Friday, 7 July 2017

Kingdom Rush: Walkthrough Guide

Kingdom Rush: Walkthrough Guide

List of Towers on Kingdom Rush
Archer Tower
Archer Tower [Tier 0]
Description: Archers ready to strike at your enemies from a distance.
Attack Damage: 4 -6, Reload: Average, Attack Range: Short, Cost: 70

Marksmen Tower [Tier 1]
Description: Marksmen shoot broadhead arrows, dealing more damage. Their longbows have long attack range.
Attack Damage: 7-11 , Reload: Fast, Attack Range: Average, Cost: 110

Sharpshooter Tower [Tier 2]
Description: Once archers reach the sharpshooter level, their attack range and potential damage increases above any other archers.
Attack Damage: 10-16 , Reload: Fast, Attack Range: Long, Cost: 160

Rangers Hideout [Tier 3]
Description: Legendary masters of the bow, they can unleash a hail of arrows faster and further than any other force in the realm.
Attack Damage: 13-19, Reload: Very Fast, Attack Range: Great, Cost: 230
Special #1 Poison Arrows
Description: Poisons enemies dealing damage over time.
Duration: 3 secs, Damage: 5 / 10 / 15 per sec, Cost: 250 / 250 / 250
Special #2 Wrath of the Forest
Description: Summons thorns and vines that trap, hold, and incapacitate ground-based enemies within its range.
Duration: 1 / 2 / 3 secs, Damage: 40 per sec, Reload: 8 secs, Cost: 300 / 150 / 150

Musketeer [Tier 3]
Description: Patient, careful, and deadly accurate long-range deadeye shooters, with advanced weaponry.
Attack Damage: 35-65 , Reload: Slow, Attack Range: Extreme, Cost: 230
Special #1 Sniper Shot
Description: Long range shot with increasing chance of instantly killing an enemy or deal massive damage.
Chance: 20 / 40 / 60 %, Reload: 14 secs, Cost: 250 / 250 / 250
Special #2 Shrapnel Shot
Description: Special explosive ammunition, that blasts an area with shrapnel, dealing damage to all ground-basedenemies within range.
Damage: 50-200 / 100-400 / 150-600, Reload: 9 secs, Cost: 300 / 300 / 300

Barracks
Barracks [Tier 0]
Description: Trains militia, tough soldiers that block and damage your enemies.
Health: 50, Attack Damage: 1-3, Armor Rating: None, Training Time: 10s, Cost: 70

Footmen Barracks [Tier 1]
Description: Footmen are better trained and equipped than basic militia. They can become the backbone of the good army.
Health: 100, Attack Damage: 3-4, Armor Rating: Low, Training Time: 10s, Cost: 110

Knights Barracks [Tier 2]
Description: Knights are professional soldiers with heavy armor. Dedicated to his majesty, they will stop your enemies' advance.
Health: 150, Attack Damage: 6-10, Armor Rating: Low, Training Time: 10s, Cost: 160

Holy Order [Tier 3]
Description: Trains paladins, an order of holy warriors. They are paragons of divine protection and heavenly defense.
Health: 200, Attack Damage: 12-18, Armor Rating: Medium, Training Time: 14s, Cost: 230
Special #1 Healing Light
Description: Paladins can heal their wounds with Holy Light whenever they are injured.
Heal: 40-60 / 80-120 / 120-180, Reload: 10s, Cost: 150 / 150 / 150
Special #2 Holy Strike
Description: Enhances paladins protection, making them more resilient.
Physical Armor: High, Cost: 250
Special #3 Shield of Valor
Description: Every attack has a chance of becoming a Holy Strike, dealing holy area damage.
Damage: 25-45 / 50-90 / 75-135, Cost: 220 / 150 / 150

