talents
  • 1 Support talents


💠Tower 1

At Tower 1, RiP sent eight players with one overlap while MAD committed nine. Both formations were messy, with each side leaving multiple front-row spots open while occupying positions farther from the tower. MAD attempted to cross the tower with two players to block RiP’s relocations, but those spots favored RiP’s spawn and should always be reached first with proper timing. Overall, neither team established clean early control due to poor positioning. RiP had the advantage due to having more players closer to the tower.


💠Tower 4

At Tower 4, RiP sent eight players with one overlap while MAD committed eleven. MAD again tried to cross the tower to block RiP relocations, but as the bottom-sided team they were always going to lose those races, especially with RiP’s proximity advantage on this tower. RiP also had edge spawns available to cross and block several MAD relocations on the south side, though they did not fully capitalize on them. Even so, MAD’s mismanaged relocations meant RiP was favored to block four or five players and hold a clear positional advantage at the tower.


💠Central Tower

RiP sent four players to the middle and MAD opted to give it up completely in the opening minutes.


💠Altars

RiP didn’t send anyone to either altar. MAD relocated one player to the Sun Altar.


💠Home Towers

RiP stationed two guards at their home tower and MAD had three at theirs.


💠Play-by-Play

RiP opened Tower 1 by blocking four MAD relocations and immediately transitioned into a siege, surrounding three sides of the tower while MAD was nowhere near contest range. The tower flipped shortly after with minimal resistance. Five MAD players then rotated back to the area and managed to zero one RiP player, but RiP quickly answered with a zero of their own. As the fight reset, MAD clustered on the bottom and left sides of the tower, while RiP consolidated control on the top and right after the players between them were cleared, stabilizing their hold on the objective.

RiP opened Tower 4 by blocking five MAD relocations and immediately zeroing an enemy to seize early momentum. MAD completed several relocations in response and traded back with a zero, then followed with another shortly after, giving them a temporary numbers edge. Despite the advantage, MAD failed to capitalize, as RiP picked off a couple of backline players who neglected to garrison and could not be easily reinforced. MAD struggled to clear RiP off key positions around the tower, allowing RiP to keep pressure with repeated attacks and gradually tighten their surroundings. After a prolonged fight, RiP finally captured Tower 4 at the 20 minute mark.

MAD chose not to contest the Central Tower, allowing RiP to move in uncontested. RiP surrounded the tower, focused on blocking and destroying any incoming relocations, and completed the capture at the 12 minute mark. Securing the center gave RiP their second tower and shifted all pressure onto MAD, who was now forced to try to reclaim both outer towers to stay competitive.

MAD kept up constant pressure at Tower 1, repeatedly sending players back to contest the objective and forcing RiP to match their commitment. RiP responded by rallying multiple targets at once, leaving MAD little room to organize counterattacks. Although MAD briefly looked competitive, they were quickly wiped and sent back to spawn. The same pattern played out at Tower 4, where MAD committed nearly half their roster and came close to breaking through, only for RiP to systematically zero the front line and push them back. MAD also probed the Central Tower and RiP’s home tower, but neither attempt gained traction.


💠Summary

RiP defeated MAD 100,000 to 26,800, with NightCrawler earning MVP. MAD’s game plan was flawed, as the bottom-sided team should have conceded Tower 4 and contested the Central Tower instead, but they spread themselves thin and had several of their own relocations blocked while attempting aggressive crosses. RiP did not fully capitalize on every mistake, yet MAD still failed to rally and garrison effectively enough to dislodge them from the towers. RiP’s rotations were strong, they absorbed every counter MAD attempted, and they successfully held four towers for most of the match, which is rarely sustainable for lesser teams. The win moves RiP to 4–0, while MAD falls to 4–2.

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


💠Related Links

Version 2.9.1

Infinity Kingdom Official Website

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