Illuvium is one of the most anticipated play-to-earn blockchain games soon to come for everyone to play. And if you’re a fan of this upcoming game, pretty sure you’ve heard of Illuvium’s Survival mode that’s soon to come. It is an auto-battler type of game where players strategize and budget their allocated gold coins used to purchase Illuvials to try and beat the opposing team. And if you’re not aware of this and want to learn more, check out our quick overview!
In this article, we’ll have an in-depth discussion about Illuvium synergies, affinities, and classes to understand how it works and how it can give you an advantage during battle. Because when you build a team with great synergy, you’ll be able to wreck your enemies despite having inferior Illuvials. And I bet you can’t wait to know more, so let’s get down to it!
Illuvial Affinities
Let’s start off with affinities. Illuvials have 5 base affinities known as Fire, Water, Earth, Air, and Nature. And each affinity is strong against the other two elements while being weak against the other two. See the image below for the table.
- Water – Strong against Earth and Fire / Weak against Nature and Air
- Earth – Strong against Nature and Fire / Weak against Water and Air
- Fire – Strong against Nature and Air / Weak against Earth and Water
- Nature – Strong against Air and Water / Weak against Fire and Earth
- Air – Strong against Water and Earth / Weak against Fire and Nature
As you can see, they all have weaknesses and strengths against other affinities. It’s good that Illuvials can acquire secondary affinities to counter and make up for their weakness as they evolve.
You wouldn’t want your Illuvial to have Fire and Nature affinities because they can easily be countered with Earth and are weak against it. So you’ll either have to get Fire and Air or Nature and Water to be well-rounded.
Below are the known combinations of all the core affinities when paired with each other:
- Frost (Air/Water)
- Poison (Water/Nature)
- Mud (Water/Rock)
- Steam (Water/Fire)
- Maelstrom (Water/Water)
- Dust (Air/Earth)
- Bloom (Earth/Nature)
- Magma (Fire/Earth)
- Granite (Earth/Earth)
- Tempest (Wind/Wind)
- Inferno (Fire/Fire)
- Conflagration (Fire/Nature)
- Shock (Fire/Wind)
- Spore (Airnature)
- Overgrown (Nature/nature)
Note that Illuvials are built differently. They may or may not acquire other affinities after evolving to stages two and three. Illuvials could either double down on their core affinity (i.e., Fire + Fire = Inferno) or acquire a different one that would create a new type of affinity (i.e., Fire + Wind = Shock).
Illuvial Classes
There are 5 core classes in Illuvium known Fighter (Warrior), Bulwark (Tank), Rogue (Assasin), Psion (Mage), and Empath (Support). And just like how affinities work, Illuvials may acquire an extra class when they reach stages two and three. And below are the known combinations:
- Berserker (Fighter/Fighter)
- Dreadnaught (Bulwark/Fighter)
- Slayer (Fighter/Rogue)
- Arcanite (Psion/Fighter)
- Templar (Empath/Fighter)
- Colossus (Bulwark/Bulwark)
- Harbinger (Bulwark/Psion)
- Aegis (Bulwark/Empath)
- Phantom (Rogue/Psion)
- Invoker (Psion/Psion)
- Behemoth (Bulwark/Rogue)
- Predator (Rogue/Rogue)
- Revenant (Empath/Rogue)
- Enchanter (Psion/Empath)
- Mystic (Empath/Empath)
Note that Illuvials may or may not get additional classes as it all depends on the Illuvial in general.
Synergies Explained
Illuvial synergies can make or break a team. So, understanding the mechanics behind it is crucial if you want to make the most out of your team.
Below are the samples of how Synergies work and what bonus stats they grant.
