
Sete arquétipos
Mage
A classe de um herói decide duas coisas que pesam mais que os atributos: de qual pool de melhorias ele puxa no rank A e de novo no rank S, e quais relíquias e itens foram feitos para sustentá-lo. Sete classes, quatro heróis cada, e um pool compartilhado por classe.
Atualizado para o patch 0.5.1.718
Mage heroes
AriaMageRequiem Barrage: Channel an energy beam for 2.5 seconds. Each half second, deal 15 (+100% Magic) damage, inflict 1 per 15 Magic Frost, and inflict 1 per 10 Magic Burn to all enemies inside the beam.
FunkeMageWildfire: Blast a fireball at all enemies in Funke's range, dealing 175 (+200% Magic) damage and inflicting 15 (+66% Magic) Burn.
RatnaMageStarfall: Conjure celestial magic to deal 190+150|250|450|750_Magic damage. On kill, permanently gain 10 (+10 per Rank) Magic. On Crit, Stun all enemies for .5+.5_Rank seconds.
SalMagePermafrost: Sal empowers her attacks, causing them to also hit the nearest enemy to Sal's target, dealing 10 (+50% Magic) bonus damage and inflicting 1 (+1 per Rank) Frost. This ability stacks.
Atributos de Mage comparados
Os valores base de cada Mage, antes de patentes, itens e relíquias.
Mage upgrades — rank A
15 upgrades in the rank A pool. A hero picks one, and heroes of the same class draw from the same list.
Mage ArmorAt start of combat, if this Hero is in the front row they gain 100% Magic Defense.
HermitAt start of combat, if this Hero is alone in the back 2 rows they gain +25% Magic and +50% Crit.
Stall CertaintyStall abilities trigger 6 seconds faster. Backup.
Enchanted AttacksOn auto attack, deal 100% Magic bonus damage.
Arcane DestructionOn cast, gain 100 Crit.
Burning CastsOn cast, inflict 50% Magic Burn on enemies in range.
Burning AbsorptionOn cast, gain 1 Magic per 8 Burn on enemies in range.
Stalled HeatAfter Stall (20), inflict 50% Magic Burn on all enemies.
Magical GrowthAt start of combat, Mages permanently gain 15 Magic. Backup.
Freezing CastsOn cast, inflict 25% Magic Frost on enemies in range.
Freezing AbsorptionOn cast, gain 1 Magic per 5 Frost on enemies in range.
Stalled ColdAfter Stall (20), inflict 35% Magic Frost on all enemies.
Stalled GrowthAfter Stall (30), permanently gain 40 Magic.
InstacastAfter Stall (15, Stall 30, and Stall 45), gain 100 Mana.
Fast CastGain 8 Mana Regen and 40 Starting Mana.
Mage upgrades — rank S
15 upgrades in the rank S pool. A hero picks one, and heroes of the same class draw from the same list.
Mage ArmorAt start of combat, if this Hero is in the front row they gain 100% Magic Defense.
HermitAt start of combat, if this Hero is alone in the back 2 rows they gain +25% Magic and +50% Crit.
Stall CertaintyStall abilities trigger 6 seconds faster. Backup.
Enchanted AttacksOn auto attack, deal 100% Magic bonus damage.
Arcane DestructionOn cast, gain 100 Crit.
Burning CastsOn cast, inflict 50% Magic Burn on enemies in range.
Burning AbsorptionOn cast, gain 1 Magic per 8 Burn on enemies in range.
Stalled HeatAfter Stall (20), inflict 50% Magic Burn on all enemies.
Magical GrowthAt start of combat, Mages permanently gain 15 Magic. Backup.
Freezing CastsOn cast, inflict 25% Magic Frost on enemies in range.
Freezing AbsorptionOn cast, gain 1 Magic per 5 Frost on enemies in range.
Stalled ColdAfter Stall (20), inflict 35% Magic Frost on all enemies.
Stalled GrowthAfter Stall (30), permanently gain 40 Magic.
InstacastAfter Stall (15, Stall 30, and Stall 45), gain 100 Mana.
Fast CastGain 8 Mana Regen and 40 Starting Mana.
Mage relics and items
18 entities carry the Mage name. They are built around what the class does, so they are the first place to look when you commit to it.
Mage's Elemental BannerUniqueWhenever a Mage casts, all enemies in their range take 4 damage per Frost and 2 damage per Burn they have.
Mage's Inferno BannerUniqueWhenever a Mage casts, they inflict Burn on their target equal to 100% of the Mana spent.
Mage's Frostbite BannerUniqueWhenever a Mage casts, they inflict Frost on their target equal to 66% of the Mana spent.
Mage's Enlightenment BannerUniqueAfter Stall (15), Mages permanently gain 6 Magic.
Mage's Serenity BannerUniqueAfter Stall (15 and Stall 30), Mages gain 100 Mana.
Mage's Precise ReflectionUniqueMages gain 25 Magic and 15 Crit.
Mage's Flowing ReflectionUniqueMages gain 25 Magic and 4 Mana Regen.
Mage's MedallionCommonMages gain 25 Magic.
Mage's MementoRareAt start of combat, inflict 15 Frost on all enemies per Mage in combat.
Mage's EmblemRareIf there is a Mage in combat, your Hero's active abilities gain 100 Crit.
Mage's Transmutation PrismEpicWhenever a Mage auto attacks, they deal bonus damage to their target equal to 100% of their Magic.
Mage's Administration FiligreeEpicWhenever a Mage casts, they deal damage to the lowest-health enemy equal to 300% of their Magic.
Mage's Cataclysm EngineLegendaryHeroes gain 50 Magic. Whenever a Mage casts, they inflict Burn and Frost on all enemies in their range equal to 20% of their Magic.
Mage's StaffUniqueIf this item is held by a Mage, double its stats.
Mage's TomeUniqueIf this item is held by a Mage, double its stats.
Mage's WandRareOn active ability kill, if held by a Mage this item gains 6 Magic.
Mage's GlyphEpicThe holder counts as a Mage during combat. If they were already a Mage, they gain +25% Magic.
Mage's CrestUniqueThe holder counts as a Mage during combat.
Perguntas frequentes
Which heroes are Mage in Guildrun?
There are 4: Aria, Funke, Ratna, Sal. A hero can belong to more than one class, and some specializations grant a second class on top.
What upgrades can a Mage take?
The Mage pool has 15 upgrades at rank A and 15 at rank S. A hero takes one at rank A and another at rank S, and the two cannot be the same.
Which relics and items are made for Mage?
18 carry the class name. Their effects reference what the class does, so they scale with a guild built around it rather than with any team.
Do two heroes of the same class compete for the same upgrades?
Yes. The pool is per class, not per hero, so running two heroes of one class means splitting the same list of upgrades between them.
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