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UpTier Archer

Ranged Towers, more commonly known as Archer Towers, are one of the four main tower types in Kingdom Rush. Armed with two archers, these towers fire a constant stream of arrows into enemy troops. While they may be the most basic of the four towers, they can quickly become a powerful force and are not to be underestimated.

Tower Properties

All ranged towers share the following properties:

  1. Ability to target both air and ground units.
  2. Higher shooting rate on average compared to other towers
  3. Physical damage: Ignores magical armor

Ranged Towers do the least damage out of all the towers, but their fast attack rates makes up for it. Their cheap cost allows for large numbers of these towers to be built. Ranged Towers are generally good at fighting against multiple enemies. Their fast rates allows them to target slow enemies and flying creatures, making them essential for nearly every level. However, their attacks can be significantly reduced by armored enemies. Ranged Towers are not known for their accuracy, and fast creatures can dodge the arrows.

There are five Ranged 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 Archer Tower
Archer Tower
(Level 1)
4-6 Average Short 70g none
Pedia tower Marksmen Tower
Marksmen Tower
(Level 2)
7-11 Fast Average 110g none
Pedia tower Sharpshooter Tower
Sharpshooter Tower
(Level 3)
10-16 Fast Long 160g none
Pedia tower Rangers Hideout
Rangers Hideout
(Level 4.a)
13-19 Very Fast Great 230g Poison Arrows
Wrath of the Forest
Pedia tower Musketeer Garrison
Musketeer Garrison
(Level 4.b)
35-65 Slow Extreme 230g Sniper Shot
Shrapnel Shot

Rangers Hideouts are the fastest attacking tower in the game. The tower specializes in creature control and slowing down ground-based enemies. For that reason, the Rangers Hideout makes it one of the second to best creature control towers, behind the Artillery towers. There are two skills that can be unlocked by this tower: Posion Arrows and Wrath of the Forest. Poison Arrows allow your towers to do extra damage to creatures that have been damaged by the arrows. Wrath of the Forest summons thorns and vines that trap, damage, and stop nearby ground-based enemies. This spell is commonly used in conjunction with the Arcane Wizard's Teleport, so that the root can hold down enemies, while the Arcane has time to recharge its teleport. These skills often or not prove to be deadly against multiple and strong enemies. However, the Rangers Hideout does not do well against multiple heavy armored creatures such as Marauders or Dark Slayers.

Musketeer Garrisons has the longest attack range in the game. It has the slowest attack rate of the Ranged Towers, but does the most damage out of all the Ranged Towers. The tower specializes in taking down big and powerful individual enemies rather than mutliple weaker enemies due to its slow rate (do note that Rangers Hideout actually have a higher DPS). It has the same firing rate as the Sorcerer Mage tower, but just slightly weaker and cannot penetrate physical armor. It is often used for taking down enemies with 1 or 2 shots as on of the best defences is a good offense. One of their skills, Sniper Shot, can completely kill an entire enemy regardless of armor or health. However, this does not work on Bosses and will instead deal heavy damage and has a very slow reload time. Their second skill, Shrapnel Shot, allows the tower to deal area damage. This ability is among the most powerful in the game, dealing up to 600 area damage, but it is also very expensive. Musketeers do considerable amount of damage when it is upgraded, but its firing rate is slow when compared to area damaging Artillery towers. They are great, but can be easily overrun by large waves of enemies.

Kingdom Rush: Frontiers

Towers
(Level)
Damage Fire Rate Range Build
Cost
Specials
TowSqr KRF Archer
Archer Tower
(Level 1)
4-6 Average Short 70g none
TowSqr KRF Marksmen
Marksmen Tower
(Level 2)
7-11 Fast Average 110g none
TowSqr KRF SharpShooter
Sharpshooter Tower
(Level 3)
10-16 Fast Long 160g none
Crossbow Fort
Crossbow Fort
(Level 4.a)
15-23 Fast Great 230g Barrage
Falconer
Windwalkers-totem
Tribal Axethrowers
(Level 4.b)
25-40 Average Long 230g Totem of Weakness
Totem of Spirits

Crossbow Fort archers have the ability to shoot low - ish damaging arrows but at a speedy rate meaning they can take down low - medium health enemies at ease as well as the ones with magical armour. They do struggle with armour but one of their skills, Barrage enable them to take down enemies with low and medium armour. Their higher range, the highest of the towers in Kingdom Rush: Frontiers, enables them to snipe at enemies for a longer time than most and this large range can be extended by using the Falconer skill which also boosts the attack range of surrounding towers. This alllows them to be used to their fullest potential, even in Strategic Points very far from the path, especially in the Rising Tides mini - campaign. Barrage at it's fullest level can deal up to 240 damage, allowing it to take down even the toughest and tankiest enemies such as the Gorillon.

Tribal Axethrowers have high damaging axes that takes down low and medium health enemies with ease. They have a slower rate of fire and smaller range than the Crossbow Fort but make up for it with their helpful skills and higher damaging 'bolts'. Able to take on waves of low health enemies such as Jungle Spiders. They are particularly useful against Jungle Matriarchs since their axes can kill a spiderling in one shot. Their most offensive and expensive skill, Totem of Weakness, conjure a totem to halve nearby enemies' damage output as well as making them take 40% extra damage from all sources for up to 8 seconds. Their more 'passive' skill, Totem of Spirits gets rid of the magical abilities of enemies such as The Shamans, Witch Doctors, Blood Tricksters, Saurian Nightscales, Saurian Savants, Blacksurges, Bluegales, Lycans, etc... but it does not get rid of magical ranged attacks. These wild people are best at choke points so as to use their totems amidst the enemies and use them to help out the other towers such as Crossbow Forts and Archmages.

