Mage: Wildfire
Danger 5Mediumfor v1.1 + Paws & Claws · updated 2026-10-31
Burn everything, let it spread. The Mage's 25% elemental bonus and two starting fire weapons mean the arena is on fire by wave 3; the build only needs to keep it that way.
Stat priority
Weapons
| Weapon | Copies | Role | Note |
|---|---|---|---|
| Torch | 2 | starter | Burn on hit from wave 1; merge to tier II early, replace with flamethrowers late. |
| Wand | 1 | starter | Ranged elemental filler that keeps the set bonus up while you kite. |
| Flamethrower | 2 | core | Pierces the whole wave and applies burn constantly. |
| Fireball | 1 | tech | Area burn for boss waves; buy when a tier III shows up. |
Items
| Item | Priority | Note |
|---|---|---|
| Fairy | should | Regen that scales with cheap items - the Mage buys plenty. |
| Eyes Surgery | must | Burn ticks faster; the single biggest damage item for fire. |
| Fried Rice | should | Regen per burning enemy - with burn spread that is every enemy. |
| Cauldron | nice | Pickup range and a damage window after consumables. |
Avoid
- Focus — Fire weapons need their attack speed to reapply burn.
Run plan
Early (waves 1–6)
Elemental damage on every level-up. Merge Snakes. Do not buy non-elemental weapons; the class bonus is the plan.
Mid (waves 7–14)
Find Flamethrowers and Eyes Surgery. Start buying Max HP - the Mage has none of its own and burn does nothing against a boss that is already on you.
Late (waves 15–20)
Armor and HP. Burn spread keeps clearing waves; your job is to survive the bosses, which do not spread fire to anything.
Why it works
- Burn is damage over time that ignores the Mage's missing melee and ranged scaling entirely.
- Spread means one hit clears a wave; attack speed is only needed to re-apply on bosses.
- The build's weakness is single-target damage, which is why HP and armor come before more fire.
See the Mage page for the full stat line and unlocks.