Overview
Ill guide and show to people some strategies and Tips how i use Towers.Kingdom Rush is a Tower Defence Game Wich focuses allot of the Towers killing enemies. There are 4 Main Towers in the game. Archers, Barracks, Mages and Artillery. They got their upsides and downsides. The towers include all KR games that i played So lets get into it!
Pictures And Video
Archer Towers
Archers
Upsides
+Highest shooting rate
+Cheap
+Magic resistant enemies
+Fast Enemies
+Can Target Flying unit and Ground unit
Downsides
-Second Lowest dealing damage dealer
-Armored enemies
-Can Miss targets sometimes
Build them the most and Front because they can low the Enemies with no armor. Even if there damage isnt high the fast attack rate recovers it wich deals nearly as high as Mage towers deal. Their arrows can miss sometimes but it can low their hp pretty easly so Wulves or other fast enemies get killed by artillery or Mages even if there magic resistance.
Kingdom Rush
Rangers Hideout
Upsides
+The Most Highest shooting rate of any tower
+Can Poison Enemies Dealing a little bit of extra true damage
+Excells against Wolves
+Can hold allot of enemies with Wrath of the Forest
+Great Range
+Doesnt need to Be upgrated
Downsides
-Does miss Targets
-Spiders (Except for Sarelgaz), Objects or dead people are Immune to Poison Damage
-Bosses and Minibosses are immune to Wrath of the Forest
-Abilities are expensive
While there the first tower in the game you shouldnt spend there abilities fully because its so expensive but since there as cheap as Musketeers its recomendeed to use them more than Musketeers because they can hit lesser enemies faster and deal allot of damage to a single oponent. Its recomendeed to upgrate the Poison arrow but to tier 1 because tier 2 and 3 cost the same as tier 1 wich is 250 gold and Wrath of the forest to whatever if your stalling power wants to deal more damage but tier 1 like poison damage even if tier 2 and tier 3 cost 150 gold. If one of Rangers have Wrath of the forest near another Ranger just dont upgrate it. A fully level Ranger is good enough to kill Group of Hellhounds, Deal high damage to a giant enemy, reducing the regeneration and even as far as killing a Marauder even if it has armor the poison deals high enough damage.
Musketeers
Upsides
+Longest Range of any Archer (Except for Crossbow fort if Falcon is activated)
+Never Misses
+Hits hard
+Can Instakill with Sniper shot or Deal Very high damage
+Deals High Area damage with grapel shot
Downsides
-Lowest Shooting rate of any archer
-Most expensive tower to Upgrate
-Groups of enemies
-Cannot instakill Spectral Knight
Musketeers Arent the Best archer in the game in terms of dealing against groups of enemies. While it does Hit hard its Attack rate is slow making it best to use against tougher foes. While its DPS is lower compair to Rangers and Wizard tower hit harder but it does have a Longer range and never misses making it a good tower where it can shoot around it. Its recomendeed to Upgrate the Sniper shot because it can Slay a Giant enemy or deal very hard damage even as far as dealing 600 damage to a Dark Slayer wich has Great Armor. The Grapel shots damage is high but the 9 second cooldown isnt gonna be usefull VS Group of Weak enemies HOWEVER it does provide handy to lower the Enemies with high hp and can also be usefull VS Bosses since there Immune to Sniper shot and Grapel shot can deal 150-600 Damage at fully tier making it the best ANTI boss damage dealer. At fully upgrated it can nearly take out a Mook with Sniper Shot and Grapel Shot and its Damage hit pretty hard.
