''Kingdom Rush'' (2011) and its sequel ''Kingdom Rush Frontiers'' (2013) are a pair of TowerDefense games developed by Ironhide Studios and set in a fantasy world, where you play as the general trying to stop the evil lich Vez'nan from taking over the world. It involves placing towers in allocated paths along set paths. There are four towers-Barracks, Artillery, Archers, Mages, each with their own disadvantages and advantages. Each tower has 3 upgrade levels, improvements in the tech tree, and two branching 4th upgrade levels--you choose one or the other. Better explained:

* '''Archers''' typically form the backbone of the player's damage dealing forces, with a high fire rate and good damage, as well as upgrades in the tech tree allowing them to pierce armor. They are also capable of attacking flying foes at any upgrade level. Generally, the tower with the highest numbers on the field (though not necessarily a majority) is the archer tower. Their Level 4 options are the Ranger Hideout (which focuses on DamageOverTime, controlling foes with vines, etc. and high fire rates but low damage with individual shots) and the Musketeer Garrison (which focuses on [[BoomHeadshot precision shots]] which is hard hitting but have lower rate of fire, as well as some AOE abilities).
** The level 4 options in ''Frontiers'' are the Crossbow Fort, (painful rapid-fire ability as well as granting other towers a passive range extension/critical hit chance) and the Axethrowers (totems that provide a DamageIncreasingDebuff and an AntiMagic totem)

* The primary role of the '''Barracks''' is to [[MeatShield slow foes down by engaging them so the other towers can unleash their punishment on them]]. As such, their upgrades tend to focus on increasing health and damage resistance, eventually [[AttackReflector doing damage to foes as they get damaged themselves]]. Barracks are especially good when combined with Reinforcements (see below) to stop the maximum amount of foes. They are incapable of attacking flying units without upgrades. Their Level 4 options are the Holy Order (which summons [[ThePaladin paladins]] with high armor and damage resistance that can heal and deal extra damage with [[HolyHandGrenade holy strikes]]) and the Barbarian Mead Hall (which summons barbarians that can deal loads of damage to enemies, attack flyers and [[ZergRush respawn quite quickly]] at the cost of some of their resilience).
** The level 4 options in ''Frontiers'' are the Assassins' Guild (focuses on damage, evasion and gold-stealing) and TheKnightsTemplar, who have high health and armor like paladins, but attack with bleeding strikes that deal damage over time. They're also big [[ShoutOut shout outs]] to a certain [[AssassinsCreed stealth/action franchise]].

* '''Mages''' generally have the strongest individual attacks, and their primary role is to take out armored enemies. Their rates of fire are generally very slow, and they are thus best used when combined with Barracks troops to slow foes down. At higher upgrade levels, they can kill many foes in one hit, though many enemies later on have special [[AntiMagic magic resistance]] to counterbalance this. Their Level 4 options are the Arcane Wizard (which can teleport foes backwards on the map and have a DeathRay that instantly kills any foe hit with it) and the Sorcerer Mage (which focuses on StandardStatusEffects and summons [[ElementalEmbodiment elementals]] to help with the melee fighting, as well as being able to cast a BalefulPolymorph.)
** The level 4 options in ''Frontiers'' are the Archmage tower (charges up homing magic bolts that can explode, as well as using a tornado that forces foes backwards) and the {{Necromancer}} (turns dead enemies into MeatShield skeletons, also causes a poison AOE and summon a skeletal rider into battle)

* '''Artillery''' is the main AreaOfEffect tower. It deals very large amounts of damage to very large amounts of enemies and SplashDamage at the cost of fire rate, which is the slowest in the game. They are most effective when combined with Barracks which cluster the foes and allow the maximum number of enemies to be hit as possible. Their Level 4 options are the Big Bertha (hulking towers with a very powerful but very slow-to-reload bomb and who's abilities include a cluster bomb to strike many opponents and a heat-seaking missile that never misses) and the Tesla X104 (which can strike flying units but is weaker than the Big Bertha, and who's abilities include an overcharge that strikes all nearby enemies and a chain lightning attack that can also strike multiple enemies).
** The level 4 options in ''Frontiers'' are the DWAARP (Creates a [[GroundPound earthquake AOE]] that can be upgraded with a burning DamageOverTime, as well a OneHitKill drill move) and the Battle-Mecha (A controllable, invulnerable HumongousMecha that rains bombs and missiles, can also slow foes)

In addition, there are two "special abilities" that can be called upon: the [[DeathFromAbove Rain of Fire]] (which rains meteors down from the sky) and [[InstantMilitia Reinforcements]] (which summons two villagers as militia to fight off intruders).