Barbarian Hall [Tier 3]
Description: Barbarians are savage warriors that will quickly clear a battlefield, usually at the cost of their own lives.
Health: 250, Attack Damage: 16-24, Armor Rating: None, Training Time: 10s, Cost: 230
Special #1 Throwing Axes
Description: Barbarians can throw great axes at ground and flying enemies in range.
Damage: 34-42 / 44-52 / 54-62, Range: 260 / 280 / 300, Reload: 3s, Cost: 200 / 100 / 100
Special #2 More Axes
Description: Hunters by nature, barbarians can throw nets to slow flying enemies for a while.
Slow: 45 / 60 / 75, Reload: 3s, Cost: 150 / 75 / 75
Special #3 Hunting Nets
Description: Barbarians equip an additional axe to deliver additional damage.
Damage: + 10 / 20 / 30, Cost: 300 / 100 / 100

Mages Guild
Mages [Tier 0]
Description: Mages cast armor piercing bolts at your enemies, ignoring any physical protection.
Attack Damage: 9-17, Reload: Slow, Attack Range: Short, Cost: 100

Adept Tower [Tier 1]
Description: Adepts cast enhanced bolts, which can tear through armor, flesh, and bone.
Attack Damage: 23-43, Reload: Slow, Attack Range: Average, Cost: 160

Wizard Tower [Tier 2]
Description: Wizards cast high-energy bolts, which rip apart the very essence of enemy troops.
Attack Damage: 40-74, Reload: Slow, Attack Range: Long, Cost: 240

Arcane Wizard [Tier 3]
Description: Arcane Wizards focus on altering reality; as well as shooting the deadliest magical ray known to man.
Attack Damage: 76-140, Reload: Very Slow, Attack Range: Great, Cost: 300
Special #1 Death Ray
Description: Enemy troops are disintegrated into fine dust. Complete effectivity guaranteed!
Reload: 20 / 18 / 16 secs, Cost: 350 / 200 / 200
Special #2 Teleport
Description: Teleports a group of enemies a random distance back down the path.
Max Enemies: 4 / 5 / 6, Reload: 10 secs, Cost: 300 / 100 / 100

Sorcerer Mage [Tier 3]
Description: Sorcerers handle forces that are close to darkness, weaving spells that temporarily lower enemy armor and deal damage.
Attack Damage: 42-78, Reload: Slow, Attack Range: Great, Cost: 300
Special #1 Summon Elemental
Description: Summons a rock elemental, stout avatar of the land's power. It will fight those who approach his master.
Life: 600 / 700 / 800, Damage: 50-90 / 60-100 / 70-110, Physical Armor: Medium, Respawn: 8 secs, Cost: 350 / 150 / 150
Special #2 Polymorph
Description: Polymorphs enemies into harmless sheep. Sheep have no armor, no abilities and cannot be blocked.
Reload: 20 / 18 / 16 secs, Cost: 300 / 150 / 150

Artillery
Dwarven Bombard [Tier 0]
Description: Bombards ground enemies dealing area damage.
Attack Damage: 8-15, Reload: Very Slow, Attack Range: Average, Cost: 125

Dwarven Artillery [Tier 1]
Description: Enhanced Dwarven ordnance, this artillery will blast an even larger area.
Attack Damage: 15-30, Reload: Very Slow, Attack Range: Average, Cost: 220

Dwarven Howitzer [Tier 2]
Description: They build them bigger and bigger, don't they? Your enemies stand no chance!
Attack Damage: 30-60, Reload: Very Slow, Attack Range: Long, Cost: 320

500mm Big Bertha [Tier 3]
Description: The 500mm siege gun aka "Big Bertha" is the biggest, baddest piece of artillery in the block.
Attack Damage: 50-100, Reload: Very Slow, Attack Range: Long, Cost: 400
Special #1 Dragonbreath Launcher
Description: Launches seeking missiles with an extended range that never miss. They even find another target if they lose the current one.
Damage: 100-140 / 140-180 / 180-220, Reload: 11 secs, Cost: 250 / 125 / 125
Special #2 Cluster Launcher Xtreme
Description: Fires a special bomb that will explode in mid air dropping additional bomblets into a wide area.
Damage: 60-80, Bombs: 3 / 5 / 7, Reload: 17 secs, Cost: 250 / 125 / 125

