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Character pages for Kingdom Rush. Mostly finished.

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Towers

    General Towers 

Archer Tower

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_archer_tower_50.png
"Dodge this"
https://static.tvtropes.org/pmwiki/pub/images/hunter_arbor_50.png
"Hunting season begins!"

The first type of towers and the backbone of any defenses. Each towers are manned with two archers which fire at any enemies in range. They are capable of attacking both ground and flying enemies. In Kingdom Rush and Frontiers, there are three tiers of Archer Towers: Archer Tower, Marksman Tower, and Sharpshooter Tower, with each tiers increasing their damage and range. In Origins, they are known as the Hunter Arbor, Watcher Arbor, and the Sentinel Arbor, and each tier increases their damage, range, and the number of archers per tier.

Upgrades in the first game: Salvage, Eagle Eye, Piercing Shots, Far Shots, Precision
Upgrades in Frontiers: Improved Aim, Lumbermill, Focused Aim, Accuracy, Twin Shots
Upgrades in Origins: Master Shooter, Treesinged Bow, Obsidian Heads, Elven Training, Bloodletting Shot


  • Annoying Arrows: Their main weakness is their inability to do meaningful damage to heavily-armored enemies. The Piercing Shots upgrade in Kingdom Rush remedies that.
  • Anti-Air: They can fire on both ground and flying enemies.
  • Armor-Piercing Attack: The Piercing Shots upgrade ignores portion of the enemies' armor.
  • A-Team Firing: Their arrows have the chance of missing their targets.
  • Boring, but Practical: They may not appear to be something but they are your main source of damage as the Mage and Artillery Towers are too slow and the Barrack Tower are meant to slow down the enemies. Many of the upgrades for the Archer Tower boost its damage and range, as well as some complimentary like Salvage in Kingdom Rush, which set their sell value to 90%, and Lumbermill in Frontiers, which lower their cost.
  • Damage Over Time: Bloodletting Shot in Origins give their arrow a chance to inflict bleeding, which damages the enemies for every second.
  • More Dakka: Their low damage is made up for their high attack speed, so they fire their arrows a lot. The Twin Shot upgrade in Frontiers give them a chance to fire two arrows at once.
  • Physical, Mystical, Technological: One of two Physical towers, which deals ranged physical damage.

Barracks Towers

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_barracks_50.png
"For honor and glory!"
https://static.tvtropes.org/pmwiki/pub/images/defender_barracks_50.png
"By the light of the moon!"

The second type of towers. The barracks produces three soldiers to defend the ground from any enemy waves, slowing them down. They are not strong on their own, making them valuable meat shields for your towers to deal meaningful damage. If a soldier is killed, they will respawn from the barrack. They can be controlled by the player by moving their rally point. In Kingdom Rush and Frontier, there are three tiers of Barrack Towers: Militia Barracks, Footmen Barracks, and Knight Barracks. Each tier give extra health, damage, and low armor to keep the foes at bay. In Origins, they are known as the Defender Barracks, the Warden Barracks, and the Ranger Barracks, which in addition to extra health and damage, upon upgrading to Warden Barracks, they also gain a ranged attack to deal damage against both ground and flying enemies.

Upgrades in the first game: Toughness Training, Better Armor, Improved Deployment, Endurance Training, Spiked Armor
Upgrades in Frontiers: Defensive Stance, Boot Camp, Esprit de Corps, Veteran Squad, Courage
Upgrades in Origins: Elven Fencing, Expert Tactician, Enchanted Armor, Moon Forged Blades, Blessing of Elynie


  • Anti-Air: In Origins, the soldiers can attack flying units with their ranged attacks upon upgrading to Warden Barracks.
  • Attack Reflector: In Kingdom Rush, the Spiked Armor upgrade allow the damage from enemies to be reflected at them.
  • Hold the Line: Their main purpose. They are to fight against the ground enemies and slow them down until either one of them is dead.
  • Last Chance Hit Point: The Blessing of Elynie upgrade in Origins gives the soldiers the chance to survive a fatal attack.
  • Physical, Mystical, Technological: The other of two Physical towers, which deals melee physical damage.
  • Stone Wall: They don't do so much damage on their own, but they draw enemies to stop and fight them. Many of the upgrades in the games improve their durability and damage.

Mage Tower

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_mages_guild_50.png
"I put a spell on you."
https://static.tvtropes.org/pmwiki/pub/images/mystic_dais_50.png
"I've got that power."

The third type of towers. They fire a magic bolt that ignores armor but are reduced by magical resistance. They can fire at both ground and flying enemies. They deal higher damage than archers but have a slow attack speed. In Kingdom Rush and Frontiers, there are three tiers of Mage Towers: Mage Guild, Adept Tower, and Wizard Tower. Each tier increases the damage and range of the towers. In Origins, they are known as Mystic Dais, Arcanist Dais, and Eldritch Dais, and they fire two bolts instead of one but weaker than the original Mage Towers.

Upgrades in the first game: Spell Reach, Arcane Shatter, Hermetic Study, Empowered Magic, Slow Curse
Upgrades in Frontiers: Rune of Power, Spell Penetration, Eldritch Power, Wizard Academy, Brilliance
Upgrades in Origins: Crystal Focus, Empowered Magic, Crystal Gazing, Unstable Magic, Alter Reality


  • Action Girl: All the mage towers in Origins (except the High Elven Mage) are operated by sorceresses.
  • Armor-Piercing Attack: Spell Penetration in Frontiers give their bolts the chance to ignore magical resistance.
  • Projectile Spell: They fire magic bolt which deals strong damage but have the weakness of having slow attack speed. In Origins, they are weaker than the previous Mage Towers but can fire two bolts.
  • Physical, Mystical, Technological: The Magical tower, which deals magical damage to enemies, especially those with high Armor.
  • Robe and Wizard Hat: The mages on the towers are wearing the typical wizard robe and hat in Kingdom Rush and Frontiers.
  • Standard Status Effect: Slow Curse in Kingdom Rush gives their attack a slowing effect to enemy that receive damage from them.
  • Weaponized Teleportation: Alter Reality in Origins gives their attack a chance to teleport enemies back.

Artillery Tower

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_dwarven_bombard_50.png
"Fully loaded!"
https://static.tvtropes.org/pmwiki/pub/images/stone_circle_50.png
"Quiver and quake!"

The last of the four types of towers. Though they suffer from low attack speed, artillery towers can deal strong damage to a single target and spread damage to any enemies near the target. In Kingdom Rush and Frontiers, there are three tiers of Artillery Tower: Dwarven Bombard, Dwarven Artillery, and Dwarven Howitzer, with each tier adding extra damage and range. In Origins, they are known as Stone Circle, Boulder Circle, and Menhir Circle, who are notably weaker in damage and range.

Upgrades in the first game: Concentrated Fire, Range Finder, Field Logistic, Industrialization, Smart Targeting
Upgrades in Frontiers: Smoothbore, Alchemical Powder, Improved Ordnance, Gnomish Tinkering, Shock and Awe
Upgrades in Origins: Hardened Boulders, Sharp Splinters, Earth Mastery, Heavy Load, Shocking Impact


  • Armor-Piercing Attack: Heavy Load upgrade in Origins allows their explosion to ignore physical armor.
  • Bamboo Technology: Not counting Origins, all tier 4 upgrades for artilleries look very high tech compared to the fantasy setting.
  • Dishing Out Dirt: The druids in Origins created the rocks from the circle they stand in and use them to throw the large rock to damage the enemies.
  • Druid: The thrower in Origins are muscular old druids that throw rock at the enemy.
  • Herd-Hitting Attack: Their main purpose is to deal spread damage against a horde of enemies. Useful against weak but numerous horde of enemies.
  • Hero Antagonist: Dwarf Bombardiers riding Gryphons are enemies in Vengeance, and they throw explosives from above to attack groups of your troops.
  • Ludicrous Gibs: When an enemy is killed by an Artillery Tower, they explode into red chunks of gore.
  • Our Dwarves Are All the Same: Dwarves are miners and are the explosive crew for the Artillery Towers.
  • Physical, Mystical, Technological: The Technological tower, which deals Splash Damage to enemies in groups via explosives or electricity.
  • Splash Damage Abuse: It can damage enemies that it couldn't target directly like invisible and flying enemies.
  • Standard Status Effect:
    • Shock and Awe upgrade in Frontiers may cause stun to any enemies that receive damage from the artillery.
    • Shocking Impact upgrade in Origins adds a slowing effect to their explosions.

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    Kingdom Rush Towers 

Rangers Hideout

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_rangers_hideout_50.png
"Like a whisper."

Legendary masters of the bow, they can unleash a hail of arrows faster and further than any other force in the realm.

One of the two Tier 4 Archer Towers in Kingdom Rush. These elven rangers fire a large stream of arrows against their enemies. They have two abilities: Poison Arrows which poison enemies and deal true damage per second, and Wrath of the Forest entraps a group of enemies with vines.

Abilities: Poison Arrows, Wrath of the Forest


  • The Ace: Among archers.
  • Damage Over Time: The Poison Arrows ability does this to enemy units.
  • Druid: Upon upgrading Wrath of the Forest, an old man with a staff in his hand appears by the tower, which allows him to summon vines.
  • Hero Antagonist: Elven Rangers are enemies in Vengeance and they attack from range with rapid-fire arrows.
  • Herd-Hitting Attack: Wrath of the Forest stun and damages all enemies entrapped, making it useful against a horde of enemies.
  • Magic Staff: One is in possession of the Druid at the base of the tree when the Wrath of the Forest ability is bought, which allows it to instil said ability.
  • Poisoned Weapons: Poison Arrows let their attack inflict poison on any enemies, dealing true damage per seconds. It is their only reliable source of damage against armored enemies.
  • Rain of Arrows: They shoot extremely quickly.
  • When Trees Attack: Wrath of the Forest allows the old man to appear by the tower to entrap a group of enemies with vines, preventing them from moving for a few seconds.

Musketeer Garrison

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_musketeer_garrison_50.png
"Locked and loaded."

Patient, careful, and deadly accurate long-range deadeye shooters, with advanced weaponry.

One of the two Tier 4 Archer Tower in Kingdom Rush. Armed with muskets, these sharpshooters can shoot with precise accuracy and powerful bullets at the cost of attack speed. They have two abilities: Sniper Shot, which gives them a chance to instantly-kill a foe or at least deal massive damage to them, and Shrapnel Shot, which let them blast an area with shrapnel.

Abilities: Sniper Shot, Sharpnel Shot


  • A-Team Firing: Averted, unlike other Archer towers.
  • Blue Is Heroic: The Musketeers wear blue on both themselves and the tower itself.
  • Cold Sniper: A heroic version, where they can hit enemies from far away.
  • Herd-Hitting Attack: Shrapnel Shot lets them blast an area with shrapnel, dealing damage to all enemies within the area.
  • Hero Antagonist: Musketeers are enemies in Vengeance, they attack from a distance with powerful rifle shots, and can use Sniper Shot to deal massive damage from an even longer distance.
  • Nice Hat
  • One-Hit Kill: Sniper Shot gives them a chance to instantly-kill a single target, or at least deal massive damage to them.

Holy Order

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_holy_order_50.png
"Justice serves!"

Trains Paladin, an order of Holy Warriors. They are paragons of divine protection and heavenly defense.

One of the two Tier 4 Barrack Towers in Kingdom Rush. These Paladins will hold their ground against the forces of evil. They have three abilities: Healing Light, which lets them heal themselves and remove negative effects when injured, Shield of Valor, which gives them high armor, and Holy Strike, which give them a chance to unleash a shockwave to deal damage to nearby enemies.