Kingdom Rush: Origins

Towers
(Level)
Damage Fire Rate Range Build
Cost
Specials
Hunter Arbor
Hunter Arbor
(Level 1)
2-5 Fast Average 70g none
KRO TowerBox Watcher Arbor
Watcher Arbor
(Level 2)
4-9 Fast Long 110g none
Sentinel Arbor
Sentinel Arbor
(Level 3)
5-11 Very Fast Great 160g none
KRO TowerBox Arcane Archers
Arcane Archers
(Level 4.a)
22-36 Average Great 230g Burst Arrows
Slumber Arrows
KRO TowerBox Golden Longbows
Golden Longbows
(Level 4.b)
45-60 Slow Extreme 275g Crimson Sentence
Hunter's Mark

Arcane Archers are elvish marksmen that lay a hail of magical arrows at nearby enemies, rapidly calving away any magic resistance their targets possess. With the unique ability to fire at up to two enemies at once, these archers are adept at taking out multiple weak foes. Their first ability, Burst Arrow, launches a charged magic shot every once in a while, dealing heavy magic damage to a wide area on the ground or in the air. This skill can quickly cripple or wipe out an entirely wave of enemies, and provide some needed damage to whittle down tougher foes. The second ability of the Arcane Archers is Slumber Arrow, a soporific shot that put any non-boss enemy to sleep for a period of 4 seconds, effectively removing it from play within that time. Further upgrades reduce the recharge of the shot by up to 8 seconds, making the skill activates much more frequently. The Arcane Archers are known for their role as jacks-of-all-trades, haivng something to deal with anything, whether 'anything' is a scrambling horde, or a really durable, really annoying mook.

Golden Longbows are special, solitary archers on high watchtowers overseeing the entire battlefield. Armed with a powerful, enchanted bow, mighty arrows and lethal accuracy, the Golden Longbow takes carefully aimed shots at enemies from way across the map, dealing the most damage-per-shot of all Ranged Towers in the franchise. Boasting the longest range of all towers in Kingdom Rush: Origins, the Golden Longbow can easily lend hand to multiple choke points at once, as well as catching any strayed enemy. Unlike the regular sniper, the Golden Longbow is not without good self-defence: At close range, he fires twice as fast, dealing half the damage per arrow. However, it is the Golden Longbow's arsenal of skills that makes his famous. His most notable ability, Crimson Sentence, grants each of his shots a killing chance, albeit for a hefty amount of gold - 300 for each tier, total up to 900 gold to fully upgrade it. This ability allows the Golden Longbow to tackle almost all kind of foes: sniping out threats when they have just appeared, slaying a beast to ease the pressure on a hot spot, or a lucky shot to kill a leaked enemy. The Golden Longbow's second ability is not any less powerful. Hunter's Mark enchants an arrow to double any damage that its target suffers from any sources for a period of 5/10/15 seconds, at tier I, II and III, respectively. Marked with this effect is effectively a death sentence to said enemy - unless it is a very strong foe, it is not going to stand til the duration ends. Both of the Golden Longbow's skills make him well-suited to deal with powerful foes, wearing it down for other towers to destroy. The Golden Longbow's usefulness is much reduced against floods of enemies, which can easily overrun him.

Tower Tactics

General Tips


Advantages

Disadvantages

Related Upgrades

Kingdom Rush

  • KR Up Salvage Salvage (1 Star): Marksmen Towers return 90% of value when sold.
  • KR Up EagleEye Eagle Eye (1 Star): Increases Marksmen attack range.
  • KR Up PierSht Piercing Shots (2 Stars): Piercing shots ignore a portion of the enemy's physical armor.
  • KR Up FarShot Far Shots (2 Stars): Increases marksmen attack range.
  • KR Up Presc Precision (3 Stars): Marksmen attacks have a chance of dealing double damage.

Kingdom Rush: Frontiers

  • Up KRF ImpAim Improved Aim (1 Star): Increases marksmen attack damage.
  • Up KRF Lumbermill Lumbermill (1 Star): Reduces basic archer construction costs.
  • Up KRF FocusAim Focused Aim (2 Stars): Increases marksmen attack damage.
  • Up KRF Accuracy Accuracy (2 Stars): Increases marksmen attack range and damage.
  • Up KRF TwinShot Twin Shot (3 Stars): Marksmen have a chance of shooting two projectiles at the same time.

Kingdom Rush: Origins

  • KRO Upgrade A 01 Level-1 Master Shooter (1 star): Increases Archer attack damage.
  • KRO Upgrade A 02 Level-2 Treesinged Bow (1 star): Increases Archer attack range.
  • KRO Upgrade A 03 Level-3 Obsidian Heads (2 stars): Archers deal maximum damage against unarmored targets.
  • KRO Upgrade A 04 Level-4 Elven Training (2 stars): Improves all Archer special abilities.
  • KRO Upgrade A 05 Level-5 Bloodletting Shot (3 stars): Archer attacks have a chance of causing heavy bleeding.

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