
The Mage is Guildrun's Magic class: back-line casters that deal damage and disrupt enemies with powerful active abilities. Mages scale Magic and lean on Stall, Burn, and Frost — their casts detonate packs and stack damage-over-time when the fight lasts. In Demo 0.5.7 they are the highest AoE ceiling in the game, but every Mage lives or dies by cast geometry: a spell that misses the pack or a caster that dies mid-channel is a wasted turn. Build Mages when Magic, Stall, and Elemental banners keep appearing and you can protect the back row.
At a glance
- Role
- Back-line Magic caster — Stall / Burn / Frost AoE
- Strength
- Massive area payoff: Mage casts hit whole packs and scale with Stall-driven permanent Magic
- Weakness
- Positioning-dependent and fragile — a missed cast or an opened-on Mage loses the fight
How to play this class
Draft, shop, and formation notes for building around the class.
Drafting
Draft a Mage only with a front line to protect it. Rank B toward Stall snowball (permanent Magic, longer casts) or tribal Debuff paths if you run multiple Mages. Aim casts before adding more Magic.
Shop priorities
Stall enablers and Mage banners (Enlightenment / Elemental) first — Stall triggers permanent Magic. Then Mana / cast uptime, then raw Magic amplifiers.
Positioning
Back row aimed down the main lane so casts cover where packs actually stand. Re-angle after every loss; never leave a Mage on a dive tile.
What to buy first
- Stall enablers so Mage abilities grow permanent Magic
- Mage banners (Enlightenment for Magic, Elemental for Burn/Frost)
- Mana / cast uptime pieces to guarantee casts land
- Magic amplifiers last, once geometry and uptime are solved
Signature picks
Aria
Dual Burn/Frost channel carry — Requiem Barrage melts packs when aimed well.
Funke
Area Burn Mage whose Wildfire cooks every enemy in range at once.
Ratna
Burst nuke Mage for single big-cast payoffs.
Sal
Short-range Frost Mage that cleaves and supports Debuff loops.
Heroes
Heroes that start in the Mage class (including dual-class picks).
Aria
Back-line magic carry and dual-debuff engine
Funke
Area Burn mage
Ratna
Crit-control Mage with kill scaling
Sal
Short-range Frost Mage and formation support
Synergy Relics
Relics that explicitly reference this class or its signature keywords.

Mage Crest
Get an item which makes a Hero count as a Mage during combat.

Mage Equipment
Get an item which benefits Mages. Start with 1 fewer Shards.

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

Mage's Flowing Reflection
Mages gain 25 Magic and 4 Mana Regen.

Mage's Frostbite Banner
Whenever a Mage casts, they inflict Frost on their target equal to 100% of the Mana spent.

Mage's Inferno Banner
Whenever a Mage casts, they inflict Burn on their target equal to 100% of the Mana spent.

Mage's Precise Reflection
Mages gain 25 Magic and 15 Crit.

Mage's Serenity Banner
After Stall (10 and Stall 1), Mages gain 15 Mana.

Mage's Cataclysm Engine
Heroes gain 50 Magic. Whenever a Mage casts, they inflict Burn and Frost on all enemies in their range equal to 50% of their Magic.

Arcane Backup Prism
Heroes gain 1 Magic per rank of each Mage in the reserves and 1 Mana Regen per rank of each Mystic in the reserves.

Mage's Administration Filigree
Whenever a Mage casts, they deal damage to the lowest-health enemy equal to 100% of their Magic.
Tips
- After every loss ask: did the cast hit the pack? Move the Mage or the tank before rerolling relics.
- A Stall-scaling Mage without Stall sources is half-powered — add Stall enablers or switch the Rank B path.
FAQ
What is the Mage class in Guildrun?
Mages are a Magic-based back-line class that deals damage and disrupts enemies with active abilities, scaling Stall, Burn, and Frost. Their casts hit whole packs and grow with Stall-driven permanent Magic.
What are the best Mage heroes in Guildrun?
Aria (dual Burn/Frost channel carry), Funke (area Burn), Ratna (burst nuke), and Sal (short-range Frost support) are the standout Mage picks.
What relics work with Mages?
Stall enablers and Mage banners (Enlightenment, Elemental) first, then Mana/cast uptime, then raw Magic amplifiers. Stall triggers permanent Magic, so it comes before flat damage.
Why does my Mage feel weak?
Usually a geometry problem: the cast isn't hitting the pack, or the Mage dies before casting. Fix aim and add a front line before buying more Magic relics.
Other Classes

Assassin
Assassins use Crit to deal bursts of damage with their auto attacks and active abilities. Assassin Mechanics: Crit, Shards, Poison, Rush, Stealth.

Duelist
Duelists use Attack Speed to rapidly auto attack. Duelist Mechanics: Stall, Rush, Debuffs, Crit, Shards.

Mystic
Mystics use Mana Regen to repeatedly cast their active ability, aiding allies and disrupting enemies. Mystic Mechanics: Shields, Shards, Debuffs, Stall.

Tank
Tanks use Defense to protect their allies and disrupt enemies. Tank Mechanics: Stall, Poison, Frost.

Vanguard
Vanguards use Max HP to absorb and dish out damage. Vanguard Mechanics: Rush, Shields, Burn.

Warrior
Warriors use Attack to deal damage with auto attacks and active abilities. Warrior Mechanics: Crit, Rush, Shields.