Abilities: Healing Light, Shield of Valor, Holy Strike


  • Blue Is Heroic
  • Cool Helmet
  • Cool Sword
  • Foil: To the Dark Knights from Vengeance, in a fitting The Paladin vs. Black Knight contrast. Both of them are barracks troops with 75% armor when fully upgraded, but while Holy Order paladins focus on longevity via Holy Light while having an Area of Effect attack in Holy Strike, the Dark Knights have longevity via Impervious and focus on singular targets with Armor of Thorns and Brutal Strike.
  • Heal Thyself: Healing Light allows the Paladins to heal themselves and remove any negative effects while injured.
  • Hero Antagonist: Paladins are enemies in Vengeance and they attack groups of your units with Holy Strike.
  • Holy Hand Grenade: Holy Strike allows them to deal true damage in an area.
  • Knight In Shining Armour
  • Light Is Good: They're Paladins who use light powers to heal themselves and smite evil.
  • The Paladin: Warriors of the light who could heal themselves and use their holy powers to smite evil.
  • Stone Wall: Paladins are very durable with their medium (high if upgraded with Shield of Valor) armor and healing abilities, though while their attack is strong through Holy Strike, Paladins are not reliable for offense and are meant to hold the line.

Barbarian Mead Hall

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_barbarian_hall_50.png
"To the death!"

Barbarians are savage warriors that will quickly clear a battlefield, usually at the cost of their own lives.

One of the two Tier 4 Barrack Towers in Kingdom Rush. These Barbarians will fight to the death. They sacrifice armor for more damage. They have three abilities (the second vary for each version): Throwing Axes which allows them to attack ground enemies at range and flying enemies, Hunting Nets which slows down flying enemies (Flash only), Whirlwind Attack which gives them a chance to deal damage to all enemies around them (in iOS, Android, Steam version), and More Axes which boost their attack.

Abilities: Throwing Axes, Hunting Nets (flash only), Whirlwind Attack (non-flash only), More Axes


  • An Axe to Grind: They wield axes to show their barbaric nature, and can wield two axes with More Axes.
  • Barbarian Hero: Barbarians who seek battle, whose thankfully are fighting for you...for now.
  • Dual Wielding: More Axes allows them to wield a second axe in their free hand. Subsequent upgrades increase their attack power.
  • Fiery Redhead
  • Glass Cannon: Barbarians can deal a lot of damage with their abilities, but because of their lack of armor, they'll die very quickly without support.
  • Herd-Hitting Attack: Whirlwind Attack is strong against a horde of enemies as the Barbarian can kill them when many of them activates it at once.
  • Hero Antagonist: Barbarians are enemies in Vengeance. The Berserkers use a Whirlwind attack to hit groups your troops while Northern Huntresses use throwing axes to attack from range.
  • Inescapable Net: In the Flash version, Barbarians can use Hurling Nets to slow down flying enemies.
  • Spin Attack: Whirlwind Attack allows Barbarians to spin attack to deal damage to any enemies around them.
  • Throwing Your Sword Always Works: Throwing Axes allows them to throw their axes to attack ground enemies at range and can hit flying enemies.

Arcane Wizard

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_arcane_wizard_50.png
"Klaatu Barada Nikto!"

Arcane wizards focus on altering reality; as well as shooting the deadliest magical ray known to man.

One of the two Tier 4 Mage Towers in Kingdom Rush. A powerful mage tower that can fire a concentrated beam against a single target. They have two abilities: Death Ray, which disintegrates a single target for every 20 seconds, and Teleport, which sends a group of enemies back.

Abilities: Death Ray, Teleport


Sorcerer Mage

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_sorcerer_mage_50.png
"Ashes to ashes!"

Sorcerers handle forces that are close to darkness, weaving spells that temporary lower enemy armor and deal damage.

One of the two Tier 4 Mage Towers in Kingdom Rush. A mage tower that can fire a bolt of magic that continuously damage a foe and lower their armor for a few seconds. They have two abilities: Polymorph, which transform a foe into a weak but unblockable sheep, and Summon Elemental, which summons a giant stone golem to fight against a single target.

Abilities: Polymorph, Summon Elemental


  • Badass Long Robe
  • Baleful Polymorph: Polymorph gives the Sorcerer Mage the ability to transform a foe into a sheep. While as a sheep, they cannot fight, they lose their ability (except for flying and running), lose their armor and halves their health. However, they can no longer be blocked so be careful when creating chokepoints as they can still take lives.
  • Damage-Increasing Debuff: Their bolts can lower the enemy's armor so that other towers besides Mage Towers can deal more damage against them.
  • Damage Over Time: Their attack also gives them the effect of taking damage for every few seconds.
  • Dark Is Not Evil: Their bio states that they handle forces that are close to darkness, but they are firmly on your side.
  • Golem: The Earth Elemental of the Summon Elemental ability is this.
  • Hero Antagonist: High Sorcerers are enemies in Vengeance, they ride a durable elemental Golem that deals Area of Effect damage and cast Polymorph to turn your troops into sheep enemies.
  • Nice Hat
  • Power Crystal: Orange ones that jut out of the sides of it, giving the tower its power.
  • Summon Magic: Summon Elemental creates a single golem that can fight like soldiers. They have high health, strong armor, and can deal area of effect damage. Upon death, they will respawn every 8 seconds.
  • Support Party Member: They are not very strong towers compared to the Arcane Wizard, but the tower makes up for it with its crowd control.

Big Bertha

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_500mm_big_bertha_50.png
"Say hello to my little friend!"

The 500mm siege gun, AKA "Big Bertha," is the biggest, baddest piece of artillery in the block.

One of the two Tier 4 Artillery Towers in Kingdom Rush. A powerful dwarven cannon with a detonating payload. They have two abilities: Dragonbreath Launcher, which fires a missile that targets both ground and flying enemies and deal splash damage, and Cluster Launcher Xtreme, which fires a payload of mini-explosive to deal damage against a path of enemies.

Abilities: Dragonbreath Launcher, Cluster Launcher Xtreme


  • Badass Beard
  • Bamboo Technology: It has MISSILES in a MEDIEVAL setting... need we say more?
  • Big, Bulky Bomb: Both the regular ammunition, and the Cluster Launcher Xtreme.
  • Macross Missile Massacre: Dragonbreath Launcher gives the Big Bertha the ability to fire a missile to damage any target (ground or flying) and deal splash damage. Have three of these things and expect a lot of missiles flying.
  • Recursive Ammo: Cluster Launcher Xtreme fires a ball of payload which open to release mini-explosives to deal damage to a path of enemies.
  • Sound-Effect Bleep: Upon upgrading the Dragonbreath Launcher.
    "Big Bertha": Yippee-ki-yay, mother-***!
  • Xtreme Kool Letterz: Cluster Launcher Xtreme.

Tesla x104

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_tesla_x104_50.png
"Charged and ready."

Dwarven engineering at its finest, harnessing the power of a thousand thunderstorms. Who should we aim it at?

One of the two Tier 4 Artillery Towers in Kingdom Rush. A tesla coil that sacrifices range for the ability to target flying enemies and deal high damage. They have two abilities: Overcharge, which leaves a static field around the tower upon attacking and dealing damage, and Supercharged Bolt, which extends the chain up to two times.

Abilities: Overcharge, Supercharged Bolt


  • Badass Beard
  • Bamboo Technology: Similar to the Big Bertha, though this time it uses electricity to attack enemy units.
  • Chain Lightning: The tesla can damage the target and two other enemies. Supercharged Bolt extends the number of target two times.
  • Herd-Hitting Attack: Overcharge allows them to generate a static field around them every time they attack, damaging nearby enemies.
  • Shock and Awe: The tesla coil deliver lightning strikes at any targets.

Sylvan Elf Hall

https://static.tvtropes.org/pmwiki/pub/images/sylvan_elf.png
"By the light of the moon."

Sylvan Elves are masters of bow and blade. They will join your cause... for a price.

A group of elves, possibly refugees from the southern continent after the Elven War. They will fight for you after you fix up their Halls in the Silveroak Forest (Campaign) and Fungal Forest (Premium). They cost 100-200 gold each, and up to 4 elf warriors can be trained at any single time.


Sasquatch

https://static.tvtropes.org/pmwiki/pub/images/sasquatch_50.png

The legendary sasquatch will help you for an offering in food, gold, and sometimes women.

A giant, legendary beast trapped in ice. It will fight for you upon being freed.


  • Awesome, but Impractical: It may be powerful, but it has a lot of factors required that it may not be a worthy investment. First, it had to be freed with using Rain of Fire ability, which should be used for emergencies or other purposes. Second, you must pay 400 strategic points to recruit one (it was 500 in Flash). Finally, the Sasquatch has a limit of one, can only target one enemy at a time, and can be killed by ranged attacks. Also, you have to pay again to get another one. The absolute kicker is that this beast's location and rally range is just barely past a shortcut in the path, which enemies are more likely to take than the normal path. Still, if you want to use this beast, it'll need a lot of protection as its high health and area of effect attack can be useful.
  • Bigfoot, Sasquatch and Yeti: The Sasquatch's appearance and stats are similar to the Yeti enemy.
  • Guest-Star Party Member: It is only available in Level 8: Icewind Pass in Kingdom Rush.
  • Horned Humanoid
  • Human Popsicle: It is encased in ice which can only be freed with Rain of Fire.

Sunray Tower

https://static.tvtropes.org/pmwiki/pub/images/sunraytower_4.png
"Ashes to Ashes"

A tower operated by up to 4 sunray sorcerers, it uses the magic of the sorcerers to harness the power of the sun in order to strike an enemy unit at the players command. The more sorcerers purchased by the player, the lower the cooldown period, and the more useful it is.


  • All There in the Manual: If the post made on who locked the Winter Queen is to be believed (on the IronHide Games website), then the Gem on top of the tower is the "Solar Heat Quartz". This may explain why it's destroyed in the every version except Flash, so that it couldn't be used to trap her again. The statues on the sides of the stairs of Stormcloud Temple, are those of the wizards who faces the Winter Queen, erected in their honour.
  • Badass Longrobe
  • Charged Attack: The sorcerers need to charge it up in order for it to be used. The more sorcerers there are, the faster it charges.
  • Guest-Star Party Member: A rare double example, it is only available on Stormcloud Temple, and even then only on the Flash version of the game (on the Armour Games website).
  • Hero of Another Story: It's revealed in Vengeance (on the IronHide Games website) that they're the ones who managed to seal away the Winter Queen using the Solar Heat Quartz.
  • Light Is Good: They're good guys who use the power of the sun's rays to destroy evil.
  • Power Crystal
  • Power Glows: When it's ready to be used, the gem on top of it glows to signify it.
  • The Power of the Sun: It channels the sun's rays (hence the name) and strike your enemies with its beams.

    Frontier Towers 

Crossbow Fort

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_crossbow_fort_50.png
"Time for target practice!"

Trained under monastic discipline, these crossbow furies are masters of their craft.

One of the two Tier 4 Archer Tower in Frontiers. Armed with crossbows, these archers can fire arrows with high speed and high range. They have two abilities: Barrage which allowed the archers to fire bolts in quick succession, and Falconer to improve the range and critical hit chance of this and any nearby towers.

Abilities: Barrage, Falconer


  • Action Girl: The archers in the fort are female.
  • Automatic Crossbow: With the Barrage ability, they can fire their crossbow in quick succession.
  • Fiery Redhead: The archers manning the tower have red hair.
  • More Dakka: In addition to their high attack speed, Barrage lets them fire bolts in quick succession. The achievement "Bolt Out the Sun" requires them to shoot 10,000 bolts.
  • Purple Is Powerful: The archers were purple uniforms.
  • Noble Bird of Prey: The falcon from the Falconer ability.
  • Support Party Member: Falconer gives range to this and any nearby towers, making it valuable to have them boost as many tower as possible. The achievement "Hawkeye" is rewarded upon boosting at least four tower (excluding Barracks).

Tribal Axethrowers

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_tribal_axethrowers_50.png
"Axes ready, mon!"

The wildlings are covered in mystery and occult forces, but their axes show deadly precision.

One of the two Tier 4 Archer Towers in Frontiers. These axethrowers of the Tuk'va tribe can cast two strong spells to deter enemies. They can summon Totem of Weakness, which amplify damage against the enemies by 40% for a few seconds, and Totem of Spirits, which silences all spellcasting enemies within the area for a few seconds.