Tesla X104 [Tier 3]
Description: Dwarven engineering at its finest, harnessing the power of a thousand thunderstorms. Who shall we aim it at?
Attack Damage: 60-110, Reload: Very Slow, Attack Range: Average, Cost: 375
Special #1 Supercharged Bolt
Description: Supercharged Bolts will arc to additional targets.
Max Enemies: 4 / 5, Cost: 250 / 250
Special #2 Overcharge
Description: Overcharges the tower creating a static field that damages all enemies in proximity.
Damage: 10-20 / 20-30 / 30-40, Cost: 250 / 125 / 125

List of Upgrades on Kingdom Rush
Archer Towers
Salvage - Marksmen towers return 90% of value when sold. Cost: 1
Eagle Eye - Increases marksmen attack range. Cost: 1
Piercing Shots - Piercing shots ignore a portion of the enemy's physical armor. Cost: 2
Far Shots - Increases marksmen attack range. Cost: 2
Precision - Marksmen attacks have a chance of dealing double damage. Cost: 3

Barracks
Toughness Training - Barracks train soldiers with more health. Cost: 1
Better Armor - Barracks train soldiers with improved armor. Cost: 1
Improved Deployment - Increases rally point range and reduces soldier training time. Cost: 2
Endurance Training - Barracks train soldiers with even more health. Cost: 2
Spiked Armor - When attacked, soldier's spiked armor return a % of the damage received to the attacker. (This upgrade also affects reinforcements). Cost: 3

Mages Guild
Spell Reach - Increases wizard's attack range. Cost: 1
Arcane Shatter - Magic attacks destroy a portion of enemy physical armor on every hit. Cost: 1
Hermetic Study - Mage towers construction and upgrading costs are reduced by 10%. Cost: 2
Empowered Magic - Increases wizard's attack damage. Cost: 2
Slow Curse - Magic attacks slow enemies by half their speed for a moment. Cost: 3

Artillery
Concentrated Fire - Increases artillery attack damage. Cost: 1
Range Finder - Increases artillery attack range. Cost: 1
Field Logistic - Artillery construction and upgrading costs are reduced by 10%. Cost: 3
Industrialization - Artillery special abilities costs are reduced by 25%. Cost: 3
Smart Targeting - Artillery suffers no reduction of splash and chain lightning damage. Cost: 3

Rain of Fire
Blazing Skies - Adds 2 additional meteors and increases meteor damage. Cost: 1
Scorched Earth - Meteors set the ground on fire burning enemies over it for 5 seconds. Cost: 1
The Fast & Furious - Increases meteor damage, explosion radius by 25% and reduces cooldown by 10 seconds. Cost: 2
Blazing Earth - Doubles damage and duration of scorched earth, and reduces cooldown by 10 seconds. Cost: 2
Cataclysm - Increases meteor damage and rains additional meteors at random locations all over the battlefield. Cost: 3

Call Reinforcements
Well Fed - Well fed farmers have additional health and deal a little more damage. Cost: 2
Conscripts - Conscripts have more health and are better equipped. Cost: 3
Warriors - Warriors have even more health and are excellently equipped. Cost: 3
Legionnaires - Legionnaires have the most health and wear the best equipment. Cost: 3
Spear Throw - Gives Legionnaires a spear throw attack that can target ground and flying enemies. Cost: 4

