Updated
May 18, 2023
Illuvium Arena v0.2.5 Detailed changes
Synergy Changes
Synergy
| Description
|
Water | Your team gains additional Energy Regeneration every second, Water Units gain more. |
3) 2 Energy Regen, 5 for Water Units 5) 4 Energy Regen, 10 for Water Units 7) 6 Energy Regen, 15 for Water Units
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Earth | Your team gains additional Grit and Resolve, Earth Units gain more. |
3) 10 Grit & Resolve, 25 for Earth Units 5) 20 Grit & Resolve, 50 for Earth Units 7) 35 Grit & Resolve, 80 for Earth Units
| |
Fire | Your team gains additional damage, Fire Units gain more. |
3) 10% Additional damage, 30% for Fire Units 5) 20% Additional damage, 50% for Fire Units 7) 35% Additional damage, 75% for Fire Units
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Nature | Your team gains additional Health and % Max Health Regen, Nature Units gain more. |
3) 100 Health & Regen 0.5% Regen, 200 & 1% for Nature Units 5) 200 Health & Regen 0.7% Regen, 400 & 1.5% for Nature Units 7) 300 Health & Regen 1% Regen, 600 & 2% for Nature Units
| |
Air | Your team gains additional Dodge chance, Air Units gain more. Enemy Units' first Omega costs additional Energy |
3) 5 Dodge Chance, 10 for Air Units. Energy cost increased by 15% 5) 10 Dodge Chance, 20 for Air Units. Energy cost increased by 30% 7) 15 Dodge Chance, 30 for Air Units. Energy cost increased by 45%
| |
Tsunami | After using their Omega Ability, Tsunami Units gain Energy. |
2) 40% of Energy cost gained 3) 55% of Energy cost gained 4) 75% of Energy cost gained
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Mud | Mud Units gain additional Energy on Attack, and their Attacks reduce the Attack Speed of their Target. (Up to 3 times) |
2) 3 Energy and 12% Attack Speed Reduction 3) 5 Energy and 14% Attack Speed Reduction 4) 7 Energy and 16% Attack Speed Reduction
| |
Steam | On Battle Start and every 10 seconds, Steam Units are engulfed with steam, gaining Energy Regen for a duration and permanent Omega Power. |
2) 25 Omega Power. 5 Energy Regen for 5 seconds 3) 35 Omega Power. 8 Energy Regen for 5 seconds 4) 45 Omega Power. 10 Energy Regen for 5 seconds
| |
Toxic | Toxic Units apply Poison every 2 seconds in a Medium Area around themselves and gain Health on Takedown. (25 Hexes) |
2) 1 Poison and gain 400 Health 3) 2 Poison and gain 500 Health 4) 3 Poison and gain 600 Health
| |
Frost | Frost Units apply Blind in a Medium Area shortly after Combat Start, and Frost around themselves every 3 seconds. |
2) Blind lasts 4 Seconds, Apply 1 Frost. 3) Blind lasts 5 Seconds, Apply 2 Frost. 4) Blind lasts 6 Seconds, Apply 3 Frost.
| |
Granite | Granite Units gain Grit and Resolve and are Invulnerable on Combat Start. |
2) 15 Grit and Resolve, Invulnerable lasts for 4 Seconds 3) 25 Grit and Resolve, Invulnerable lasts for 5 Seconds 4) 35 Grit and Resolve, Invulnerable lasts for 6 Seconds
| |
Magma | Magma Units create molten ground around themselves which spreads over time. Enemies on Molten Ground take damage every second. Allied Units on Molten Ground gain Grit and Resolve. |
2) 40 Energy Damage per second, 20 Grit and Resolve. 3) 60 Energy Damage per second, 30 Grit and Resolve. 4) 80 Energy Damage per second, 40 Grit and Resolve.
