Live · Pre-Season

Pre-Season Hub

IlluviClash is in open testing. Play, climb, and shape the meta — the leaderboard may reset without prior announcement after balance changes. Real seasons, prize tiers, and clean ladder cycles arrive after pre-season wraps.

Heads up: ratings, matches, and decks may be archived between balance passes. Your inventory is never touched — Illuvial NFTs live on-chain.

Pre-Season Quick Start

Start in four steps

Build the deck, the engine fights the match.

  1. 01

    Connect & Verify

    Sign in with Passport so your matches count toward the leaderboard.

  2. 02

    Build Your Deck

    Pick 5 Illuvials and order them across the 5 lanes — range, lane order, affinity matchups, and adjacent-affinity link synergies all decide the fight.

  3. 03

    Queue a Match

    Start Quick Match to face a live ranger or a Ghost Deck of similar strength.

  4. 04

    Watch & Climb

    Review the replay, tune your deck, and climb the pre-season ladder.

Live now

What you can play today

Everything below is live in pre-season. Build a deck, queue up, and your matches start counting toward the leaderboard the moment your wallet is verified.

Core game

  • 5v5 IlluviClash auto-battlerFive-card decks, lane-based combat, deterministic resolution.
  • Deck builder with lane orderingDrag-to-reorder, fluid slot sizing, side-panel inventory, lane suggestions, live link-synergy preview.
  • Affinity matchupsDamage swings ±2 per hit based on the attacker's vs defender's dominant affinity — pick lineups that counter the meta.
  • Affinity link synergiesAdjacent same-affinity Illuvials form linked groups (I–III) — Fire burst, Water bypass, Earth mitigation, Air dodge, Nature regen. Links retier or break as the lane collapses.
  • Final board stateResult page renders both decks at end-of-match — survivors and defeated cards.

Competitive

  • Verified ranked matchesEvery match is Passport-signed and counts toward your leaderboard rating.
  • Live leaderboardSortable by Overall, Collector, Power, or Trader focus archetype.
  • Battle historyPer-wallet history with outcome tinting, opponent decks, and rating deltas.
  • Archived ladder seasonsLeaderboard season selector lets you switch between the live Engine 2.0 ladder and archived Pre-Season Engine 1.0 standings.

Replay & sharing

  • Shareable replaysEvery match generates a replay URL with a rich social preview card.
  • Replay viewerFull playback controls — pause, skip, scrubber, and 1× / 2× / 4× / instant speeds.

Coming next

On the roadmap

Open-tested in pre-season, not promised on a date. Order and timing depend on what survives playtesting.

  • Ability systemPer-Illuvial actives and passives layered onto the AP engine.
  • Class synergiesLineup bonuses for matched classes — the same linked-group model the affinity synergies use, applied to class types.
  • Multiple deck slotsSave and switch between named loadouts so you can swap counter-decks between matches without rebuilding.
  • Seasonal rewards & resetsReal seasons with prize tiers and a clean ladder restart between them.
  • On-chain attested matchesReplay hashes posted to zkEVM so any player can verify a result independently.
  • IlluviDuel mode1v1 head-to-head — same engine, single champion, tactical play.

Patch notes

Recently shipped

The last wave of changes — quality-of-life polish, balance and economy guards, and visual refinements.

  1. #17Pre-Season MMR — true Elo ladder reset
    Ratings now move on a classical Elo formula instead of the old friendly +25/-15. Your first 20 placement matches swing up to ±40 per match; afterwards, ±16–32 scaled by opponent strength. Tiers stretch from Bronze to Legend — tap the ⓘ next to the Leaderboard title for the full breakdown. All ratings reset to 1000 and your previous standings are archived on the leaderboard's season selector.
  2. #16Suggested order is now synergy-aware
    The deck builder's Suggested order button now groups same-affinity cards adjacently so Engine 2.0 resolves the strongest link tier your composition allows — biggest affinity bucket leads, melee-front sorting kept as a secondary cue inside each bucket. Click it on a mixed-affinity deck and you'll see Tier I/II links form in the synergy chip strip.
  3. #15Ghost decks now form synergy links
    Ghosts now build affinity-synergy decks — Tier III mono-5s where the ranger's collection allows, otherwise 3+2 splits — picked by actual combat strength (HP + ATK on the engine card) instead of the old rarity-based ranking. Ghosts also no longer downgrade to match a weaker player deck, so queuing a low-power lineup won't get you an easy win. Expect tougher ghost fights, closer to even win rates.
  4. #14Affinity synergies & Engine 2.0 — ladder reset
    Engine 2.0 ships with full affinity synergies (Fire, Water, Air, Earth, Nature) and ladder reset. Your Engine 1.0 standings are archived and viewable on the leaderboard under the 'Pre-Season Engine 1.0' tab — Engine 2.0 starts everyone fresh at 1000 rating. Build a deck around the new synergies and climb.
  5. #13Tighter matchmaking & fresher opponents
    Find a Match now searches within ±5% of your rating first, then ±10%, then ±15% — closer fights, less drift between matches. Your last 50 distinct opponents are also skipped so you see more fresh names before a rematch.
  6. #12Replay speed actually scales
    1× / 2× / 4× now plays every battle effect at the picked tempo — lunges, hit flashes, damage chips, collapses, cleaves, dodge and affinity auras — instead of just clipping them when the next event arrives.
  7. #11Battle & replay polish
    VS intro now waits on the full card render, the scrubber no longer flashes the card art, defeated cards cleave as a whole card, and survivors no longer drift into a stacked layout at high speed.
  8. #10Public battle feed & connect gate
    /clash/history now shows every Ranger's completed battles, newest first. Logged-out /clash/match and /clash/deck pitch the latest battle and a live Ranger count.
  9. #09How to Play page
    New dedicated guide walking through every stat on a card and how a round resolves — accessible from the top nav.
  10. #08Mobile polish pass
    Sweep of fixes and tweaks across small screens — deck builder, match flow, and replay viewer all read better on mobile now.
  11. #07Pre-Season Hub launched
    This page — your home for what's live, what's next, and what just shipped.
  12. #06Replay social cards
    Shared replay URLs now render rich OG images with both rangers' avatars and the outcome.
  13. #05Result screen — final board state
    Opponent and player decks render side-by-side with defeated cards stamped and desaturated.
  14. #04Battle history outcome tinting
    Win and loss rows pick up a soft emerald or rose wash so a column scans at a glance.
  15. #03Battle screen polish
    Battle log now spans the full lane width; hit flashes, lunge timing, and dodge feedback tightened.
  16. #02Replay controls
    Restart, scrubber, and 1× / 2× / 4× / instant playback added to the replay viewer.
  17. #01Rating cap & mirror-match guard
    Rolling 24h cap and same-opponent guard keep the leaderboard from being farmed.

Help shape the meta

Every match in pre-season is balance data. Build a deck, queue up, and your replays feed into the next patch.