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So I Threw a Fire Dragon Into a Water March | IBL Guide

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Article Publish : 03/08/2026 15:41
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Edited by unshackled at 03/08/2026 15:45

Early pre-league is usually the point where everyone starts asking the same question: what is the best IBL march to use? And honestly, that makes sense, because a lot of players are either new or still figuring out what they should build.

So instead of acting like there is one perfect march for everyone, this is more insight of the march I have been using for IBL.

Quick note: there is no best march in IBL. Everything depends on what you are countering. This setup is simply a strong all-round option that performs well into common meta picks like Fire Khan or full Fire marches. It should be seen as a general guide and example setup, not the only march you should ever use.


March Core

What this march does in one sentence?

AoE magic pressure + silence control + consistent phyical dps and defense shredder, with Fire Dragon to to deal true damage to all enemies and inflicts Burn effect on them. Change to Water Dragon to increase your survivalbility on your team.

How does the march work?

Merlin = Mage DPS (AoE)

Merlin is your main primary damager. His ultimate hit all 4 enemy immortals, since magic always lands their hit, so your goal is to keep pressure high and force the opponement into defensive early on.

Skills setup:

Concentration = increases magical damage by 30%
Annihilation = 45% chance to deal 300% damage to all enemy units every 6 seconds
Death Breath = deals 75% physical and magical damage to all enemy units every 6 seconds


Yoshitsune = Support / Finisher

Yoshitsune brings reliable physical damage through multiple hits. When Merlin’s damage alone is not enough to finish targets, Yoshitsune helps clean them up. He also deals double damage to immortals below 50% HP, which makes him very useful for securing kills once the enemy team starts dropping.

Skills setup:

Assist = 50% chance to apply Assist on the backline, transferring damage to yourself and reducing damage taken by 20%
Absolute Defense = blocks the next 3 instances of damage
Oaken Guard = reduces physical damage received by 3 random allies by 50%


Harald III = Defense Shredder

Harald III makes the whole fight easier by reducing enemy physical defense, which boosts Yoshitsune’s damage and helps Suffocate hit harder over time. He also supports the team by improving allied energy flow while slowing the enemy down.

Skills setup:

Weakness = reduces enemy resilience by 20%
Rage Blessing = increases energy regen of 3 random allied units by 50% for 12 seconds
Energy Suppression = reduces energy regen speed of all enemy units by 50% for 12 seconds


Attila the Hun = Fight Control

Attila’s job is simple: stop enemy ultimates from coming out smoothly. Silence creates openings where the enemy cannot gain energy regen, which can completely throw off their timing and make the fight easier for your team to control.

Skills setup:

Malice = reduces crit rate of all enemy units by 20%
Fighting Will = every 20% troop HP lost, Attila deals physical damage to all enemies and has a 46% chance to root them for 6 seconds
Resist = 3 random allies receive 50% less magical damage for 12 seconds

Effects types

Root = makes the unit unable to attack

Silence = makes the unit unable gain energy regen

Suffocate = damage over time (DoT)

Reports

Conclusion

That is pretty much the idea behind this setup. It is a strong option, but not the only option, and a lot can change depending on who you are fighting. I’d be interested to hear what marches you have been using, or which ones have been giving you the most trouble in pre-league.

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