Abilities: Totem of Weakness, Totem of Spirits


  • An Axe to Grind: It's in their title.
  • Anti-Magic: Totem of Spirits disables any enemies' magical capabilities, such as defense buffs, zombification, or invisibility.
  • Arch-Enemy: Their sworn enemy is the Ma'qwa tribe, the tribe you are facing in the jungle. They joined your army in order to defeat them.
  • Damage-Increasing Debuff: Totem of Weakness amplifies the damage received by enemies by 40% in an area, weakening the foe to be easily killed.
  • Hollywood Voodoo: They are spiritual and shamanistic in nature and use totems to weaken their enemies.
    Tribal Axethrowers: (upon upgrading Totem of Weakness) "Watch out for da voodoo!"
  • Malevolent Masked Men: Averted, they are on your side, and are the enemies of the real Masked Men, the Ma'Qwa tribe.
  • Support Party Member: Their main role, which is to deter the enemies by making them take more damage and prevent them from casting spells.
  • Throwing Your Sword Always Works: They throw their axes at their enemies.
  • Tipis and Totem Poles: Their totems invoke this.

Assassin's Guild

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_assassins_guild_50.png
"Requiescat in pace"

Trains agile and deadly assassins to ambush and rob enemies.

One of the two Tier 4 Barrack Towers in Frontiers. The Assassins are excelled in surprise attacks and countering enemy attacks by dodging incoming attacks. They have three abilities: Sneak Attack gives them a chance to deal extra damage and even assassinate a target, Counterattack improves their dodging ability and can counterattack for extra damage, and Pickpocket which gives them a chance to steal 1 gold for reach strike.

Abilities: Sneak Attack, Counterattack, Pickpocket


  • Blade Below the Shoulder: They wield blades on their wrists, and use them as their primary weapons.
  • Counter Attack: Upon upgrading Counterattack, they will counterattack upon dodging an enemy's attack, dealing true damage against them.
  • Flash Step: They do this when activating their Counterattack ability.
  • Glass Cannon: They are dodgy and can survive waves through Sneak Attack, but they lack armor and can die from powerful foes.
  • In the Hood
  • Invisibility: When idling, the Assassins will turn invisible, allowing them to avoid being seen and attacked.
  • One-Hit Kill: Sneak Attack gives them a chance to assassinate a single target, instantly killing them. Upgrading this ability will improve the chance.
  • Video Game Stealing: Pickpocket gives them a chance to steal one gold for each strike.

Knights Templar

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_knights_templar_50.png
"Rise a knight."

Seasoned resilient warriors, the templars are a force to be reckoned!

One of the two Tier 4 Barrack Towers in Frontiers. The Templars are very durable and very strong at the cost of slow attacks. They have three abilities: Toughness which gives them more health, Arterial Strike, which gives them a chance to inflict bleeding and deal damage over time, and Holy Grail which gives them a chance to survive a fatal attack and restore 5% to 40% health.

Abilities: Toughness, Arterial Strike, Holy Grail


  • Auto-Revive: Holy Grail gives them a chance to revive from a fatal attack and replenish health. Upgrading it further will give them a higher chance to revive.
  • Chest Insignia: The templar cross.
  • Cool Sword
  • Damage Over Time: Arterial Strike gives them the ability to inflict bleeding on a foe and deal damage over a few seconds.
  • Knight In Shining Armour
  • Mighty Glacier: Templars are extremely durable, which can be taken to the limit with Toughness, and can deal great damage with their attacks and Arterial Strike, but their slow attack might hinder them against a horde of enemies.

Archmage Tower

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_archmage_tower_50.png
"A wise choice."

Wizards specialized in warfare that can charge homing magical bolts of deadly magic.

One of the two Tier 4 Mage Towers in Frontiers. The archmage has the ability to charge up his bolts up to 3 times, dealing massive damage against a single target. They have two abilities: Twister, which summons a tornado that pushes back a group of enemies and deal damage per second, and Critical Mass, which may cause the bolt to explode and deal extra damage.

Abilities: Twister, Critical Mass


  • Badass Beard: As befitting the stereotypical-looking wizard that uses it.
  • Blow You Away: The archmage can summon Twister which takes a parade of enemies and force them back.
  • Charged Attack: The archmage can charge up his bolts up to 3 times. When a single target reaches his range, all three of the bolts will hit them, dealing massive damage.
  • Do Not Touch the Funnel Cloud: The Twister ability.
  • Herd-Hitting Attack: Critical Mass gives the bolt a chance to deal extra damage against a small group of enemies.
  • Locked Out of the Fight: Enemies that are sucked into Twister are deemed untargetable until the end of the duration.
  • Nice Hat: In the same vein as the Beard above.
  • Rule of Three: It can charge up to three bolts before firing them at any unlucky enemy.

Necromancer Tower

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_necromancer_tower_50.png
"With me, I bring death!"

Dark magic adepts that can raise undead minions from the corpses of fallen enemies.

One of the two Tier 4 Mage Towers in Frontiers. The necromancer fires weak bolts at a decent attack speed and can summon skeleton minions when enemies die near them. They have two abilities: Pestilence which let the necromancer blight the land to deal damage over time and Summon Death Rider which summons a Death Knight minion.

Abilities: Pestilence, Summon Death Rider


  • Dem Bones: The Skeleton and Skeleton Warrior minions.
  • Heel–Face Turn: They were originally enemies in Kingdom Rush. In Frontier, they joined you to oppose Malagar's plans.
  • The Necromancer: They can summon Skeletons and Skeleton Warrior minions from corpses of dead enemies within his range.
  • Plaguemaster: They can unleash Pestilence which deal true damage to any enemies within its area of effect. However, it doesn't affect flying enemies.
  • Plot Tailored to the Party: You obtain them in the same level where you first encounter Parasytes. This is useful since Parasytes that kill a Skeleton or Skeleton Warrior die without hatching into Reapers.
  • Promoted to Playable: The skeletons and skeleton knights.
  • Skeleton Motif: Being a necromancer, this is a given.
  • Summon Magic: In addition to skeletons, they can summon Death Knight upon upgrading Summon Death Rider. Death Knights boost the damage and armor of skeletons in the field and has decent durability. Upon death, they'll respawn every 12 seconds.

DWAARP

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_dwaarp_50.png
"Rrrready to rrrrumble!"

The pinnicale of dwarven mining, its quakes damage and slow all enemies around it.

One of the two Tier 4 Artillery Towers in Frontiers. A dwarven drilling platform that cause earthquakes, dealing damage and slowing them around the tower. They have two abilities: Core Drill, which delivers a drill to gib one foe, and Furnace Blast, which burns the ground around it and damage any enemies in its radius.

Abilities: Core Drill, Furnace Blast


  • Badass Beard
  • Big Red Button: One is placed on the tower (though one must look closely to see it).
  • Earthquake Machine: The platform causes a localized earthquake, damaging and slowing enemies in the tower's radius.
  • Fun with Acronyms: Drilling Weaponised Auto-Attack Rumble Platform.
  • One-Hit Kill: Core Drill delivers a drill to instantly-kill a single target.
  • Playing with Fire: The Furnace Blast sets any enemy that walks over the affected area on fire.
  • Red Eyes, Take Warning: Not eyes, but a red light appears on top whenever an ability is ready to be used.
  • This Is a Drill: A drill platform used for mining. It can summon a drill with its Core Drill ability.

Battle-Mecha T200

https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_battle_mecha_t200_50.png
"Battle-Mecha online!"

A controllable towering unstoppable mobile artillery mecha! Also known as the 'big boy'.

One of the two Tier 4 Artillery Towers in Frontiers. A walking robot piloted by dwarves which fire a mortar at the enemy. They have two abilities: Wasp Missiles, which fires a cluster of missiles at any target, and Waste Disposal, which dumps oil on the ground which slows any enemy in its radius.

Abilities: Wasp Missiles, Waste Disposal


  • Badass Beard
  • Bamboo Technology: If you thought that the fourth tier towers of the previous game were complex, this is a Humongous Mecha with the ability to act independently from the tower (as in it can't be disabled) and shoots missiles. Need we say more?
  • Chicken Walker: The robot's legs has backward knees.
  • Humongous Mecha: A giant robot equipped with a mortar, a missile launcher, and oil dumping area. As it is piloted, it can be rallied to different areas like barracks, although it can't Draw Aggro.
  • Macross Missile Massacre: Wasp Missiles fire two missiles at any target with its second level letting it fire two more missiles. Have more than three of them and expect to see a swarm of missiles fly everywhere.
  • No-Sell: The Walker is immune to tower-disabling effects as it acts as a separate unit independent from the platform. However, it can't be moved if its platform is disabled.
  • Oil Slick: Waste Disposal cause the Battle-Mecha to dump oil onto the ground, slowing down any enemies that is in its radius.

Legion Archer

https://static.tvtropes.org/pmwiki/pub/images/tower_legionarch.PNG

A special ranged tower available on the first two levels of Kingdom Rush Frontiers, consisting of a single archer shooting at enemies.


Mercenary Camp

https://static.tvtropes.org/pmwiki/pub/images/tower_mercenary_camp.PNG
"Yes Master"

For the Legion!

A Mercenary tower that allows the player to hire up to 3 legionnaires and genies to fight for your cause (as a mix up, three total). Legionnaires are half the price of genies and have no armour, while genies are expensive but are excellent fighters.

Hire: Legionnaire, Genie.


SCUMM Bar

https://static.tvtropes.org/pmwiki/pub/images/scumm_bar.PNG
"Yaaarr!"

Ayyye! Salty, matey!

A Mercenary tower that allows the player to train up to three different types of pirate mercenary: Corsairs, Buccaneers and Boatswains.

Hire: Corsair, Buccaneer, Boatswain.


  • The Alcoholic: The Buccaneers like their grog.
  • Anchors Away: The Boatswains wield anchors.
  • Badass Beard: The Corsairs have these.
  • Badass Mustache: Boatswains have these.
  • Booze Flamethrower: The Buccaneers light their grog on fire as they spit it out onto enemy units.
  • The Big Guy: The Boatswains, being reasonably priced and durable.
  • Glass Cannon: The Buccaneers, since they have high (ranged) damage output, but no armour.
  • Guest-Star Party Member: The tower only appears on three different levels out of the entire game: Buccaneers Den, Snapvine Bridge (both main campaign), and Port Tortuga (Rising Tides Mini-Campaign).
    • In detail, the Corsairs are available on all three levels, the Buccaneers on the first two, and the Boatswains on Port Tortuga.
  • Improbable Weapon User: The Buccaneers and Boatswains use glass bottles and anchors, respectively.
  • Meat Shield: The Corsairs (and sometimes the Buccaneers) act as these, being little more than regular level 1 soldiers.
  • Molotov Cocktail: The Buccaneers' grog as explained above.
  • Nice Hat: All three units have them.
  • Pirate
  • Stone Wall: The Boatswains will act as these, having the highest HP.
  • Video Game Stealing: Corsairs have the ability to steal 2-5 gold from their enemies.

Pirate Cap

https://static.tvtropes.org/pmwiki/pub/images/tower_piratecap.jpg

Hire pirates cannons and blast enemies.

A captain with a gun battery that you can pay to shoot at your enemies, up to three times per payment, and costs 25 gold (one shot), 45 gold (two shots) and 60 gold (three shots). It acts very much like the Rain of Fire Spell (but you have to pay for it).

Abilities: One shot, Two shots, Three shots.

Spear Maiden Hut

https://static.tvtropes.org/pmwiki/pub/images/tower_spearhut.PNG
"Spears ready!"

A tribe of proud warrior women ready for battle. The maidens are known across the jungle for their unorthodox but deadly fighting style.

A mercenary tower that allows the player to train up to three Spear Maidens that will hold the line against just about anything.


Dwarven Bastion

https://static.tvtropes.org/pmwiki/pub/images/tower_dwarfbastion.PNG
"Lock stock and barrel!"

