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[Review] Analysis of ICE vs PS in IBL in Infinity Kingdom

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Article Publish : 08/10/2026 12:58
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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 M016’s Ice Cold Enforcers(ICE) and Server 469’s Phoenix Squad(PS).


💠Table of Contents

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


💠Overview

ICE and PS both entered the matchup with 5–2 records and have looked impressive throughout the season. ICE's losses came against ARC and in a narrow defeat to Ascendants of Asgard, while they dominated most of their other opponents and consistently field more than 30 players, showing strong commitment to the event. PS, meanwhile, is competing in its first IBL season but has already established itself as a competitive team, with losses to PHP and Ascendants of Asgard while generally fielding just under 30 players each week. On paper, the matchup should be competitive, but ICE's slightly stronger attendance and greater IBL experience give them the edge heading into the match.


💠Starting Positions and Talents

ICE

  • Started with 24 players and ended with 35
  • 14 Attack talents
  • 7 Defense talents
  • 3 Support talents

PS

  • Started with 22 players and ended with 28
  • 14 Attack talents
  • 8 Defense talents
  • 0 Support talent


💠Tower 1

At Tower 1, PS committed four players, with one overlapping relocation and both overlapping players attempting to move onto ICE's side of the tower. ICE sent five players, although two were positioned too far away from the objective to provide immediate control. Neither team's opening formation was particularly clean, and both could benefit from using markers to better align relocations around the tower. With such similar numbers, those positioning mistakes could prove significant, and the early advantage will likely come down to which team can capitalize on the other's misaligned relocations first.


💠Tower 4

At Tower 4, PS sent five players, with three positioned to try to block ICE's incoming relocations. ICE also attempted an aggressive setup by sending two players onto PS' side of the tower, but that is a risky play because Tower 4 is closer to the top-sided team. If PS uses its edge spawns correctly, they should be able to win several relocation races and block at least a couple of ICE's players before they settle in. ICE would have been better off using a more conservative formation instead of challenging for spots where PS naturally has the positional advantage.


💠Central Tower

In the center, both ICE and PS committed five players, making the opening fight even in numbers. ICE had one player overlapping two teammates, and he should immediately cancel his relocation rather than risk blocking both of them and putting ICE at an early disadvantage. Aside from that mistake, ICE's formation was more condensed, allowing their players to support one another more easily, while PS split their forces into separate groups. With equal numbers, ICE's tighter formation should give them a slight advantage in the opening engagements if they coordinate their rallies effectively.


💠Altars

ICE sent two players to the Sun Altar. PS sent one to each.


💠Home Towers

ICE stationed one guard at their home tower. PS stationed three and sent one to ICE’s home tower which will inevitably get destroyed and he will have to wait another 3 minutes in spawn.


💠Play-by-Play

At Tower 1, ICE blocked two PS relocations immediately, creating a major numbers advantage around the objective. The two blocked PS players tried relocating back to the tower but overlapped again, compounding the positioning mistake. ICE wasted no time and began sieging while the remaining PS players were too far away to interfere, allowing ICE to capture the tower at the 5-minute mark. They then rallied the nearby defenders as more PS reinforcements arrived, while ICE continued relocating next to incoming players and attacking them before they could meaningfully pressure the objective.

At Tower 4, ICE and PS each blocked two relocations, but PS failed to assign the correct players to several contested spots and lost two valuable positions next to the tower. ICE drew first blood by zeroing one defender, though PS quickly returned the favor. ICE then stopped a late relocation from completing and brought in a couple of additional reinforcements, giving them more staying power around the objective. The two teams traded kills back and forth, but ICE consistently won the exchanges faster. That tempo advantage allowed ICE to seize control, capture Tower 4 at the 11-minute mark, and then clear the remaining PS players from the area.

In the center, ICE struck first by zeroing the closest PS target, while PS struggled to deal meaningful damage in return. ICE also did an excellent job blocking multiple incoming relocations while allowing their own reinforcements to land successfully, gradually strengthening their control of the area. PS was repeatedly caught by rallies and could not match ICE's speed or coordination. Once ICE cleared every defender directly adjacent to the tower, they activated Quick Occupy and secured the Central Tower at the 13-minute mark. That capture gave ICE control of four objectives and a commanding early advantage.

While ICE was suppressing PS in the center, PS kept funneling more and more players back to Tower 4. ICE could not match those reinforcements because much of their roster was committed elsewhere, allowing PS to gradually outlast the defenders, push them back, and eventually reclaim the tower. Even so, ICE had already built a massive 25,000-point lead with 38 minutes remaining. Whenever PS tried to shift pressure to another objective, ICE kept them occupied by invading their home tower and continuing to threaten Tower 4, forcing PS to stay reactive instead of mounting a coordinated comeback.


💠Summary

ICE defeated PS 100,000 to 47,800, with Chen earning MVP. Both teams need a cleaner system for assigning opening relocation spots, as repeated overlaps cost valuable time and positioning throughout the match. ICE recovered well from those early issues, rotating efficiently after securing objectives and using late arrivals to reinforce whichever towers needed help. PS, meanwhile, committed too many players to the altars and their home tower when those numbers were desperately needed at the outer objectives. ICE improved to 6–2, while PS dropped to 5–3.


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


💠Related Links

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