Guildrun Aria Build
Aria Stall Mage
S-tier back-line carry: Aria channels Requiem Barrage through packs while Reyna holds contact and Pollen keeps Stall online for permanent Magic and longer beams.
When to pick it: Commit when Aria appears early, Mage or Stall banners keep showing, and you can draft a real frontliner before the third slot — this is a scaling Mage board, not a three-carry glass rush.
How it plays
Aria wins when Requiem Barrage covers the pack for the full channel — Burn and Frost tick the whole fight. Reyna buys time on contact; Pollen turns Stall into shields, zone pressure, and the triggers Crescendo needs. If the beam misses or Aria dies mid-cast, fix placement before buying another Magic relic.
Gameplan
- Open: lock Aria + Reyna (or Rowan). Do not draft a second Mage before a wall exists — a dead channel is zero DPS.
- Third pick: Pollen when Stall/Mystic shops appear; Funke or Sal if you already have Stall tools and want more Burn/Frost application.
- Rank B Aria → The Crescendo (default Stall snowball). Take The Harmony only if the board needs beam Shields; The Resplendent when you run three Mages.
- Rank B Pollen → The Bloomer for double shields/heals after Stall, or The Earth's Child when you want Frost+Burn ticks in the field.
- Shops: Mage's Enlightenment + Elemental/Serenity banners first. Stall triggers permanent Magic and Mana — Crescendo without Stall is half a build.
- Items: Emerald Charm and Battlemage Robes keep cast uptime and survival; stack Mage's Staff/Wand on Aria before challenge fights.
- Finish: one fully itemized Aria with Enlightenment online beats three spread-out Mage items.
Positioning
Reyna front-center on the dive hex. Pollen mid-back so Sanctuary covers the melee pit where packs stand. Aria back row, aimed down the main lane — re-angle after every loss until enemies sit in the beam for the full duration. Never put Aria on a dive tile.
Core Heroes
Flex / Substitutes
Use these when a core pick is missing or the shop pushes a different angle.
Funke
Area Burn mage
Sal
Short-range Frost Mage and formation support
Rowan
Dual-class defensive anchor
Grace
Late-fight shield, healing, and resurrection support
Skorn
Retaliation Tank and status front line
Priority Relics

Mage's Enlightenment Banner
After Stall (1), Mages permanently gain 0 Magic.

Mage's Elemental Banner
Whenever a Mage casts, all enemies in their range take 1 damage per Frost and 1 damage per Burn they have.

Mage's Serenity Banner
After Stall (10 and Stall 1), Mages gain 15 Mana.
Priority Items
Practical tips
- After every loss ask: did Requiem Barrage hit the pack? Move Aria or Reyna before rerolling relics.
- Funke flexes when Burn density matters — Wildfire plus Aria's beam melts wide packs. Sal flexes for Frost cleave behind Reyna.
- Grace replaces Pollen when you need resurrection more than zone Stall — keep at least one Stall source somewhere on the board.
- Rowan or Skorn flex when Reyna is missing; do not leave Aria with zero frontline.
- Serenity Banner fixes Mana drought after Stall — take it before greed-stacking raw Magic on items.
Strengths
- S-tier Mage ceiling when channel geometry is correct
- Stall permanently scales Magic for the whole Mage core
- Dual Burn/Frost debuff engine for Elemental Banner payoffs
- Pollen stabilizes long Red Rift and challenge fights
Weaknesses
- Fragile to dive and AoE if Reyna falls early
- Slow start — needs Stall triggers before Crescendo snowballs
- Beam aim is a hard skill check; wrong angle wastes the whole comp
- Low burst if fights end before first full channel
Guides for this build
How to spend Shards and read the shop while piloting this comp.
Shop Order — Rank vs Relic vs Item (When to Spend Shards)
A practical Guildrun Demo shop priority for Shards — when to buy Rank B, when a relic is the real spike, and when an item beats both.
Updated Aug 4, 2026
Rush vs Stall — Pick a Fight Tempo in Guildrun
A practical Guildrun Demo guide to choosing Rush or Stall as your board’s fight length — how to tell which one you drafted, and when mixing them wastes a shop.
Updated Aug 4, 2026
Guildrun Player Handbook — Positioning, Targeting & Combat Rules
A Demo 0.5.7 player handbook for Guildrun combat: first contact, formation jobs, cast windows, adjacency, and how to place so auto-battle stops deleting your carry.
Updated Sep 5, 2026
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