
💠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 Veterans(VT) and Server 340’s Light and Darkness(SV). VT’s positions in this match will be denoted in green while SV’s will be in red.
💠Table of Contents
- Overview
- Starting Positions and Talents
- SV
- VT
- Tower 1
- Tower 4
- Central Tower
- Altars
- Home Towers
- Play-by-Play
- Summary
💠Overview
VT versus SV is a matchup between a retooled mid-tier roster and a proven contender. VT finished 58th last season and has since undergone significant roster changes, adding migrators from Server 300 and other servers while also losing some players. They typically field 20 to 30 players per week and, while not the most cohesive, have enough veteran presence to punish inexperienced teams. SV was a dark horse last season and finished 11th, and they generally bring higher attendance than VT. Despite the numbers favoring SV, VT’s veteran players and experience could narrow the gap and make the matchup more competitive than it appears on paper.
💠Starting Positions and Talents
SV
- Started with 24 players and ended with 29
- 13 Attack talents
- 7 Defense talents
- 4 Support talents
VT
- Started with 18 players and ended with 27
- 12 Attack talents
- 5 Defense talents
- 1 Support talents
💠Tower 1
At Tower 1, VT sent seven players with one overlap while SV committed four. VT placed two players directly next to the tower compared to SV’s single adjacent player, giving VT better proximity and faster attack cycles. SV would have been better served conceding Tower 4 to overload Tower 1, as splitting their limited presence left them playing from a disadvantage. With a more compact formation, VT was favored to control the tower.

💠Tower 4
At Tower 4, VT sent seven players while SV committed six, with three of SV overlapping on the same spots. VT’s positioning was cleaner overall, though they missed chances to use edge spawns to wrap the left side and potentially destroy incoming relocations. One VT player was positioned too far from the group, reducing cohesion. SV compounded their issues by canceling overlaps instead of letting one player block the others, which would have been faster. Given the effective numbers advantage and better spacing, VT was favored to control Tower 4 as well.

💠Central Tower
At the Central Tower, VT sent four players while SV committed six. One SV player positioned too close to VT and too far from his teammates, leaving him vulnerable. Because the Central Tower does not become capturable until ten minutes in, VT’s smaller initial presence was not decisive, and with effective stalling and timely reinforcements, they had a path to potentially turn the fight in their favor.


💠Altars
VT sent one player to the Moon Altar and SV sent two to the Sun Altar.
💠Home Towers
Each team stationed two guards at their respective home towers. SV also sent one player to VT’s Tower 2.
💠Play-by-Play
SV canceled one of their own relocations, immediately putting themselves in a 3 to 6 disadvantage before a fourth player could arrive. By the time that reinforcement showed up, VT had already zeroed one defender. VT captured Tower 1 at the five minute mark with minimal resistance, then turned to clearing the area, zeroing two more SV players in quick succession. Two additional SV members completed their relocations, but VT promptly flew them as well. When two more SV players attempted to return to Tower 1, those resources would have been better spent contesting another objective rather than feeding into a lost fight.

SV opened Tower 4 by blocking two of their own relocations, immediately putting themselves at a disadvantage. VT focused fire on a frontline target and quickly zeroed him. Seven SV latecomers began relocating toward the tower, but VT blocked one and proceeded uncontested. VT captured the tower at the five minute mark, securing their third tower and the match’s win condition. They then blocked five additional relocations, destroyed another, and nearly simultaneously wiped the remaining SV presence at Tower 4. Poor garrison discipline left SV players taking free hits from all directions, with several unable to mount any attacks before being deleted.

Both teams leaned heavily on rallies at the Central Tower. SV struck first by zeroing a VT player, then pushed into the backline, blocked an incoming relocation, and eliminated a second shortly after, leaving only two VT players holding the area. Those two managed to tank sustained pressure and survive longer than expected because SV stopped rallying and relied too much on solo attacks. VT even managed to fly one SV player amid the chaos. At the 13 minute mark, SV finally regrouped, zeroed the remaining defenders, and captured the Central Tower, slowing the momentum and buying themselves some much needed breathing room.

In the opening minutes, VT failed to destroy an SV relocation at their home tower after the guard sent only two attacks instead of the required three. Despite being far from the tower and facing two nearby guards, the SV player was allowed to steal the tower uncontested, as the guards did not even attempt to pressure or attack him. It took until the 11 minute mark for a third VT player to relocate in, zero the invader, and destroy two incoming relocations. Two more SV relocations still completed uncontested, but VT ultimately stabilized and recaptured their home tower at the 14 minute mark.

At the same time, a VT player relocated to the outskirts of SV’s home tower. One of the three SV guards, and the only one positioned next to the tower, moved closer to the invader and left the objective exposed. VT immediately capitalized by relocating next to the tower, and SV was too far away to destroy the landing. A second VT player teleported in to assist, and together they zeroed the remaining two guards. Another SV defender rotated in but was quickly eliminated as well. VT captured the tower at the 19 minute mark, securing control of four towers, though their overall lead at that point was only about 2,600 points.

SV committed more than seven players and spent roughly ten minutes trying to retake Tower 3, which severely weakened their Central Tower by cutting off reinforcements. VT recognized the opening, surrounded the center, and methodically forced SV players back to spawn through sustained pressure. VT captured the Central Tower at the 37 minute mark and had already built an 18,000 point lead with 22 minutes remaining. From there, SV was unable to secure a third tower and eventually lost control of their home tower as well, sealing the outcome.

💠Summary
VT defeated SV 100,000 to 45,500, with Blurry earning MVP. SV’s game plan was flawed, as teams should concede Tower 1 when top-sided or Tower 4 when bottom-sided and overload the remaining outer tower plus the Central Tower, which ultimately dictates match outcomes. Even with early control of two towers, VT’s lead stayed manageable until they secured the center, underscoring its importance. Both sides struggled with killing relocations and overused solo attacks, but SV was far worse, frequently failing to garrison and leaving players exposed. VT’s cleaner rotations and eventual control of the Central Tower decided the match. VT moved to 5-0 while SV fell to 4-1.


What matchup do you want to see next? Let me know in the comments below!
💠Related Links
Version 2.9.0
Infinity Kingdom Official Website
#infinitykingdom #vt #sv #ibl



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