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Illuvium: Arena Update 1.15.0.t

Patch Notes

  • Date PublishedOct 29, 2025
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This update delivers gameplay enhancements for a more dynamic, stable, and enjoyable experience, plus a complete balancing pass.

Gameplay & System Updates

Faster Matches

The average game length before this patch was ~38 minutes. We have implemented a series of changes that reduce the average game length to ~30 minutes.

  • We removed the Draft Deck from the game. This was one of the less popular features, especially since it broke game flow. Its removal has reduced the average duration by approximately 3 minutes, keeping the focus on battles.
  • We're also removing the Brightland Steppes region, where players start with 130 HP instead of 100.
  • We've increased the Base Credits gained per round: 5 7.
  • Lowered the cost of levels. You now need -60 XP distributed across multiple levels to get to level 10.

Level

XP Required to Level Up Before

XP Required to Level Up Now

1

2

2

2

2

2

3

6

6

4

10

10

5

20

16

6

30

24

7

40

30

8

60

40

9

80

60

10

Max Level

Max Level

  • Finally, we're adjusting the Drone Damage curve.
    Health Point Lost = Winning Player Level + Number of surviving Illuvials + Health Modifier

Rounds

Health Modifier Before

Health Modifier Now

3-6

-2

-2

8-11

-2

0

13-16

0

3

18-21

3

6

23-26

6

10

28-31

10

14

33-34

20

20

35-36

50

50

38+

100

100

These changes accelerate game pace by ~25%, ending matches earlier without changing time per round. You'll progress through early, mid, and late-game phases as before, but faster, delivering snappier sessions.

Improved Client ↔ Backend Connectivity

We’ve refactored how the client communicates with our servers. The goal? Fewer disconnects, smoother reconnections, and better stability. Even on unstable networks.

Augment Relocation Controls

Players occasionally dragged Illuvials instead of Augments when trying to move Augments. To address this, we’ve added a safeguard: Augment relocation now requires holding the Shift key. To move an Augment from one Illuvial to another, hold Shift and drag the Augment.

This feature is enabled by default for all players, but it can be configured in the settings menu.

Opponent Credits in the Tab Menu

By popular demand, you can now see how many credits each opponent currently holds directly in the new Tab menu (introduced last patch).

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XP Gain Breakdown and Improved UI

The post-match screen now shows exactly how much XP each Illuvial earned so that you can track growth with precision.

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Team Planner While Queuing

No more idle time. You can now build and tweak teams in the Team Planner while waiting for your next match.

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Region Battleboards

The selected region modifier at game start now automatically sets the default battleboard to match that environment.

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Imprint Tailoring: Smarter, Not Guaranteed

We've addressed key issues in Base/Composite Synergy Crate tailoring based on feedback: exploitability (players abused it by swapping units from board to bench to manipulate offers) and predictability (heavy synergy stacking guaranteed specific Imprints, removing surprise/adaptability).

Implemented solutions:

  • Bench now counts: System now evaluates Illuvials on both board and bench, preventing bench-swapping exploits while naturally incorporating pivot/upgrade units into tailoring.
  • Nudge, not guarantee: Formula tweaked for a high (but never 100%) chance of seeing heavily stacked synergies, ensuring helpful guidance with room for unexpected options and build flexibility.

This restores the core philosophy: tailored Imprints nudge your build without defining it.

Bug Fixes and Improvements

  • Fixed a bug that prevented units on the bench from being sold during fights.
  • Fixed a bug that prevented units from being swapped while on the edge positions of the bench.
  • Fixed a bug causing Augment/component pop-ups to close unexpectedly when the board state updates.
  • Fixed a bug where Region descriptions were obstructed or appeared behind Player Names.
  • Fixed a bug where the Affinity/Class UI data sometimes failed to load at the start of the fighting round.

Balance Adjustments

The latest update brought the Fire synergy to a healthy power level after weeks of underperformance, only for Fire composites, weapons, and Fighter mechanics to surge into overperformance. This patch reins them in, tweaks other top offenders, and boosts underperformers like Tsunami, Slayer, and Bloom.

Illuvials

Red Panda (Rai/Rai-lu/Rai-lee): 
His high-frequency casting allowed him to scale too fast.

  • Energy Cost: 80 → 100.

Tenrec (Rota/Revo/Gyro): 
Tenrec synergises really well with Dust. This makes Revo an excellent, cost-effective choice. An attack damage nerf should bring it to a fairer place.

  • Attack Damage: 65/90/115→ 65/80/115.

Affinities & Classes

Fighter: 

Fighter was dominating in the meta, so we're tuning it down slightly.

  • Bonus Attack Speed: 9/13/21/25% → 8/12/19/24%.

Nature:

Threshold 6 was underperforming.

  • Health Regeneration: 1/1.5/2.5/3.25% → 1.2/2.4/2.75/3.25%.

Water:

Threshold 6 was underperforming.

  • Energy Regeneration: 1.2/2.4/3.6/5% → 1.2/2.4/3.8/5%.

Rogue: 

Rogues are slightly underperforming across the board, especially threshold 7.

  • Critical Chance: 6/13/20% → 7/14/22%.