| |
Bloom | Bloom Units blossom 9 seconds after Battle Start, and every 9 seconds thereafter. Gaining Max Health, Omega Power and Health Regen. |
2) 150 Max Health, 15 Omega Power and 20 Health Regen 3) 225 Max Health, 22 Omega Power and 25 Health Regen 4) 300 Max Health, 30 Omega Power and 30 Health Regen
| |
Dust | Dust Units Blind and reduce Omega Power for Enemies in a Medium Area when they Omega. (25 Hexes) |
2) 10 Omega Power, Blind lasts for 3 seconds 3) 15 Omega Power, Blind lasts for 4.5 seconds 4) 20 Omega Power, Blind lasts for 6 seconds
| |
Inferno | Inferno Units' first Omega superheats the air, dealing Damage every second to Enemies for as long as they live. |
2) 50 Energy Damage per second 3) 75 Energy Damage per second 4) 100 Energy Damage per second
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Wildfire | On Omega, Wildfire Units set the nearest Enemy ablaze for 5 seconds. This blaze has Vamp, deals Damage over time, and can spread up to 3 times. |
2) 200% Max Energy as Energy Damage over the duration with 30% Vamp 3) 300% Max Energy as Energy Damage over the duration with 40% Vamp 4) 400% Max Energy as Energy Damage over the duration with 50% Vamp
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Shock | Each Shock Unit that is alive on the board calls lightning to strike the lowest Energy Resist Enemy every 4 seconds. |
2) 300 Energy Damage 3) 450 Energy Damage 4) 600 Energy Damage
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Verdant | The first time Verdant Units drop below 60% Health, they Heal for a percentage of their Max Health over 4 seconds and create a permanent Large Healing Area. (30 Hexes) |
2) 30% of Max Health Recovered, 35 Health Recovery per Second 3) 45% of Max Health Recovered, 45 Health Recovery per Second 4) 60% of Max Health Recovered, 55 Health Recovery per Second
| |
Spore | Spore Units gain Dodge Chance and upon dodging, Heal and reduce the Energy Efficiency of their Attacker. |
2) 15 Dodge Chance, 50 Heal, 2% reduced Energy Efficiency. 3) 20 Dodge Chance, 75 Heal, 2% reduced Energy Efficiency. 4) 25 Dodge Chance, 100 Heal, 2% reduced Energy Efficiency.
| |
Tempest | Tempest Units gain Dodge Chance and Steal Energy from their Attacker when they Dodge. |
2) 18 Dodge Chance and 2 Energy 3) 25 Dodge Chance and 3 Energy 4) 32 Dodge Chance and 4 Energy
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Fighter | Your team gains additional Attack Speed, Fighter Units gain more. |
3) 10% Attack Speed, 25% for Fighter Units 5) 20% Attack Speed, 40% for Fighter Units 7) 35% Attack Speed, 70% for Fighter Units
| |
Bulwark | Your team gains additional Physical and Energy Resist, Bulwark Units gain more. |
3) 20 Physical & Energy Resist, 50 for Bulwark Units 5) 50 Physical & Energy Resist, 120 for Bulwark Units 7) 80 Physical & Energy Resist, 200 for Bulwark Units
| |
Rogue | Your team gains additional Crit Chance and Crit Amp, Rogue Units gain more |
Innate: At the start of Combat, Rogues Units blink to the opposite side of the board. 3) 10% Crit Chance and 8 Amp, 25% Chance and 20 Amp for Rogue Units 5) 20% Crit Chance and 14 Amp, 40% Chance and 25 Amp for Rogue Units 7) 30% Crit Chance and 20 Amp, 55% Chance and 30 Amp for Rogue Units
| |
Psion | Your team gains additional Omega Power, Psion Units gain more. |
3) 20 Omega Power, 50 for Psion Units 5) 40 Omega Power, 90 for Psion Units 7) 60 Omega Power, 130 for Psion Units
| |
Empath | Your team gains a Shield and Increased Healing Efficiency on Battle Start, Empath Units gain more. |
3) 200 Shield and 10% Increased Healing Efficiency. 400 & 25% for Empath Units 5) 300 Shield and 20% Increased Healing Efficiency. 700 & 50% for Empath Units 7) 400 Shield and 35% Increased Healing Efficiency. 1000 & 85% for Empath Units
| |
Berserker | Every 3rd Attack, Berserker Units deal increased Damage and gain stacking Attack Speed for the rest of Combat. |
2) 125% Additional Damage, 4% Attack Speed 3) 175% Additional Damage, 5% Attack Speed 4) 225% Additional Damage, 6% Attack Speed
| |
Behemoth | Every 5th Attack, Behemoth Units deal increased Damage and Stun their target |
2) 15% Max Health as additional Physical Damage, Stun for 1 second 3) 20% Max Health as additional Physical Damage, Stun for 1.2 seconds 4) 25% Max Health as additional Physical Damage, Stun for 1.4 seconds
| |
Slayer | Slayer Units gain Crit Chance and on Vanquish gain Attack Speed. Upon landing after blinking, Slayer units gain 40% Attack Speed for 5 seconds. |
Innate : At the start of Combat, Slayer Units blink to the opposite side of the board 2) 25 Crit Chance, 20% Attack Speed on Vanquish 3) 35 Crit Chance, 25% Attack Speed on Vanquish 4) 50 Crit Chance, 30% Attack Speed on Vanquish
