
💠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 209’s Order 66(O66) and Server 373’s Potatoes(HOT).
💠Table of Contents
- Overview
- Starting Positions and Talents
- O66
- HOT
- Tower 1
- Tower 4
- Central Tower
- Altars
- Home Towers
- Play-by-Play
- Summary
💠Overview
O66 is a farm alliance from Server 209 that finished the Qualifying Round with a 4–0 record, defeating CBW in the first round of the playoffs before losing decisively to TNG and dropping to the losers’ bracket. DTF comes from a relatively young server with limited IBL experience; they finished the first phase with a 5–3 record, also lost to TNG in the first playoff round, and then narrowly beat CBW in the losers’ bracket. Both alliances typically field around 25–30 players per match, but O66 should be considered the favorite as they dismantled CBW more convincingly and fared slightly better against TNG than DTF did.
💠Starting Positions and Talents
O66
- Started with 23 players and ended with 27
- 13 Attack talents
- 9 Defense talents
- 1 Support talents
HOT
- Started with 22 players and ended with 26
- 15 Attack talents
- 6 Defense talents
- 1 Support talent
💠Tower 1
O66 sent 8 players to Tower 1 in a standard formation, while HOT sent 6 with weaker positioning. Several HOT players were placed too far from their closest allies, which would slow their ability to garrison or support one another during early exchanges. As the top-sided team with several favorable edge spawns, HOT would have been better off conceding Tower 1 and focusing on Tower 4 while overloading the Central Tower. Given the numbers advantage and stronger formation, O66 should be able to secure control of Tower 1 fairly easily.

💠Tower 4
O66 sent three players to Tower 4 while HOT committed only two. As the top-sided team, HOT normally has a positional advantage at this objective and could have controlled it comfortably if they had chosen to concede Tower 1 and concentrate their forces here. Instead, their two players were not even positioned adjacent to the tower, leaving key spaces open. This poor positioning allowed O66 to operate freely around the objective and neutralized the natural advantage HOT had at Tower 4.

💠Central Tower
Both teams sent nine players to the Central Tower, though HOT had one overlap among their relocations. Neither side had particularly strong positioning, as the placements were messy and disorganized with several gaps between teammates. This kind of spacing slows down garrisons and rally support, making players more vulnerable when targeted. Control of the area will likely come down to which team can focus fire more effectively, break through defenses faster, and then move up to occupy the open spaces around the tower.

💠Altars
HOT sent one player to the Moon Altar and two players to the Sun Altar. O66 didn’t waste any time on the altars in the opening minutes.
💠Home Towers
O66 had three guards defending their home tower while HOT decided to leave theirs open in the early game.
💠Play-by-Play
At Tower 1, HOT initially focused on sending troops to siege the tower while O66 prioritized attacking the surrounding players. O66 quickly broke through HOT’s defenses and zeroed two players almost immediately, halting HOT’s early attempt to capture the objective. A few HOT reinforcements arrived and began mounting a defense, but O66 eliminated another target and continued to apply pressure. HOT kept sending players back to the tower, though neither side was dealing massive damage early on. Gradually, O66 began to gain the upper hand, zeroing a couple more defenders and moving up to surround the tower. They finally captured Tower 1 fifteen minutes into the match and kept incoming HOT reinforcements at a distance from the objective.

At Tower 4, O66 began sieging the tower immediately after landing while concentrating their attacks on a single defender. Their coordinated pressure quickly overwhelmed the target, and they captured the objective five minutes into the match while simultaneously zeroing one of the HOT players. Two additional HOT members attempted to relocate to reinforce the area, but by the time they arrived, O66 had already eliminated the remaining defender and secured full control of the tower.

The Central Tower began very slowly, with several players on both sides not actively engaging. HOT relied heavily on rallies but struggled to break through O66’s defenses. O66 managed to zero one defender and pushed slightly toward HOT’s side of the map, though HOT continued sending reinforcements to stabilize the area. The momentum then shifted as HOT pushed back and reclaimed some of the space they had lost. From there, both teams traded eliminations repeatedly, with O66 controlling the left side of the tower and HOT holding the right. The fight remained evenly balanced throughout the match, and neither side was able to gain enough ground to capture the Central Tower. That held true even at the end of the match.

At Tower 2, HOT initially left their home tower completely unattended. Around the 10-minute mark, an O66 player teleported next to the tower and captured it three minutes later before HOT began responding. Ideally, HOT should have started preparing to defend around the six-minute mark when relocation cooldowns were coming back up. Four HOT players eventually relocated to the tower, zeroed the invader, and reclaimed the objective at the 19-minute mark, but the six minutes of lost control allowed O66 to build a massive lead. By the 20-minute mark, O66 had already accumulated about a 21,000-point advantage. Just three minutes later, two O66 players returned to Tower 2 while HOT had left only one defender, allowing O66 to capture the tower again a few minutes later and forcing HOT to scramble back once more. After a prolonged fight, HOT finally reclaimed Tower 2 at the 45-minute mark, but by then O66 had already secured the match with a roughly 70,000-point lead.

💠Summary
O66 defeated HOT 100,000 to 16,400, with Markhor2 earning MVP honors. HOT’s inexperience was evident throughout the match, starting with a poor opening strategy where they failed to use their positional advantage at Tower 4 and instead lost the battle at Tower 1. Although they defended the Central Tower relatively well, they repeatedly left their home tower exposed and struggled with map rotations, with some players wasting time at Tower 1 instead of focusing pressure on the Central Tower and pivoting from there. O66 capitalized on these mistakes, recognizing key opportunities to extend their lead, though their inability to capture the Central Tower despite heavy pressure left room for improvement. O66 advances to face TH, while HOT is eliminated from the tournament.


What matchup do you want to see next? Let me know in the comments below!
💠Related Links
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Infinity Kingdom Official Website
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