Lets get shooting!

A shooting tower encountered by the player in one of the Cavern stages, consisting of two dwarfs shooting at enemy units. There are two Bastions on the campaign and heroic challenge modes (in different places), and three in the Iron Challenge (also in different positions on the map).

Abilities: Explosive Keg, Full Mithril Jacket.


  • The Ace: It has the longest range in the game, more than any tower you're able to build, and matched only by the Pirate Watchtowers in Port Tortuga. Full Mithril Jacket helps to increase their damage output to nearly double.
  • Badass Beard
  • BFG
  • Boring, but Practical: Full Mithril Jacket may not sound like much, but it is very useful in a level like this, since it increases the attack damage.
  • Cool, but Inefficient: Explosive Keg, while cheaper (at first) than Full Mithril Jacket, has a long cooldown, and isn't affected by any upgrades.
  • Cool Helmet: Winged ones.
  • Guest-Star Party Member: It (or they since there is more than one on the levels) is only available on the second-to-last level of the Main Campaign mode, The Dark Descent.
  • Hero of Another Story: The description for The Dark Descent suggests that they (and the soldiers of the Dwarf Hall), says that they had been barricading themselves from the Saurians for quite a while.
  • Suspiciously Similar Substitute: It is very similar to the Musketeer Garrison from the original game, firing slowly, but dealing high damage.
  • Throw a Barrel at It: Their Explosive Keg ability is this.

Dwarf Hall

https://static.tvtropes.org/pmwiki/pub/images/tower_dwarfhall.PNG
"Let them come!"

Khazâd ai-mênu!

A special Barracks tower encountered in the Cavern Stage (on two different levels), training up to three dwarves with large warhammers to help pound enemy units. There is one Dwarf Hall in both Main and Heroic modes, while on Iron Challenges there are two and three (2 on the Dark Descent, 3 on Darklight Depths).

Abilities: Mithril Armour, Mithril Hammers, Dwarfweiser.


  • The Alcoholic: The Dwarfweiser ability allows them to chug down bear to heal themselves.
  • Badass Beard
  • Cannon Fodder: They ultimately become this in Darklight Depths, being at the Mercy of the Saurian Deathcoils.
  • Cool Helmet: Winged ones.
  • Drop the Hammer: Their Weapon of Choice, and they can be upgraded with Mithril Hammers.
  • Guest-Star Party Member: They only appear on two levels, The Dark Descent (Main campaign) and Darklight Depths (Standalone after you beat the game).
  • Hero of Another Story: The description for The Dark Descent says that they and those at the Dwarven Bastion have barricaded themselves and fought off against the Saurian for quite some time.
  • Stone Wall: When used properly in The Dark Descent.
  • Suspiciously Similar Substitute: They are similar the Holy Order's Paladins from the first game, being tough (when maxed out on their Mithril Armour and Mithril Hammers) and able to heal themselves (Holy Order has Healing Light, the Dwarf Hall has Dwarfweiser).

Pirate Watchtower

https://static.tvtropes.org/pmwiki/pub/images/tower_piratewatch.PNG
"Savvy."

Avast ye, landlubbers!

A watchtower manned by a pirate, wielding a primitive firearm, dealing explosive damage to enemies that it hits. There are 2 located on the Campaign and Heroic modes and 3 on the Iron mode (with one always located on its own on an island at the top of the map).

Abilities: Rapid Reload, Parrot Bomber.


  • The Ace: It has the longest range in the game, more than any tower you're able to build, and matched only by the Dwarven Bastion in The Dark Descent.
  • BFG
  • Boring, but Practical: Rapid Reload is dirt cheap, and increases the attack speed, allowing you to deal a lot of damage to enemies coming from the water (including the Gunboat).
  • Guest-Star Party Member: It only appears on Port Tortuga.
  • Ludicrous Gibs: The fate of any enemy killed by Parrot Bomber.
  • Mighty Glacier: It has a heavy-hitting, but very slow attack.
  • More Dakka: Upgrading Rapid Reload will allow the Pirate to shoot much faster than it would if not upgraded, and it's very cheap to boot (only 75 gold).
  • Nice Hat
  • Pirate
  • Pirate Parrot: Parrot Bomber allows the tower to have one or two (depending on the upgrade).
  • Herd-Hitting Attack
  • Suspiciously Similar Substitute: To the Dwarven Bastion. It has a slow but heavy-hitting attack, has its units holding large firearms and Nice Hats, has an expensive bombing attack (Bastion has the Explosive Keg, Watchtower has Parrot Bombers), both have the longest range in the game, have a Boring, but Practical ability, and their numbers vary depending on the level mode (both have 2 on the Campaign and Heroic Modes and 3 on the Iron Modes).

Shrine of Regnos

https://static.tvtropes.org/pmwiki/pub/images/tower_shrineofregnos.PNG

A Shrine dedicated to Regnos, the in-game God of the Seas, which when upgraded, allows players to shoot a concentrated strike of purple lightning from its Trident at a group of enemies, dealing Splash Damage and acting as a sort of Wave Motion Gun.


  • Badass Beard
  • Cool Crown
  • Grandpa God: Regnos has the appearance of one.
  • Guest-Star Party Member: It only appears in its damaged form (that you must repair) in Storm Atoll and The Sunken Citadel in the Rising Tides Mini-campaign.
    • In The Sunken Citadel, it's absent from the Heroic Challenge, but three come back in the Iron Challenge with a first-level upgrade.
  • Prongs of Poseidon: It shoots from a Trident it holds up in the air.
  • Skeleton Motif: The area that it targets is marked with a Skull and Crossbones.
  • Shock and Awe
  • Suspiciously Similar Substitute: It's similar to the Sunray Tower from The Stormcloud Temple, but available on all platforms KRF is on, is more expensive, and much more powerful.

Dark Forge

https://static.tvtropes.org/pmwiki/pub/images/tower_darkforge.PNG
"Electric funeral!"

It's electrifying

The Dark Forge (formerly known as the Forbidden Forge) is a special tower that only appears on the first level of the Shadowmoon Mini-campaign. Being manned by two Mad Scientists that lend their brain power to fight the forces of Vasile.

Abilities: Lightning Strike, Flesh Golem


    Origins Towers 

Arcane Archers

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_arcane_archers_50.png
"Hado i philinn."

Arcane Archers shoot magical arrows that weaken their target's magic resistance.

One of the two Tier 4 Archer Towers in Origins. These specialized archers fire magical arrows which gradually decreases the foe's magical resistance. They have two abilities: Burst Arrows, which let them shoot an explosive arrow to deal true damage, and Slumber Arrows, which let them fire an arrow that put enemies to sleep for a few seconds.

Abilities: Burst Arrows, Slumber Arrows


  • Blue Is Heroic
  • Damage-Increasing Debuff: Their arrows gradually lower the enemies' magical resistance permanently, allowing mages to deal potential damage that they couldn't do otherwise against those foes.
  • Herd-Hitting Attack: Burst Arrows deal damage to enemies within the area of effect.
  • Mage Marksman: Though they are archers, they wield strong magical abilities in their arrows.
  • Tranquilizer Dart: Slumber Arrows functions as this.
  • Trick Arrow: They are equipped with magical arrows to inflict certain effects.

Golden Longbows

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_golden_longbows_50.png
"Shoot to thrill, ready to kill."

Golden Longbows are accurate, disciplined archers that deal death from far far away.

One of the two Tier 4 Archer Towers in Origins. These elite archers slowly fire arrow at a long range while shooting twice as fast with half the damage when firing at nearby enemies. They have two abilities: Crimson Sentence, which lets their arrow instant-kill a single target, and Hunter's Mark, which amplifies the damage against one target.

Abilities: Crimson Sentence, Hunter's Mark


Bladesinger Hall

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_bladesinger_hall_50.png
"Honor to serve."

Warrior monks that take combat as an artform where perfection is just the beginning.

One of the two Tier 4 Barrack Towers in Origins. These warrior monks excel in the art of the blade, trading in their ranged attack for swift strikes. They have three abilities: Perfect Parry which gives them a chance to become invulnerable for two seconds, Edge Mastery which boost their attack and attack speed, and Blade Dance which let them strike many foes with their slashes.

Abilities: Perfect Parry, Edge Mastery, Blade Dance


  • Cool Sword / Dual Wielding: They wield a pair of curved swords, ditching the bow and arrow all together.
  • Flash Step: Blade Dance allows the Bladesinger to strike many times against a wave of enemies. It shows them striking the enemies at a quick velocity.
  • Master Swordsman: They are the master of the blades. They can upgrade Edge Mastery to improve their damage and attack speed.
  • Mercy Invincibility: Perfect Parry gives them a chance to become invulnerable after being attacked.
  • Parrying Bullets: Perfect Parry works on any attack, including ranged.
  • Red Is Heroic
  • Spin to Deflect Stuff: The animation for Perfect Parry.
  • Warrior Monk: It's in their title.

Forest Keepers

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_forest_keepers_50.png
"Nature is calling!"

Guardians of the forest, they command the powers of nature to help protect the realm.

One of the two Tier 4 Barrack Towers in Origins. Forest Keeper are versatile warriors with a ranged attack but have limited numbers. They have three abilities: Circle of Life which allows them to heal themselves and allies, Eerie Gardener allows them to summon vines to slow and damage foes, and Ancient Oak Spear which powers up their spears to deal true damage.

Abilities: Circle of Life, Eerie Gardener, Ancient Oak Spear


Wild Magus

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_wild_magus_50.png
"Smokin'!"

The Wild Magus wields magic in its purest most uncontrollable form. Raw magic power!

One of the two Tier 4 Mage Towers in Origins. They sacrifice damage for incredibly high attack speed. They have two abilities: Eldritch Doom, which instantly kills a single target and explode to deal damage to nearby enemies, and Ward of Disruption, which silences a group of enemies.

Abilities: Eldritch Doom, Ward of Disruption


  • Genki Girl: Judging by their quotes, voice, and attack style, they seem to be this.
  • Herd-Hitting Attack: Eldritch Doom, in addition to instantly killing one foe, deals damage to all enemies within range of the exploding enemy.
  • Ludicrous Gibs: The fate off anyone struck by Eldritch Doom.
  • Magic Missile Storm: Wild Magus's attacks aren't strong, but make up for it by fire it quickly.
  • Mystical White Hair
  • One-Hit Kill: Eldritch Doom gives the magus a chance to instantly kill a single target.
  • Power Floats: The entire tower seems to be floating.
  • Standard Status Effect: Ward of Disruption cast silence against a crowd of enemies, including Twilight Harasser's jump ability.

High Elven Mage

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_high_elven_mage_50.png
"Clear your mind."

High elven mages cast awesome high energy triple bolts! A taste of Tel'Quesir magic.

One of the two Tier 4 Mage Towers in Origins. They are seasoned mages that can fire three bolts instead of two. They have two abilities: Timelapse, which phase out a group of enemies and deal damage to them over a period of time, and Arcane Sentinel which summons a ball of magic that attacks any enemy in range.

Abilities: Timelapse, Arcane Sentinel


  • Badass Long Robe
  • Blue Is Heroic
  • Locked Out of the Fight: Timelapse traps a group of enemies for a duration and deals damage to them during that time.
  • Plot Tailored to the Party: They are first made available in The Crystal Lake, where there are several crystals both in and around said lake. Their source of power comes from crystals, and the brief in the beginning of the episode says that they are using these crystals to aid you in your campaign.
  • Power Crystal: Their source of power.
  • Summon Magic: Upon upgrading Arcane Sentinel, the mage will summon a ball of magic that damages any enemy within double of the mage's range. It can be upgraded to include two sentinels.

Arch-Druid Henge

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_arch_druid_henge_50.png
"Into the wild."

Arch-Druids have total control over nature, commanding earth, beast, and spirit alike.

One of the two Tier 4 Artillery Towers in Origins. A stone platform for three druids. The main druid can charge up to three rocks and sling them at any target with moderate speed. They have two abilities: Sylvan Curse, which curses a single target to deliver a percentage of damage to any nearby enemies, and Runed Bears, which summons rune bears to fight.

