How do you play Arcane?
- OpeningPlace two Apprentice Mages first. Add a third after Wave 1; use the next build to decide whether more cheap damage is needed before saving for Gravitas.
- FrontlineArcane has no fighter labeled Tank. Gravitas is the early contact-and-peel body; Time Worm can add a sturdier short-range second line later.
- Mana engineProtect Mana Crystal. It charges without attacking, then gives mana to every other allied caster regardless of placement distance.
- ControlPut Gravitas ahead of the backline so Almighty Push sends incoming enemies away from your casters. Time Worm slows enemies already on the field.
- PayoffArchmage supplies heavy target damage and splash. Do not buy utility faster than your Apprentices and Archmage can turn it into kills.
Arcane playstyle: spell frequency over raw bodies
Arcane is a control-and-mana legion. Its prices are unusual: Apprentice costs 35 gold, Mana Crystal 105, Gravitas 115, Time Worm 245 and Archmage 260. That lets you place more small units early, but only Apprentice and Archmage are classified as primary damage dealers. Gravitas, Crystal and Time Worm are support roles, and none is a dedicated tank.
Arcane works best when each purchase solves a concrete bottleneck: more attacks to charge bolts, a Gravitas to reset contact, a Crystal to accelerate established casters, or an Archmage to end a fight before the control expires.
How the mana-and-control engine really works
Mana Crystal never attacks or moves. With no incoming mana, it takes about eight seconds to charge its 80-mana Conjure Mana, then grants 25 mana to every other living allied caster with a mana bar. Other Crystals do not feed one another. If there is no eligible caster, it holds its full charge rather than wasting it. The gift is not a proximity aura, so place the Crystal safely instead of beside the frontline.
Time Worm's Massive Slow is a separate payoff. Each 95-mana cast multiplies the movement and attack speed of every current enemy by 0.85, stacking down to a 0.35 floor. The effect lasts for that battle on affected enemies, but enemies spawned after a cast do not inherit its earlier stacks. A Crystal gift can help the Worm reach a cast even before it has spent much time attacking.
All five Arcane units and current stats
| Tier | Fighter | Cost | HP | Damage | Cooldown | Range | Primary role | Ability |
|---|---|---|---|---|---|---|---|---|
| T5 | Apprentice Mage | 35 | 165 | 23 | 0.75s | 11.0 | DPS | Mana Bolt · 25 mana |
| T4 | Gravitas | 115 | 680 | 42 | 1.0s | 1.9 | Support | Almighty Push · 90 mana |
| T3 | Mana Crystal | 105 | 420 | 0 | 1.0s | 1.5 | Support | Conjure Mana · 80 mana |
| T2 | Time Worm | 245 | 1,000 | 62 | 1.0s | 3.0 | Support | Massive Slow · 95 mana |
| T1 | Archmage | 260 | 800 | 62 | 0.95s | 12.0 | DPS | Arcane Blast · 85 mana |
Apprentice Mage: the cheap opening engine
Mana Bolt deals 48 direct damage for only 25 mana. Four ordinary attacks can charge a cast without outside help. At 165 HP, an Apprentice should attack from the protected rear, not become an improvised frontline. Multiple Apprentices are a practical way to buy early damage while saving toward Gravitas.
Gravitas: front-side peel, not a true tank
Almighty Push hits enemies within 3.4 units for 80 damage, shoves them outward and briefly stuns them. Closer enemies are pushed farther. Its 680 HP lets it take some contact, but it needs ranged damage behind it; a push without follow-up merely postpones the same wave.
Mana Crystal: the stationary accelerator
Crystal has zero attack damage, never moves, regenerates 10 mana per second and gives 25 mana to each other allied caster at full charge. It ignores distance but cannot feed another Crystal. Buy it when several useful abilities are already in the formation, and hide it where leaks are least likely to reach it.
Time Worm: a tough, short-range global slow
Its 1,000 HP and three-unit attack range let it fight nearer the front than a caster. Massive Slow reduces every current enemy's movement and attack speed by 15% per cast, multiplicatively, to a 35% floor. It does not damage enemies directly. Pair the slower wave with enough damage to finish it.
Archmage: the burst the controls enable
Arcane Blast deals 210 to its primary target and 105 to nearby enemies within two units. A 12-range basic attack keeps the Archmage behind the scrum, but 800 HP does not mean it should lead it. The Crystal's mana gift and Worm's slow are most valuable when this attacker survives to use repeated blasts.
A practical Arcane formation
Arcane's frontline is assembled rather than supplied by a Tank card. Put Gravitas on the incoming side of the contact point so its push sends enemies away from the casters. Time Worm can stand behind or beside it: short range and 1,000 HP let it share pressure without placing Crystal in danger. Spread Apprentice Mages and Archmage behind those bodies; keep the immobile Crystal in a safe rear tile.
This shows roles, not a required final board. Crystal has no radius requirement for its gift, so choose safety over symmetry. The early board contains only Apprentices; do not hold gold for the full diagram while Wave 2 is already leaking. The placement guide explains first contact and anti-area spacing.