List of Heroes on Kingdom Rush
Alleria Swiftwind
Description: Silent as the night, light as a feather and deadly beautiful too many have fallen by her charming gaze and many more by her fatal bow.
Level: 1, HP: 250, Melee Damage: 2-4, Ranged Damage: 7-12, Armor: None, Respawn: 15s, Multishot: None, Call of the Wild: None
Level: 2, HP: 270, Melee Damage: 4-6, Ranged Damage: 8-14, Armor: None, Respawn: 15s, Multishot: Level 1, Call of the Wild: None
Level: 3, HP: 290, Melee Damage: 6-8, Ranged Damage: 9-15, Armor: None, Respawn: 15s, Multishot: Level 1, Call of the Wild: None
Level: 4, HP: 310, Melee Damage: 7-11, Ranged Damage: 10-17, Armor: None, Respawn: 15s, Multishot: Level 1, Call of the Wild: Level 1
Level: 5, HP: 330, Melee Damage: 9-13, Ranged Damage: 11-18, Armor: None, Respawn: 15s, Multishot: Level 2, Call of the Wild: Level 1
Level: 6, HP: 350, Melee Damage: 10-16, Ranged Damage: 12-20, Armor: None, Respawn: 15s, Multishot: Level 2, Call of the Wild: Level 1
Level: 7, HP: 370, Melee Damage: 12-18, Ranged Damage: 13-21, Armor: None, Respawn: 15s, Multishot: Level 2, Call of the Wild: Level 2
Level: 8, HP: 390, Melee Damage: 14-20, Ranged Damage: 14-23, Armor: None, Respawn: 15s, Multishot: Level 3, Call of the Wild: Level 2
Level: 9, HP: 410, Melee Damage: 15-23, Ranged Damage: 14-24, Armor: None, Respawn: 15s, Multishot: Level 3, Call of the Wild: Level 2
Level: 10, HP: 430, Melee Damage: 17-25, Ranged Damage: 15-26, Armor: None, Respawn: 15s, Multishot: Level 3, Call of the Wild: Level 3

Multishot
Description: Alleria Swiftwind fires multiple arrows to strike multiple enemies. Damage is slightly higher than the average normal attack. If the enemy is the only enemy in Alleria's range, the damage will still count as multiple individual arrows.
Level 1: Fires 2 enhanced arrows onto 2 enemies. Unlocks at Hero Level 2.
Level 2: Fires 3 enhanced arrows onto 3 enemies. Unlocks at Hero Level 5.
Level 3: Fires 4 enhanced arrows onto 4 enemies. Unlocks at Hero Level 8.
Call of the Wild
Description: Alleria Swiftwind taps onto the ground, summoning a Wildcat to do battle to an enemy. The Wildcat is a pure melee unit and follows wherever Alleria goes. Alleria can only summon 1 Wildcat at a time.
Level 1: Summons a Wildcat with 250 (300) HP into the battlefield. Unlocks at Hero Level 4.
Level 2: Summons a Wildcat with 500 (600) HP into the battlefield. Unlocks at Hero Level 7.
Level 3: Summons a Wildcat with 750 (900) HP into the battlefield. Unlocks at Hero Level 10.

Sir Gerald Lightseeker
Description: Defender of the righteous, punisher of the dark, protector of the innocent. Gerald is the uncanny of Liniea's armed forces.
Level: 1, HP: 400, Melee Damage: 11-18, Armor: Low, Respawn: 15s, Courage: None, Shield of Retribution: None
Level: 2, HP: 420, Melee Damage: 12-20, Armor: Low, Respawn: 15s, Courage: Level 1, Shield of Retribution: None
Level: 3, HP: 440, Melee Damage: 14-23, Armor: Low, Respawn: 15s, Courage: Level 1, Shield of Retribution: None
Level: 4, HP: 460, Melee Damage: 15-25, Armor: Low, Respawn: 15s, Courage: Level 1, Shield of Retribution: Level 1
Level: 5, HP: 480, Melee Damage: 17-28, Armor: Medium, Respawn: 15s, Courage: Level 2, Shield of Retribution: Level 1
Level: 6, HP: 500, Melee Damage: 18-30, Armor: Medium, Respawn: 15s, Courage: Level 2, Shield of Retribution: Level 1
Level: 7, HP: 520, Melee Damage: 20-33, Armor: Medium, Respawn: 15s, Courage: Level 2, Shield of Retribution: Level 2
Level: 8, HP: 540, Melee Damage: 21-35, Armor: Medium, Respawn: 15s, Courage: Level 3, Shield of Retribution: Level 2
Level: 9, HP: 560, Melee Damage: 23-38, Armor: High, Respawn: 15s, Courage: Level 3, Shield of Retribution: Level 2
Level: 10, HP: 580, Melee Damage: 24-40, Armor: High, Respawn: 15s, Courage: Level 3, Shield of Retribution: Level 3

