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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).

(Cooldown: 28 seconds)

Level Cost Damage
1 325 80
2 185 180
3 185 260

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, without being interrupted by another target in the range, the damage increases incrementally. The maximum damage and the minimum damage alternately increase by 1 per 2 shots until the increment reaches 24. Given the tower's fast fire rate, the tower's damage output can be increased up to 34-43 (after Empowered Magic upgrade) in 14 seconds.
  • Both of the Wild Magus' abilities will prevent Twilight Scourgers from spawning banshees after death, preventing the disabling of towers.
  • The Wild Magus specializes in dealing great damage to a single target, taking one down before focusing on the next. With a damage output which exceeds that of the High Elven Mage, she is very good in taking down mighty foes, either by a blast of Eldritch Doom or constant bombardment of bolts. Place her to catch tough enemies like Twilight Avengers, Twilight Golems and Bandersnatches, with soldiers to prevent targets from getting out of her range. Supported by Arcane Archers to reduce enemies' magic resistance, the Wild Magus can even take on Twilight Scourgers and detonate hordes of spiders away.
  • It is usually wise to have at least one Wild Magus near choke points early in the level, especially in later stages, since the common appearance of Scourgers becomes much less threatening with her Ward of Disruption around. Predict the type of enemy that tends to come, and upgrade her accordingly.
  • If enemy magic users are present, especially Scourgers, Avengers and Heretics, upgrade Ward of Disruption to at least tier 2. It will greatly ease down the pressure on your choke points by disabling these enemies' deadly abilities, as seen above.
  • If floods of low health enemies are concerned, purchase Eldritch Doom first and early, preferably to tier 2 or higher. At tier 3, the skill can greatly weaken or kill most regular foes, and can be a godsend against a dense group of foes threatening to overwhelm your defense. While Eldritch Doom can instantly kill most units, only excluding bosses and the Twilight Golem, while also dealing high magic damage to nearby enemies, it should not be relied on to counter a group of Avengers, or a flock of Gloomies, due to the long cooldown of the ability.
  • Bosses and Golems are still vulnerable to the Wild Magus, due to the damage bonus over time. However, these enemies must be isolated, because the damage will reset as soon as another foe is targeted, even with Eldritch Doom. Use Heroes and other troops to keep other units out of her range as long as possible.
  • While Druids are better suited for crowd control, do not hesitate to use the Wild Magus for crushing foes with Eldritch Doom. Use it when an enemy with high HP is on its way, but comes with a group of other foes, knowing that they will take substantial damage while also taking out a troublesome enemy.
  • Compared to the High Elven Mage, Wild Magus is better for dealing with single foes or tightly packed groups of enemies, while High Elves deal widespread damage and 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 offensive support for other towers and to diminish the HP of enemies who swarm with lots of armor, but can't be destroyed by a single Eldritch Doom explosion.

Related Upgrades

  • KRO Upgrade M 01 Level-1 Crystal Focus (1 star)
    • Increases Mage attack range. (+5%)
  • KRO Upgrade M 02 Level-2 Empowered Magic (1 star)
    • Increases Mage attack damage. (+17.5%)
  • KRO Upgrade M 03 Level-3 Crystal Gazing (2 stars)
    • Increases Mage attack range (+5% from crystal focus)
  • 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 node back down the path. (Wild Magus: 1%, High Elven Mage: 3%, the others: 10%)

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

Gallery


View All Towers
Towers • Kingdom Rush
Standard Archer TowerMarksmen TowerSharpshooter TowerRangers HideoutMusketeer GarrisonMilitia BarracksFootmen BarracksKnights BarracksHoly OrderBarbarian Mead HallMage TowerAdept TowerWizard TowerArcane WizardSorcerer MageDwarven BombardDwarven ArtilleryDwarven HowitzerBig BerthaTesla x104
Special Sylvan Elf HallSasquatchSunray Tower
Towers • Kingdom Rush: Frontiers
Standard Archer TowerMarksmen TowerSharpshooter TowerCrossbow FortTribal AxethrowersMilitia BarracksFootmen BarracksKnights BarracksAssassin's GuildKnights TemplarMage TowerAdept TowerWizard TowerArchmage TowerNecromancer TowerDwarven BombardDwarven ArtilleryDwarven HowitzerDWAARPBattle-Mecha T200
Special Legion ArcherMercenary CampSCUMM BarPirate CapSpear MaidenDwarven BastionDwarf HallPirate WatchtowerShrine of RegnosDark Forge
Towers • Kingdom Rush: Origins
Standard Hunter ArborWatcher ArborSentinel ArborArcane ArchersGolden LongbowsDefender BarracksWarden BarracksRanger BarracksBladesinger HallForest KeepersMystic DaisArcanist DaisEldritch DaisWild MagusHigh Elven MageStone CircleBoulder CircleMenhir CircleArch-Druid HengeWeirdwood
Special Awok HutGryphon RiderFaery Dragon AerieGnome GardenDragon NestYoung BeresadRenegade PostBastion
Towers • Kingdom Rush: Vengeance
Standard Shadow ArchersOrc Warriors DenInfernal MageRocket RidersDark KnightsMelting FurnaceSpecters MausoleumGoblirangsBone FlingersElite HarassersOrc ShamanGrim CemeteryRotten ForestBlazing GemDeep Devil's ReefWicked SistersSwamp ThingGoblin War Zeppelin
Special Troll MercenariesSpider NestCaravan
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