“ | Honor to serve! | ” |
The Bladesinger Hall is an advanced Melee Tower that appears in Kingdom Rush: Origins. It is first made available in the level Royal Gardens. They regenerate 25 hit points per second when idle.
Description[]
"Warrior monks that take combat as an art form where perfection is just the beginning."
By combining good defense, good damage, and agility, you get the Bladesingers. Their combat method makes for impressive and highly lethal attacks, allowing them to quickly vanquish scores of lesser and elite enemies.
Edge Mastery nearly doubles their DPS and Perfect Parry allows them to hold out longer against constant assault. Lastly, there is Blade Dance, surely one of the best special unit attacks when facing armored enemy groups due to its rapid attacks and true damage.
Abilities[]
Perfect Parry[]
Gives chance of becoming invulnerable for 2 seconds while dealing 36 True Damage in a small area when attacked.
- During parry, Bladesingers will not attack, switch target or use Blade Dance.
- Taking hits during parry can trigger the skill again, adding 2 seconds to the parry timer.
- Changing the rally point prematurely ends the parry.
- Instant kills from enemies (Redcaps, Twilight Heretics and Bram the Beheader) as well as damage from Malicia or the Spider Goddess cannot be parried.
Level | Cost | Chance of Invulnerability |
1 | 175 | 10% |
2 | 175 | 20% |
3 | 175 | 30% |
Edge Mastery[]
"Sharpness is a state of mind."
Increases Bladesingers' attack damage by 5 and attack speed by 20% (attack rate: 0.8s; +9.25 DPS in practice). Costs 300 Gold
Blade Dance[]
Special maneuver that slashes many times dealing True Damage. (Cooldown: 10 seconds)
- Requires 2 targets in range to activate. Each jump will prioritize an enemy not attacked to distribute damage evenly.
- The Bladesingers are invulnerable during a Blade Dance.
Level | Cost | Number of Slashes | Damage per Slash |
1 | 250 | 2 times | 20-35 |
2 | 250 | 3 times | 35-47 |
3 | 250 | 4 times | 40-56 |
Strategy[]
- The Bladesinger Hall does not have any ranged attacks, unlike its previous levels, the Warden Barrack and the Ranger Barrack. As a result, the player has to make sure they have towers capable of attacking flying or ranged enemies to provide cover for the Bladesingers.
- While Perfect Parry allows the Bladesingers to soak up damage while it is active, the Bladesingers are still not exceptionally durable. Thus, it is recommended to avoid overwhelming them with too many strong enemies, and support them with towers, as well as Forest Keepers to heal the Bladesingers while they fight. It is nevertheless the core skill for them, as the Bladesingers are completely invulnerable during parry, and 2 Halls could be stalling 6 larger enemies or even a boss for a considerable amount of time given decent luck.
- Edge Mastery gives the Bladesingers roughly 30 extra DPS, but that would be assuming they are constantly performing regular attacks. In practice, since Bladesingers do not attack when either Perfect Parry or Blade Dance procs, it would be rather cost-ineffective to purchase this upgrade.
- If the Bladesingers are going to face waves of small foes, it is advised to upgrade Blade Dance first, as it allows the Bladesingers to kill off lesser foes before they reach melee range, to thin out the horde pressuring the player's choke points. Bladesingers do not perform Blade Dance when facing a single enemy. If especially low on G and facing weak enemies flowing in constantly, Perfect Parry may also suffice, as each Bladesinger will be inflicting AOE damage in a small nearby radius.
- With Blade Dance, 3 Bladesingers can deal 120-210 / 315-423 / 480-672 True Damage.
- When Blade Dance hits an enemy, it blocks them for a brief moment, without the enemy being able to counterattack (almost like a stun). This can be used very well by using multiple Bladesingers close together, so that they can chain the 'stuns'.
- In short, while Bladesingers without Blade Dance would be pure meatshields like the Linerean Paladins, they are even worse than that without Perfect Parry, and there would be no point upgrading if forgoing this skill. With both skills in tandem, though, the Bladesinger Hall can become a barracks that provide both decent damage and superior survivability, a rarity in the series.