A tested Arcane opening
Open with two Apprentices
They cost 70 of the starting 100 gold. Put them in separate rear tiles near the center, leaving 30. One Apprentice by itself leaked in the current solo simulation; the pair cleared Wave 1 in the tested seeds.
Two damage sourcesAdd a third Apprentice
A clean first wave pays 30 base gold and up to 25 Emberling bounties. With the 30 saved, you can afford the third 35-gold Mage. In the sampled opening, three Mages held Wave 2 without a dedicated frontliner.
Do not rush CrystalCover the fast rush
Wave 3's Spine Crawlers punish a thin ranged board. Adding two more 35-gold Apprentices before that wave cleared it without leaks in the tested sequence and left enough gold for Gravitas after the clear.
Stabilize before utilityPlace Gravitas in front
Its 115-gold cost is reachable after a clean three-wave sequence. This is the first front-side control body before the heavier Cinder Golems. Change course if PvP sends, leaks or different placement reduce your gold or survival.
Turn damage into controlAcross 30 seeds of the current solo simulator, the two–three–five Apprentice sequence followed by Gravitas cleared the first four waves without leaks. It is a baseline, not a rigid competitive build: PvP sends and your next boss check can demand a different response.
When to buy mana, control or damage
Immediate attacks and Mana Bolts. Usually the cleanest early fix if too many enemies survive the wave.
Mana for existing casters across the board. Strong only when its gift accelerates enough useful abilities to repay a no-damage slot.
Front-side health, damage and displacement. Buy it before support if the next failure is enemies reaching your rear.
Time Worm at 245 and Archmage at 260 sit close in price but solve different problems. Worm makes a hard-to-kill wave slower; Archmage actually removes its health. If your Apprentices already survive and cast but the battle drags on, prioritize damage. If the backline is being overrun before those casts land, buy control and contact. The economy guide covers the separate choice of a 60-gold worker.
Five Apprentices cleared a fast wave, and you have enough for a Mana Crystal. The next wave is heavy Cinder Golems, and your entire army is still fragile ranged casters. A Crystal would make those bolts more frequent but cannot absorb a single hit for them. Gravitas is the better first purchase; add the Crystal once the casters can stay alive long enough to use its gifts.
Arcane's difficult wave types
Fast rushes
Wave 3 Spine Crawlers and Wave 8 Ash Stalkers can reach an all-ranged formation before cheap bolts finish them. Add attacks early, then place Gravitas toward the incoming side of contact.
Dense swarms
Apprentice Mana Bolt is single-target, so the cheap roster can still be crowded. Archmage's splash and a well-placed Almighty Push help create room when bodies accumulate.
Ranged enemies
Bone Slingers on Wave 7 and Abyssal Watchers on Wave 17 can fire while Gravitas approaches. Crystal and Archmage need space behind the support bodies; global Slow does not erase incoming projectiles.
Bosses
Waves 5, 10, 15 and 20 replace much of the swarm with a huge boss and escorts. Arcane Blast's 210 direct damage matters after the escorts die. Slow buys attack cycles, but do not overpay for utility while boss health remains.
Arcane in PvP and arenas
In PvP, mercenaries join the scheduled wave at its tail. An early Wall Breaker or a heavy send can keep fighting after your first set of Mana Bolts. Watch whether Gravitas pushes a packed send away from the casters or merely delays a single durable target. Time Worm's earlier slow casts only affect enemies that were present when it cast; late arrivals need a new cast. The mercenary guide explains send timing and defenses.
After Waves 10 and 20, arenas copy your placed formation. Crystal can feed every allied caster in that battle without standing next to them, while Archmage benefits from a front that survives long enough to repeat Arcane Blast. Gravitas should receive first contact from the opposing army, with Time Worm close enough to attack and charge its global slow. Do not let the immobile Crystal become the only thing between enemy melee and your ranged carries.
Seven Arcane mistakes to avoid
Calling Gravitas a tank
It is a support body with useful health and push. It cannot replace all the contact coverage a late wave needs.
Buying Crystal before casters can survive
It deals zero damage and never moves. Mana only matters if living allies turn it into casts.
Putting Crystal next to the front
Conjure Mana has no placement radius. Protect the immobile investment in the rear.
Assuming Slow is a permanent wave debuff
It persists on affected enemies during the battle, but new arrivals were not present for earlier casts.
Letting Gravitas push toward the King
Its displacement is outward from itself. Front-side placement usually points the reset the right way.
Expecting Mana Bolt splash
Apprentice's cheap bolt is direct damage to one target; Archmage supplies the true splash spell.
Stacking utility while damage is low
Extra mana and time can still end in a leak if nothing spends them on enough kills.
Ready to bend the next wave?
Choose Arcane in Solo or multiplayer. Start with two Apprentices, read the first clears, and make each support purchase earn its place.
Play Arcane free
ApprenticeCheap Mana Bolt
GravitasAlmighty Push
CrystalMana for all
Time WormMassive Slow
ArchmageArcane Blast