
At a glance
Guide notes- Role
- Area Burn Mage — range-wide Wildfire that turns Burn ticks into Magic and Mana
- Best for
- Burn/Mage boards that want every enemy in range cooking at once
- Strength
- Wildfire hits all enemies in range with damage + Burn; Stoked converts their Burn damage into team Magic and his Mana
- Weakness
- Needs enemies to stay in range and Burn to actually tick — short fights or empty range feel awful
Current Tier Ranking
Full Guildrun tier listPacked-enemy Burn carry — spikes when Stall or Burn relics keep stacks cooking.
How to play
Decision notes for shops and formation — not a copy of the in-game panel.
Early
Draft when you can protect a backline Mage. Magic matters, but range and survivability decide if Wildfire ever hits the full pack.
Mid
Stoked = Mage Burn engine (team Magic + his Mana). Inferno = more range and Stall/start Burn application. Detonator = cast forces Burn ticks immediately. Pick sustain Burn economy, wider zone, or burst detonate.
Late
Stack Magic and Burn relics. Keep him alive through cast cycles; dead Funke stops the whole Burn loop.
Positioning
Back-mid with the widest view of the pack. Inferno especially wants max enemies in range — do not tuck him in a blind corner.
Base Stats
- Max HP
- 650
- Max Mana
- 85
- Starting Mana
- 45
- Mana Regen
- 4
- Defense
- 27
- Attack
- 0
- Magic
- 25
- Attack Speed
- 0
- Crit
- 15
- Move Speed
- 1.5
- Attack Range
- 4
- Mana Lock (s)
- 1
- Base Attack Speed
- 0.47
- Base Attack Damage
- 21
Ranks C → S
Draft a duplicate or use an eligible campfire event to rank up. Art below shows each rank portrait for Funke.

Rank C
Base kit — the active ability is equipped and the starting stat line applies.
- C — start with the active ability and base kit.
- B — lock one of three specialization paths.
- A / S — take the rank stat package, then draft class modifiers.
Abilities
Kit text from the Demo dump, plus short notes on how to play around each ability.
Active

Wildfire
activeBlast a fireball at all enemies in Funke's range, dealing 1.62 (+ 200% Magic ) damage and inflicting 2 Burn.
In practice: Full-range nuke + Burn. Value scales with how many targets share his range — formation and Attack Range matter as much as Magic.
Passives

The Stoked
passiveMages gain 1 (+ 100% rank ) Magic whenever an enemy in their range takes Burn damage. Backup. Funke gains 1 Mana whenever an enemy in his range takes Burn damage.
In practice: Status engine: stack Mage / Magic / Burn and keep enemies in the zone long enough to cook.

The Inferno
passiveGain 2 Attack Range. At start of combat and after Stall (1), inflict 1 per 3 Magic Burn on all enemies in range.
In practice: Values Stall tempo — stall-trigger relics and a board that lives into mid-fight pay off.

The Detonator
passiveOn cast, all enemies in range take 1 (+ 0% rank ) ticks of Burn damage.
In practice: Status engine: stack Burn and keep enemies in the zone long enough to cook.
Specializations
Rank B paths that reshape how Funke scales through a run.

The Stoked
Mages gain 1 (+ 100% rank ) Magic whenever an enemy in their range takes Burn damage. Backup. Funke gains 1 Mana whenever an enemy in his range takes Burn damage.
When to pick: Default Mage Burn engine — every Burn tick in range feeds Magic/Mana. Best with other Mages sharing the Backup.

The Inferno
Gain 2 Attack Range. At start of combat and after Stall (1), inflict 1 per 3 Magic Burn on all enemies in range.
When to pick: Take when packs are wide or you need Stall/start Burn coverage beyond one cast.

The Detonator
On cast, all enemies in range take 1 (+ 0% rank ) ticks of Burn damage.
When to pick: Take for burst: casts slam stored Burn ticks. Better when fights are short or bosses need a pop.
Best relics & synergies
Relics that overlap Mage keywords and Funke's ability tags. Top matches include a short “why”.

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.
Why: AoE Mage engine that matches Wildfire’s full-range fantasy.

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.
Why: Elemental/Burn identity for the Mage tag.

Mage's Enlightenment Banner
After Stall (1), Mages permanently gain 0 Magic.
Why: Matches Funke's Stall / Mage / Magic tags.

Arcane Amplifier
Mages and Mystics gain 50 Magic and 4 Mana Regen.
Why: Raw Magic amp when class pieces are missing.

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.
Shard
Crystal charges spent or consumed for bonus effects.
54 relics · 12 abilities · 3 classes
Crit
Critical strikes and effects that trigger when attacks crit.
49 relics · 19 abilities · 3 classes
Rush
Tempo windows that amp allies for a short burst of aggression.
41 relics · 16 abilities · 4 classes
Stall
Control and delay tools that interrupt enemy pace.
39 relics · 22 abilities · 4 classes
FAQ
Common questions when this hero shows up in the shop or draft.
Is Funke good in Guildrun?
Yes on Burn boards with protected casting. No if he never sees more than one enemy or dies before Wildfire. Shop check: do you have a front line?
What class is Funke?
Mage. Role focus: area Burn caster who scales when enemies in range take Burn damage.
What relics work with Funke?
Mage Elemental/Cataclysm pieces, Arcane amplifiers, and Burn enablers.
How do you play Funke?
Protect him, maximize enemies in range, cast Wildfire, and specialize toward Stoked economy, Inferno coverage, or Detonator burst.
Tips
- If only one mob is in range, move the tank or Funke — more Magic will not fix geometry.
- Stoked wants Burn to tick; pair DoT duration or Detonator when ticks are too slow.
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