The game's free to play and can be found [[http://www.kingdomrush.com/play.php here!]] The original and the sequel are also available on the iPad for $0.99 each.

!!Kingdom Rush includes examples of:

* ActionBomb: Demonic foes will explode on death, doing big damage to any Barrack units near it. Rotshrooms and Myconid will explode into poisonous spores that deal damage over time.
* AirborneMook: The Gargoyles, Demon Imps and Rocket Riders. All three will fly over your Barracks defences and cannot be targeted by artillery (although splash damage still hits), making them dangerous foes. Gulaemons are a partial example- they can fly over a small group of soldiers for a short while.
* AllTrollsAreDifferent: "Very tough warriors that can regenerate their wounds quickly."
* AntiAir: At the start of the game, only Mages and Archers can tackle flying enemies, as Artillery and Barracks are defenceless against them. However, the Barracks upgrade to Barbarians allows them to both attack and hinder flying foes, whilst the Artillery gains the Tesla X104, which can attack flying foes, ''and'' the Big Bertha, which has a heat seeking missile ability to target the flying foes.
* AreaOfEffect: The Artillery make a living off this. Musketeers also have an upgrade that allows them to fire a cluster of shots at an enemy and all its surrounding buddies. The Player-controlled Rain of Fire spell also has this.
* ArmorPiercingAttack: Mage towers' attacks will pierce the armor of {{Heavily Armored Mook}}s, which normally reduce damage from other sources.
* AsteroidsMonster: Myconid doesn't have much health, but he splits into 25 rotshrooms upon defeat. If you're relying on Mage towers to kill him, you'll be in for a rude awakening unless you have SplashDamage or Rain of Fire ready.
* AwesomeYetPractical: Every advanced tower has one of these.
** And there's also Rain of Fire, which will become very important when the Spider Matriarchs start showing up.
* AnAxeToGrind: The Barbarians' weapons. Also, the Troll Champions throw these, which act as AntiArmor.
* BadBoss: Vez'nan is portrayed as one in the comics.
* BalefulPolymorph: An ability of the Summoner Wizard tower upgrade.
* BigfootSasquatchAndYeti: Yetis are white and are {{Giant Mook}}s (and in the case of J.T., a boss). Sasquatch on the other hand is brown and acts as a purchasable ally.
* BigBad: Vez'nan.
* BigRedDevil: Vez'nan's OneWingedAngel form, as well as Moloch, the boss of [[{{Hell}} Pandaemonium]].
* BoomHeadshot: When the Musketeer's Sniper Shot is successful, the WrittenSoundEffect is "Headshot!"
* BoringButPractical: Reinforcements can really save your ass if used correctly.
** And then it goes into AwesomeYetPractical territory when you upgrade them into Legionnaires, especially when they get the spear throw attack.
* BlackKnight: Highly armored foes, ironically introduced exactly when the Paladins are.
* CameBackWrong: Every time one of your human soldiers dies in the Rotten Forest or Fungal Forest, a Husk forms from the green pool of slime. Every time an Earth Golem is killed, a [[GiantMook Swamp Thing]] is formed from the pool.
* ChainLightning: The Tesla x104 has an upgrade that does this.
* ClownCarBase: ''All'' of those soldiers were in that ''one'' barracks?
* ClownCarGrave: In levels with graveyards, a skeleton will spawn ''every'' time a humanoid enemy dies.
** The Poison Pool in the Rotten Forest will spawn a husk every time one of your soldiers die, and a Swamp Thing every time one of your Earth Elementals is killed.
* CombatMedic:
** Shamans are this for the enemy.
** On your side, Paladins from the Holy Order Barracks when upgraded to have a healing spell.
* TheComputerShallTauntYou: Vez'nan taunts the player mercilessly from his tower as you fight to survive the final stage.
* ContractualBossImmunity: All bosses are immune to upgrades such as Wrath of the Forest, Teleportation, Polymorph, Death Ray, and Sniper Shot. They could be immune to all non-damaging abilities.
* CoolGate: The summoning circles in Vez'nan's Dark Tower which allow enemies to bypass some of your defences.
* CriticalHit: Archers have a universal upgrade that leads to a chance for this.
* DamageSpongeBoss: Sarelgaz. Aside from summoning her children, she has no special tricks, not even an area attack. She does however have lots, lots, lots of health.