Kingdom Rush Frontiers
Crossbow Fort
Upsides
+Has the Longest range in the game
+Can Increase Range To other towers
+Highest hitting damage with Barrage
+Fastest attack speed in the Game
+Doesnt need to be upgrated
+Short Cooldown
+Cheap upgrating
+Doesnt need to upgrate Falconeer if near is another Crossbow tower
Downsides
-Not as Hard hitting
-Armored Enemies
-Need to be Upgrated in order to shine
-Falconeer doesnt stack with other Falconeer Upgrates and only gets the Highest range
Crossbow is probably the best tower in Frontiers to use. It is like Ranger and Musketeer combonation with the ability to Deal high damage with Barrage wich can harm Giant enemies and Barrage Never Misses. Its Great and Cheap and even if you didnt upgrate the Crossbow fort it still is a good tower. A Single Fully upgrated Crossbow tower can Reach high enough to Shoot the enemy and even Deal 2000 damage to a Single Saurian Brute. Its recomendeed to Upgrate Barrage Tier 1 because 6 bolts is enough to deal 180-240 damage and Falconeer is recomendeed to upgrate for 1 tower if it is in its range..
Tribal Axethrowers
Upsides
+Hits Hard
+Can Weaken Groups of Enemies With Totems of Weakness
+Removes Spellcasters Abilities with Totem of Spirits
Enemies include
Witch Doctors Healing aura
Earth Shaman Armor aura
Spirit Shaman Magic Resistance aura
Blood Tricksters Zombie Summoning aura
Saurian Nightscales Invisibility cloack
Saurian Savant Saurian Summoning
Blacksurges Tower Disabling
Bluegales Storms
Phantom Warrior Death Aura
Moons Effects in Shadow Moon Campaing
Downsides
-Same range as Level 3 Archer Tower
-Same attack speed as Level 1 Archer Tower
-Enemies with abilities isnt affected by Totem of Spirits like Blazefangs instakill or Brutes special whip Attack
-Need to get upgrated in order to work
Tribal Axethrowers is similar to the Sorcerer Mage wich works like a support tower. It doesnt lower magic resistance (It will be the next Archer tower) but it gives the tower an ability to weaken enemies and silence spellcasters. Its probably the best tower to use on front because enemies will die quickly behind affected by the AOE Weakness aura when other towers attack it. A single Fully uprated Axethrower is enough to kill a weak Foe and Even kill some Nightscales but it needs Support in order to Work. Its recomendeed to upgrate Totem of Weakness because when the small enemies or Giant enemies come the other towers will deal extra damage to these enemies and Spirits if theres spellcasters. Not the best tower to spam but the best on support and it shines VS Bosses and Giant enemies.
Barrack Towers
Barracks
Upsides
+Can Block Enemies
+Cheap
+Magic Resistantce
+Spellcasters
Downsides
-Enemies that Fly or Avoid Blocking
-Enemies That deal High Damage
-Attack Damage
-Armored Enemies
Barracks are used to block Enemies not Damage the Enemy. Their DPS is Low but they got armor and HP. There the only tower in the Game that Blocks enemies but since they deal so low damage they are the wall of the Road making it a Support tower. There good with artillery since they block and Artillery deals Area half true damage but when theres flying enemies its a different thing.
Kingdom Rush
Paladins
Upsides
+Has the Highest Armor of any unit with or without Shield of Valor
+Can Heal Themselves with Healing Light
+Can Deal True Damage and Area Damage with their Holy Strike
+Can Tank against any Enemy with Physical Damage
+Cheap
Downsides
-The only Level 4 tower in the Game that Cannot target Flying Enemies
-True Damage, Instakillers and Magic Damage
-Their HP is 200
-Their Respawn Rate
-In order to make them tank they must be upgrated
-Low Damage
Paladins are the Best Barrack Towers in Game. 90% of the Enemies Deal Physical damage and they can tank allot of damage. While their HP isnt that much it can heal with Healing light. A fully Upgrated Paladin is enough to Stall or Even Kill A Darkslayer or Spectral Knight thanks to their ability Holy Strike wich deals Area True damage and Heal with Healing light. Their not the Best DPS tower but there Hard to Kill for most enemies and are Nearly Immune to Physical Damage thanks to Healing Light and Shield of Valor. The only enemies that there useless is Flying enemies but other than that there the best unit to use in the game. True damage and Magic damage is another problem because even if they heal there hp and Respawn rate isnt good making Barbarians the best tower to use against them. Its recomendeed to upgrate Healing light because they can tank allot while shield of Valor the second and Holy Strike the Last.