Abilities: Sylvan Curse, Runed Bears


  • Area of Effect: A strange one in the fact that the Sylvan Curse allows them to attack multiple enemies, as well as the regular Splash Damage done by all artillery towers.
  • Badass Beard: Possessed by two of the Druids on the tower.
  • Badass Long Robe: A slightly shorter one worn by one of the Druids.
  • Bears Are Bad News: Runed Bears summon a rune bear which aren't strong or durable, but are good meat shield. And what's worst than one bear, upon upgrading it to level 2, there's two bears.
  • Charged Attack: The Arch-druid can charge up to three rocks when not attacking. When an enemy is in its range, he'll sling the rock to deliver three explosive damage.
  • Druid: Obviously.
  • Horned Humanoid: The main Druid has this.
  • Magic Staff: Again, possessed by the main Druid.
  • Splash Damage
  • Synchronization: Sylvan Curse causes all enemies that are near the cursed enemy to receive a percentage of damage that the cursed enemy taken.

Weirdwood

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_weirdwood_50.png
"The forest awakens!"

"This huge treant is of the very angry kind! It gives a whole new meaning to "wrath of the forest"!

One of the two Tier 4 Artillery Towers in Origins. A giant treant that throws acorn at the enemy. They have two abilities: Fiery Acorn, which throws a burning acorn that explode to deal spread damage and leaves behind a fiery trail, and Clobber, which cause the tree to slam the ground and deal damage and stun the enemy.

Abilities: Fiery Acorn, Clobber


  • Fiery Redhead: An almost literal example, where it uses its Fiery Acorn and having reddish leaves.
  • Ground Punch: Clobber allows them to slam the ground to deal damage and stun the enemy for a few seconds.
  • Playing with Fire: Its Fiery Acorn ability sets the ground on fire for a short amount of time.
  • Slasher Smile: Has one before throwing its Fiery Acorn.
  • Treants: A large tree that throws explosive nuts.
  • When Trees Attack: And they prefer throwing nuts at their enemies.

Awok Hut

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_awokhut_50.png
"Melonga!"
"Friendly but fearsome furry furies that protect the great Redwood."

A special barrack in Redwood Stand. For hundred gold, the barrack can spawn up to 4 Awoks and defend their home from the invaders.


Gryphon Riders

https://static.tvtropes.org/pmwiki/pub/images/gryphon_rider1_8.png

A pair of elves that ride Gryphons into battle at Gryphon Point that attack specific areas of the path that your enemies will be walking on.


Faery Dragon Aerie

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_faerydragon1_1.png

"Dragonlings with a crystallizing punch!"

Dragonlings that appear on The Crystal Lake level in the Enchanted Forest area of the main campaign.

Abilities: Hatch a Dragon, Harder Crystal.

Gnome Garden

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_gnome1_4.png
Expialidocious!
"Blinking Gnomes ready for trickery!"

Some troublesome gnomes that come to your aid when fighting against Malicia in The Unseelie Court. Up to three gnomes can be called into action to help you.

Abilities: Cream and Porridge, Total Mischief

Dragon Nest

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_dragonnest1_6.png

"The egg of a red dragon, the mightiest and most feared kind."

A nest housing a single red dragon egg that you can hatch for 250 gold, to get a baby red dragon on your side in Arcane Quarters, something you will want to consider given the fact that the level is split into three different islands. The red dragon in question is in fact Ashbite.

Abilities: Blazing Breath, Fiery Mist.

Young Beresad

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_yberesad1_3.png

"This black sleeping dragon is very fond of gold."

A Young black dragon that the kingdom will meet many years later in the caverns of the Saurians. You can call for Beresad's help with 100 gold to set fire to all of the paths your enemies go down, but only temporarily. Like the younger version of Ashbite, he is only available on Arcane Quarters.

Abilities: Conflagration

Renegade Post

https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_renegade2.png
No quarter!

"Bring it on!!"

A special barracks tower, consisting of twilight elves that have joined you at the last minute in order to put an end to Malicia and Mactans' plans for the Tear of Elynie. As last-minute allies, they are only available on the last level, Shrine of Elynie.

Abilities: Life Stealer Strike, Double Daggers, Blade Mail.

Bastion

https://static.tvtropes.org/pmwiki/pub/images/tower_bastion1.png
Fire for effect!

"Ready, willing, and able!"

Two towers that only appear on the Galadrians Wall level of the Hulking Rage mini campaign. One (the one seen in the image above) is destroyed when the 5th wave begins, while the other can be used throughout the level. It's the only special tower that doesn't appear in the main campaign.

Upgrades: (top Bastion only) Razor Stars.

  • Awesome, but Impractical: While the one in the middle of the map is quite useful (until its destroyed) the one at the top of the map can only really harm a few low-level enemies, not to mention that its rather expensive to rebuild.
  • Cool Helmet: Worn by the elf manning the Bastion.
  • Crippling Overspecialization: While it does give good damage to enemy units, it's limited to one part of one path only, with very little leeway.
  • Guest-Star Party Member: They only appear on Galadrians Wall.
  • Hero of Another Story: One was destroyed and has to be rebuilt, most likely defending the Wall the Ogres are attacking.
  • Red Shirt: One Bastion is destroyed by a Gnoll Burner at the start of wave 5.
  • Storm of Blades: It shoots razor stars that can do an alright amount of damage to enemy units.

     Vengeance Towers 

In General

  • The Bus Came Back: Most of them are enemies from the first three games who now make a reappearance as playable towers.
  • Crippling Overspecialization: Unlike the previous games where tower specializations are determined at their fourth tiers, each and every one of these towers are specialized from the get-go, and you can bring up to 5 into a level. This of course means that certain towers will naturally be vulnerable to certain enemies from the get-go.
  • Dark Is Evil: All of them are controlled by the Dark Army's monsters and evil humans, a number are Evil Counterparts to the previous games' towers, and they're all working on the side of evil.
  • Promoted to Playable: Enemies from the previous three games that are now playable as towers.
  • Summon Magic: Notably, a good number of the non-barracks towers have the ability to spawn minions that can block enemies or attack. These towers are Specters Mausoleum, Bone Flingers, Rotten Forest and Goblin War Zeppelin.
  • Villain Protagonist: All of them are on the Dark Army's side, and are all used by the player.

Shadow Archers

https://static.tvtropes.org/pmwiki/pub/images/shadow_archer_9.jpg
"An arrow to your knee!"

Rigorously trained to be the deadliest of marksmen, these archers will easily take care of enemies before they get noticed.

Shadow archers from the first game, now deployable as towers. They have three abilities: Blade of Demise, which is an instant kill on one target with a cooldown, Shadow Mark, which amplifies the damage against one target like the Golden Longbows from Origins can, and Crow's Nest, which summons a crow to help attack enemies.

Abilities: Blade of Demise, Shadow Mark, Crow's Nest


  • Creepy Crows: Crow's Nest summons a crow that repeatedly attacks a targeted enemy in range and drains their health over time until they die or leave the range.
  • Damage-Increasing Debuff: Shadow Mark allows the Shadow Archers to mark one target to amplify the damage taken.
  • Evil Counterpart: To Golden Longbows from Origins. Both Shadow Archers and Golden Longbows have a One-Hit Kill ability and another ability that marks a target for a Damage-Increasing Debuff.
  • Knee Capping: The quote upon upgraded to fourth level is a play on the memetic line from The Elder Scrolls V: Skyrim.
  • No "Arc" in "Archery": Unlike other Archer towers, their projectile shoot straight rather than an arc, making their shots much quicker.
  • One-Hit Kill: Blade of Demise allows the Shadow Archer on the tower to teleport and perform a Back Stab that instantly kills a non-boss target.

Orc Warrior Den

https://static.tvtropes.org/pmwiki/pub/images/orc_warrior_2.jpg
"We die, we live again!"

What these combat-hungry Orcs lack in skill, they make up for in brutality. Fighting in packs of three, these able warriors are the core of Vez'nan's army.

A group of 3 orcs fighting for you. They have three abilities: Lust for Combat, which increases their attack damage, Captain Promotion, which replaces one unit with a stronger unit permanently, and Seal of Blood, which gives them constant health regeneration.

Abilities: Lust for Combat, Captain Promotion, Seal of Blood


  • Evil Counterpart: To the Barracks towers in general.
  • Healing Factor: Seal of Blood gives them a constant health regeneration to make them survive much longer.
  • Mook Promotion: Captain Promotion promotes one of them into a Captain with higher health, damage, regeneration and armor.
  • Quantity Versus Quality: Compared to the Dark Knights and Twilight Harassers, they don't deal or tank as much damage or attack aerial enemies, but there's three of them instead of two and they can stall large numbers of enemies thanks to their numbers.

Infernal Mage

https://static.tvtropes.org/pmwiki/pub/images/infernal_mage.jpg
"From fire, reborn."

Slow but powerful, these fiendish demons are able to harness magical infernal forces and blast away their enemies, turning them into fine ash.

Demon mages that throw fireballs at enemies. They have three abilities: Lava Fissure, which causes eruptions beneath enemies, Affliction, which reduces enemies' armor, and Infernal Portal, which teleports enemies backwards in the path.

Abilities: Lava Fissure, Affliction, Infernal Portal


  • Anti-Armor: Affliction temporarily reduces the armor of enemies affected by it.
  • Evil Counterpart: To Mage towers.
  • Playing with Fire: The demon attacks by throwing fireballs at enemies and causing fire eruptions under them with Lava Fissure. Interestingly enough, none of their attacks actually set enemies on fire.
  • Weaponized Teleportation: Infernal Portal teleports enemies backwards on the path.

Rocket Riders

https://static.tvtropes.org/pmwiki/pub/images/rocket_rider.jpg
"Prepare for trouble!"

"Soar high and explode big" is these rocket-riding goblins' motto. They keep this in mind as they crash against the ground, damaging all enemies caught in the explosion.

Goblins who ride rockets to the skies...and promptly crash back down, damaging enemies in the blast. They have three abilities: Minefield, which drops landmines on the path, Nitro Boosters, which launches a special rocket that travels further and deals more damage, and Defective Engines, which launches a rocket that explodes mid-air and rains down the shrapnel on enemies.

Abilities: Minefield, Nitro Boosters, Defective Engines


  • Evil Counterpart: To the Big Bertha from the first game. They fire in a similar fashion, gain a Recursive Ammo attack similar to Cluster Launcher Xtreme, and have a long distance attack similar to the Dragonbreath Missile.
  • Land Mine Goes "Click!": Minefield allows them to drop mines on the path that explode on enemies walking by.
  • Recursive Ammo: Defective Engines has the rocket explode in midair and rain down a shower of bombs in a manner similar to the Big Bertha's Cluster Launcher Xtreme.
  • Suicide Attack: They attack by having a goblin ride an explosive rocket into the air then crash and explode on a target area.

Dark Knights

https://static.tvtropes.org/pmwiki/pub/images/dark_knight.jpg
"Come on, make my day!"

These elite knights traded the taint of corruption for great power. Fighting in pairs, their full plates make them almost impervious to physical damage.

A pair of the toughest knights in Vez'nan's army with high armor. They have three abilities: Brutal Strike, which gives them a chance to instantly kill enemies, Armor of Thorns, which makes enemies take damage if they engage in melee combat, and Impervious, which gives them a tower shield to hide behind for a few seconds.