* DeathRay: The Arcane Wizards have this, complete with the enemy crumbling into ashes.
* DemBones: One of the possible enemies. They are either summoned by necromancers, or pop out of the graveyard every time a humanoid foe dies. EliteMooks will produce Skeleton Knights instead of regular ones.
* DualWielding: An upgrade for the barbarians.
* DungeonBypass: Some enemies have this ability, sometimes, there are also tunnels the enemies can use to bypass your defenses and allowing them to appear further in. High level mages also can be upgraded with the ability to do the reverse.
* EnemySummoner: The Necromancers, whilst supposedly raising the dead, are able to summon skeletons from any place, even where there should logically be no dead, so they are little more than this. [[spoiler: The Juggernaut]] fires Golem Heads to distract your towers from him. Spider Matriarchs can lay eggs that spawn three Spiderlings, who are lightning fast and are a considerable threat.
* EvilOverlord: Vez'nan, the BigBad.
* ExcusePlot: "The kingdom is under attack" is basically the extent of story we get for this, though the individual campaigns at least have believable backgrounds.
* FireAndBrimstoneHell: Pandaemonium. Of course, you see the recently-deceased Vez'nan there, locked up in a cage.
* FlunkyBoss: All of them.
* FragileSpeedster: Spiderlings and Wulves.
** [[BonusBoss Myconid]] is also one compared to other bosses, with only 4000 HP compared to at least 6000 HP, like other bosses. He also does less damage compared to others. (150-350, comparable to the {{GiantMook}}s.) However, he moves very, very fast for a boss and regularly spawns flunkies with a quite a good bit of health.
* GiantMook: Ogres, Marauders, Spider Matriachs, Troll Chieftains, Yetis, Dark Slayers, Demon Lords, Magma Elementals, Sons Of Sarelgaz, Forest Trolls, Tainted Treants, Swamp Things, Pillagers, Troll Breakers, Gulaemons, and Cerberus.
* GiantSpider: There are normal ones, fast but weak spiderlings, and then there's the Matriach [[MookMaker who have the ability to create spiderlings]]. And of course, we have the boss Sarelgaz who's even more massive. Also, we have [[EliteMook her sons]], which are NighInvulnerable. Don't forget about the Noxious Creepers, which are Spider Matriarchs with even '''more''' health, that spawn mutant hatchlings, which are tougher spiderlings.
* GlassCannon: The Barbarians, having less armour than the Knights that precede them. In exchange for this, they have upgrades for their damage by DualWielding and [[ThrowingYourSwordAlwaysWorks can even throw axes]].
** Bandits, as early game enemies. They have about as much health as a orc and wear no armor, but their attack does 4-5 times the damage of an orc. Needless to say, upgrade your barracks or these nasties will tear through them.
** [[spoiler: Vez'nan's first form. 6666 hp compared to at least 10000 for other bosses, but his attack does at least 666 damage and kills all soldiers except Earth Elementals in one hit.]]
* TheGoomba: Goblins.
* GuideDangIt: Don't worry about that, [[http://www.kingdomrush.com/strategy.php because the game's website has videos on how to beat every level]].
* HeavilyArmoredMook: Dark Knights, Dark Slayers and later Raiders and Troll Breakers.
* HellHound: Demon Hounds. They're like Winter Wolves, but they explode on death too. Then there's [[BossInMookClothing Cerberus]] who's much tougher and faster.
* HeroUnit: You can use Heroes in battle, who have special skills to make a fight easier.
* HiredGuns: The Sylvan elves.
* HolyHandGrenade: The Paladins' Smite ability upgrade gives them a chance to do holy damage on their attacks, in an area.
* ImprobableWeaponUser: Most enemies use swords, [[AnAxeToGrind axes]], [[BladeOnAStick spears]], [[ProngsOfPoseidon tridents]], or [[CarryABigStick clubs]]. Except for the Forest Trolls, Troll Breakers, Troll Pathfinders, and Troll Chieftains. They use a freaking ''TREE'', a log, a sled, and a ''drumstick'', respectively.
* InstantMilitia: One of the abilities you get, Reinforcements.
* InstantRunes: The Arcane Wizards have these for their Teleportation and Death Ray spells.
* JetPack: The Rocket Riders have one.
* KingMook: Most of the bosses, particularly the ones that are found in bonus campaigns.
* KlaatuBaradaNikto: One of the phrases uttered by the Arcane Wizards.
