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Illuvium: Arena Update 1.18.13
Patch Notes
- Date PublishedNov 13, 2026


Illuvium: Arena Update 1.18.13
This patch gives Fire and Earth a reason to come back. Fire's team-wide damage goes up, Mud hits harder, and the Earth weapons that fell behind get some help. Augments that were taking over lobbies come down a notch, and a few that were sitting unused get buffs. We're also reining in Ophisto, which has been closing out games too consistently.
Synergies
Fire
Fire hasn't had a real place in the meta, and that left the board without a natural counter to some of the stronger Water and Nature builds. Fire teams now hit noticeably harder from (3) onward.
- Team Attack Damage: 5% / 15% / 20% → 5% / 20% / 25%
- Fire units still receive double: 10% / 30% / 40% → 10% / 40% / 50%
- (6) bonus Pure Damage (1.5% of target's Max Health): unchanged
Mud
- Attack Damage and Omega Power stolen: 25% / 35% → 30% / 40%
- (3) On being Vanquished, Attack Damage and Omega Power granted to the 3 closest allies: 20% → 25%
Illuvials
Ophisto (Squid, Stage 3)
Ophisto's lightning often fired before the fight had properly started, and an early kill let it chain into extra casts. Its first cast now comes a little later.
- Starting Energy: 30 → 10
Weapons
Earthgrasp Sceptre
Our last Energy Cost increase overshot. We're walking part of it back.
- Energy Cost: 200 → 180
Quake Maulers
- Attack Damage: 125 → 140
- While Shielded, attacks reduce Physical Resist by 10 → 12
Vinebound Cleaver
The Cleaver itself was underpowered, so we're buffing the weapon rather than its amplifiers.
- Omega Attack Speed: 25% → 30%
- Omega Physical Attack Damage: 80 → 100
Amplifiers
Reinforced Rampart (Quake Maulers)
- On Omega, additional Shield: 350 → 500
Searing Echo (Flamewarden Staff)
- Omega Energy Damage over 4 seconds: 12% → 20% of Max Health
Aftershock (Ember Buckler)
- Omega Energy Damage within 20 hexes: 10% → 15% of Max Health
Shadow Acceleration (Shadow Maul)
- On Omega, 80% Attack Speed duration: 4 → 6 seconds
Enhanced Tremor (Shadow Maul)
- Omega damage increased from 400 to 800 → 1,000
Petal Detonation (Sprout Guard)
- On Shield Expiry, Energy Damage: 850 → 1,000
Reflective Barrier (Sprout Guard)
Reflective Barrier was reflecting damage onto more enemies than intended, which turned a frontline Sprout Guard into a damage source for the whole board. This is a temporary reduction while we work on a proper fix, and we'll revisit it once that's in.
- Reflected Pure Damage per Shield hit: 25 → 5
Augments
Forge
Immunis Void Reactor
- Immunity and Omega Power gain window: first 15 → first 12 seconds
Conduction Void Reactor
- On Start, Energy granted to the 3 closest allies: 30 → 20
- On Start, Shield granted: 5% → 2% of Max Health
Inversion Void Reactor
- On Omega, Energy drained from enemies and given to allies: 8 → 7
Synchronizing Pulse Reactor
- Attack Physical Damage gained as Energy Damage: 15% → 25%
Primal Omega Reactor
- On Start: now gain 3 Energy Regen for 10 seconds, then 10 Omega Power. The effect lasts longer but regenerates less per second.
- Tooltip fix: the old tooltip listed 5 Energy Regen for 4 seconds, but the actual effect was 4 Energy Regen for 5 seconds. The tooltip now matches what the augment does.
Converging Impact Reactor
- Physical Attack Damage gained: 1% → 1.5% of Max Health
Legendary
Limitless Surge Front-loads more of its power, but ramps more slowly.
- Initial Omega Power: 10 → 20
- Every 5 seconds: +10 → +5 Omega Power and +10% → +5% Energy Resist Piercing
Hyper Striker Protocol
- Piercing: 20% → 30%
- Attack Speed: 25% → 35%
Nova Heart
- Thorns: 30 → 50 (30% Max Health unchanged)
Temporal Guard
- On Omega, Shield and Heal: 250% → 350% of Energy Cost