Abilities: Brutal Strike, Armor of Thorns, Impervious


  • Attack Reflector: Their Armor of Thorns ability makes enemies that hurt them in melee combat take damage. This makes it especially effective against low-HP enemies that attack quickly such as Glacial Wolves.
  • Black Knight: The units spawned from this tower are dark knights with heavy physical armor, high HP, and have dark abilities in contrast to the Paladins.
  • Chainsaw Good: Their level 4 upgrade gives them chainswords. This is also the attack animation for Brutal Strike.
  • Gameplay and Story Integration: You obtain them once Clockwork Factory is beaten. As the level intro suggests, Vez'nan wants to take over the metal smelting factory in his name, and once you succeed you're able to use the metalworking machines to mass-produce the Dark Knights' armor.
  • Foil: To the Holy Order from the first game, in a fitting Black Knight vs. The Paladin contrast. Both of them are barracks troops with 75% armor when fully upgraded , but while Holy Order paladins focus on longevity via Holy Light while having an Area of Effect attack in Holy Strike, the Dark Knights have longevity via Impervious and focus on singular targets with Armor of Thorns and Brutal Strike.
  • Hoist by Their Own Petard: Armor of Thorns is especially effective against fast-attacking melee enemies such as Chomp Bots, Glacial Wolves and Apex Stalkers since it will deal 15 damage per level (up to 45) to them each time they hit the Dark Knight.
  • Luckily, My Shield Will Protect Me: Impervious causes them to put down their shield which makes them invulnerable to non-boss attacks. Enemies attacking them will still take damage from Armor of Thorns.
  • One-Hit Kill: Brutal Strike gives them a small chance of instantly killing an enemy on hitting them.
  • Quantity Versus Quality: Only a maximum of two Dark Knights are spawned as compared to the Orc Warrior Den's three, but these two knights have much higher HP and armor. Their drawback is that their fewer numbers mean that they aren't as effective at blocking Zerg Rushes.
  • Spikes of Villainy: Their armor gets increasingly spiky as they level up. With Armor of Thorns, said spikes are even put to good use by damaging enemies who attack them in melee combat.
  • Theme Naming: Their names are all Sir (actor who played/voiced Batman). As such, we have names like Sir Wilson, Sir Lowery, Sir West, Sir Keaton, Sir Kilmer, Sir Clooney, Sir Bale, Sir Affleck, and Sir Conroy.
  • Tin Tyrant: They have a set of black spiky armor at higher levels, and at the maximum level they definitely give off this vibe. The armor's not for show either, it gives them 75% physical armor.

Melting Furnace

https://static.tvtropes.org/pmwiki/pub/images/furnace.jpg
"So hot right now."

The peak of the Dark Army's smelting technology. The devastating shockwave from this humongous furnace damages and stuns enemies around it every time it hits.

A smelting furnace capable of generating stunning shockwaves around it. It has three abilities: Abrasive Heat, which increases the attack power of nearby towers, Burning Fuel, which temporarily increases its attack speed, and Red Hot Coal, which drops burning coals on the path, damaging enemies.

Abilities: Abrasive Heat, Burning Fuel, Red Hot Coal


  • Area of Effect: Like the DWAARP, it hits all enemies in an area around it and stuns them for a brief while.
  • Damage Over Time: Red Hot Coal drops coals onto the path that constantly damage enemies walking on it.
  • Earthquake Machine: Similar to the DWAARP, it smashes the ground to create a shockwave that damages and stuns enemies around it.
  • Evil Counterpart: To the DWAARP from Frontiers. It hits all enemies in an area around itself by making a quake and temporarily stuns them. Like the DWAARP's Furnace Blast, it also gains a similar Damage Over Time burning ability in Red Hot Coal.
  • Magikarp Power: The Melting Furnace is rather weak at lower levels. However, once it gets to the maximum level, it deals great damage to hordes of weak enemies and can further increase that via Burning Fuel and Red Hot Coal.
  • Playing with Fire: Red Hot Coal drops some of the coals on the ground to deal constant damage to enemies walking on it.
  • Overdrive: Burning Fuel allows it to go into overdrive every 30 seconds, making it attack at twice the rate for 10 seconds.
  • Standard Status Effects: Its basic attack allows it to stun enemies they hit for a short while.
  • Status Buff: Abrasive Heat boosts the damage of towers near it.

Spectres' Mausoleum

https://static.tvtropes.org/pmwiki/pub/images/spectre_1.jpg
"No rest for the wicked."

An ancient mausoleum infused by dark magical forces. Dreadful ghosts gather around it, attacking and inspiring fear on any enemies that dare get close.

A haunted mausoleum housing specters that gather around and launch themselves at enemies. They have three abilities: Spectral Communion, which increases the amount of specters stored when idle, Possession, which sends out a specter to possess enemies, making them go back and attack other enemies, and Guardian Gargoyles, which summons gargoyles to stall enemies.

Abilities: Spectral Communion, Possession, Guardian Gargoyles

  • Brainwashed and Crazy: Possession causes one of the specters to possess one of the enemies, turning them against their side for a short while.
  • Charged Attack: Can store up to 3 souls and unleash them all at once at the first enemy that enters its range. Upgrading it with Spectral Communion allows it to increase that number up to 5.
  • Demonic Possession: Possession has a specter possess an enemy and control it to fight its allies.
  • Evil Counterpart: Of the Archmage Tower from Frontiers. Both are capable of charging up to three shots before unleashing them on an enemy, and both have an ability that sends enemies backwards up the path.
  • Our Gargoyles Rock: Guardian Gargoyles spawns a Gargoyle that can attack enemies and have high armor.
  • Set a Mook to Kill a Mook: Possession temporarily turns an enemy over to your side, and they will not only attack their allies but can also use their special abilities against them.
  • Soul Power: The mausoleum attacks by shooting specters at the enemies to deal magical damage.
  • Took a Level in Badass: The gargoyles in the first game were the weakest flying enemy type. The Guardian Gargoyles are durable and have armor to defend against enemies.

Goblirangs

https://static.tvtropes.org/pmwiki/pub/images/goblin_1.jpg
"What goes around comes around!"

If one hit doesn't get the kill, two might! These goblins throw boomerangs that hit all enemies in their path as they travel back and forth. Two strikes for the price of one!

A pair of goblins who throw boomerangs at enemies, which hit all targets on the way back and forth. They have three abilities: Headbang, which gives the boomerangs a chance to stun enemies, Biggarangs, which allows them to throw out one massive boomerang, and Angry Bees, which allows them to throw a beehive at enemies, creating a cloud of damage around said enemy.

Abilities: Headbang, Biggarangs, Angry Bees


  • Battle Boomerang: They throw boomerangs which hits anyone that were in a line and return back. Biggarangs allows them to throw a giant one for more damage every now and then.
  • Bee Bee Gun: The Angry Bees skill allows them to throw a beehive on the ground which causes a lingering cloud of bees to spawn. Enemies walking into it take continuous Damage Over Time.
  • Herd-Hitting Attack: Unusually for an archer tower, they specialize in this even with their basic attacks. Their boomerangs and Biggarangs hit multiple units in a row, while Angry Bees affects an area around a target for area Damage Over Time.
  • One-Hit Polykill: Unlike most archer tower variants whose basic attacks generally hit a single unit, the Goblirangs' boomerangs can hit multiple units in a line.
  • Standard Status Effects: Headbang allows them to have a chance to stun enemies they hit.

Bone Flingers

https://static.tvtropes.org/pmwiki/pub/images/bone_thrower.jpg
"Got a bone to pick!?"

The only thing more terrifying than their hideous laughter is the incredible speed at which these skeletons fling bones at random enemies.

Skeletons who throw bones quickly at random enemies in range. They have three abilities: Summon Bonem, which summons a large bone golem to stall enemies, The Walking Dead, which periodically spawns skeletons that travel down the path to fight enemies, and Got Milk?, which increases their attack damage.

Abilities: Summon Bonem, The Walking Dead, Got Milk?


  • Ballistic Bone: Their main method of attack is throwing bones, the size of which varies depending on their level and how many upgrades of Got Milk? they have.
  • Cursed with Awesome: One of their supposed drawbacks is that they indiscriminately target random enemies within their range. This is actually a blessing in disguise as it allows them to Shoot the Mage First or Shoot the Medic First more often, compared to other towers that always target the front-most enemy.
  • Death Is Cheap: The Bonem doesn't fade when killed, but collapses into a pile which simply reanimates at full HP after a bit of time.
  • Death of a Thousand Cuts: They deal weak damage but attack very rapidly. Averted once you buy all three levels of Got Milk?, since their damage becomes very noticeably stronger.
  • Dem Bones: They're skeletons on a skeletal tower that throw bones. Summon Bonem creates a huge skeleton carrying a smaller one that can throw bones.
  • Magikarp Power: Their attack damage from level 1-3 is extremely weak, and at level 4 it's just ok. However, once you buy all three levels in Got Milk?, they deal a much higher damage per second than Shadow Archers.
  • The Minion Master: With The Walking Dead, they can summon a skeleton every now and then that will walk up the lane, drawing fire from enemies. Upgrading it a second time changes that to a Skeleton Knight and shortens the cooldown. Summon Bonem will spawn a huge Bonem as a unit that can attack and stall enemies.
  • Summon Magic: Summon Bonem summons a huge bone golem to block enemies and fight, while The Walking Dead will make the tower summon a skeleton that walks up the path every few seconds.

Elite Harassers

https://static.tvtropes.org/pmwiki/pub/images/twi_elves.jpg
"Ours is your last breath."

A duo of elite twilight warriors. Whether using a bow or sword, the outcome will be the same, shredding their enemies to pieces in the blink of an eye.

A pair of twilight elves hailing from the southern continent to assist Vez'nan. They can fire arrows from range and have a 30% chance to dodge melee attacks. They have three abilites: Backstab, which allows them to deal damage after they dodge an attack, Arrow Storm, which allows them to fire a volley of arrows at enemies, and Fury of the Twilight, which gives them a chance to go berserk when they die.

Abilities: Backstab, Arrow Storm, Fury of the Twilight


  • Adaptation Dye-Job: Their skin color is pale as opposed to the dark blue skin they had in Origins.
  • Anti-Air: They're the only barracks troops who can attack aerial units.
  • Bow and Sword, in Accord: They use both a bow and blade. One of the quotes they say is even "Bow and Blade".
  • Counter Attack: Backstab allows them to deal damage with a counterattack whenever they dodge. It also increases their dodge chance, all the way up to 50.
  • Evil Counterpart: To The Sylvan Elf Hall from the original and the Ranger Barracks from Origins. They're elves with both bow and blade and can target flying enemies.
  • Gameplay and Story Integration: You obtain them right before the Silveroak Outpost level. As mortal enemies of Alleria and the Elves and bitter from Malicia and Baj'nimen's defeats in Origins, they would be more than glad to help Vez'nan's cause if it means taking down Alleria and the Elves in Silveroak Outpost.
  • Glass Cannon: Out of all the Barracks towers, these can output a good bit of damage but lack any armor. Most of their abilities are tailored to deal even more damage instead of tank, and they do have a chance of avoiding melee damage via dodging.
  • Quantity Versus Quality: Elite Harassers are the only barracks towers who can take on flying foes, and they can deal pretty good damage to grounded ones. Their drawback is that their fewer numbers mean that they aren't as effective at blocking Zerg Rushes.
  • Spam Attack: Arrow Storm allows them to shoot a rapid-fire hail of arrows at enemies.

Orc Shaman

https://static.tvtropes.org/pmwiki/pub/images/orc_shaman.jpg
"One with the storm!"

Bending nature to their will, these shamans wield the raw power of the elements as weapons. Their attacks can be as unstable as they can be fulminating.

An orc shaman who uses lightning strikes and the nature itself to fight enemies. Their basic attacks stun enemies. They have three abilities: Healing Roots, which heals allies in an area, Meteor Shower, which rains rocks onto enemies, and Static Shock, which gives their attacks splash damage.

Abilities: Healing Roots, Meteor Shower, Static Shock


  • Area of Effect: Healing Roots allows them to heal allies around them, Meteor Shower allows them to hit a group of enemies for heavy magic damage, and Static Shock makes all their basic attacks consistently have a residual area of effect.
  • Death from Above: Meteor Shower calls down meteors over an area that deal heavy damage.
  • Healing Hands: Healing Roots gives them the ability to heal allies.
  • Randomized Damage Attack: Their main attack has a very large damage range, sometimes doing little but sometimes doing a lot. At maximum level, it ranges from 35-190.
  • Shock and Awe: Their basic attack is a lightning strike that stuns enemies it directly hits.
  • Splash Damage: Static Shock causes their attack to deal a bit of splash damage to enemies around it when it hits.
  • Standard Status Effects: Their attack briefly stuns enemies that are hit.