Courage
Description: Gerald Lightseeker will strengthen units in an AoE around him. Affected Units will emit a blue aura below their feet.
Level 1: Grants increased Armor and Damage to a small extent in an AoE around Gerald. Unlocks at Hero Level 2.
Level 2: Grants increased Armor and Damage to a moderate extent in an AoE around Gerald. Unlocks at Hero Level 5.
Level 3: Grants increased Armor and Damage to a significant extent in an AoE around Gerald. Unlocks at Hero Level 8.
Shield of Retribution
Description: Once used, Gerald Lightseeker will reflect enemy damage to the source, damaging enemies. Gerald is invulnerable for a set period of time. The rate of triggering this skill increases as Gerald's level increases.
Level 1: Deflects a percentage of damage Gerald receives right back to any enemies that attack Gerald. Unlocks at Hero Level 4.
Level 2: Deflects a percentage of damage Gerald receives right back to any enemies that attack Gerald on a higher rate of triggering. Unlocks at Hero Level 7.
Level 3: Deflects a percentage of damage Gerald receives right back to any enemies that attack Gerald on an even higher rate of triggering. Unlocks at Hero Level 10.

Malik Hammerfury
Description: A hero with unmatched strength, untamed mind, and unbroken will. A destructive force, an unleashed fury, a bullet train attitude!
Level: 1, HP: 450, Melee Damage: 14-22, Armor: None, Respawn: 15s, Hammer Smash: None, Earthquake: None
Level: 2, HP: 480, Melee Damage: 16-24, Armor: Low, Respawn: 15s, Hammer Smash: Level 1, Earthquake: None
Level: 3, HP: 510, Melee Damage: 18-26, Armor: Low, Respawn: 15s, Hammer Smash: Level 1, Earthquake: None
Level: 4, HP: 540, Melee Damage: 19-29, Armor: Low, Respawn: 15s, Hammer Smash: Level 1, Earthquake: Level 1
Level: 5, HP: 570, Melee Damage: 21-31, Armor: Low, Respawn: 15s, Hammer Smash: Level 2, Earthquake: Level 1
Level: 6, HP: 600, Melee Damage: 22-34, Armor: Low, Respawn: 15s, Hammer Smash: Level 2, Earthquake: Level 1
Level: 7, HP: 630, Melee Damage: 24-36, Armor: Low, Respawn: 15s, Hammer Smash: Level 2, Earthquake: Level 2
Level: 8, HP: 660, Melee Damage: 26-38, Armor: Medium, Respawn: 15s, Hammer Smash: Level 3, Earthquake: Level 2
Level: 9, HP: 690, Melee Damage: 27-41, Armor: Medium, Respawn: 15s, Hammer Smash: Level 3, Earthquake: Level 2
Level: 10, HP: 720, Melee Damage: 29-43, Armor: Medium, Respawn: 15s, Hammer Smash: Level 3, Earthquake: Level 3

Hammer Smash
Malik strikes the ground with his hammer with such strength that he emits an AoE around him, dealing damage to enemies around him.
Level 1: Deals great damage in an AoE around Malik. Unlocks at Hero Level 2.
Level 2: Deals greater damage in an AoE around Malik. Unlocks at Hero Level 5.
Level 3: Deals the greatest damage in an AoE around Malik. Unlocks at Hero Level 8.
Earthquake
Malik stomps the ground with such a heavy impact that the ground ruptures around Malik. Units damaged by this attack are stunned for a few seconds.
Level 1: Deals great damage towards enemies around and in a line towards the enemy spawn. Enemies are stunned for a set duration of time. Unlocks at Hero Level 4.
Level 2: Deals greater damage towards enemies around and in a line towards the enemy spawn. Enemies are stunned for a set duration of time. Unlocks at Hero Level 7.
Level 3: Deals the greatest damage towards enemies around and in a line towards the enemy spawn. Enemies are stunned for a set duration of time. Unlocks at Hero Level 10.

