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With a properly coordinated team, Wet + Electricity will do over 100-150+ damage each turn. Most I've ever did was a 250 damage turn. Fire doesn't even come close.
I am trying running two mages but found that the shop doesn't have card limits per character, but per class (this probably doesn't affect the current healers so much, but damn does it suck for batteries...I mean mages). So you can't have one mage be a total battery while the other is a supplemental battery (to push the team to 10+ energy (+ from instant energy cards played on the respective characters' turns) on everyone every turn) that then casts grand spells (I wanted a proper mage to work on NG+ with corruption challenge spam), at least not very well from the very start. I guess I could do better if I had a few thousand more shards, but I wasn't shard-poor either (the chest had ~6500 shards). ;p
If someone experienced knows how to get two mages to work well with this 10+ energy on all characters every turn idea (I was thinking Replenishment (blue), Mana Surge (yellow) x2, Prismatic Field (yellow), and eventually Mana Gem (yellow) (sometimes necessary due to Mana Surge randomness) every turn (vanish the rest of the deck, which should be mainly Scrolls Of Intellect (yellow) and Transmissions (yellow)) if Evelyn was to be the battery; I wanted to give Cornelius his Replenishment (he also needs a Mana Surge) but the shop was cruel) tell me, although the point was something that works from the start (of course one might only be able to afford unupgraded cards in some cases), at least as a concept relying on cards you can reliably get with all town upgrades done.