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Section 4

Affinities

Now that you know a little about Illuvials in general, it’ll be important to know their area of expertise! How do you use an Illuvial? What makes them tick and how do you set up a good team? Affinities and Classes are the underlying mechanics that make a single entity out of your assembled Illuvials!

Affinities

In the dynamic world of Illuvium, understanding the intricate mechanics of Affinities is crucial for mastering the game.

Affinities Explained

The Affinity of an Illuvial is the element that the Illuvial is proficient in. Water Illuvials thrive in the water while Earth Illuvials tend to inhabit mountains or rugged terrains. The Affinity of an Illuvial is more than just a trait; it affects the dynamics of the entire team. When Illuvials of the same Affinity are grouped together, they unlock synergistic benefits, enhancing the team's overall power. Conversely, these Affinities can also influence the enemy's strategies, such as affecting the rate at which their Hyper-bar charges under specific conditions. You will learn more about that later!

Example:

If you place different Air Illuvials on your board you will unlock the following thresholds/effects

3   10 Dodge Chance. 20 for Air Units. Energy cost increased by 40%
5   15 Dodge Chance. 30 for Air Units. Energy cost increased by 60%,
7   20 Dodge Chance. 40 for Air Units. Energy cost increased by 80%

The different Affinities and their advantages

air
Air

Increases the team's Dodge chance, with Air Units gaining an additional boost. It also increases the energy cost of the enemy's first Omega ability.

earth
Earth

Provides additional Grit and Resolve to the team, with Earth Units receiving a greater increase.

fire
Fire

Increases damage output for the team, with Fire Units receiving an additional boost.

nature
Nature

Increases Health and Max Health Regen for the team, with Nature Units gaining more.

water
Water

Provides additional Energy Regeneration to the team, with Water Units benefiting more.

tempest
Tempest (Air + Air)

Tempest Units gain Dodge Chance and steal energy from attackers when they dodge.

tsunami
Tsunami (Water + Water)

Tsunami Units regain a portion of their Energy cost after using their Omega Ability.

verdant
Verdant (Nature + Nature)

Verdant Units heal and create a healing area when their health drops below a certain threshold.

inferno
Inferno (Fire + Fire)

Inferno Units deal continuous energy damage to enemies for the duration of their life after using their first Omega.

granite
Granite (Earth + Earth)

Granite Units gain Grit, Resolve, and temporary invulnerability at the start of combat.

bloom
Bloom (Earth + Nature)

Bloom Units blossom periodically during battle, gaining increased Max Health, Omega Power, and Health Regen.

dust
Dust (Earth + Air)

Dust Units can blind enemies and reduce their Omega Power in a medium area upon using their Omega ability.

frost
Frost (Water + Air)

Frost Units blind enemies and create frost around themselves periodically.

magma
Magma (Fire + Earth)

Magma Units create damaging molten ground, which also grants Grit and Resolve to allies.

mud
Mud (Earth + Water)

Mud Units gain energy on attack and reduce the attack speed of their targets.

toxic
Toxic (Water + Nature)

Toxic Units apply poison and gain health on takedowns.

shock
Shock (Fire + Air)

Shock Units call lightning to strike the enemy with the lowest Energy Resist.

spore
Spore (Air + Nature)

Spore Units gain Dodge Chance and heal while reducing the energy efficiency of attackers upon dodging.

steam
Steam (Water + Fire)

Steam Units periodically gain Energy Regen and permanent Omega Power.

wildfire
Wildfire (Fire + Nature)

Wildfire Units set enemies ablaze, dealing damage over time and having vampiric effects.

Previous section
Omega
Section 3

Omega

Next section
Classes
Section 5

Classes