List of Enemies on Kingdom Rush
Enemies
Goblin - Small evil humanoids with no outstanding abilities.
Health: 20, Attack Damage: 1-4, Armor Rating: None, Magic Resistance: None, Speed: Medium, Cost: 1 Life, Bounty: 3
Orc - Tough savages with light armor.
Health: 80, Attack Damage: 4-8, Armor Rating: Low, Magic Resistance: None, Speed: Medium, Cost: 1 Life, Bounty: 9
Shaman - Tribal healers resistant to magic attacks. *Can heal allies.
Health: 100, Attack Damage: 3-5, Armor Rating: None, Magic Resistance: High, Speed: Medium, Cost: 1 Life, Bounty: 10
Ogre - Big, ugly and tough humanoids. They'll obliterate everything in their path.
Health: 800, Attack Damage: 40-60, Armor Rating: None, Magic Resistance: None, Speed: Slow, Cost: 3 Lives, Bounty: 50
Bandit - Swift and agile, they can dispatch their enemies very quickly. *Can dodge melee attacks
Health: 70, Attack Damage: 20-30, Armor Rating: None, Magic Resistance: None, Speed: Medium, Cost: 1 Life, Bounty: 8
Brigand - Armored outlaws that can withstand a lot of punishment.
Health: 160, Attack Damage: 6-10, Armor Rating: Medium, Magic Resistance: None, Speed: Medium, Cost: 1 Life, Bounty: 15
Marauder - Hulking, well-trained armored outlaws, often seen leading brigands and bandits.
Health: 600, Attack Damage: 16-24, Armor Rating: Medium, Magic Resistance: None, Speed: Medium, Cost: 3 Lives, Bounty: 40
Giant Spiders - Quick, Vicious enemies resistant to magic.
Health: 60, Attack Damage: 10-18, Armor Rating: None, Magic Resistance: High, Speed: Fast, Cost: 1 Life, Bounty: 6
Spider Matriarch - A tough magic resistant beast that can spawn several spiderlings. *Spawns spiderlings
Health: 250, Attack Damage: 15-25, Armor Rating: None, Magic Resistance: High, Speed: Medium, Cost: 2 Lives, Bounty: 20
Gargoyle - Vile winged creatures that can fly past barracks and artillery. *Flying
Health: 90, Attack Damage: 1-2, Armor Rating: None, Magic Resistance: None, Speed: Medium, Cost: 1 Life, Bounty: 12
Shadow Archer - Deadly accurate archers that will shoot at nearby soldiers in their path. *Shoots arrows
Health: 180, Attack Damage: 10-20, Armor Rating: None, Magic Resistance: Low, Speed: Medium, Cost: 1 Life, Bounty: 16
Dark Knight - Full plated corrupted knights almost impervious to damage.
Health: 300, Attack Damage: 15-25, Armor Rating: High, Magic Resistance: None, Speed: Slow, Cost: 1 Life, Bounty: 25
Wulf - Very fast vicious creatures that can dodge melee attacks. *Can dodge melee attacks
Health: 35, Attack Damage: 1-3, Armor Rating: None, Magic Resistance: None, Speed: Fast, Cost: 1 Life, Bounty: 5
Worg - Cunning fast beasts that can dodge melee attacks and resist magic attacks. *Can dodge melee attacks
Health: 120, Attack Damage: 12-18, Armor Rating: None, Magic Resistance: Medium, Speed: Fast, Cost: 1 Life, Bounty: 12
Golem Head - Mechanical dark magical construct.
Health: 125, Attack Damage: 10-20, Armor Rating: None, Magic Resistance: None, Speed: Slow, Cost: 1 Life, Bounty: 10
Winter Wolf - Cunning and deadly, these beasts can defeat all but the best warriors. *Can dodge melee attacks
Health: 350, Attack Damage: 20-40, Armor Rating: None, Magic Resistance: Medium, Speed: Fast, Cost: 1 Life, Bounty: 35