Grim Cemetery

https://static.tvtropes.org/pmwiki/pub/images/zombie_4.jpg
"Join us."

Enemies unfortunate enough to die close to this cemetery will be denied their rest and forced to rise as mindless zombies, wandering about and attacking foes until they rot or get destroyed.

A cemetery that spawns zombies whenever enemies die near it. They have three abilities: Zombiex Muscle-Gain, which spawns stronger zombies, Bloated Corpses, which makes them explode when they die, and Cold Grip, which spawns hands on the path to slow down enemies.

Abilities: Zombiex Muscle-Gain, Bloated Corpses, Cold Grip


  • Action Bomb: Bloated Corpses causes zombies to explode when killed.
  • Came Back Wrong: Most enemies that die near this cemetery will be raised as zombies.
  • Elite Zombie: Zombiex Muscle-Gain causes the zombies to become stronger, muscular zombies with more health and attack damage.
  • Evil Counterpart: To the Necromancer tower from Frontiers. Enemies that die within its range will be raised as zombies that fight for your side.
  • Quantity Versus Quality: Enemies killed nearby are turned into zombies and a maximum of 5 zombies can be around for every Grim Cemetery, which makes it effective against Zerg Rushes. However, despite their good HP, these zombies have no armor like Dark Knights, no way to dodge like Elite Harassers, no way to heal like Orc Warriors or even regenerate health when idle, and most importantly they also cannot use rally points to move unlike other Barracks towers.

Rotten Forest

https://static.tvtropes.org/pmwiki/pub/images/rotten_forest.jpg
"The forest has eyes."

Tainted by dark forces, this ancient forest slowly saps away the life of enemies passing by. Much like it sapped the life of the trees that resisted corruption.

Corrupted trees that use their spiky roots to slowly damage enemies. They have three abilities: Evil Treants, which summons treants to fight enemies, Roots of Evil, which extends its roots to grab and stun enemies, and Fog of Despair, which generates a fog around it, making enemies miss their attacks.

Abilities: Evil Treants, Roots of Evil, Fog of Despair


  • Gradual Grinder: Deals extremely low damage constantly to enemies standing on the roots.
  • Ominous Fog: Fog of Despair causes a fog to generate around it which makes enemies within have a chance to miss their attacks.
  • Standard Status Effects: Causes a stun with Roots of Evil in a manner similar to the Rangers Hideout's Wrath of the Forest.
  • When Trees Attack: Evil Treants spawns treants to combat enemies standing on the area of effect.

Blazing Gem

https://static.tvtropes.org/pmwiki/pub/images/blazing_gem.jpg
"No man should have this power."

Fueled by the dark magic of Vez'nan's acolytes, the obelisk's power increases the longer it locks onto a target, able to roast the toughest of enemies in a few seconds.

A gem powered by Vez'nan's acolytes that can fire a constant stream of destructive magic that increases damage with time. It has three abilities: Gem of Amplification, which allows for a fourth damage increase, Unstable Power, which makes enemies explode if they're killed by the beam, and Destructo-Ray, which shoots out a beam that instantly kills enemies.

Abilities: Gem of Amplification, Unstable Power, Destructo-Ray


  • Death Ray: Destructo-Ray allows it to shoot one that instantly kills enemies.
  • Evil Counterpart: To the Wild Magus from Origins. It's a magic tower that deals rapid damage that increases over time against the same enemy, also gains the ability to instantly kill a foe and explode them.
    • Visually it is one for the Sunray Tower at Stormcloud Temple in the first game, with four wizards surrounding it in order to power it up and blast enemy units.
    • When the Gem of Amplification is added on, the gem on top looks like the gem on top of the Arcane Wizards' tower from the first game.
  • Gathering Steam: It increases its power the longer it holds its fire on a target, up to three times. Gem of Amplification gives it a fourth level of power.
  • Necessary Drawback: It's extremely effective against Giant Mooks, melting them in seconds. However, it will not change its target until the target dies or moves out of range, and since its initial damage is weak it becomes a liability against fast, magic resistant enemies that attack in Zerg Rushes such as Glacial Wolves. It also targets enemies that are furthest from the exit as opposed to the other towers' targeting enemies that are near the exit.
  • One-Hit Kill: Destructo-Ray allows it to periodically shoot a Death Ray that disintegrates enemies similar to the Arcane Wizard's.
  • Purple Is Powerful: Once Gem of Amplification is purchased, its ray will change from red to purple once it gets to the fourth level of power.
  • Splash Damage: Unstable Power causes enemies that are killed by it to explode and deal damage to nearby enemies.

Deep Devil's Reef

https://static.tvtropes.org/pmwiki/pub/images/deepdevil.png
"We come... from the deep!"
From the depths of the sea, Bluegales emerge to zap enemies with their powerful magic while a couple of skillful Greenfins stop them in place.
A hybrid Barracks/Mage tower in a series' first. It consists of a reef that spawns Greenfins (Redspines when leveled up), and has a Bluegale on top casting magic on enemies in range.

Abilities: Chosen by the Sea, Net Throw, Perfect Storm


  • Anti-Air: At the final level, the Greenfins are replaced by Redspines with Javelin-throwing capabilities, allowing them to hit Airborne Mooks that the Greenfins could not.
  • Blade on a Stick: The Greenfins/Redspines throw javelins at enemies allowing them to attack from range.
  • Cthulhumanoid: The Bluegale on top appears to be a mindflayer crossed with a fish.
  • Fish People: The Barracks units are Greenfins that later on become Redspines when fully upgraded. They get more buff-looking after Chosen by the Sea is bought.
  • Inescapable Net: Downplayed. Net Throw allows them to throw nets over enemies to keep them temporarily Locked Out of the Fight, just like what they did to your troops in Frontiers.
  • Jack-of-All-Trades: As the first hybrid tower in the series, they can perform the job of Barracks and Mage, although less proficiently compared to a fully-specialized tower. The mage deals less raw damage than the Infernal Mage, while the barracks don't hurt as much as the Elite Harassers nor have heavy armor like the Dark Knights.
  • Javelin Thrower: At the final upgrade level, the Greenfins are replaced with Redspines who throw javelins that can hit enemies at range and also attack airborne enemies.
  • Locked Out of the Fight: Net Throw temporarily removes enemies from the battlefield.
  • Swiss Army Weapon: In a series first, it's the first hybrid Barracks/Magic tower that can perform both its roles from the get-go, unlike the Specters Mausoleum which needs to be maxed out to spawn Gargoyles.
  • Weather Manipulation: Just like in Frontiers, Perfect Storm allows the Bluegale on top of the tower to summon a lightning cloud over an enemy to zap them.

Wicked Sisters

https://static.tvtropes.org/pmwiki/pub/images/wicked_sisters.jpg
"So you wanna play with magic?"

Double trouble, cauldron bubble! this pair of witches brings double jeopardy with their black magic allowing them to swap between poisoning or stunning targets.

A tower that employs a pair of witches to do the dirty job of hexing enemies. One changes the type of hex, and the other can be deployed above the battlefield to attack enemies. They have three abilites: Froggification, which turns enemies into frogs, Nimbus 4000, which increases their rally range, and Hex Totem, which silences all spellcasting enemies within the area for a few seconds.

Abilities: Froggification, Nimbus 4000, Hex Totem


  • Anti-Magic: Hex Totem silences magic users near it but also affects certain non-magi users such as Quarry Workers and Smokebeard Engineers.
  • Baleful Polymorph: Froggification turns enemies into harmless frogs that cannot be blocked and die when tapped on enough.
  • Composite Character: They're kind of a cross between the Axethrowers and the Sorcerer Mage, by having a silencing totem and the ability to polymorph enemies into harmless animals.
  • Devolution Device: Against the Anurians who are already frogs to begin with, Froggification essentially does this by turning them into a non-sentient frog.
  • Dual Mode Unit: The player can manage the type of hex they use (poison or damage+stun).
  • No-Sell: The broomstick witch is immune to tower disabling effects since she moves as a separate unit.
  • Poison Is Evil: One of the capabilities of these Wicked Witches is poisoning enemies.
  • Standard Status Effects: Depending on which one is used, they can either poison or stun enemies. Hex Totem causes silence to enemies nearby.
  • Wicked Witch: They're the Black Hags from the Castle Blackburn campaign and they have an assortment of nasty spells including the one that turns enemies into frogs.

Goblin War Zeppelin

https://static.tvtropes.org/pmwiki/pub/images/war_zeppelin.jpg
"Gimme fuel!"

The pinnacle of goblin warfare! This floating behemoth travels over its enemies, dropping bombs that cause mayhem and damaging all inside the blast.

An airship with a goblin in it, dropping bombs down on enemies. They have three abilities: Tar Bomb, which drops a barrel of tar to slow down enemies, Goblin Scout, which increases the range of nearby towers, and Paratroopers, which summons a goblin zapper to help fight enemies.

Abilities: Tar Bomb, Goblin Scout, Paratroopers


  • Cool Airship: It starts out as a hot air balloon that drops bombs, but at its final level it gets replaced with a Zeppelin.
  • Evil Counterpart: To the Battle-Mecha T200. It's an invulnerable Artillery unit that can be controlled around a rally point, and its Tar Bomb slows down enemies on the path similar to the Battle-Mecha's Waste Disposal.
  • I Can See My House from Here: The Flavor Text for Goblin Scout is this word-for-word. The goblin can also say a similar quote when it's upgraded anywhere from level 1-3.
  • It's Raining Men: Paratroopers allows the zeppelin to drop a Goblin Sapper who throws bombs. He's immune to melee combat but has very low HP and can be targeted by ranged enemies.
  • Lightning Bruiser: Attacks for very heavy Splash Damage at a moderate rate, and the blimp is immune to tower-disabling effects.
  • Necessary Drawback: They have extremely high DPS for an artillery tower, and can be moved anywhere within its rally range. To compensate, they're also the most expensive tower in the series.
  • No-Sell: The blimp is immune to tower disabling effects since the balloon acts as a unit independent of the tower. However, it can't be moved if the tower is disabled.
  • Squishy Wizard: The Goblin Sapper summoned via Paratroopers has very low HP but is immune to being engaged in melee combat, and he throws bombs that deal some Splash Damage every second.
  • Sticky Situation: Tar Bomb drops a barrel of tar on the ground that slows grounded enemies walking on it.

Troll Mercenaries

https://static.tvtropes.org/pmwiki/pub/images/troll_mercenaries.png

Trolls that, for a little coin, will come to your aid.

A Troll tent in the Northern areas that the player can hire Trolls or Troll Champions from.

Hire: Troll, Troll Champions


  • An Axe to Grind: The Troll Champions throw these from afar at enemies.
  • Art Evolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.
  • Blade on a Stick: Or rather, a stone on a stick for the regular trolls.
  • Evil Redhead
  • Guest-Star Party Member: They appear in certain levels and challenges in the Northern areas, and all but one of the appearance are on Heroic and Iron challenges (the one regular campaign mode they're on is the Northerners' Outpost).
  • Healing Factor: The Trolls are capable of regenerating health quickly just like they did in the first game.

Spider Nest

https://static.tvtropes.org/pmwiki/pub/images/spider_nest.png

Spider nest, spider nest...

A spider nest in Silveroak Forest that houses a Spider Matriarch which lays eggs.

