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

  1. Elemental Damage
  2. Max HP
  3. Armor
  4. Attack Speed
  5. Harvesting

Weapons

WeaponCopiesRoleNote
Torch2starterBurn on hit from wave 1; merge to tier II early, replace with flamethrowers late.
Wand1starterRanged elemental filler that keeps the set bonus up while you kite.
Flamethrower2corePierces the whole wave and applies burn constantly.
Fireball1techArea burn for boss waves; buy when a tier III shows up.

Items

ItemPriorityNote
FairyshouldRegen that scales with cheap items - the Mage buys plenty.
Eyes SurgerymustBurn ticks faster; the single biggest damage item for fire.
Fried RiceshouldRegen per burning enemy - with burn spread that is every enemy.
CauldronnicePickup range and a damage window after consumables.

Avoid

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

See the Mage page for the full stat line and unlocks.