Sorcerer portrait
Area damage against packs

Sorcerer

Area damage. Melts packs and swarms bunched on the path.

The Sorcerer throws splashing bolts of flame that hit one enemy and wash over everything around it, dealing 10 damage to the target and 5 more to everything caught in the blast, the target included, every 1.45 seconds. It automatically aims at the tightest cluster on the path, so your job is to hold a spot where enemies bunch and let each shot cover the whole group. Its per-shot damage is slower than the Archer's, but against a crowd it does far more total work because every enemy in the pile takes damage at once. It is best against dense swarms and tightly packed waves, and it falls off against lone stragglers.

On a team: The Sorcerer clears the swarm so the single-target classes are not overwhelmed by numbers. When a wave arrives in a bunch it melts the pack down to the few enemies worth focusing.

Base attack

DamageEveryRangeTargetsTargeting
101.45s111max aoe cluster

The three kits

Fire Mage art

Fire MageFree default

Splashing fire across the pack

Fire Mage is the free default Sorcerer kit: a bolt that deals 10 damage to its target, and everything caught in the blast, the target included, takes 5 more, aimed automatically at the tightest cluster. It is the straightforward area-damage tool, strong the instant enemies bunch. Its spells are Pyroblast, which instantly fires 3 real fireballs for your normal fireball damage plus 35 each, every one carrying its own splash and leaving what it lands on burning for 27 more over 3 seconds, and Immolate, which deals 80 to one enemy and 80 more as it burns over 4 seconds, the remaining burn leaping to a fresh enemy nearby if the victim dies early. The loop is to hold a choke where waves pile up and let each fireball wash over the whole group.

Fireball: Splashing bolts of flame: 10 damage to the target, and everything caught in the blast, the target included, takes 5 more. (10 damage every 1.45s, range 11)

Spells: Pyroblast · Immolate

Saboteur art

SaboteurUnlockable kit

Explosive charges that chain through packs

Saboteur is an unlockable kit whose weapon is the Charge Layer: a firebolt of 12 damage every 1.2 seconds that straps a timed explosive to its target, one charge per enemy on a 5 second timer that restarts if you hit that enemy again. If the enemy dies while the charge is live it explodes for 21 to everything nearby, and if the timer runs out first the charge fizzles, so your damage comes from setting up kills that chain into blasts. Its spells are Lane Bomb, which instantly fires 3 real attacks for your normal attack damage plus 35 each, every round strapping or refreshing the charge so it is live when the target dies, and Heavy Mine, which plants a stacking mine ahead of the front enemy for 130 to whatever sets it off plus 65 to everything caught in the blast. This kit rewards planning the pack's death rather than simply aiming at the middle of it.

Charge Layer: A quick firebolt of 12 damage every 1.2 seconds that straps an explosive charge to its target (one charge per enemy, 5 second timer, hitting the enemy again restarts the timer). If the enemy dies while the charge is live, it explodes for 21 damage to everything nearby. If the timer runs out first, the charge fizzles. The explosion counts as your splash. (12 damage every 1.2s, range 11)

Spells: Lane Bomb · Heavy Mine

Arcane Mage art

Arcane MageUnlockable kit

An accelerator that ramps on one target

Arcane Mage is an unlockable kit that fires small bolts which come faster and splash wider the longer you hold a single target, winding up from one every 5 seconds to one every 0.6 seconds over 10 steps and resetting 3 seconds after you lose the target. The splash keeps it true to the Sorcerer identity, but the payoff is sticking to one lane and letting the machine spin up. Its spells are Surge Capacitor, which instantly fires 4 bolts for your normal bolt damage plus 20 each, advances the speed ramp with every one and leaves the target burning, and Overclock, which for 7 seconds lets the ramp climb 2 extra steps, up to one bolt every 0.4 seconds. Where the Fire Mage kit is strong immediately, the Arcane Mage snowballs the longer a wave stays in front of it.

Arcane Surge: The Arcane Mage kit's blaster. A splashing bolt of 10.5 damage that ramps up: attacks speed up the longer you keep a target, from one every 5 seconds to one every 0.6 seconds over 10 steps, and the blast widens as it accelerates (double its starting size at full speed). Everything caught in the blast, your target included, takes 5 more. Resets after 3 seconds without a target. (10.5 damage every 5s, range 12)

Spells: Surge Capacitor · Overclock

Upgrades only the Sorcerer is offered

No other class can be dealt these 8 cards in the draft. Every kit is also offered from the shared pool on top of them; the full list is on the upgrades page.

Any Sorcerer kit

  • Ember Lord: The thickest pack at your tower raises a Fire Elemental, burning up to 4 within 3.5 range for 16 damage a second. Burn time (10 seconds) passes only beside enemies; re-forming takes 8 seconds.
  • Firestorm: Every fireball you land banks heat. At 2 fireballs your next attack overloads for +100% area damage, with +110% blast radius.
  • Kindled Allies: Everyone in your tower splashes: their hits deal 28% of their damage to enemies within 2 range.
  • Living Flame: Each area hit adds a burn worth 200% of the damage dealt over 4 seconds, and your burns stack on one enemy instead of replacing each other, up to 3.

Saboteur only

  • Chain Reaction: An exploding charge arms 2 enemies with a charge worth 100% of yours, which explodes if its carrier dies within 5 seconds. Each armed charge arms one more, 44% of the time.
  • Fuse Economy: 9% reduced spell cost. Every 4 attacks you land arms a free charge worth 280% of the damage dealt.

Arcane Mage only

  • Arcane Combustion: Your bolts set the target alight for 110% of the damage dealt, over 4 seconds, and the burn is x2 as strong at your top fire rate.
  • Overspin: Your fire-rate ramp climbs past its normal top, to 3.3 attacks a second.

Numbers on this page are the live base values from the game's content files. Wave scaling and the upgrades you draft change them in play, and a card's own numbers grow with every Empower you have banked.