Troll - Very tough warriors that can regenerate their wounds quickly. *Regen
Health: 280, Attack Damage: 20-40, Armor Rating: None, Magic Resistance: None, Speed: Medium, Cost: 1 Life, Bounty: 25
Troll Champion - Elite tribal warriors equipped with vicious throwing axes. *Regen & Throws armor piercing axes
Health: 600, Attack Damage: 30-50, Armor Rating: None, Magic Resistance: None, Speed: Medium, Cost: 3 Lives, Bounty: 50
Troll Chieftain - The chieftain can enrage his brethren, improving their attack damage, armor rating, speed, and health. *Regen & Can enrage allies
Health: 1200, Attack Damage: 10-30, Armor Rating: None, Magic Resistance: None, Speed: Slow, Cost: 6 Lives, Bounty: 70
Yeti - Large ape-man like creature that can obliterate scores of soldier with one strike. *Area attack
Health: 2000, Attack Damage: 50-150, Armor Rating: None, Magic Resistance: None, Speed: Slow, Cost: 5 Lives, Bounty: 120
Rocket Rider - Half man, half machine; the rocket riders follow their dark lord's will wherever they go. *Flying & Turbo
Health: 340, Attack Damage: 1-2, Armor Rating: None, Magic Resistance: None, Speed: Medium, Cost: 1 Life, Bounty: 30
Dark Slayer - Claimed by darkness; slayers are the bane of anyone standing in their way.
Health: 1200, Attack Damage: 24-76, Armor Rating: Great, Magic Resistance: None, Speed: Slow, Cost: 3 Lives, Bounty: 3
Demon Spawn - Terrible infernal creatures that explode when they die, damaging nearby soldiers. *Infernal combustion
Health: 250, Attack Damage: 10-30, Armor Rating: None, Magic Resistance: Medium, Speed: Medium, Cost: 1 Life, Bounty: 20
Demon Lord - Demon Lords lead fiendish armies into battle, protecting their minions with infernal shields. *Shields other demons & Infernal Combustion
Health: 1000, Attack Damage: 15-75, Armor Rating: None, Magic Resistance: Medium, Speed: Slow, Cost: 5 Lives, Bounty: 60
Demon Hound - Vicious terrible creatures, they serve as hunting dogs for the demon lords. *Infernal combustion
Health: 350, Attack Damage: 20-40, Armor Rating: None, Magic Resistance: Medium, Speed: Fast, Cost: 1 Life, Bounty: 25
Demon Imp - Flying Mischievious infernal creatures that are often seen in the company of Gargoyles. *Flying
Health: 350, Attack Damage: 1-2, Armor Rating: None, Magic Resistance: None, Speed: Medium, Cost: 1 Life, Bounty: 25
Skeleton - Mindless automatons that obey the orders of their evil masters.
Health: 120, Attack Damage: 10-20, Armor Rating: None, Magic Resistance: None, Speed: Slow, Cost: 1 Life, Bounty: 0 or 2
Skeleton Knight - Skeleton Knights, are the reanimated bones of once great warriors.
Health: 400, Attack Damage: 20-40, Armor Rating: Low, Magic Resistance: None, Speed: Slow, Cost: 1 Life, Bounty: 0 or 10
Necromancer - Master of the dark arts, the Necromancer summons undead minions to do their bidding. *Summons undead & Ranged attack
Health: 700, Attack Damage: 20-40, Armor Rating: None, Magic Resistance: None, Speed: Slow, Cost: 3 Lives, Bounty: 3
Magma Elemental - Made of rock and fire, magma elementals are beings of death and destruction. *Area Attack
Health: 2500, Attack Damage: 50-150, Armor Rating: None, Magic Resistance: None, Speed: Slow, Cost: 5 Lives, Bounty: 100

