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UpTier Magic

Magic Towers or Mages are one of the four main tower types in Kingdom Rush, representing the more elusive side of Linirea's forces. They fire magic bolts that tear through armored enemies with ruthless efficiency. In-game; the terms mage, mage tower and wizard are often used to designate all magic towers.

Tower Properties

Magic Towers share a number of characteristics:

  1. Attacks ignore creature physical armor, while being reduced by magical resistance
  2. High damage, the highest of all towers, but a slow attack speed
  3. Targets both air and ground units

These properties make mages very suited to deal with hard-to kill monsters.

There are five Mage Towers in all Kingdom Rush games:

  • Three non-specialized towers
  • Two specialized towers

The three non-specialised towers differ in each game but have the same purpose. Each upgrades a stage further before offering a split choice between two new towers with additional upgrades to further boost the towers offensive and defensive capabilities.

Tower Summary

Kingdom Rush

Towers
(Level)
Damage Fire Rate Range Build
Cost
Specials
Pedia tower Mages Guild
Mages Guild
(Level 1)
9-17 Slow Short 100g None
Pedia tower Adept Tower
Adept Tower
(Level 2)
23-42 Slow Average 160g None
Pedia tower Wizard Tower
Wizard Tower
(Level 3)
40-75 Slow Long 240g None
Pedia tower Arcane Wizard
Arcane Wizard
(Level 4.a)
76-140 Very Slow Great 300g Death Ray
Teleport
Pedia tower Sorcerer Mage
Sorcerer Mage
(Level 4.b)
42-78 Slow Great 300g Polymorph
Summon Elemental



Kingdom Rush: Frontiers

Towers
(Level)
Damage Fire Rate Range Build
Cost
Specials
TowSqr KRF Mages
Mages Guild
(Level 1)
9-17 Slow Short 100g None
TowSqr KRF Adept
Adept Tower
(Level 2)
23-42 Slow Average 160g None
TowSqr KRF Wizard
Wizard Tower
(Level 3)
40-75 Slow Long 240g None
Archmage tower
Archmage Tower
(Level 4.a)
60-120 Slow Great 300g Twister
Critical Mass
Necromancers-tower
Necromancer Tower
(Level 4.b)
20-70 Very Fast Great 300g Pestilence
Summon Death Rider




Kingdom Rush: Origins

Towers
(Level)
Damage Fire Rate Range Build
Cost
Specials
Mystic Dais
Mystic Dais
(Level 1)
8-12 Slow Short 100g None
Arcanist Dais
Arcanist Dais
(Level 2)
18-30 Slow Average 160g None
Edlritch Dais
Eldritch Dais
(Level 3)
34-56 Slow Long 250g None
KRO TowerBox Wild Magus
Wild Magus
(Level 4.a)
8-16 Very Fast Long 300g Eldritch Doom
Ward of Disruption
KRO TowerBox High Elven Mage
High Elven Mage
(Level 4.b)
41-74 Slow Long 300g Timelapse
Arcane Sentinel


Tower Tactics

General Tips

  • Magic towers have a low fire rate, making them unsuited to deal with speedy foes or large masses of enemies, forcing them to be dealt with one-by-one and giving them enough time to pass through. Soldiers can help to slow down enemies, giving the mages time to unleash their magical barrage.
  • While physical armor poses no challenge for mages, magical resistance can render creatures virtually impervious to magical attacks. Use physical attacks to break these enemies.
  • Magic Towers are the second most expensive to upgrade. However, tower damage increases dramatically when this is done, making it money well spent.
  • Arcane Wizards focus more on destruction, making them very effective when dealing with single strong mobs. Sorcerer mages are more suitable for enhancing damage done by other towers and stalling the enemies. Thus, it often pays off to have 1-2 Sorcerers on the map to curse enemies and Arcane Wizards elsewhere to get rid of mobs quickly.
  • Also, Sorcerers have a higher fire rate than the Arcane Wizards, making them somewhat more suitable for dealing with multiple enemies than its counterpart.

Advantages

Magic towers are generally strong against slow, heavily armored creatures such as:

Disadvantages

Enemies with magical armor, enemies travelling in groups and fast creatures should be dealt with by other towers, as magic towers do not have the fire speed or power to deal with these mobs, including:

Related Upgrades

Kingdom Rush

  • KR Up SpellReach Spell Reach (1 Star): Increases wizard's attack range.
  • KR Up ArcShatt Arcane Shatter (1 Star): Magic attacks destroy a potion of enemy physical armor on every hit.
  • KR Up Heremtic Hermetic Study (2 Stars): Mage Towers construction and upgrading costs are reduced by 10%.
  • KR Up EmpMagic Empowered Magic (2 Stars): Increases wizard's attack damage.
  • KR Up SlowCurse Slow Curse (3 Stars): Magic attacks slow enemies by half their speed for a moment.

Kingdom Rush: Frontiers

  • Up KRF Rune Rune of Power (1 Star): Increases mages' attack range.
  • Up KRF Penetration Spell Penetration (1 Star): Mages' bolts have a chance to ignore magic resistance.
  • Up KRF Eldritch Eldritch Power (2 Stars): Increases mages' attack damage.
  • Up KRF Academy Wizard Academy (2 Stars): Reduces mages' special abilities costs.
  • Up KRF Brilliance Brilliance (3 Stars): For every other mage tower built, each mage tower gets a bonus to damage.

Kingdom Rush: Origins

  • KRO Upgrade M 01 Level-1 Crystal Focus (1 star): Increases Mage attack range.
  • KRO Upgrade M 02 Level-2 Empowered Magic (1 star): Increases Mage attack damage.
  • KRO Upgrade M 03 Level-3 Crystal Gazing (2 stars): Increases Mage attack range.
  • KRO Upgrade M 04 Level-4 Unstable Magic (2 stars): Mage attacks have a small change of dealing triple damage.
  • KRO Upgrade M 05 Level-5 Alter Reality (3 stars): Mage attacks have a chance of teleporting enemies back down the path.

Pages in category "Magic Towers"

The following 12 pages are in this category, out of 12 total.

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