The Shackled
Funke
“Let me do things my way.”
Funke "The Shackled" is a Mage hero of the A Temple guild with 650 HP, 27 Defense and 4 Range, wielding the active ability "Wildfire".
Notes
An area mage who lobs fireballs at every enemy in range. Wildfire hits all targets for 200% of her Magic plus Burn, so total damage scales with enemy count. She does steady work from early trash fights to late-game team fights.
The Inferno, adding range and an opening Burn, is the standard pick to widen her reach. With multiple mages, The Stoked grows Magic on every Burn tick and accelerates the whole team from the backup slot. Bundle her with Burn synergies — Ming and Burn rank upgrades — to unlock her ceiling.
Stats
| HP | 650 |
|---|---|
| Mana (start/max) | 45 / 85 |
| Mana Regen | 4 |
| Base Attack Damage | 21 |
| Defense | 27 |
| Attack Speed | 0.47/s |
| Crit | 15 |
| Range | 4 |
| Price | 25 |
Starting Skills
Wildfire
Active Skill
[45/85 Mana]
Blast a fireball at all enemies in Funke's range, dealing 175 + 200% Magic damage and inflicting 15 + 66% Magic Burn.
Rank B Skills (choice of 3)
When ranked up to B, pick one of three options unique to this hero.
The Stoked
Passive Skill
Mages 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
Passive Skill
Gain 2 Attack Range.
At start of combat and after Stall (20), inflict 25 + 25% Magic Burn on all enemies in range.
★
The Detonator
Passive Skill
On cast, all enemies in range take 10 + 10×Rank ticks of Burn damage.
★
Rank upgrades (choice of 3 at ranks A and S)
A- and S-rank choices are not hero-specific: three options are drawn from a pool of 15 per class.
Rank A pool3 offered out of 15

Mage Armor
At start of combat, if this Hero is in the front row they gain 100% Magic Defense.

Hermit
At start of combat, if this Hero is alone in the back 2 rows they gain +25% Magic and +50% Crit.

Stall Certainty
Stall abilities trigger 6 seconds faster. Backup.

Enchanted Attacks
On auto attack, deal 100% Magic bonus damage.

Arcane Destruction
On cast, gain 100 Crit.

Burning Casts
On cast, inflict 50% Magic Burn on enemies in range.

Burning Absorption
On cast, gain 1 Magic per 8 Burn on enemies in range.

Stalled Heat
After Stall (20), inflict 50% Magic Burn on all enemies.

Magical Growth
At start of combat, Mages permanently gain 15 Magic. Backup.

Freezing Casts
On cast, inflict 25% Magic Frost on enemies in range.

Freezing Absorption
On cast, gain 1 Magic per 5 Frost on enemies in range.

Stalled Cold
After Stall (20), inflict 35% Magic Frost on all enemies.

Stalled Growth
After Stall (30), permanently gain 40 Magic.

Instacast
After Stall (15, Stall 30, and Stall 45), gain 100 Mana.

Fast Cast
Gain 8 Mana Regen and 40 Starting Mana.
Rank S pool3 offered out of 15

Mage Armor
At start of combat, if this Hero is in the front row they gain 100% Magic Defense.

Hermit
At start of combat, if this Hero is alone in the back 2 rows they gain +25% Magic and +50% Crit.

Stall Certainty
Stall abilities trigger 6 seconds faster. Backup.

Enchanted Attacks
On auto attack, deal 100% Magic bonus damage.

Arcane Destruction
On cast, gain 100 Crit.

Burning Casts
On cast, inflict 50% Magic Burn on enemies in range.

Burning Absorption
On cast, gain 1 Magic per 8 Burn on enemies in range.

Stalled Heat
After Stall (20), inflict 50% Magic Burn on all enemies.

Magical Growth
At start of combat, Mages permanently gain 15 Magic. Backup.

Freezing Casts
On cast, inflict 25% Magic Frost on enemies in range.

Freezing Absorption
On cast, gain 1 Magic per 5 Frost on enemies in range.

Stalled Cold
After Stall (20), inflict 35% Magic Frost on all enemies.

Stalled Growth
After Stall (30), permanently gain 40 Magic.

Instacast
After Stall (15, Stall 30, and Stall 45), gain 100 Mana.

Fast Cast
Gain 8 Mana Regen and 40 Starting Mana.
Lore
Current work
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.