Barbarians
Upsides
+High Damage
+Only Range Barrack in the Game
+Fast Respawn Rate
+250 HP
+Area Damage
(+Nets wich slows flying Enemies in Flash)
Downsides
-Expensive to Upgrate and Setup
-No armor
-High damage enemies
-Physical Damage
Barbarians arent the Best Blockers but there the Best at Dealing Damage. They cant penetrate armor wich mostly 60% of the enemies have armor but since they can harm enemies close and affar there the best Barracks to use back and Other Units front or They can guard the Exit. They dont have armor but Magic dealers and True damage dealers there best because Paladins will fall to these enemies since they respawn as fast as other Barracks for 10 seconds while Paladins respawn 15 seconds and they got 50 more hp. They shine against Flying units because they can throw axes wich deals allot of damage and on flash they can slow down them, even Witches have problem with these guys. A fully upgrated Barbarian is good enough to kill an Ogre or a Werewolf since they can throw and Deal Damage while normal enemies die in seconds. Its not a good tower to spam but its a great tower to finish the enemies off. Its recomendeed to upgrate Throwing axe and More Axes the second while third tier if its necessary
Kingdom Rush Frontiers
Assassins
Upsides
+Can Dodge Enemies
+Steals Gold
+Deals True Damage with a chance to Instakill
+Cheap to upgrate
+Good damage
+Can become Invisible while Idled
+Respawns fast
Downsides
-Enemies that deal area damage or Stuns wont be dodged
-Low HP and No armor
-Expensive to set properly
-Not the Best VS Groups of Range Enemies even if there Invisible
Assassins are the Best stallers in the Game. While it does take gold to upgrate them the upgrates are cheap. Assassins shouldnt be underestimated because there dodging ability can become Nearly Immune to Melee damage and also can harm enemies while dodging. 85% of the enemies in the Game deals Single Melee damage even giant Enemies like Saurian Brute or Executioner. A fully Upgrated Assassins are good enough to Dodge and Damage a single Abomination and even kill it instantly. They fall for enemies that Deal Area Damage Like Gorillons, Bluegales storms or Phantom Warriors Death Aura and Enemies that have unavoidable attacks like Parasites Face Hugging or Greenfins Nets. They Fall also from Too many Range enemies (Like Desert archers or Savage Hunters) even if they cloack since they dont have allot of hp or armor but not as much since a single Range enemy (Like Blazefangs or Redspines) will walk unoticed if Assassins block it or other enemies. Its recomendeed to upgrate Pick Pocket since you can steal Enemies gold while Counterattack is second for Dodging and Sneak Attack the Third because instakill chance is low and its expensive compair to other assassins abilities but it is handy. I Recomendeed to use assassins in those levels where enemies deal single damage and use them Front since they can Steal Gold from enemies and deal damage.
Templars
Upsides
+Highest Health
+Can Cheat Death
+Cheap at setup
+Hits hard
+Armor
+Has an ability to Deal Bleed damage
Downsides
-Hits the Slowest
-High damage or Instakills
-Respawns like Paladins
-Expensive Abilities
Even if Templars and Assassins are enemies in Assassins creed the Templars Hit slow but Hard and you should use Assassins to damage enemies instead, however there HP is High 400 hp and Medium armor makes them a Damage sponge. They work the best as a Tank to any enemy but enemies that Deal allot of damage like Werewolves or Saurian Brutes or Instantkillers like Executioners or Blazefangs is not recomendeed and Avoid it unless Holy Grail is Upgrated. They can be good Meatshields vs Enemies that Assassins cannot dodge and Range enemies but since they hit slow its best to use them against tough foes. There Abilities are Expensive compair to assassins But there cheap to setup if you dont want to waste money. A fully Upgrated Templar can Kill a Earthshaman since they got allot of armor and hp and can cause Bleeding to them wich unaffects armor and also they can cheat death with some chance. I would recomendeed To upgrate Toughness since they can tank allot of damage and Holy Grail for Second if tanking giant units and Aertial Strike as a Third upgrate because there tanks and has only a chance for them. I recomendeed to use them allot but not on front since assassins can steal gold from it and they can tank so Gorillons or Group of Savage hunters can deal with them.