* KneelBeforeZod: One of Vez'nan's many taunts is commanding you to kneel before him.
* LudicrousGibs: Anything that gets killed by artillery.
* LightningGun: One of the possible final upgrades for the artillery.
* MeatShield: The role of the Barracks troops in general, but this especially applies to the Holy Order's paladins, who have the highest armor available for the player's side and have access to even more damage resilience upgrades as well as healing spells to stay alive.
* MesACrowd: The Demon Legion's main ability. The clone shares the same health as the original, so pile up the damage before it starts cloning!
* MoneySpider: Aside from the start of each level, your main source of income is going to be killing the {{ZergRush}}ing enemies.
* MookMaker: Spider Matriarchs, Necromancers, Noxious Creepers and Demon Legions.
* MookMedic: Shamans.
* {{Mordor}}: Vez'nan's realm. The Pit of Fire and Pandaemonium count as well.
* MushroomMan: The Rotshroom enemies. These attack in {{Zerg Rush}}es and explode into toxic spores on death. Their boss Myconid moves quickly, is able to spawn more Rotshrooms via a spore cloud, [[AsteroidsMonster and splits into many smaller Rotshrooms on death]].
* NamesTheSame: No, the Flareon demons aren't [[Franchise/{{Pokemon}} flaming fox-like critters]].
* NitroBoost: Rocket Riders will use one when hit, making them move super-fast for 2 seconds. This is ''very dangerous'' as they are [[AirborneMook flying units]] they cannot be blocked or ensnared by anything.
* NumberOfTheBeast: With each attack, [[spoiler:Vez'nan]] deals a minimum of 666 damage.
** Demon Legions have 666 health on Normal.
* OneHitKill: J.T can devour your soldiers, and Vez'nan can turn them to dust with a spell. On your side, the Arcane Wizards have a DeathRay that does this. The Musketeer tower's Sniper Shot skill has a chance of doing this.
* OneWingedAngel: [[spoiler:Vez'nan]] will revive as a demon after you kill him for the first time. [[InvertedTrope Inverted]]: [[ClippedWingAngel his demon form is actually weaker, since he can no longer kill soldiers instantly.]]
* OurDemonsAreDifferent: Demon Spawn, Demon Lords, [[HellHound Demon Hounds]], Demon Legions, Flareons, Gulaemons and [[BossInMookClothing Cerberus]]. All of them have "Infernal Combustion", which means they [[ActionBomb explode on death]] and do big damage to your barrack troops.
* OurDwarvesAreAllTheSame: The "industrious" part is exaggerated to the point where they use modern (or at least post-industrial) tech in their artillery.
* OurElvesAreDifferent: Mercenaries who fight with BowAndSwordInAccord.
* OurGoblinsAreDifferent: "Small evil humanoids with no outstanding abilities".
* OurOrcsAreDifferent: "Tough savages with light armor".
* OurZombiesAreDifferent: Husks in the rotten forest. "Fallen warriors, their bodies claimed by the forest. They are now only husks of their former selves." Every time one of your soldiers dies, these are formed from the pool of green slime.
* RegeneratingHealth: The Trolls' main ability.
* RocketRide: Strangely subverted by Rocket Riders. Their rockets are more similar to {{Jet Pack}}s, which they can use for a NitroBoost.
* SavageWolves: Wulves, which are fast but weak units that can evade melee attacks, Worgs, which are tougher, magic-resistant wulves, and Winter Wolves, which are even tougher. Then we have Demon Hounds, which are not only as tough as Winter Wolves, but they ''explode on death'' too! Taken UpToEleven with the Cerberus, a [[GiantMook giant]] three-headed hound, with a lot of health (compared to other {{Giant Mook}}s), high physical armour, and [[LightningBruiser runs fast]].
* ShoutOut: Most of the game's non-informative writing.
** Vez'nan references ''Film/TheDarkKnight'', VideoGame/{{Portal}} and ''{{Ghostbusters}}''. Some of the barbarians' random names are [[TheLostVikings Erik, Olaf, and Baelog]].
** Arcane Wizards will shout [[Franchise/HarryPotter "Avada Kedavra!"]] when they receive their death spell, and [[Literature/TheLordOfTheRings "You shall not pass!"]] when they receive the teleportation spell.
** The dwarves manning the Big Bertha are heard saying [[Franchise/DieHard "Yippie-ki-yay, mother]][[SoundEffectBleep *BEEP*"]] and [[{{Scarface}} "Say hello to my little friend!"]]
