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The Mage Minion is a Summoner defense. It is a crystalline variant of the Dark Elf Mage.
Use[]
Similar to its enemy counterpart, the Mage Minion can heal himself and his allies (including heroes) and attack enemies by casting a deadly ranged fireball. However, he cannot summon skeletons and has a low amount of health.
The healing spell restores the health of the caster and his nearby allies, including heroes, by 6.5% of their maximum health per cast. The mage activates this healing spell whenever himself or an ally is under a certain percentage of their health. This amount healed does not increase with the Summoner's stats. The healing spell does not repair towers.
Stat Scaling[]
- Stats measurements taken without upgrades or extra buffs.
- All minions have 1.625x more health and 3.25x attack damage on Nightmare and Ascension.
| Defense Stat | Health | Damage | Range | Attack Speed Boost (Multiplier) |
|---|---|---|---|---|
| 0 (Base) | ? | ? | ? | 0.80 |
| 1 | ? | ? | ? | ? |
Tips[]
The mage's healing range (cyan sphere) shown in the Moonbase.
- The Mage Minion's ability to heal himself and minions allows you to build self-repairing minion blockades.
- The radius of the mage's healing spell is 9.40, equal to a max-length 5-DU Tower Buff Beam. This is slightly further than the melee attack range of Ogres, allowing mages to be placed where they can't get hit but still heal allies.
Version History[]
Vanilla[]
- 9.?: Updated Action Wheel description.
- ?: Introduced with the Summoner.