Mage Towers
Mages
Upsides
+Can Penetrate armor
+Never Miss
+Hits the Hardest
+Targets Ground and Flying enemies
Downsides
-Second expensive tower
-Second slowest fire rate
-Magic Resistance
Mages are the second thing you should spend. Even if barracks are cheaper the mages hit hard and never miss because barracks suck at damage. Mages should be put back and Archers should be put on front. Mages and Archers are two of the most important Towers to build because of their DPS. Mages penetrates armor making them the usefull tower to use against them. A level 3 mage tower is usefull enough to one shot Wasps or Gargoyels making them the anti Flying unit tower however support with range when it gets overwhelmed.
Kingdom Rush
Arcane Wizard
Upsides
+Hardest Hitting tower in the game
+Can slow down enemies when fully upgrated the mage upgrate for 1 sec
+Can Teleport enemies back to the path
+Instakills with Deathray
+Doesnt need to be Upgrated
Downsides
-Expensive to Upgrate
-Slowest Fire rate of any mage
-Bad Crowd control
-2 of its abilities cannot do anything versus bosses or minibosses
-Teleport can sometimes be a problem especially the giant enemies or range enemies
Arcane Wizard is by far the best mage to use. You dont have to upgrate if necesary but if you do upgrate the Teleport because its cheaper and can send few enemies back. Deathray because unlike Sniper Shot it has 100% chance of instakill but isnt as spamable as Sniper Shot. Even if the Arcane Wizards two abilities cannot do anything vs Bosses its still is a good tower VS bosses because it hits the hardest like 76-140 damage per hit. Its main weakness is crowd control because it shoots slow and many enemies can overwhelme it. A fully upgrated Arcane wizard can take out a Forest troll or even 2 Dark Slayers. Its DPS is good enough to deal against tough enemies so its recomended to use this tower as much as possible.
Sorcerer Mage
Upsides
+Can Weaken enemies armor and deal a little bit of damage
+Can Block enemies
+Can turn enemies into sheeps similair to Instakill
+Shoots as fast as a mage does
+Shoots at random enemies
+Doesnt need to be upgrated
Downsides
-Deals nearly as much damage as Level 3 mage but a little bit more than the level 3 mage
-Sheeps can be a problem because they run fast, have health and cannot be blocked
-Elementals are Problem to use in Fungal forest and Rotten Forest because if they die there spawns a Swamp Thing
-Clicking a Polymorphed enemies can instantly kill it but provides no gold if you click it.
Sorcerers are amongs the best tower to use on Front. Not only can it curse wich disables regeneration but it can lower the armor and 80% of normal enemies have armor. Its not good when dealing giant enemies but it works as a support tower and it works great with hordes. Its not recomended to spend most of them rather use them one or two. I would recomended to Upgrate the Golem First unless its a Fungal and Rotten Forest because the golem has allot of HP, good ammount of damage and Medium armor and even if it hits slow it deals area damage, the second option would be Polymorph because making enemies sheeps especially stronger enemies like forest troll and Troll Breaker would lower half their hp and clicking them kills them instantly like you do on Early levels clicking on the sheeps. A fully upgrated one can kill Groups of Brigaders and can stall a powerfull enemy.
Kingdom Rush Frontiers
Archmage Tower
Upsides
+Deals the Highest damage of any tower
+Deals area true damage with Critical Mass and extra damage
+Sends back enemies with Tornado that deals damage to it
+Doesnt need to be upgrated
+Makes triple bolts when idled
Downsides
-Can waste its Triple bolt on a weak enemy
-Some of the Upgrates are expensive
-Tornado doesnt work on bosses
Archmage is like Arcane wizard, you should spend on that more than Necromance tower. It deals the highest damage of any tower and its critical mass deals extra damage. A fully upgrated one can take most of the Bloodshells hp. Even if it is more expensive than the necromancer its a good choice to use it. You should upgrate Critical mass because its cheaper and it gives the Archmage extra damage and Tornado should be upgrated tier 1. I would recomended to use it for damage.