Boss
The Juggernaut - A mindless unstoppable machine of destruction. The Juggernaut obliterates any army that tries to stop him. *Boss
Health: 10000, Attack Damage: 150-250, Armor Rating: None, Magic Resistance: None, Speed: Slow, Cost: 20 Lives
J.T. - An abominable legendary creature from the coldest reaches of Stormspike. *Boss
Health: 11000, Attack Damage: 150-200, Armor Rating: None, Magic Resistance: None, Speed: Slow, Cost: 20 Lives
Vez'nan - The most evil being you will encounter. Watch out for his evil bad jokes! *Boss
Health: 6666, Attack Damage: 666-999, Armor Rating: None, Magic Resistance: None, Speed: Slow, Cost: 20 Lives


Recommended Build on Kingdom Rush
1. Well Fed
2. Conscripts
3. Warriors
4. Legionnaires
5. Spear Throw
6. Spell Reach
7. Arcane Shatter
8. Hermetic Study
9. Empowered Magic
10. Slow Curse
11. Blazing Skies
12. Scorched Earth
13. The Fast & Furious
14. Blazing Earth
15. Cataclysm
16. Toughness Training
17. Better Armor
18. Improved Deployment
19. Endurance Training
20. Spiked Armor
21. Upgrade anything you want! :)

Walkthrough Guide on Kingdom Rush
Like all tower defense games, Kingdom Rush's gameplay involves the strategic distribution or placement of towers along a map. There are no special moves, or buttons, that the player has to press or perform. There are four basic types of towers available, with eight different upgrades for each type of tower. These towers are Archers, Mage, Barracks and Artillery. Archers are generally can attack air and ground units. These are effective against unarmored monsters such as Goblines, Shamans, and Giant Spiders. For mage tower, they are best to use against armored enemies because its attack will ignore any physical protection. Barracks are good at holding off your enemies for a while to allow other towers to deal damage. You can change the rally point of the soldiers to allow them to apply combined force on an enemy. Sadly, barracks are not effective against flying units so be sure to have another tower that can hold off these enemies. Artillery is the most expensive towers in the game, not to mention also the slowest to attack. Despite that, they are very efficient for crowd control, especially when strategically positioned with the Melee Towers and another ranged tower.

For each new stage, you want to identify critical choke points or junctions where monsters and units will pass by through there. These choke points are the best places to build Barrack and Artillery towers. You will almost always want to have at least one barrack tower and rally to guard choke point. Because barracks can hold off at least 3 units with its soldier, therefore placing an artillery tower somewhere close by will easily rain down your opponents quickly with its splash damage. Once you have a barrack and artillery erected, spruce up your mage towers as soon as possible especially for stages with flying units. Don't bother buying archer towers. They are not as effective as Mage tower in my opinion. The reason is mage towers are very effective against armored units where archer towers severely lack on mainly in the later stages of the game when more and more monsters have better armor ratings. Meanwhile, spam and abuse Call Reinforcements whenever it is up. Reinforcement soldiers may not worth anything when it comes to health, but they are deadly as hell once you upgrade them to spear throw. They are the best units to put out on the battlefield because they can peel huge group of units so to support the attacks of your artillery and mage towers. And Call Reinforcement is free! Don't be surprised by its power. With these simple strategy, you should be enough to complete the game.

Lastly, don't restart to get a perfect score if one or two enemies make it through. On most levels, you still get three stars if only one or two enemies made it through. In short, 18 to 20 hearts will still get you 3 stars. 6 to 17 hearts is 2 stars, and 1 to 5 hearts equal 1 star.

Pictorial Guide on Kingdom Rush

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