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Illuvium: Arena Update 1.17.9

Patch Notes

  • Date PublishedJun 9, 2026
Arena Patch 1 17 9 Blog
Arena_patch_1.17.9_mainnet-1.webp

Matchmaking

We have pushed an update to split the matchmaking queue, the current split threshold sits at a rating of 1280. Below this rating, the difficulty of the average bot is significantly lower and the time of adding bots to the queue is significantly higher. Playing above this threshold should feel very similar to play as now. We will keep a close eye on this important parameter. It can't put it too high, otherwise it will eat too much into the activity of mid to high level players. At the same time we can't place it too low, otherwise newer players will join the pro queue too quick.


Balance Adjustments

This update targets several of the meta's strongest strategies, with nerfs across Fire, Behemoth, Harbinger, Mystic, the Beetle and Elk lines, and a broad pullback on Augment reactor power levels. At the same time, buffs to Shock, Spore, Tsunami, Phantom, the Pterodactyl line, and every Ranger weapon aim to improve composition diversity and bring underused archetypes and loadouts into contention.


Synergies

Fire: A too-consistent foundation for many high-Fire-affinity builds. Tuning it down:

  • Team Attack Damage: 6%/13%/23% → 6%/12%/18%
  • Fire-unit Attack Damage: 12%/26%/46% → 12%/24%/36%
  • Final-threshold bonus Pure Damage: 1.5% → 1% of target's Max Health

Nature: With Fire's power greatly diminished, we expect Nature to rear its head, so giving it some negative love

  • Team healing: 1%/1.5%/3%/3.5% → 1%/1.5%/2.5%/3%
  • Nature-unit healing: 2%/3%/6%/7% → 2%/3%/5%/6%
  • Final-threshold missing-health damage: 1.2% → 1%

Magma:

  • Molten Ground damage: 50/65/95 → 45/65/95

Shock: This composite is a favorite despite its power, giving it a significant boost and keeping an eye on it

  • Lightning now targets 3 enemies, up from 2
  • Damage progression: 350/400/450 → 300/400/500

Spore: With the Elk line getting axed on all sides, we have room for some more Spore

  • Healing and Energy burn: 10%/13%/16% → 12%/16%/20%

Tsunami: Keeps being one of the worst-performing synergies of the latest patch.

  • Energy refund: 35%/40%/45% → 40%/45%/50%

Behemoth:

  • Max Health: 8%/12%/18% → 7%/10%/15%
  • Empowered-attack Max Health damage: 8%/10%/14% → 7%/10%/15%

Harbinger:

  • Omega Power converted into Resistances: 25%/30%/40% → 20%/30%/40%
  • Omega Power gained per 1% missing Health: 0.7/1.1/1.5 → 0.6/1/1.5

Mystic: Mystic was the winner of this last patch, and what do we do with winners?

  • Damage Amp and Damage Reduction: 7%/14%/21% → 6%/11%/16%

Phantom: With Fire's power greatly diminished, we have some room to give Fire units power in other ways

  • Omega Power gained on Critical Hit: 6/8/10 → 8/10/12

Augments

Due to the scaling of Illuvials with Traits and Levels being compounded in Augments, we decided to do a broad pass on reducing the power of Augments across its consistently problematic and overpicked categories.

Component Cells

Force Cell: Attack Damage 5% → 3%

Omega Cell: Omega Power 10 → 5

Stasis Cell: Max Health 5% → 3%

Brawler (Purple)

Converging Impact Reactor:

  • Attack Damage: 10% → 5%
  • Health: 3% → 2%

Overflowing Impact Reactor:

  • Attack Damage: 10% → 5%
  • Health: 3% → 2%
  • Low-health Attack Damage: 20% → 15%
  • Low-health Shield: 30% → 20% Max Health

Phasebreaking Impact Reactor:

  • Attack Damage: 10% → 5%
  • Health: 6% → 5%

Siphon Impact Reactor:

  • Stolen Resistances: 15% → 10%
  • Attack Damage: 10% → 5%
  • Health: 3% → 2%

Energy (Yellow)

Amplifying Omega Reactor:

  • Omega Power: 30 → 20
  • Damage Amp: 3% → 2%

Singulating Omega Reactor:

  • Omega Power: 20 → 15
  • Crit Chance and Crit Amp: 5% → 4%
  • Omega Power stolen: 7 → 5

