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WildMagus Smokin'!


The Wild Magus is an advanced Magic Tower that appears in Kingdom Rush: Origins. It is first made available in the level Gryphon Point.

Description[]

The Wild Magus wields magic in its raw most uncontrollable form, dealing bonus damage on each consecutive hit.

Unlike other mages who fire slow, powerful energy orbs, the Wild Magus fires a constant stream of bolts which, while individually weak, increase in damage with every consecutive hit and can add up damage very quickly. This attack speed combined with the AoE damage of Eldritch Doom makes the Wild Magus excel at crowd control, normally a weakness of other mages.

Compared to the other level 4 Magic Tower, the High Elven Mage, the Wild Magus is much better against large hordes, against whom the High Elven Mages are ineffective because of their slow attack speed and inferior DPS.

Abilities[]

Eldritch Doom[]

Icon Doom "Ashes to Ashes" WildMagusEldritchDoom

Detonates an enemy, causing magic damage to all other nearby enemies (damage area: 175).

Level Cost Damage Cooldown (seconds)
1 325 80 28
2 185 180 24
3 185 260 20

Ward of Disruption[]

Icon Ward "Silence is virtue" WildMagusWardofDisruption

Silences enemies in range, blocking their magical abilities for 10 seconds. (Cooldown: 11 seconds)

Level Cost Maximum Targets
1 225 1
2 225 3
3 225 6

Unlike the Totem of Spirits from Tribal Axethrowers, which targets a fixed area, the Ward of Disruption directly targets specific enemies, and only enemies with magical abilities. These enemies include:

Range[]

Strategy[]

  • When Wild Magus attacks a single target consecutively, Magus' average damage per shot increases by 0.25 per shot (min/max alternate increases of 1 every 2 shots), up to 24. The tower's damage per shot is maxed out at 34-43 (with Empowered Magic upgrade) in 14 seconds.
  • Because of the damage stacking, use Magus against Bosses and high HP enemies such as Twilight Golems. However, these enemies must be isolated because the damage will reset as soon as another foe is targeted. Use Heroes and other troops to prevent unimportant enemies from being targeted by Magus.
  • Both Eldritch Doom and Ward of Disruption become more cost-efficient the more they are upgraded, so it is unadvised to keep either of them at level 1.
  • Even if you only care about Eldritch Doom's instakill and not the AOE, it may still be worth getting level 2 simply because the AOE damage is increased by 2.25x for only an extra 180g, less than half the original cost. Level 3's AOE damage increase is not as high.
  • Both of the Wild Magus' abilities will prevent a Twilight Scourger from spawning banshees after death.
  • Support the Magus with Arcane Archers to reduce enemies' magic resistance so that the Wild Magus can even take on magic resistant enemies such as Twilight Scourgers and spiders.
  • It is usually wise to have at least one Wild Magus with Ward of Disruption near choke points early in the level, especially in later stages, since the common appearance of magic users such as Twilight Scourgers, Avengers, and Heretics all become much less threatening.
  • While Druids are better suited for crowd control, Wild Magus can still deal decent burst AOE with Eldritch Doom. However, it should not be relied on for AOE due to the very long cooldown of the ability (28s).
  • Compared to the High Elven Mage, Wild Magus is better for dealing with single foes and can deal AOE to tightly packed groups of enemies. High Elves deal widespread damage, have better stalling, and can single out random enemies for other towers to attack.
    • Use Wild Magus when facing enemies who use magic and when you can get powerful enemies in a certain spot for a long enough time to detonate, especially if you can group many enemies together to take a lot of damage.
    • Use High Elven Mage when you want more stalling support for other towers and more consistent damage, as Wild Magus' damage stacking resets every new enemy. High Elven Mage's Arcane Sentinels can also fly well beyond the range of the tower (about 2x), so High Elves can be placed in less convenient spots and still have some effectiveness where Magus would have far less.

Additional stats[]

  • DPS: 33,3 to 63,3 (average 48,3)
  • Total cost:
  • Cost efficiency:

Related Upgrades[]

  • KRO Upgrade M 01 Level-1 Crystal Focus (1 star)
    • Increases Mage attack range (by 5%).
  • KRO Upgrade M 02 Level-2 Empowered Magic (1 star)
    • Increases Mage attack damage (by 15%).
  • KRO Upgrade M 03 Level-3 Crystal Gazing (2 stars)
    • Increases Mage attack range (by 5%, stacks multiplicatively).
  • KRO Upgrade M 04 Level-4 Unstable Magic (2 stars)
    • Mage attacks have a small chance of dealing triple damage.
      • (Each bolt gets 5% chance and it is shown as a "BLAST!".)
  • KRO Upgrade M 05 Level-5 Alter Reality (3 stars)
    • Mage attacks have a chance of teleporting enemies 20 nodes back down the path. (Wild Magus: 1%, High Elven Mage: 3%, the others: 10%, can only trigger up to three times per enemy)

Related Achievements[]

OrAchP5 5KindofIT'S A KIND OF MAGIC Defeat 50 enemies with Eldritch Doom explosions.

OrAchP5 6CountCOUNTER MASTER Defeat 250 silenced enemies.

Quotes[]

  • "Smokin'!" (Main)
  • "Explode into space!" (Eldritch Doom)
  • "You shall not cast!" (Ward of Disruption)

Trivia[]

  • The sprites of Eldritch Doom's bolt and explosion are the same as Saurian Savant's ranged attack and Critical Mass, respectively.
  • "You shall not cast!"
  • "Smokin'!"
    • A reference to both "The Mask" film and the song of the same name by Boston.

Gallery[]


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