Mud: 

Closer to its fair value, but remains over-efficient relative to its difficulty. Fire buff implicitly helped Mud.

  • Stolen AD & OP: 27/36/45% → 26/34/42%.

Berserker:

Fire buff implicitly helped Berserkers as they are AA-oriented.

  • Additional Damage every 3rd hit: 105/180/240% → 100/175/225%.
  • Vamp every 3rd hit: 10/20/25% → 8/16/20%.

Magma: 

Continues to be a solid choice overall. It's nearly at a reasonable spot, but needs a little bit more nerf.

  • Area Damage per second: 50/65/85 → 45/60/85.

Inferno: 

The overlap of the Inferno buff and the Fire buff made Inferno too dominant. We are adjusting accordingly.

  • Max Health Pure Damage per second: 1.75/2.25/2.75% → 1.5/2.5/2.75%.

Verdant: 

Threshold 4 was significantly underperforming.

  • Max Health healing: 35/50/55% → 35/50/65%.
  • Area hex size: 25/25/25 → 25/25/30.

Bloom: 

Threshold 4 was significantly underperforming.

  • Max Health gained on trigger: 100/225/325 → 100/225/400.

Spore: 

Thresholds 2 and 3 were underperforming.

  • Max Health Healing on omega: 6/9/12% → 7/10/12%.
  • All Enemies Energy Burnt on omega: 6/9/12% → 7/10/12%.

Tsunami:

 Thresholds 2 and 3 were underperforming.

  • Energy Cost Refund on omega: 20/25/30% → 22/26/30%.
  • Area of Effect Damage: 200/250/300 → 220/260/300.
  • Area of Effect Hex Radius: 28 → 30.

Slayer: 

Threshold 2 needs slightly better reward, considering its relative difficulty.

  • Attack Speed On Takedown (Assist): 25/40/50% → 30/40/50%.
  • Attack Damage On Vanquish (Last hit): 25/40/50% → 30/40/50%.

Weapon & Amplifiers

Strike Boomerang: 

  • Attack Damage 75→ 70.
  • Energy CostDamage 120 → 140.
  • BoundlessTrajectory Amplifier: 
    • Health 500 → 300.
    • Attack Damage 25 → 20.

Ripple Flail: 

  • Attack Damage 105 → 100.
  • Omega Damage 150 → 125.
  • Resonance Cascade Amplifier: 
    • Area of Effect Damage: 150 → 100.
  • Perpetual Momentum Amplifier: 
    • Stacking attack speed: 3% → 2%.

Vinebound Cleaver: 

  • Health: 700 → 650.
  • Resistances: 40 → 35.
  • Attack Damage: 95 → 90.

Aero Edge: 

  • Attack: 85→ 80.
  • Ghostly Haste Amplifier: 
    • Attack Speed: 40% → 35%.

Tidal Shiv: 

  • Health: 700 → 800.

Quake Maulers: 

  • Health: 750 → 800.

Elderwood Stave: 

  • Energy Cost: 160 → 140.

Tempest Lance: 

  • Health: 1000 → 1100.
  • Omega Damage: 300 → 350.
  • Omega Shield: 300 → 350.

Earthgrasp Sceptre: 

  • Energy Cost: 180 → 170.

Grove Sword: 

  • Attack: 100 → 105.

Suit Amplifiers

Luminaras Curse: 

  • Blind duration: 2.5 → 3seconds.

Staggering Strike: 

  • Attack Speed Debuff: -50% → -40%.

Ironclad Blessing: 

  • Hex Radius: 20 → 25.

Forge Augments

Phasing Stasis Reactor: 

  • Initial %Health Shield: 15 → 10%.

Exsolve Omega Reactor: 

  • Initial %Health Shield: 15 → 10%.

Siphon Impact Reactor: 

  • Stolen Resistances: 20 → 15.

Hyper Force Reactor: 

  • Base Stat Attack Speed: 5% → None.

Disruptive Force Reactor: 

  • Attack Speed on takedown: 5% → 4%.
  • Clumsy Duration: 3 → 2seconds.

Scythe Pulse Reactor: 

  • Piercing: 20→ 25%.

Safeguard Void Reactor: 

  • Omega Power: 10 → 15.

Immunis Void Reactor: 

  • Omega Power: 10 → 15.

Legendary Augments

Temporal Guard: 

  • Shield and Immunity Duration: 4 → 3seconds.

Adaptive Plate: 

  • Hex Radius: 20 → 25.

Life Storm: 

  • Hex radius: 28 → 30.

Absorption Cells: 

  • Attack Damage per Stack: 8→ 10.
  • Critical Chance per Stack: 8→ 10%.

Drone Augments

Champion Focus: 

  • Attack Speed & Omega Power 25/35/60% → 30/40/65%.

Resonant Bond: 

  • Damage Amp: 4/6/9→ 4/7/10%.

Zero Tier Overdrive:

This drone augment had almost no gameplay feasibility.

Removed

As always, we’ll continue monitoring gameplay, collecting feedback, and making improvements where needed. Jump in, test out the changes, and let us know what you think.

See you on the battlefield.


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