Synergies with core affinities
Affinity (Base) | Synergy | Description | Stack |
---|---|---|---|
Air | Avoid | Air Illuvials gain additional Agility | 3) 15 Agility 4) 35 Agility 5) 60 Agility |
Nature | Recover Health | When Nature Illuvials drop below 50% Health, they regenerate a portion of their max Health over 4 seconds | 3) 30% Max Health Recovery 6) 60% Max Health Recovery 9) 90% Max Health Recovery |
Fire | Take Away | When Fire Illuvials use their Omega, their next Attack will deal additional Energy Damage splash to enemies near their target | 3) 100% Max Energy as Energy Damange 6) 150% Max Energy as Energy Damange 9) 200% Max Energy as Energy Damange |
Earth | Solid/Dependable | Earth Illuvials gain additional Grit and Resolve | 3) 35 Grit and Resolve 4) 80 Grit and Resolve 5) 140 Grit and Resolve |
Water | Energy | Water illuvials gain additional Energy Regen | 3) 3 Energy Regen 4) 7 Energy Regen 5) 12 Energy Regen |
Synergies with evolved affinities
Evolved Affinities | Extra Effect | Description | Stack |
Magma (Earth/Fire) | 2.5% Max Energy as Damage per Second 25 Grit and Resolve | When Magma Illuvials cast their Omega, they create Molten ground under themselves and with their next attack, also under their target. Molten ground causes damage equal to a percentage of Max Energy per Fire Count. When Standing on Molten ground, Magma Illuvials gain Grit and Resolve per Earth Count. Molten Area and duration scales with Magma Synergy | 2) 100 Radius, 4 Seconds Duration 3) 200 Radius, 6 Seconds Duration 4) 300 Radius, 8 Seconds Duration |
Poison (Water/Nature) | 3 Energy Regen per Water 1% Max Health Recovery per Nature | If a Poisoned enemy is nearby, Poison Illuvials gain Energy Regen per Water Count and get Healed for a percentage of their Max Health for each Nature Count. When they die they explode dealing Energy Damage and Poisoning nearby enemies | 2) 10% Max Health as Energy Damage 3) 15% Max Health as Energy Damage 4) 20% Max Health as Energy Damage |
Wildfire (Nature/Fire) | 10% Vulnerability per Fire 10 Heath Gain on Hit per Nature | Wildfire Illuvials debuff their target on their first Attack after Casting an Omega. The debuffed target will take extra damage per Fire Count, and allies will get healed when attacking that target per Nature Count. Debuff duration is scaled by wildfire Count | 2) 3 Second Debuff Duration 3) 4 Second Debuff Duration 4) 6 Second Debuff Duration |
Shock (Air/Fire) | 5% Dodge Chance per Air 25 Energy Damage per Fire | Shock Illuvials gain Dodge Chance per Air Count, upon dodging, they fire a lightning bolt at the enemy who launched the attack, dealing Energy damage per Fire Count. Multiple Shock Counts cause the lighting bolt to jump to additional targets | 2) 1 Additional Targets Hit 3) 2 Additional Targets Hit 4) 3 Additional Targets Hit |
Spore (Air/Nature) | 5% Dodge Change per Air 45 Health Recovery per Nature | Spore Illuvials gain Dodge Chance per Air Synergy Count, upon dodging, they heal for each Nature Synergy Count and on death, they reduce the attack damage of their vanquisher for 5 seconds | 2) 40% Attack Damage Reduction 3) 50% Attack Damage Reduction 4) 60% Attack Damage Reduction |
Synergies with core classes
Class (Base) | Synergy | Description | Stack |
---|---|---|---|
Fighter | Auto Attack Oriented | Every 5 attacks, Fighter Illuvials will deal extra Attack Damage and have Physical Piercing | 3) 100% Extra Damage, 30% Piercing 6) 200% Extra Damage, 30% Piercing 9) 350% Extra Damage, 30% Piercing |
Bulwark | Mitigation Oriented | Bulwark Illuvials gain additional Health, Physical, & Energy Resist | 3) 300 Max Health, 50 Physical & Energy Resist 6) 500 Max Health, 100 Physical & Energy Resist 9) 800 Max Health, 180 Physical & Energy Resist |
Rogue | Precision Oriented | Rogue Illuvials gain additional Precision. Attacks on Low Health targets take them down instantly | 3) 20% Precision, 5% Health Threshold 6) 45% Precision, 10% Health Threshold 9) 70% Precision, 15% Health Threshold |
Psion | Omega Oriented | Psion Illuvials gain Extra Omega Power | 3) 30% Omega Power 4) 60% Omega Power 5) 100% Omega Power |
Empath | Boost Ally Oriented | On combat start, apply a Shield that lasts for 8 seconds on the highest health ally. After a duration, a new shield is then applied to the ally with the lowest current health percentage | 3) 300 Shield, 6 seconds between shields 4) 600 Shield, 5 seconds between shields 5) 900 Shield, 4 seconds between shields |
Synergies with evolved classes
Evolved Classes | Extra Effect | Description | Stack |
Colossus (Bulwark/Bulwark) | 15 Physical & Energy Resist per Bulwark | Colossus Illuvials gain Extra Physical and Energy Resist per Bulwark Count and on Combat Start by Colossus Count, gain Indomitable and Unrelenting for a duration | 2) 5 Seconds Indomitable & Unrelenting 3) 7.5 Seconds Indomitable & Unrelenting 4) 10 Seconds Indomitable & Unrelenting |