** The Tesla engineers' taunts and quotes include [[{{Music/Metallica}} "Ride the lightning!"]], "[[Music/{{ACDC}} You've been thunderstruck]]" and [[MortalKombat "Toasty!"]]
** Sorcerers are often heard saying [[StarWars "Do or do not, there is no try."]] They also [[WarcraftIII polymorph people into sheep.]]
** A few achievements contain references in their names, such as [[Series/StarTrekTheOriginalSeries Beam Me Up Scotty]] and [[{{Film/Gladiator}} Are You Not Entertained?]]
** The Premium Content allows the player to choose three additional skin sets for reinforcements:
*** [[StarWars Luke Skywalker, Yoda, Chewbacca and Darth Vader]].
*** [[MortalKombat Scorpion, Sub-Zero, Liu Kang and Goro]].
*** [[StreetFighter Ryu, Ken, Guile and Blanka]].
** The bonus levels also include references to IceAge, ''VideoGame/PlantsVsZombies'' and SwampThing.
** The trolls look identical to VideoGame/{{Warcraft}} trolls, and like them also enjoy throwing axes. There's also an elven archer hero named Alleria.
** Arcane Mages utter KlaatuBaradaNikto, [[Franchise/EvilDead Musketeers will mention their boomsticks, and Artillery dwarves will tell you to "Hail to the king, baby!"]]
* SplashDamage: The Artillery attack allows for this, and so it's primary advantage over other towers is its ability to wipe out [[ZergRush Zerg Rushes]]
* StoneWall: The Barracks serve as this.
* SupervillainLair: Vez'nan's awesome Dark Tower serves as the game's final level.
* TurnsRed: Rocket Riders will move faster if they get hit.
* UseYourHead: [[BigRedDevil Moloch's]] OneHitKill attack has him do a massive head smash on your troops. The [[MushroomMan Rotshroom]] enemies also use headbutts to attack your troops, [[WaddlingHead since they have no arms]].
* WaddlingHead: The Rotshrooms in the Fungal Forest. Subverted by Myconid, who has arms.
* WaveMotionGun: Arguably, the [[ForgottenSuperweapon Sunray Tower]].
* WeHaveReserves: You get an achievement for sending a certain amount of soldiers to their deaths.
** At that note, you get one for having enough of them heal themselves up instead of dying.
* WhenTreesAttack: Tainted Treants in the Rotten Forest, as well as the boss Greenmuck.
* TheWikiRule: [[http://kingdomrushtd.wikia.com/wiki/Kingdom_Rush_Wiki You better believe it.]]
* YouShallNotPass: Your purpose in the game. Also uttered word for word by arcane wizards earning their teleporting abilities.
* ZergRush: Sort of the entire idea behind the game, and TowerDefense games in general, is stopping Zerg Rushes.

!!Kingdom Rush Frontiers includes examples of:

* ActionBomb: The Abomination. It's a giant mook that doesn't deal too much damage when attacking, but when it dies and explodes...
** Other examples include the Blazefangs, whose PlasmaCannon explodes upon death, and the [[HeroUnit]]s Sha'Tra and Bonehart.
* AirborneMook: Giant Wasps, Wasp Queens, Poukai Riders, Razorwings and Quetzals.
* AntiMagic: The Axethrowers' Totem of Spirits prevents many foes from using spells, such as shamans' auras and ''especially'' the [[EnemySummoner summoning abilities]] of [[DemonicSpiders Saurian Savants]].
* AsteroidsMonster: Giant Wasp Queens will spawn four smaller wasps on death.
* BaitAndSwitchBoss: Lord Malagar [[spoiler:is killed by Umbra after he is released]].
* BigBad: Lord Malagar.
** [[spoiler: TheManBehindTheMan: Umbra.]]
* BigBoosHaunt: The Shadowmoon Campaign
* BreathWeapon: The two dragons, Ashbite and Bonehart, breathe fire and plague, respectively.
* CannibalTribe: You face these as enemies in Frontiers' jungle stages. [[ImAHumanitarian They can eat your dead soldiers to regain health]].
* ChickenWalker: The Battle-Mecha has bird-like legs.
* ClownCarBase: One alien pod can produce up to five Parasytes in one go.
* {{Cthulhumanoid}}: Bluegales in the Rising Tides campaign.
* DamageIncreasingDebuff: The Axethrowers' Totem of Weakness makes all foes near it suffer 40% extra damage.
