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[Review] Analysis of ARC vs WIB in IBL in Infinity Kingdom

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Article Publish : 07/12/2026 12:04
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💠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 277’s Watch It Burn(WIB).


💠Table of Contents

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


💠Overview

ARC and WIB are both experienced IBL alliances and enter this matchup undefeated at 2–0 after dominating their opening two matches. Both teams have shown strong coordination and objective control early in the season, making this one of the marquee matchups of the week. ARC typically fields slightly higher attendance than WIB, giving them more flexibility with rotations and reinforcements. With comparable experience but a small edge in manpower, ARC should enter the match as the favorite.


💠Starting Positions and Talents

ARC

  • Started with 32 players and ended with 40
  • 14 Attack talents
  • 12 Defense talents
  • 6 Support talents

WIB

  • Started with 29 players and ended with 34
  • 15 Attack talents
  • 13 Defense talents
  • 1 Support talent


💠Tower 1

ARC sent 9 players to Tower 1 while WIB committed 13, though one of WIB's relocations overlapped a teammate. Both teams contested the valuable bottom-right corner position, making that relocation race one of the key early battles around the objective. ARC also conceded a couple of front-row spots on the left side of the tower, giving WIB additional room to establish control. With the numerical advantage and more opportunities to occupy the front line, WIB should have the edge at Tower 1 if they capitalize on their positioning.


💠Tower 4

ARC sent 13 players to Tower 4 while WIB committed only 7. WIB lacked favorable edge spawns to effectively block ARC's incoming relocations, allowing ARC to establish firm control over the left side of the tower from the outset. With the significant numbers advantage and superior positioning, ARC should be able to settle around the objective before WIB can destroy any meaningful relocations. Unless WIB finds early picks on isolated players, ARC should have a clear advantage at Tower 4.


💠Central Tower

ARC sent 10 players to the Central Tower while WIB committed 8, giving ARC a slight numerical advantage in the most important objective. ARC concentrated most of their players on the left side of the tower, but their formation could have been cleaner. Too many members were positioned in the third row instead of occupying the valuable first- and second-row spots closest to the objective. Even so, with the numbers advantage and solid control of one side of the tower, ARC should be in a favorable position to establish early control if they can deny WIB's reinforcements.


💠Altars

Neither team sent anyone to either altar.


💠Home Towers

Both teams opted to leave their home tower unguarded in the opening minutes.


💠Play-by-Play

At Tower 1, both teams canceled each other's relocation in the contested corner, neutralizing the early race for that key position. WIB struck first by zeroing one ARC player, then quickly eliminated two more before ARC could respond. ARC attempted to reinforce the objective, but they struggled to gain any momentum and consistently lost the rally exchanges. After two more ARC players fell, the remaining defenders began pulling back. Rather than continuing to reinforce the losing fight, ARC wisely redirected players who had been defeated toward the Central Tower. The players left behind at Tower 1 did an excellent job delaying WIB's capture, stalling the objective until the 14-minute mark before finally conceding it.

At Tower 4, ARC blocked one WIB relocation and destroyed two others, immediately creating a massive numbers advantage around the objective. They wasted no time beginning the siege and captured the tower just a couple of minutes later. At the same time, ARC's relentless attacks zeroed another WIB player, further widening the gap. WIB attempted to reinforce the tower with two additional players, but lost two more in the process. With Tower 4 secured, ARC began rotating toward the Central Tower. WIB, meanwhile, continued trying to return to Tower 4, but those reinforcements would have been better spent reinforcing the center, where the match was about to be decided.

In the Central Tower, both teams initially relied heavily on solo attacks, but with many players running similar defensive builds, very few attacks were able to break through. As the fight progressed, both sides shifted to rallies, which proved far more effective. ARC's numerical advantage in the center began to show as they continuously launched multiple rallies and gradually advanced to the front lines, picking off several WIB defenders. Their early capture of Tower 4 also paid dividends, allowing reinforcements to arrive well before WIB could match them. With superior numbers, ARC slowly pushed WIB back, surrounded the objective, and used multiple Quick Occupy skills to rapidly secure the Central Tower at the 11-minute mark.

At the same time, ARC sent a couple of players to WIB's home tower, where no defenders were stationed, forcing WIB to pull nearly a third of their team back to deal with just four ARC attackers. Then, at the 28-minute mark, ARC launched their decisive play by using the altars' invisibility to move multiple players toward WIB's Tower 1. Although three WIB players were defending the objective, one was positioned too far away to help. ARC rapidly relocated and teleported reinforcements into the area, quickly zeroing a couple of defenders and forcing WIB to respond with emergency teleports. The response came too late. ARC captured Tower 1 at the 34-minute mark and never relinquished control, taking ownership of four towers and effectively putting the match away. WIB also attacked ARC’s home tower, but they were better equipped to handle it with fewer members.


💠Summary

ARC defeated WIB 100,000 to 40,700, with Waa1st earning MVP. ARC's victory was built on their dominant performance at Tower 4 while delaying WIB long enough at Tower 1 to rotate into the Central Tower first. Once ARC secured the center, the pressure shifted entirely onto WIB. ARC then exploited WIB's unguarded home tower, forcing them to divert a large portion of their team to defense. Because WIB struggled to coordinate effective rallies, they needed more players than necessary to repel the invasion, leaving their remaining towers undermanned and vulnerable. ARC capitalized on those openings, eventually capturing Tower 1 and cruising to victory. ARC moved to 3-0 and WIB fell to 2-1.

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


💠Related Links

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