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Having fun, just elfing around: Ironhide Studios has proven that they know how to make a great level while also having a lot of fun. The elves have some great new towers to tinker with: stone throwing trees, high elven magicians, and of course, the best archers in fantasy lore. The gnolls play like standard baddies in the Kingdom Rush lineage, while the dark elves behave like the lizard people in Frontiers: you’ll have to deal with their teleporting, curse-inducing, arrow-slinging villainy. Instead of playing the aggressor, you’re tasked with defending the falling elvish empire from gnolls and dark elves. Buy these bonuses with in-game currency and increase your odds of success. The potion shop gets bigger and more ridiculous.
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While not exactly groundbreaking in its story, characters from the earlier games make cameos and the campaign doesn’t have a weak stage. But origin story? Yes: Instead of telling a high-fantasy story complete with humans, dwarves, goblins et al, Origins instead focuses mainly on one race of the JRR Tolkien tradition: elves. And Origins has a new set of obscure, ridiculous-but-clever bonuses you can buy using in-game currency (have enemies go back in time, unleash dragonfire, etc). Now, casting lightning or your hero’s arrow-storm is only a click away. In Origins, the controllable powers the hero grants you are now situated next to your own powers, giving you a much more intuitive interface for controlling your troops. With Origins, the balance seems much more reasonable: heroes are important and have different abilities, but a good economy and selection of towers will do just as much. Heroes, like Eridan the ranger, can swing a battle’s outcome with his powers. Frontiers gave you more heroes, and the gameplay increasingly relied on them (somewhat overly so).
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But Rush introduced heroes-singular units you could upgrade (and buy, using real money) and deploy that could swing a battle if deployed at the right choke point.
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The Kingdom Rush series started out as a fairly conventional tower-defense game: you build your towers, upgrade them, and hope to hold off the enemy waves. Not convinced? Here are three reasons why you should stick with the series and play on.ĭragonfire is just a click away: The biggest change the series has undergone in this release is the increased focus on heroes and special abilities. While it feels like more of the same, developer Ironhide Studios proves they’ve learned a thing or two in the last three years. Not much has changed from the last go-around- 2013’s Frontiers-except the focus has narrowed, giving the units and the level-design a more streamlined, organic feel. Similarly, for magic resistant enemies like spiders and shaman type enemies, you would be better off by using a majority of archer towers, barracks and dwarven bombard to take out giant hordes of spider hatchlings or goblins.The latest entry in the series, Kingdom Rush Origins, further sharpens the enchanted blade-giving players more maps, heroes, and towers to unlock. Don’t forget to hold them off with the barracks in the range of all or most towers. For armored enemies, keep a mix of mage and archer towers with a majority of mages. Keeping that in mind you can place towers. This will show you how many and what type of enemies will be approaching. Before you start the level, click once on the enemy wave incoming icon.So how can you exploit their quirks while minimizing the weaknesses? Here are some ways to go about doing that: However, it more than makes up for it when it receives support from the other towers to damage enemies while holding them off. The militia barracks are amazing to hold off enemies in an area but they have the biggest weakness of them all, not being able to hold off hordes of enemies and dealing lower damage. Although if there are ground enemies near the flying enemies, it will damage them too.
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Moreover, it cannot hit airborne enemies. The dwarven bombard’s speciality is to kill swarms of enemies but it fires at a slow rate and misses fast enemies. The mage tower gives more damage to armored enemies while dealing low damage to magic resistant enemies. The archer tower is good at dealing with multiple low health enemies to hit them very fast and accurately, although it is weak against armored enemies. The towers have an area they specialize in.