* DarkIsNotEvil: The necromancers are now on your side, and are an upgrade to the mage tower.
* DemBones: The Necromancers (who are on your side now) can summon skeletons from dead bodies. An upgrade allows them to summon a Death Rider - a skeletal knight on a horse with an aura that buffs nearby skeletons.
** Furthermore, these skeletons can get facehugged by Parasytes, but will not hatch into Reapers when they die from it (essentially, they make a meat (bone?) shield against Parasyte swarms).
* DidYouJustPunchOutCthulhu: [[spoiler: You defeat Umbra (who is pretty much an EldritchAbomination) in the final level.]]
** In the bonus content Rising Tides, the boss is pretty much a [[CthulhuMythos Kraken/Cthulhu]] expy. Which you punch out, of course.
* {{Dracolich}}: The hero Bonehart. His attacks deal area damage and cause disease on enemies.
* DropTheHammer: Xyzzy's WeaponOfChoice is two energy hammers that can dish out lots of damage.
* EldritchAbomination: [[spoiler: Umbra.]]
* EnemySummoner: The Sand Wraith. This nasty guy can not only attack and summon mummy-spawning sarcophagi, [[MookMedic it can also heal its own units]]!
** Blood Tricksters can raise fallen Savages into Savage Zombies. One reason you should use artillery with them around so that [[LudicrousGibs there is nothing left for them to resurrect]].
** Savant Saurians can summon other Saurians into battle and also attack your troops.
* EverythingsWorseWithBees: Giant Wasps serve as the weakest AirborneMooks in ''Frontiers''.
* [[spoiler: EvilIsNotAToy: After summoning Umbra, the force of the crystal explosion knocks Malagar to the edge of a cliff. He pleads for Umbra to save him... and Umbra just zaps Lord Malagar off.]]
* {{Expy}}: Several of the Mooks in are equivalents to those in the first game.
** Desert Thugs and Dune Raiders to Goblins and Orcs/Bandits and Brigands.
** Sand Hound and War Hound - Wulf and Worg
** Immortal - Marauder
** Fallen - Skeleton
** Desert Archer - Shadow Archer
** Giant Wasp - Gargoyle
** Sand Wraith - Necromancer (plus Shaman)
** Executioner - Ogre
** Witch Doctor - Shaman
** Jungle Matriarch - Spider Matriarch
** Gorillon - Yeti
* FaceHugger[=/=]FaceFullOfAlienWingWong: Parasytes in ''Frontiers'', fast-moving critters that hatch from pods that resemble xenomorph eggs. These will latch onto the faces of barracks soldiers and slowly drain their health- when the soldier dies, they burst into deadly insectoid aliens called Reapers. Get them off your soldiers before they suffer such a fate.
* FakeDifficulty: Nazeru the Red Efreet. He can summon three lesser efreets ''right in front of your exit'', where you don't have anybody to guard as the rally point is too far. You'll need reinforcements and your hero to stop them, and a Rain of Fire to take care of this- if he does it again, you're screwed.
* FishPeople: A number of the Deep Devils are these.
* FleshGolem: The Abomination, made up of mutilated limbs and bodies of creatures. And they also [[ActionBomb blow up on death]].
** Frankie the [[ExactlyWhatItSaysOnTheTin Flesh Golem]]. However, this one is on your side.
* FlunkyBoss: All of them.
* GenieInABottle: Nazeru the Red Efreet gets put back into a lamp when he is defeated.
* GiantEnemyCrab: Bloodshells in the Rising Tides expansion. These have [[HeavilyArmoredMook EXTREME armor]] like the previous game's Dark Slayers, you'll need Magic to stand a chance against them.
** There's also the Hero Karkinos, who's a Giant Ally Crab-man.
* GiantFlyer: Poukai. These are giant birds ridden by savages who rain spears on your troops. When the savage is killed, the bird goes berserk and rushes quickly to the exit.
** Razorwings and Quetzals, the latter of which can lay eggs that hatch into Razorwings.
* GiantMook: Giant Wasp Queens, Executioners, Jungle Matriaches, Gorillons, Saurian Brutes, Bloodshells, Abominations.
* GiantSpider: The spiders and Matriarchs are back, and their Jungle counterparts are even stronger than the Forest versions.
* TheGoomba: Desert Thugs, although they are stronger than the first game's goblins.
* HeavilyArmoredMook: Dune Raiders, Immortals, [[ScaryScorpions Giant Scorpions]]. The Earth Shamans provide heavy armor to all savages around them. The Rising Tides update gives us Bloodshells, which are souped-up Dark Slayers that are also immune to artillery.
