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Illuvium: Arena Update 1.18.13

Patch Notes

  • Date PublishedNov 13, 2026
Image 94
Image 94

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