Having gained an understanding of the Affinities, it's crucial to delve into the classes and their impact on the game. Uncover the intricate mechanics that seamlessly integrate your collected Illuvials into a cohesive entity!
Understanding the intricate mechanics of Affinities is not the only thing, you also need to understand the classes which are quite similar.
Just as Affinities define the elemental nature of Illuvials, Classes form the fundamental framework of a team's structure in Illuvium. Each Class endows Illuvials with distinctive bonuses and abilities, playing a pivotal role in shaping the team's combat strategy. As you assemble your team, reaching specific Class thresholds unlocks potent bonuses, significantly enhancing your Illuvials' performance in various aspects of battle. Unlike Affinities, which charge the hyper bar of your opponent, classes determine which hyper effect your Illuvial will unlock, once reaching its limit. Mastering the utilization of Classes is essential in crafting a well-rounded team, capable of adapting to diverse combat scenarios and outmaneuvering opponents in the strategic play of the arena!
25 Energy & Physical Resist. 50 for Bulwark Units 50 Energy & Physical Resist. 100 for Bulwark Units, 75 Energy & Physical Resist. 150 for Bulwark Units>
Your team gains additional Physical and Energy Resist, with Bulwark Units gaining more.
Your team gains a Shield and Increased Healing Efficiency on Battle Start, with Empath Units gaining more.
Your team gains additional Attack Speed, with Fighter Units gaining more.
Your team gains additional Omega Power, with Psion Units gaining more.
Rogues blink to the opposite side at the start of Combat, with your team gaining additional Crit Chance and Crit Amp.
Colossus Units gain Max Health and Resistances, and Taunt Enemies shortly after Combat Start.
Invoker units' Omega grants all Invokers Omega Power.
Every 8 seconds, Mystic Units Shield Allies, with Shielded Allies gaining Attack Speed.
Predator Units blink to the opposite side at the start of Combat and gain Crit Chance, Crit Amp, and Execute.
Every 3rd Attack, Berserker Units deal increased Damage and gain stacking Attack Speed for the rest of Combat.
On Combat Start, Aegis Units Shield their closest Ally and grant them a portion of their Resistances.
Arcanite Units gain additional Energy Attack Damage from their Omega Power and, on Omega, gain Attack Speed for 4 seconds.
Every 5th Attack, Behemoth Units deal increased Damage and Stun their target.
On Omega, Enchanter Units grant their Allies a Shield and deal Pure Damage in an area around those Allies.
Harbingers gain additional Resistances on Omega and when Vanquished, increase the Omega Power of their highest Omega Power Ally.
Phantom Units blink to the opposite side at the start of Combat, gain Crit Chance, and deal Energy Damage to surrounding enemies.
Revenant Units blink to the opposite side at the start of Combat, gain Crit Chance, and Shield Allies on Takedown.
Slayer Units blink to the opposite side at the start of Combat, gain Crit Chance, and increase Attack Speed on Vanquish.
Every 3rd Attack, Templar Units deal increased Damage and decrease their Target's Resistances.
Vanguard Units blink to the opposite side at the start of Combat, gain Crit Chance, and reduce damage taken on Takedown.