Necromancer Tower
Upsides
+Can summon skeletons from fallen enemies
+Average firing speed
+Can boost with a powerfull Death Knight
+Can Block enemies
+Deals Area damage with the Pestilence
+Skeletons cannot turn into reapers when breed by Parasites
+Skeletons are immune to poison
Downsides
-Deals less damage compair to a Lvl 3 tower
-Fallen, Beasts (Except for scorpion) and Incomproreal or elementals cannot turn into skeletons
-Flying enemies (Except for Pokai rider) cannot turn into skeletons
-Skeletons are Weak
-Flying enemies or ghosts cannot be harmed by Pestilence
Necromancers are supportive and functions like a Barrack but deals damage. Its the best tower to setup early on because weak enemies will die and turn into enemies. Support with a powerfull hero or any tower so that Necromancers can make more skeletons. Skeletons can be millions no matter how many enemies you kill. Enemies with less than 500 health turn into Skeletons and enemies with more than 500 health turn into skeleton knight. Necromancers are the same ones you encounter in the first Kingdom Rush as Enemies but on Frontiers there your reliable allies. A fully upgrated one can kill many weak enemies with pesticles and block many enemies. I would recomended to upgrate Death Knight first because it can stall Like the Elemental counterpart and Pestilence as second for its area damage that deals 20 per sec for few sec and relies on blocking. I would recomended to use it on early stage.
Artillery Towers
Artillery Tower
Upsides
+Area Damage
+Deals Half True Damage
+Second Highest Damage
Downsides
-Fires the Slowest
-Most Expensive tower
Artilleries are pretty expensive and shoots slower compair to other towers making it the least used tower in the game. However it deals Area Damage, hits the second hardest and Explosions Deal Half of the armor making it a good tower VS Weak foes and Groups or Overwhelming groups of enemies. They work well with Barracks since Artilleries need stalling power in order to deal allot of damage to groups but when flying Enemies come its best for archers and Mages to deal with it.
Kingdom Rush
Big Bertha
Upsides
+Hits hard
+Has a big Area Effect
+Can hit Flying enemies with Dragon Breath Launcher
+Can deal lines of enemies with Cluster Launcher Xtreme
+Doesnt need to be upgrated
+Cheap to upgrate
Downsides
-Same downsides as Other Artilleries
-Expensive to upgrate from level 3 artillery compair to tesla (400 gold)
-Doesnt hit direcly
Big Bertha is a reliable Tower wich should be used at enemies that go on groups. While there are enemies who go on groups the Tesla can get rid of enemies in line. Big bertha is useful in levels where theres allot of enemies or levels that have 1 exit where groups go. Big bertha isnt a Bad Tower and since it can target air units but not direcly it can deal high damage. You Should upgrate Dragonbreath Launcher because well Cluster launcher Xtreme is expensive and you should relie on High damage and Air units and level up to level 3, a Rocket at full level can deal 220-260 damage and reloads 7 seconds compair to Cluster launcher wich is 11 seconds but since it pretty cheap to upgrate the tower its doesnt really matter. A fully upgrated Big Bertha can kill lines of Marauders and Trolls a sec.
Tesla X104
Upsides
+Hits the Hardest of any physical damage
+Cheap to upgrate from Level 3 artillery compair to Big Bertha (375 gold)
+Shoots suprisingly fast
+Can hit air units normally
+Deals little bit of area damage with Overcharge
+Can hit up to 5 enemies if you upgrate Super charged volt
+Doesnt need to be upgrated if necessary
+Cheap to upgrate
Downsides
-Little bit less range
-Doesnt deal normaly area damage
-Expensive to set up properly
-Physical armor even if it ignores half of the Armor
Tesla is by far the most reliable Tower to use in this game. It lacks area damage and doesnt hit as hard as Arcane Wizard or Penetrates the fully the armor but its reliability comes from hitting more than 1 enemy. Its also a cheap tower and can hit air units better than Big Bertha. It biggest weakness is seting up properly but even if its unupgrated it can hit 3 enemies. Stong groups of enemies can overwhelme it like Giant rats but it can deal 5 enemies allot of damage. You should upgrate Overcharge if theres weak enemies that overwhelme and dealing extra damage or Super Charged Bolt if theres lines of strong enemies, and like Big Bertha its Cheap to upgrate these things. A fully upgrated Tesla can even do allot of harm to a Dark Slayer or a Raider.
