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Hero

Funke

Tier DMage

The Shackled

Funke tier and best specialization

D

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.

Plays in these tier list comps

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.

The Detonator with no items

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.

Two Wildfire formulas

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.

Off the tier list build

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.

Base stats

Health
650
Defence
27
Attack
21
Crit
15
Magic
25
Range
4
Max mana
85
Mana regen
4

What Funke gains per rank

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.

Stat gains per rank and total from C to S for Funke.
StatsPer rankC → 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.

Starting ability

Wildfire Active

Blast a fireball at all enemies in Funke's range, dealing 175 (+200% Magic) damage and inflicting 75% Magic Burn.

Specializations

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.

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.

DThe Inferno

The Inferno Passive

Gain 2 Attack Range. At start of combat and after Stall (15), inflict 25 (+1 per 3 Magic) Burn on all enemies in range.

CThe Detonator

The Detonator Passive

On cast, all enemies in range take 7 (+7 per Rank) ticks of Burn damage.

Class upgrades

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.

  • Mage Armor

    At start of combat, if this Hero is in the front row they gain 100% Magic Defense.

  • Hermit

    At start of combat, if this Hero is alone in the back 2 rows they gain +33% Magic and +50% Crit.

  • Stall Certainty

    Stall abilities trigger 6 seconds faster. Backup.

  • Enchanted Attacks

    On auto attack, deal 100% Magic bonus damage.

  • Arcane Destruction

    On cast, gain 100 Crit.

  • Burning Casts

    On cast, inflict 50% Magic Burn on enemies in range.

  • Burning Absorption

    On cast, gain 1 Magic per 3 Burn on enemies in range.

  • Stalled Heat

    After Stall (20), inflict 100% Magic Burn on all enemies.

  • Magical Growth

    At start of combat, Mages permanently gain 20 Magic. Backup.

  • Freezing Casts

    On cast, inflict 25% Magic Frost on enemies in range.

  • Freezing Absorption

    On cast, gain 1 Magic per 5 Frost on enemies in range.

  • Stalled Cold

    After Stall (20), inflict 35% Magic Frost on all enemies.

  • Stalled Growth

    After Stall (25), permanently gain 40 Magic.

  • Instacast

    After Stall (15, Stall 30, and Stall 45), gain 100 Mana.

  • Fast Cast

    Gain 8 Mana Regen and 40 Starting Mana.

Guildrun Heroes

Questions people ask

What tier is Funke in Guildrun?
Funke is D tier on patch 0.5.12. The strongest specialization is The Detonator, rated C.
What class is Funke in Guildrun?
Funke is a Mage hero with 650 health, 27 defence, 21 attack and 15 crit at rank C.
Which specializations can Funke take?
Funke has 3 paths: The Stoked, The Inferno, The Detonator. One is picked at rank B and stays locked for the rest of the run.
What does Funke gain per rank?
Every stat rises at each rank, but Magic rises three to four times faster than the rest, because it is the primary stat of Funke’s class. There are 3 upgrades between C and S.
What is Funke’s starting ability?
Wildfire (Active). Blast a fireball at all enemies in Funke's range, dealing 175 (+200% Magic) damage and inflicting 75% Magic Burn.
What does ranking a hero up actually do?
Rank B unlocks the specialization. Rank A adds a class upgrade. Rank S adds a second class upgrade and a fourth item slot. A hero below rank B cannot take a specialization at all.
Can a hero play outside its class?
Yes, and that is the point of the game. Specializations exist to pull a hero out of its class role. A Mage can end up as the damage carry, a Vanguard can end up generating shards.

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