
💠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 73’s The Arcane(ARC) and Server 231’s Imperial Knights(IMPK). IMPK’s positions in this match will be denoted in green while ARC’s will be in red.
💠Table of Contents
- Overview
- Starting Positions and Talents
- ARC
- IMPK
- Tower 1
- Tower 4
- Central Tower
- Altars
- Home Towers
- Play-by-Play
- Summary
💠Overview
ARC versus IMPK is a matchup between two undefeated teams with contrasting trajectories. ARC entered the match at 5–0 after finishing 16th in Season 7, but their early-phase attendance has been inconsistent, often starting matches with 30 or fewer players. IMPK also came in at 5–0, though they flamed out early last season and finished 32nd, and have shown stronger attendance so far this phase. With ARC holding the edge in historical results and IMPK countering with better numbers, this matchup shapes up to be fairly even.
💠Starting Positions and Talents
ARC
- Started with 36 players and ended with 39
- 21 Attack talents
- 13 Defense talents
- 2 Support talents
IMPK
- Started with 34 players and ended with 40
- 20 Attack talents
- 10 Defense talents
- 4 Support talents
💠Tower 1
At Tower 1, ARC committed 11 players while IMPK sent only two, creating an immediate imbalance. IMPK would have been better off conceding the tower entirely and reallocating those two players to the Central Tower. On the other side, ARC could have optimized by canceling excess relocations once it was clear the contest would be minimal.

💠Tower 4
At Tower 4, IMPK committed 12 players while ARC sent only one, making the contest effectively uncontested. ARC’s lone player wasted time by staying, while IMPK overcommitted and could have canceled excess relocations to reinforce the Central Tower.

💠Central Tower
At the Central Tower, ARC sent 15 players while IMPK committed 16, making it the most heavily contested objective. With near-equal numbers, control would hinge on which team could better establish space around the tower and execute rallies and garrisons more effectively.


💠Altars
Neither team sent anyone to the altars.
💠Home Towers
Both teams stationed one guard at their respective home towers.
💠Play-by-Play
ARC did not cancel any relocations at Tower 1 and immediately committed to the objective. With no meaningful resistance, they captured the tower a couple of minutes into the match. ARC then zeroed the two IMPK players who had been sent there, and several ARC members began rotating toward the Central Tower as soon as their cooldowns allowed.

At Tower 4, IMPK mirrored the earlier sequence at Tower 1. They captured the tower shortly after arriving, as there was no resistance, and quickly zeroed the lone ARC player stationed there. In both cases, the IMPK players at Tower 1 and the ARC player at Tower 4 should have canceled their relocations as soon as it became clear they were alone and had misallocated their presence.

The Central Tower fight opened strongly for ARC, as they destroyed two IMPK relocations, established early control around the tower, and zeroed another defender shortly after. IMPK responded by funneling additional players from spawn, and ARC missed several opportunities to destroy incoming relocations. ARC also burned relocation cooldowns to move forward, but placed themselves too close to IMPK’s forces, allowing those relocations to be destroyed. Those cooldowns would have been better used to block reinforcements or claim open space. Although ARC managed to zero another enemy, they failed to occupy the available real estate around the tower. IMPK rotated more players from Tower 4 into the outskirts of the center, while ARC’s backline stalled and did not advance. As IMPK filled the gaps, they began zeroing ARC’s front line, steadily forcing them back. IMPK took control of the area and captured the Central Tower at the 17 minute mark.

At the 24 minute mark, ARC teleported into Tower 4, where four IMPK players were guarding the objective. IMPK responded by teleporting additional defenders into the area, but ARC systematically zeroed them one by one as more ARC members arrived. With the area cleared, ARC captured Tower 4 around the midpoint of the match. At that time, IMPK still held a moderate lead of roughly 9,400 points. At that pace, ARC would lose by just a couple of hundred points. ARC made one last attempt in the last ten minutes to steal IMPK’s home tower, but failed to do so.

💠Summary
AWG defeated HMB 100,000 to 36,800, with the outcome largely driven by HMB’s poor attendance, which left them on the back foot throughout the match. HMB should have conceded Tower 4 early to overload Tower 1 and the Central Tower, as they were consistently outnumbered at every objective. AWG, recognizing their numerical advantage, correctly chose to contest all three neutral towers rather than cede one. While AWG’s home tower guards were slow to react, their rotations were strong enough to shut down invasions at Towers 2 and 1. The result drops HMB to 4–1 and moves AWG to 5–0.


W hat 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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