* HumongousMecha: The Battle-Mecha upgrade for the Artillery. It can't be damaged, and rains bombs, missiles and oil (slows foes) on hapless targets.
* HungryJungle: The jungle area. The plants eat you, the savages eat you, the giant spiders return, and there are [[Franchise/{{Alien}} facehuggers]] too.
* ImAHumanitarian: Savages in ''Frontiers'' will eat your fallen soldiers to regain health.
* ImmuneToBullets: Ghosts and Phantom Warriors are immune to non-magical attacks by virtue of being ghosts.
* InstantDeathRadius: Vasile's second phase has a rapid life-draining aura that makes short work of units and heroes alike.
* InvisibleMonsters: At half their health, Saurian Nightscales will stealth cloak and become invisible to your towers. They can still be hit by SplashDamage, though, and Furnace Blast is a great way to burn a whole bunch of them.
* JungleJapes
* KungFuProofMook: Besides AirborneMooks and {{Heavily Armored Mook}}s, there are Dune Terrors, who are invulnerable to damage while burrowed underground (use troops to lure them out).
** Nightscale Saurians will use an InvisibilityCloak when they get to half their health, making them invisible to everything and then they just walk past your towers/troops. [[SplashDamageAbuse Splash damage from artillery still hurts them, though]].
* KrakenAndLeviathan: The boss of the extra content Rising Tides. It looks like a Kraken but is named Leviathan, and uses its tentacles to temporarily disable your towers.
* KillerGorilla: Gorillons in ''Frontiers''. Acts like a Yeti. Then there's Quincon, the second boss, and his Mandrilos flunkies.
* LaserBlade: The Hero Sha'tra uses a pair. The Saurian Brutes wield a pair of energy whips.
* LifeDrain: [[ToServeMan Myrmidon Saurians can bite your troops to regain health.]]
** Also, [[GuestStarPartyMember Lucrezia]] has this ability when you get to use her in the Dusk Chateau BonusDungeon. Same for the Vampiressa EliteMooks from the same level.
* LightningBruiser: Unlike most bosses who tend to be unarmored and quite slow, Xyzzy is fast, has a Medium amount of armor, and sports a OneHitKill where he eats your soldiers and a painful AOE hammer attack that hits 8 times and even targets flying heroes.
* LizardFolk: The Saurians, whom you fight underground.
* LongRangeFighter: Saurian Deathcoils in the Darklight Depths fire very painful crossbow bolts with a range of ''nearly half the map''. They suck at close-range fighting, though, so reinforcements can temporarily draw their attention for a while.
* ManEatingPlant: Snapvines along Snapvine Bridge. These will devour both ally and enemy alike, should they get too close. You can get an achievement for letting the plants eat 50 people (ally or enemy).
* MalevolentMaskedMen: The Savages.
* MookMaker: Quetzals are pretty much flying versions of the Matriach, except they can't attack because they fly over everything.
* MookMedic: The Sand Wraith in ''Frontiers'' combines this with EnemySummoner, making it a ''very'' dangerous foe.
** Witch Doctors will cause savages around them to gain a health regeneration.
* {{Necromancer}}: These guys are on ''your'' side now. They can raise dead bodies from fallen enemies, poison foes, and summon a skeletal knight on a horse that attacks opponents.
** Bonehart the {{Dracolich}} also appears to be one, he has powers over plague and can animate bones.
** For the enemies, there's the Sand Wraith that can summon mummy sarcophagi that spawn mummies, and the Blood Trickster, who resurrects savages that die around it into voodoo zombies.
* OneHitKill: The DWAARP's Core Drill drills an opponent for a guaranteed instant-death.
** Some level have genies you can hire. They can turn an opponent into a random object, which is an instant-kill.
** There's a GiantMook called the Executioner, who holds a giant axe. Guess what it does to your troops. However, he ''cannot'' kill {{Hero Unit}}s in one hit.
** Saurian Blazefangs have hi-tech plasma guns that have a chance of vaporizing the victim.
** Nazeru's attack involves him snapping his fingers and turning any nearby soldiers or heroes into dust.
** Lucrezia's SpinAttack does this to Vampiresa enemies caught in the area of effect, which makes her vital in killing groups of them.
* OurGeniesAreDifferent: Nazeru the Efreet, the first boss. He can summon smaller genies, as well as trapping your towers in a temporary sandcastle, making those towers useless.
