How Funke fits a formation
Funke is a Mage built around area burn mage. Range is the constraint: position him so Wildfire sees the full enemy group instead of over-investing in damage that cannot connect.
Funke base stats
Derived comparison values
EHP and EOFF are comparison composites; Sec / cast estimates a passive mana-fill interval. They help compare records but are not separate in-game stats.
Funke ranks
Draft a duplicate of Funke or use an eligible campfire event to rank up. Rank B chooses a fixed specialization; Rank A and S draft from the active class modifier pool.
Rank C
The base stat line starts with the active ability equipped.

Wildfire
Blast a fireball at all enemies in Funke's range , dealing 175 (+ 200% Magic ) damage and inflicting 15 (+ 66% Magic ) Burn .
Rank B
The first rank-up also chooses one of three fixed specializations. A path can add a class and change later offers.

The Stoked
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.

The Inferno
Gain 2 Attack Range . At start of combat and after Stall ( 20 ), inflict 15 (+ 1 per 4 Magic ) Burn on all enemies in range .

The Detonator
On cast, all enemies in range take 10 (+10 per rank ) ticks of Burn damage.
Rank A
Gain the stat package above, then choose from modifiers generated by Funke's active class set.
Rank S
Gain the stat package a final time and draft the last class modifier to complete the current Demo build.
Possible class modifiers
Later ranks offer modifiers from the hero's active class pool. Multiclass heroes receive a split offer set, so both class groups should contain useful outcomes before committing.
Mage modifiers · 15
- 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 + 33 % 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 6 Burn on enemies in range .
- Stalled HeatAfter Stall ( 20 ), inflict 66% 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 .
How to build around Funke
- Preserve the first job.Make sure Funke can already perform the role described above before adding a second engine.
- Choose a repeatable trigger.Match the specialization to an effect the current team can activate every fight.
- Protect the delivery condition.Range, mana, survival, and target access usually matter before another damage multiplier.
- Read the later pool.Choose an added class only when its Rank A/S modifier outcomes support the same plan.
Related equipment
Funke lore
“Let me do things my way.”
Guild profile
Guild A Temple - “No gods. No masters.” Anarchy in the Rifts! Rushing and debuffing everything in their path.
Background
Funke's flames were never meant to be carried inside one body. He ended raids alone and took half the site with him. The incident reports stopped distinguishing between "victory" and "collateral" years ago. A Temple is the only guild that can work with him at all, and even that takes everything he has to hold back. Sometimes he goes quiet mid-thought, like he's listening to something else.
Motivation
Every guild so far has wanted him smaller, contained. Be the first to ask what happens when he stops holding back, and he'll show you personally.