Additional Stats[]
- Total HP: 600
- Total EHP*:1200
- Total EHP with Upgrades: 1500
- Total DPS: 30 to 42 (average 36)
- Total abilities cost: 1575 G
- Cost efficiency: 0.046 G per point of (base) DPS (0.049 if upgraded)
- The cost of the Defender Barracks is 785 Gold, 734 if upgraded.
- Gold spend per EHP (for all 3 soldiers) is 0.52 (0.49 if upgraded).
*Note: Effective Hit Points = how much physical damage a unit takes before dying.
Related Upgrades[]
- Expert Tactician (1 star)
- Increases barracks rally point range.
- Enchanted Armor (2 stars)
- Barracks equip soldiers with improved armor. (+10%)
- Moon Forged Blades (2 stars)
- Soldier attacks deal additional magic damage.
- Blessing of Elynie (3 stars)
- Soldiers have a 10% chance of cheating death when dealt lethal damage. (Soldiers revive with full health when proced.)
Related Achievements[]
FOOTLOOSE Perfect Parry for a total of 1000 damage.
TAURIEL APPRENTICE Make 600 Blade Dance moves.
Quotes[]
- "Honor to serve!"
- "A red sun rises."
- "A song of death."
- "Let's dance!"
Trivia[]
- "A red sun rises"
- A quote used by Legolas in the movie The Lord of the Rings: The Two Towers.
- "A Song of Death"
- A musical composition, usually an existing pop culture song, used throughout each film of the Final Destination series to foreshadow Death.
- "Let's Dance"
- Likely a reference to the catchphrase of Jetstream Sam from Metal Gear Rising: Revengeance. This is supported by the fact that the character was known for his excellent swordsmanship and extremely aggressive nature in combat.
Gallery[]
Towers • Kingdom Rush | |
Standard | Archer Tower • Marksmen Tower • Sharpshooter Tower • Rangers Hideout • Musketeer Garrison • Militia Barracks • Footmen Barracks • Knights Barracks • Holy Order • Barbarian Mead Hall • Mage Tower • Adept Tower • Wizard Tower • Arcane Wizard • Sorcerer Mage • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • Big Bertha • Tesla x104 |
Special | Sylvan Elf Hall • Sasquatch • Sunray Tower |
Towers • Kingdom Rush: Frontiers | |
Standard | Archer Tower • Marksmen Tower • Sharpshooter Tower • Crossbow Fort • Tribal Axethrowers • Militia Barracks • Footmen Barracks • Knights Barracks • Assassin's Guild • Knights Templar • Mage Tower • Adept Tower • Wizard Tower • Archmage Tower • Necromancer Tower • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • DWAARP • Battle-Mecha T200 |
Special | Legion Archer • Mercenary Camp • SCUMM Bar • Pirate Cpt. • Spear Maiden • Dwarven Bastion • Dwarf Hall • Pirate Watchtower • Shrine of Regnos • Dark Forge |
Towers • Kingdom Rush: Origins | |
Standard | Hunter Arbor • Watcher Arbor • Sentinel Arbor • Arcane Archers • Golden Longbows • Defender Barracks • Warden Barracks • Ranger Barracks • Bladesinger Hall • Forest Keepers • Mystic Dais • Arcanist Dais • Eldritch Dais • Wild Magus • High Elven Mage • Stone Circle • Boulder Circle • Menhir Circle • Arch-Druid Henge • Weirdwood |
Special | Awok Hut • Gryphon Rider • Faery Dragon Aerie • Gnome Garden • Dragon Nest • Young Beresad • Renegade Post • Bastion |
Towers • Kingdom Rush: Vengeance | |
Standard | Shadow Archers • Orc Warriors Den • Infernal Mage • Rocket Riders • Dark Knights • Melting Furnace • Specters Mausoleum • Goblirangs • Bone Flingers • Elite Harassers • Orc Shaman • Grim Cemetery • Rotten Forest • Blazing Gem • Deep Devil's Reef • Wicked Sisters • Swamp Thing • Shaolin Temple • Ignis Altar • Goblin War Zeppelin • Sandworm Hollow |
Special | Troll Mercenaries • Spider Nest • Caravan • Ancient Sarcophagus |