** You also can hire Genies in stage 4. These can turn foes into random objects, instantly killing those foes.
* RegeneratingHealth: The Werewolves and Lycans (in wolf form) have this as their ability. If the moon is out, they regenerate faster.
* ReptilesAreAbhorrent: The only reptiles that show up are Saurians, who serve as Lord Malagar's EliteMooks.
* SandWorm: Dune Terrors in ''Frontiers''. They are immune to damage when burrowed underground, and move very quickly. Use some barracks troops to lure them out.
** There's also the giant sand worm in the Dunes of Despair that eats a good number of your troops (or even your hero) should you fail to heed the WormSign. You get an achievement for not letting the worm eat any of your units. In the Heroic and Iron Challenges, you can see its huge carcass.
* SavageWolves: Sand Hounds and War Hounds are pretty much Wulves and Worgs with a different name.
* ScaryScorpions: Giant ones in ''Frontiers''. These can poison your troops, and have heavy armor.
* SchizoTech: How could these saurians have possibly acquired plasma guns and energy whips?
* SealedEvilInACan: [[spoiler: Umbra]]
* ShiftingSandLand
* ShoutOut: The Parasyte and Reaper are obvious ones to ''Franchise/{{Alien}}'', in terms of how they breed. The Parasyte looks very similar to a [[VideoGame/HalfLife headcrab]]. The Reaper's description also makes a reference to ''Franchise/AlienVsPredator''.
** You see IndianaJones in the final level of the jungle area.
** Quincon (the second boss, a huge gorilla) [[VideoGame/DonkeyKong throws barrels at the player's forces]].
** The extra content features the Deep Devils, who are pretty much [[CthulhuMythos Deep Ones trying to awaken their leader Cthu... erm, Leviathan]].
** The Lycan enemies (before transformation) look very similar to {{Wolverine}}.
** In the second level of the Desert area, you can see a [[Series/StargateSG1 Stargate]]. It doesn't turn on, though.
** Some of the assassins' random names are [[VideoGame/{{Hitman}} 47]], [[VideoGame/AssassinsCreed Altair, Desmond, Ezio]], [[TheElderScrolls Lucien]], [[Film/TheProfessional Leon]], [[VideoGame/{{Dishonored}} Havelock]], [[Film/{{Assassins}} Bain]].
** The latest BonusBoss is named [[VideoGame/ColossalCaveAdventure Xyzzy]], and looks like [[Franchise/{{Godzilla}} Godzilla]].
* StatusBuffDispel: The Totem of Spirits used by the Axethrower tower. This dispels any buffing auras, which is very useful against Witch Doctors, Earth Shamans, and Spirit Shamans.
* StockScream: Saurians climbing the chasm vines make a Wilhelm scream if you kill them before they reach the surface.
** Lampshaded with the achievement "Is that Wilhem?"
* TeleportSpam: Darter Saurians will teleport when hurt.
** On your side, we have Nivus, who teleports when you move him around. People tend to move him around quite a bit.
* ThisIsADrill: The DWAARP has one. It uses it to create earthquakes, and can drill an opponent with it for a OneHitKill.
* ToServeMan: The Saurian Myrmidon's LifeDrain ability involves them taking bites out of your troops.
** Also, Ghouls in the Shadowmoon campaign eat troops after killing them, regenerating their health. Lampshades by the "OM NOM NOM" sound clip that plays when they do this.
** [[HeroUnit Ashbite]] can also do this with his Feast skill, though it's often used on GiantMooks, which, barring Executioners, aren't human. Usually.
** [[BonusBoss Xyzzy]] does this when encountering your troops, using his chameleon-like tongue.
* TurnsRed: When a Poukai Rider's rider is killed, the bird flies faster and rushes towards the exit.
** Saurian Broodguards become faster as they lose health, because "their wounds fuel their combat rage". Saurian Nightscales use an InvisibilityCloak when they drop to half their health.
* TurtlePower: Blacksurges in the Rising Tides mini-campaign. These are nasty enemies that can temporarily disable your towers, as well as get into an invulnerable defensive stance where they regenerate health rapidly. Using barracks is a must.
* TheUnfought: Although he does cast spells on your troops, you never actually get to fight [[TheDragon Lord Malagar]] [[spoiler: [[EvilIsNotAToy as he gets zapped off a cliff by Umbra after summoning it]].]]
* TheVirus: Lycans have a chance of turning the troops they kill into werewolves.