Predator (Rogue/Rogue) | 8% Precision per Rogue | Predator Illuvials gain additional Precision per Rogue Count and upon scoring a takedown, gain additional Savagery per Predator Count | 2) 20% Savagery on Takedown 3) 30% Savagery on Takedown 4) 40% Savagery on Takedown |
Revenant (Empath/Rogue) | 5% Precision per Rogue 50 Health Healed per Empath | Revenant Illuvials gain additional Precision per Rogue Count and upon scoring a takedown, Heal all allies per Empath Count. On Crit, Revenant gain a stacking Attack Damage Buff | 2) 2% Attack Damage on Crit 3) 3% Attack Damage on Crit 4) 4% Attack Damage on Crit |
Enchanter (Empath/Psion) | 5% Max energy as Shield per Empath 5% Max Energy as Omega Power | On Enchanter Omega Cast, Shield all allies for 8 seconds for a percentage of Caster’s Max Energy per Enchanter Count and increase their Omega Power for a percentage of Caster’s Max Energy per Psion Count. While shielded, allies will gain extra Energy Resist per Enchanter Count | 2) 80 Energy Resist 3) 120 Energy Resist 4) 160 Energy Resist |
Mystic (Empath/Empath) | 40 Shield Amount per Empath | On Battle start and every 10 seconds, Shield all allies fo 5 seconds per Empath Count. While Shielded, allies gain extra Attack Speed | 2) 10% Attack Speed, 20 Physical Attack Damage, 20 Energy Attack Damage, 20 Omega Power 3) 15% Attack Speed, 30 Physical Attack Damage, 30 Energy Attack Damage, 30 Omega Power 4) 20% Attack Speed, 40 Physical Attack Damage, 40 Energy Attack Damage, 40 Omega Power |
How Synergies Work
Affinity | Units (f) | Units (n) | Units (c) | Stack | Buff |
---|---|---|---|---|---|
Fire | 1 | 6 | 150% max Energy as Damage | ||
Fire | 1 | 6 | 150 Max Energy as Damage | ||
Nature | 1 | 3 | 30% Max Health Recovery | ||
Conflagration | 1 | 1 | 1 | 2 | 60% Vulnerability, 30% health Gain, 3 Second Debuff |
Conflagration | 1 | 1 | 1 | 2 | 60% Vulnerability, 30% health Gain, 3 Second Debuff |
Inferno | 2 | 6 | |||
6 | 3 | 2 |
Take a look at the table above. The example used has a team composition of (2) Fire affinities, (1) Nature, (2) Conflagration, and (2) Infernos. In total, there are 6 units of Illuvials available. And together, they form synergies that can be seen on the right side of the table.
If you’re confused, Conflagration is a combination of Fire and Nature affinities, therefore counting as 1 stack for Fire and Nature. And Inferno is also a combination of two fire affinities, so 1 inferno counts as 2 stacks of Fire.
Therefore:
- Two Inferno Illuvials = 4 stacks for Fire
- Two Fire Illuvials = 2 stacks for Fire
- One Nature Illuvial = 1 stack for Nature
- Two Conflagration Illuvials = 2 stacks for Nature and another 2 stacks for Fire
To sum it all up, there are 6 stacks for Fire, 3 stacks for Nature, and 2 stacks for Conflagration. And the effectiveness of their synergy depends on the number of stacks they have, as you can see in the table above.
Final Thoughts
As Illuvials evolve to stages two and three, they can pick up extra affinities and classes. Knowing that Affinities have advantages and disadvantages against all the other affinities, it is best to think through the best affinity and class your illuvial should have to get an edge.
You can create hundreds of possible combinations will all the different affinities, classes, and synergies available. This provides a wide customization option for you to tinker with.
You can make from your Illuvial team as an all-rounder, being able to adapt to any situation. Or have it double-down on their core abilities by specializing in certain aspects, be it Tank, DPS, Support, etc.
Here’s an example to help you to visualize everything that was discussed:
Flare (Stage one) > Singe (Stage two) > Sear (Stage three)
Looking at the image above, we see that Flare had an Earth affinity and Bulwark class. After evolving to Singe (Stage two), his affinity became Magma, a combination of Fire and Earth. And at stage three, Sear’s class became Behemoth, a combination of Bulwark and Rogue.
For Atlas, becoming an Axon changed his class to a Harbinger (Bulwark + Psion). And his affinity then changed to Maelstrom (Water + Water) after becoming an Axodon. And as you can see, their evolution varies.
We haven’t grasped the precise mechanic of their combinations just yet. It’s either randomized or solely dependent on the type of Illuvials themselves. But what’s important is we now have a clear idea of how it works when we jump into the game.
The amount of information in this article is overwhelming. But give yourself some time to think and truly comprehend the game’s mechanics. After all, if you’re planning on competing and exerting effort, why not give it your all and become one of the best?
And that’s a wrap! We hope you learned a lot from us today, and we’ll see you soon on the next one!