Tesselating Omega Reactor:

  • Bonus Energy gained per attack: 3 → 2

Fusion (Orange)

Resonating Pulse Reactor:

  • Omega Power converted into Attack Speed per stack: 6% → 4%

Synchronizing Pulse Reactor:

  • Physical Attack Damage converted into Energy Damage: 25% → 18%
  • Attack Damage: 10% → 5%
  • Omega Power: 10 → 5
  • Energy Resist Piercing: 20% → 14%

Shield (Blue)

Cascading Stasis Reactor:

  • Resistances per enemy targeting the holder: 8 → 6
  • Health: 6% → 4%

Dense Stasis Reactor:

  • Max Health: 20% → 15%

Phasing Stasis Reactor:

  • Starting Shield: 10% → 7% Max Health
  • Resistances gained when Shield expires: 10 → 7
  • Health: 6% → 4%

Resurging Stasis Reactor:

  • Periodic healing: 3% → 2% Max Health
  • Health: 6% → 4%
  • Energy Resistance: 40 → 30

Force (Red)

Charged Force Reactor:

  • Attack Damage: 40% → 30%
  • Damage Amp: 4% → 3%

Disruptive Force Reactor:

  • Attack Damage: 20% → 15%
  • Attack Speed gained on takedown: 3% → 2%

Echoing Force Reactor:

  • Attack Damage: 20% → 15%
  • Crit Chance: 10% → 7%
  • Crit Amp gained on takedown: 5% → 4%

Hyper Force Reactor:

  • Attack Damage: 20% → 15%

Piercing Force Reactor:

  • Attack Damage: 20% → 10%

Illuvials

Pterodactyl Line:

  • Rhamphy: Physical Attack Damage 120 → 150
  • Rhamphite: Physical Attack Damage 160 → 180
  • Rhamphyre: Physical Attack Damage 210 → 240

Beetle Line:

  • Scarabok: Omega Energy Damage 275 → 200
  • Goliant: Omega Energy Damage 350 → 250
  • Titanor: Omega Energy Damage 475 → 300

Elk Line:

  • Ador: Omega missing-health damage/healing scaling 15% → 12%
  • Adoredo: Max Health 1,750 → 1,500; Omega scaling 18% → 15%
  • Adorius: Max Health 2,450 → 2,100; Omega scaling 25% → 20%

Other Illuvials:

  • Singe: Physical Attack Damage 150 → 130
  • Phyriox: Physical Attack Damage 135 → 120
  • Scoriox: Physical Attack Damage 175 → 165
  • Jotun: Physical and Energy Resistance 75 → 65

Ranger Weapons

All listed Ranger weapons gain +15 Physical Resistance and +15 Energy Resistance.

Weapon

Physical Attack Damage

Omega Adjustment

Aero Edge

80 → 95

Energy Damage: 350 → 450

Aqua Blaster

90 → 110

Energy Damage: 500 → 625

Earthgrasp Sceptre

80 → 95

Energy Damage: 250 → 325

Elderwood Stave

70 → 85

Shield: 300 → 375

Ember Bastion

100 → 120

Reflected Energy Damage: 20 → 25

Ember Buckler

110 → 130

Energy Damage: 450 → 575

Emberling Rod

80 → 95

Damage per bloom: 300 → 375

Flamewarden Staff

75 → 90

Energy Damage: 400 → 500

Galewind Bow

100 → 120

Energy Damage: 400 → 500

Grove Sword

105 → 125

Energy Damage: 500 → 625

Lava Gauntlet

65 → 80

Energy Damage: 400 → 500

Quake Maulers

105 → 125

Shield: 350 → 450

Ripple Flail

100 → 120

Bonus damage per attack: 125 → 150

Shadow Maul

105 → 125

Energy Damage: 400 → 500

Sprout Guard

90 → 110

Shield: 500 → 625; Energy Damage: 375 → 500

Strike Boomerang

70 → 85

Energy Damage: 300 → 375

Sylphid Blade

90 → 110

Energy Damage: 300 → 375

Tempest Lance

120 → 145

Shield and Energy Damage: 350 → 450

Tidal Shiv

110 → 130

Energy Damage: 650 → 825

Vinebound Cleaver

90 → 110

Bonus Physical Attack Damage: 20 → 25