DThe Stoked
The Stoked Passive
Mages gain 1 (+1 per 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.

Hero
Tier D
Mage
The Shackled
D tier on patch 0.5.12
Runs that keep Funke are won less often than with any other hero, and most player tier lists for Red Rift rate him D. Older lists had him at S and his few SSS runs do well, but not enough to lift him.
Picked at rank B and locked for the run. The order weighs what each one does for this hero in the comps that win, not the ability on its own.
Tiers are reviewed by hand after each patch (latest: 0.5.12), weighing the runs players share, most of them in Red Rift, the comps that clear the high difficulties, current player tier lists and recent balance changes. All 25 heroes side by side are on the hero tier list.
Funke hits everything in range with one fireball and leaves Burn scaling at 75% of his Magic. He is the cheapest way to clear a wide board, and the Burn means his damage keeps working after the cast — which makes him better against high-health boards than his raw numbers suggest.
No item touches Funke in Debuff Mages: at rank A on The Detonator his slots stay empty, and each cast makes every enemy in range take 7 plus 7 per rank ticks of Burn damage, down from 10 plus 10 before 0.5.3. His upgrade there is Magical Growth: at the start of every combat each Mage, Aria included, permanently gains 20 Magic, 15 before 0.5.5.
In 0.5.5 Wildfire's Burn lost its flat 12 and went from 66% to 75% of Magic. The two lines cross near 133 Magic: below that a fireball inflicts less Burn than before, above it more. On his base 25 Magic the Burn fell from 28.5 to under 19. Rank A lifts him to 75 Magic, where it is 56 against 61.5 before, and three combats of Magical Growth carry him past the crossing.
At about 134 Magic one fireball also puts 100 Burn on every enemy it hits, the amount Burning Spiral Engine checks for. That relic sits in the same build and answers each such death with damage worth half the victim's Max HP to all enemies in a large area.
The Stoked makes every Mage gain 1 Magic plus 1 per rank whenever an enemy in its range takes Burn damage, and gives Funke 1 Mana on each of those ticks, so earlier Burn charges the next fireball. The Inferno adds 2 Attack Range and inflicts 25 Burn plus a third of Magic on every enemy in range at the start of combat and after Stall (15), a mark 0.5.1 moved up from Stall (20).
When a run hands him items, Searing Tome adds 25 Magic and 20 Burn on the nearest enemy per cast, 15 before 0.5.5, and Mage's Wand grows by 10 Magic each time its Mage holder kills with an active ability. None of the three specs adds anything to his 650 health or 27 Defense.
A hero climbs C → B → A → S — 3 upgrades in all. Every stat rises at the same rate on every hero, with one exception: the primary stat of the class rises three to four times faster. For Funke that stat is Magic.
| Stats | Per rank | C → S |
|---|---|---|
| Health | +12.5% | +37.5% |
| Defence | +8 | +24 |
| Attack | +6 | +18 |
| Magicprimary | +25 | +75 |
| Attack speed | +5 | +15 |
| Crit | +4 | +12 |
| Mana regen | +1 | +3 |
Health rises as a percentage of base health; every other stat is a flat addition. The specialization is chosen at rank B, and the class modifier pools open at A and S.
Blast a fireball at all enemies in Funke's range, dealing 175 (+200% Magic) damage and inflicting 75% Magic Burn.
A hero unlocks one of these at rank B. The choice is locked for the run, and it decides which role the hero ends up playing.
Mages gain 1 (+1 per 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.
Gain 2 Attack Range. At start of combat and after Stall (15), inflict 25 (+1 per 3 Magic) Burn on all enemies in range.
On cast, all enemies in range take 7 (+7 per Rank) ticks of Burn damage.
Picked at rank A and again at rank S. Drawn from the shared pool for the hero class, so two heroes of the same class compete for the same upgrades.
At start of combat, if this Hero is in the front row they gain 100% Magic Defense.
At start of combat, if this Hero is alone in the back 2 rows they gain +33% Magic and +50% Crit.
Stall abilities trigger 6 seconds faster. Backup.
On auto attack, deal 100% Magic bonus damage.
On cast, gain 100 Crit.
On cast, inflict 50% Magic Burn on enemies in range.
On cast, gain 1 Magic per 3 Burn on enemies in range.
After Stall (20), inflict 100% Magic Burn on all enemies.
At start of combat,
Mages permanently gain 20 Magic. Backup.
On cast, inflict 25% Magic Frost on enemies in range.
On cast, gain 1 Magic per 5 Frost on enemies in range.
After Stall (20), inflict 35% Magic Frost on all enemies.
After Stall (25), permanently gain 40 Magic.
After Stall (15, Stall 30, and Stall 45), gain 100 Mana.
Gain 8 Mana Regen and 40 Starting Mana.