Funke overview
His area damage can carry nearly every non-boss fight, and all of his B-rank routes are useful. He is less effective when only one durable boss remains, so a separate boss plan is important. After clearing waves, he can support Mages from reserve or be sold.
How to use Funke
Game plan
- Use him as the primary wave-clearer through normal fights.
- Prepare a single-target carry for the Act 1 and Act 2 bosses.
- Bench or sell him after his area-damage role is no longer needed.
Items
- Starting mana is especially valuable for an earlier first cast.
- Effects that begin combat with enemies already Burning complement him well.
Positioning Keep him protected in the backline so his opening cast reaches as many enemies as possible.
Source limits His chapter explicitly rates him poorly into both boss encounters.
Funke upgrades
Rank B cards and A/S pools are current to Demo 0.5.5. The guide itself remains tied to the older video patch; notes appear only when the video covers a choice. The other B-rank paths remain viable when they are offered.
The Stoked
Discussed in sourceMages gain 1 (+1 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.
The Inferno
Game data onlyGain 2 Attack Range. At start of combat and after Stall (15), inflict 25 (+1/3 Magic) Burn on all enemies in range.
The Detonator
Game data onlyOn cast, all enemies in range take 7 (+7 Rank) ticks of Burn damage.
Class modifiers
A and S use the same pool. Each rank adds one modifier. Offers are random; S excludes the modifier already owned. Base pools always apply; a Via pool applies only when that Rank B path is selected.
MageBase class15 modifiers
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 4 Burn on enemies in range.
After Stall (20), inflict 80% 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.
Single-hero sandbox. The source names The Stoked, so it is preselected. Position, items, teammates, and relics are left blank.