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Arcanite | Arcanite Units gain additional Energy Attack Damage from their Omega Power and on Omega, gain Attack Speed for 4 seconds. |
2) 30% of Omega Power as Attack Damage, 20% of Energy Cost as Attack Speed 3) 45% of Omega Power as Attack Damage, 30% of Energy Cost as Attack Speed 4) 60% of Omega Power as Attack Damage, 40% of Energy Cost as Attack Speed
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Templar | Every 3rd Attack, Templar Units deal increased Damage and decrease their Target's Resistances, distributing it to Allies in a Large Area. (30 Hexes). |
2) 80% Damage, 5 Physical and Energy Resist 3) 120% Damage, 7 Physical and Energy Resist 4) 160% Damage, 9 Physical and Energy Resist
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Colossus | Colossus Units gain Max Health and Resistances. 1 second after Combat Start, they Taunt Enemies in a Large Area for 3 seconds. (30 Hexes) |
2) 700 Max Health, 30 Energy and Physical Resistance 3) 900 Max Health, 60 Energy and Physical Resistance 4) 1100 Max Health, 90 Energy and Physical Resistance
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Vanguard | Vanguard Units gain Crit Chance. On Takedown they enrage, taking less damage and Taunting Enemies for 4 seconds in a Medium Area. (25 Hexes) Upon landing after blinking, Vanguard Units' first Attack Stuns for 2 seconds. |
Innate: At the start of Combat, Vanguard Units blink to the opposite side of the board. 2) 25% Crit Chance, 50% Less Damage Taken 3) 35% Crit Chance, 60% Less Damage Taken 4) 50% Crit Chance, 70% Less Damage Taken
| |
Harbinger | Harbingers gain additional Resistances for 5 seconds on Omega and when Vanquished, increase the Omega Power of their highest Omega Power Ally. |
2) 60 Physical and Energy Resist, 80 Omega Power 3) 90 Physical and Energy Resist, 120 Omega Power 4) 120 Physical and Energy Resist, 160 Omega Power
| |
Aegis | On Combat Start, Aegis Units Shield their closest Ally and grant them a portion of their Resistances. |
2) 400 Shield, 40% of their Physical and Energy Resist 3) 600 Shield, 50% of their Physical and Energy Resist 4) 800 Shield, 60% of their Physical and Energy Resist
| |
Predator | Predator Units gain Crit Chance, Crit Amp and Execute. Upon landing after blinking, Predator Units' first Attack Crits with 100% increased Damage. |
Innate: At the start of Combat, Predator Units blink to the opposite side of the board. 2) 25% Crit Chance, 40% Crit Amp and Execute Enemies below 8% Health 3) 35% Crit Chance, 50% Crit Amp and Execute Enemies below 13% Health 4) 50% Crit Chance, 60% Crit Amp and Execute Enemies below 18% Health
| |
Phantom | Phantom Units gain Crit Chance, their Omega Ability can Critically Strike, and when dealing a Critical Strike, they gain Omega Power. Upon landing after blinking, Phantom Units deal Energy Damage to surrounding enemies in a Medium Area (25 Hexes). |
Innate: At the start of Combat, Phantom Units blink to the opposite side of the board. 2) 15% Crit Chance, 2 Omega Power on Crit, 150 Energy Damage to surrounding enemies 3) 20% Crit Chance, 3 Omega Power on Crit, 175 Energy Damage to surrounding enemies 4) 25% Crit Chance, 4 Omega Power on Crit, 200 Energy Damage to surrounding enemies
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Revenant | Revenant Units gain Crit Chance and On Takedown Shield Allies in a Medium Area for 5 seconds (25 Hexes) Upon landing after blinking, Revenant Units decrease the Attack Speed of Enemies in a Medium Area (25 Hexes) by 20% for 5 seconds. |
Innate: At the start of Combat, Revenant Units blink to the opposite side of the board. 2) 15% Crit Chance, 400 Shield 3) 25% Crit Chance, 450 Shield 4) 35% Crit Chance, 500 Shield
| |
Invoker | Invoker units' Omega grants all Invokers Omega Power. |
2) 25% Max Energy as Omega Power 3) 33% Max Energy as Omega Power 4) 40% Max Energy as Omega Power
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Enchanter | On Omega, Enchanter Units grant their Allies a Shield for 6 seconds, and deal Pure Damage in a Medium Area around those Allies (25 Hexes). |
2) 220 Shield, 150 Pure Damage 3) 280 Shield, 200 Pure Damage 4) 340 Shield, 250 Pure Damage
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Mystic | Every 8 seconds, Mystic Units Shield Allies for 5 seconds, Shielded Allies gain Attack Speed. |
2) 100 Shield, 15% Attack Speed 3) 150 Shield, 22% Attack Speed 4) 200 Shield, 30% Attack Speed
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Base Stat Changes
Omega Ability Changes
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