Kingdom Rush Frontiers
DWAARP
Upsides
+Hit enemies around
+Can Burn enemies with Furnace Blast wich also deals extra damage
+Can Instakill target (Exceptions are Immortals and Lycans since they immediately turn)
+Can Slow down enemies
Downsides
-Most expensive tower in the Game (Setup, Upgrate, Normal cost)
-Low damage (Even lower than Level 3 Artillery)
-Useless against flying enemies
DWAARP itself sounds somewhat a bad tower since the furnace blast is the only reliable thing against strong enemies and an instakill against a giant and DWAARP itself is expensive to upgrate even its abilities but it relies Around and can slow down making it a Perfect tower in both path. Its mostly used once because how expensive is to setup properly but its not a Bad VS lines of enemies since this Tower has the Highest Area effect and also can slow down enemies making it a good tower versus Groups of low to Mid healthed enemies. You should upgrate Furnace blast first because it deals more damage to groups,is cheaper on tier 1 and reloads faster compair to drill but when strong enemies like Gorillons and Saurian Brutes come you should upgrate a Drill. A fully Upgrated DWAARP can kill or nearly killing Immortals around. Use once or twice because how expensive it is.
Battle Mecha T-200
Upsides
+Cannot be stunned
+Functions like a barrack
+Shoots the Fastest of any Artillery
+Can Slow down enemies
+Can hit Flying enemies with Wasp Missiles
+Cheap cost
+Doesnt need to get upgrated if necessary
Downsides
-Little Area Damage
-Shortest range of any Artillery (Even Tesla have more range)
-Doesnt hit as much as Level 3 Artillery does (25-55 damage)
-Somewhat expensive to upgrate
BattleMecha is by far a good choice to use more than Dwaarp. Since its cheap cost and doesnt have to be necessary to upgrate it its a reliable tower to use. Its main flaw is Area damage since it has an area that is as wide as a Barrack unit stand by its usefull in one road. Its reliability comes from its attack speed since it does 10 damage less its DPS is high enough to deal as much as Big Bertha does. This tower cannot be stunned by Beresad the Dragon or Blacksurge and functiones like a Barrack so it still fires even if its stunned but Umbra that destroy towers it will destroy it. Its Upgrates are somewhat expensive but you should upgrate wasp Missiles since they can harm flying units and do extra damage and Waste disposal can slow down enemies it doesnt deal damage. A fully upgrated Battle Mecha can kill hordes of Greenfins making it a good weapon to use against strong hordes of enemies in one road. Use it more than DWAARP but use it in a one road.
Credits and Content
Huge thanks to………..
Main founders and creators of Kingdom Rush Series
Vanzen (Alvaro Azofra)
Lito (Pablo Realini)
Gonza (Gonzalo Sande)
Ironhide Developers
Bolin (Juan Andres Nin)
Delebru (Bruno de Leone)
Agus (Agustin Mastalli)
Botch (Gerson Da Silva)
Arielsan (Ariel Coppes)
Ruben (Ruben Garat)
Dilodart (Diego Lopez)
Pixelsoilder (Juan Pais)
Esti (Esteban Dal Monte)
Chapa (Martin Chaparro)
Artus (Gabriel Artus)
Guille (Guillermo Amorin)
Mati (Matias Sniadower)
Pepinfa (Pepe Infantozzi)
Colo (Leandro Mesquita)
Tats (Juan AmorĂn)
Leonardo Clavijo
Sebastian Guadalupe
Pencil (Franco Zucchi)
Ironhide users
All of them
BETA testers
All of them (Include me)
And Some Credits and Content goes to the Wiki (I took some part but other part are in my mind)
[link]