Abilities: Sticky Web, Spiderlings


  • Art Evolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.
    • As part of this, the spider matriarch now has a purple colour scheme to it.
  • Giant Spider: Consists of a large Spider Matriarch that lays spiderling eggs.
  • Guest-Star Party Member: They only appear in Silveroak Outpost.
  • Perspective Flip: In the first game, Silveroak Forest was the level where the Rangers Hideout first became playable, the Sylvan Elves were a Guest-Star Party Member, and the Spider and Spider Matriarch enemies debuted. In Vengeance, Silveroak Outpost is the level where the Spiders are a Guest-Star Party Member and the Elven Rangers are one of the enemies debuting in the level.
  • Red Eyes, Take Warning: The Spider Matriarch that lays the eggs has red eyes.
  • Sticky Situation: Sticky Web puts a web around the nest, slowing down grounded foes that walk on it.

Caravan

https://static.tvtropes.org/pmwiki/pub/images/caravan.png

Hire some mercenaries, my friend!

A caravan on the outskirts of Lightseeker Camp that hires bandits. You can hire either two mercenaries for 60 gold, or three mercenaries for 120.

Deals: Small Pack, Large Pack


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Heroes

    Kingdom Rush Playable Heroes 

Gerald Lightseeker

https://static.tvtropes.org/pmwiki/pub/images/11694b845e2703d531c9d5d3d4e2d93f.png
"Prepare for glory!"

Defender of the righteous, punisher of the dark, protector of the innocent. Lightseeker is the uncanny of Linirea's armed forces!

An armored melee hero that represents the Barracks upgrade path. He is the first of three free heroes that are available to players.

Abilities: Courage, Retribution

Alleria Swiftwind

https://static.tvtropes.org/pmwiki/pub/images/d8e31220a752721955e1c86dec41bb7e.png
"Swift, like the wind!"

Silent of the night, light as a feather, and deadly beautiful. Too many have fallen by her charming gaze but many more by her fatal bow.

An elven ranged hero that represents the Archers upgrade path. She is the second of three free heroes that are available to players.

Abilities: Multishot, Call of the Wild

Malik Hammerfury

https://static.tvtropes.org/pmwiki/pub/images/4c3fc361971bc033ba815472000a39f5.png
"It's hammer time!"

A hero with unmatched strength, untamed mind, and unbroken will. A destructive force, an unleashed fury, a bullet train with attitude!

An melee hero that represents the Reinforcements upgrade path. He is the third of three free heroes that are available to players.

Abilities: Hammer Smash, Earthquake

Bolin Farslayer

https://static.tvtropes.org/pmwiki/pub/images/9fa919ab601f29c8eee16926775b7ff4.png
"Weapons ready!"

Thunder and lightning have nothing on this crackshot! Let loose a hail of bullets, and make them fear where they step with an arsenal of mines!

An dwarven ranged hero that represents the Artillery upgrade path.

Abilities: Mine Layer, Tar Bomb

Magnus Spellbane

https://static.tvtropes.org/pmwiki/pub/images/702b93c817230318e6e81fa09fcf6216.png
"Hocus pocus!"

Unleash the arcane forces of Linirea. Let loose a mystical storm and spellbind your enemies! With his arcane arts and thirst for knowledge.

An ranged hero that represents the Mages upgrade path.

Abilities: Mirage, Arcane Storm

Ignus

https://static.tvtropes.org/pmwiki/pub/images/d4d57d44f74269869276923e95da2b5f.png
"Let's burn!"

Burn the kingdom's enemies with the blaze of a thousand stars! Forge victory in his raging flames, consuming evil in fire and brimstone!

An melee hero that represents the Rain of Fire upgrade path.

Abilities: Surge of Flame, Frenzy

King Denas

https://static.tvtropes.org/pmwiki/pub/images/d02e8a9db1f30cde29a6f42a307da6ee.png
"Bow...to the KING!"

Your majesty itself brings an arsenal of power and courage to the battlefield. Long live the king!

A melee and ranged hero who is the ruler of the kingdom that the player is defending.

Abilities: Royal Edict, Catapult Barrage

Elora Wintersong

https://static.tvtropes.org/pmwiki/pub/images/6735b84d1302dd992261b525461b3b24.png
"Winter is coming!"

Good, but merciless. She will freeze and shatter anyone who crosses her!

A ranged spellcaster hero who is good at stalling foes while dealing AOE damage.

Abilities: Permafrost, Ice Storm

Ingvar Bearclaw

https://static.tvtropes.org/pmwiki/pub/images/27e62cf33796be16b260442e9423c709.png
"Valhalla awaits!"

A warrior from the north, he commands the might of a bear and the aid of his ancestors!

A melee hero who is able to transform himself into a bear.

Abilities: Ancestor Call, Bear Form

Hacksaw

https://static.tvtropes.org/pmwiki/pub/images/aa983fc0f69de170a8a5ce5203039725.png
"Timber! Hoo hoo haa haa!"

For a Gnomish inventor, giant oak trees or colossal foes make no difference. Riding his mechanical marvel/contraption, he can shred anything in his path. Gangway...Gnome behind the wheel!

A gnome melee hero who attacks his enemies in a giant mechanical suit.

Abilities: Flying Sawblade, Tiiiimber!

Oni

https://static.tvtropes.org/pmwiki/pub/images/75a6978c9ad89a039492a61e3b17a745.png
"My blades are thirsty!"

A relentless warrior in search of vengeance. His name inspires fear among the demon armies he faces, armed with his dark honor and blazing katanas.

A samurai melee hero who annihilates his foes with his sword skills.

Abilities: Deathstrike, Sword Torment

  • An Adventurer Is You: Oni is a DPS hero. Specifically The Blademaster.
  • BFS: Deathstrike involves merging his swords in a single massive blade used to attack the enemy.
  • Cool Helmet
  • Damager, Healer, Tank: Damager.
  • Dark Is Not Evil: A guy whose name translates to Demon with a grimy armor and red glowing eyes, and yet he's on the side of the heroes.
  • Dual Wielding: Katana. On fire too.
  • Downloadable Content: He cost $4.99 in the iOS version, averted in the Steam version where he is unlocked after completing the main campaign.
  • Field of Blades: Sword Torment will cause Oni to plunge his blade in the ground, attacking all nearby enemies with sharp blades from the soil. It's the only attack which allows him to hit multiple enemies.
  • Flaming Sword: His katana swords are on fire.
  • Japanese Ranguage: Oni has this accent when he speaks.
  • Meaningful Name: Literally Ogre or Devil.
  • Mighty Glacier: He's quite hard-hitting in melee, but is kinda slow, and can take a while to move from one location to the other.
  • No-Sell: Oni does not take damage from the infernal combustion of demons. Infernal combustion is basically a Last Ditch Move.
  • One-Hit Kill: Deathstrike has a chance of killing the enemy instantly. The chance of instant kill does not work on boss monsters however.
  • Red Eyes, Take Warning: He has glowing red eyes.
  • Red Is Heroic
  • Revenge Before Reason: Apparently he's leading a personal vendetta against the demons.
  • Samurai: Judging by his design and skillset, it's obvious that he's based on one.
  • Seppuku: His death animation has him killing himself this way after being defeated.

Thor

https://static.tvtropes.org/pmwiki/pub/images/e65050702e02e7c47c3cb16764c5496e.png
"For Midgard!"

Thunder made flesh, this gigantic demigod wields a warhammer enchanted with the power of lightning and thunder. He is the son of the Storm God and a trusted friend of King Denas.

A godly melee hero who destroys foes with his hammer and elemental powers.

Abilities: Mjolnir, Thunderclap

    Kingdom Rush Frontiers Playable Heroes 

Alric the Champion

https://static.tvtropes.org/pmwiki/pub/images/rsz_3alric_profile.png
"Blood and sand!"

A desert warrior hero who strikes down enemies with his sword. He can also call upon sand spirits to aid him.

Active Abilities: Flurry, Sand Warriors
Passive Abilities: Swordsmanship, Spiked Armor, Toughness

Mirage the Assassin

https://static.tvtropes.org/pmwiki/pub/images/rsz_mirage_profile.png
"They won't see me coming."

An assassin who uses throwing knives and shadow clones to take her enemies out undetected.

Active Abilities: Shadow Dance, Lethal Strike
Passive Abilities: Precision, Swiftness, Shadow Dodge

  • An Adventurer Is You: Mirage is a hero specialized for DPS. She's a combination of The Archer and Backstabber.
  • Back Stab: Lethal Strike lets her teleport to an enemy and then stabbing them in the back, dealing massive damage with a chance to kill them.
  • Badass Cape
  • Bare Your Midriff: It's a bit difficult to see because of the small sprite, but it's there.
  • Damager, Healer, Tank: Damager.
  • Doppelgänger Attack: Comes in two variants, Shadow Dodge and Shadow Dance. The former is a counter move which lets her put a shadow clone in her place as a decoy while she teleports to safety, and the latter lets her send out multiple shadow clones to attack enemies.
  • Dual Wielding: She wields a throwing knife in each hand.
  • Flash Step: How she performs her Lethal Strike.
  • Fragile Speedster: Mirage is fast, but even at the highest level, she can still die pretty easily.
  • Knife Nut: Her Weapon of Choice. She prefers to throw it unless the enemies get too close, in which she resorts to melee attacks.
  • Long-Range Fighter: Precision increases the range of Mirage's ranged attack.
  • Sprint Shoes: Swiftness increases Mirage's movement speed.
  • Tomboyish Ponytail

Cronan the Beastmaster

https://static.tvtropes.org/pmwiki/pub/images/rsz_cronan_profile.png
"Master... Beastmaster!"

A man of the jungle who fights alongside his animal friends.

Active Abilities: Deep Lash
Passive Abilities: Boarmaster, Falconer, Stampede, Regeneration

Bruxa the Voodoo Witch

https://static.tvtropes.org/pmwiki/pub/images/rsz_bruxa_profile.png
"The payment is fair."

A witch who uses her voodoo magic to fight and curse enemies.

Active Abilities: Skull Sacrifice, Voodoo Doll
Passive Abilities: Laughing Skulls, Bone Dance, Dread Aura

  • An Adventurer Is You: Bruxa is a combination between The Nuker and The Mezzer.
  • Ballistic Bone: Skull Sacrifice lets Bruxa deal damage to a single enemy by throwing a "depleted" skull at them.
  • Battle Aura: Dread Aura slows the movement speed of enemies and does slight damage to them.
  • Bottomless Magazines: Bruxa's insane DPS is due to her skulls. In order to not make her overpowered the skulls become "depleted" after a certain amount of time. However, it is incredibly easy to replenish your skull supply. Just place Bruxa next to a powerful tower and she will never run out of skulls to use.
  • Creepy Good: She summons skulls and talks in a witch-like voice, but she helps you as a hero unit.
  • Damager, Healer, Tank: Damager.
  • Dreadlock Rasta
  • Everything's Sparkly with Jewelry: Earrings, necklaces, and armbands.
  • Glass Cannon: She has one of the highest of DPS in Frontiers, but she also has the second lowest HP.
  • Hollywood Voodoo: 'Voodoo dolls', shrunken heads and jinxes, Bruxa fits well within the archetype.
  • Lady of Black Magic
  • Magic Staff: Her Weapon of Choice.
  • Nothing but Skulls: Every time an enemy dies near Bruxa, she gains a skull. These skulls will hover around Bruxa and will automatically attack any nearby enemies. Bone Dance increases the maximum amount she can have.
  • Power-Up: Laughing Skulls increases the amount of damage skulls can do.
  • Purple Is Powerful
  • Shout-Out: References Harry Potter and Pirates of the Caribbean in two of her quotes.
  • Squishy Wizard: She has only 350 HP and no armor. Don't let enemies get too close on her.
  • Voodoo Doll: Voodoo Doll lets Bruxa stab a voodoo doll, damaging the target as well as 6 other targets of the same type.

Captain Blackthorne the Corsair

https://static.tvtropes.org/pmwiki/pub/images/rsz_blackthorn_profile.png
"Where be the treasure!?"

A pirate who fights and plunders the enemies with the help of the sea.

Active Abilities: Rum and Bang!, Release the Kraken
Passive Abilities: Swordsmanship, Looting, Toughness

  • An Adventurer Is You: He is The Blademaster with a touch of The Meat Shield, Area of Effect, The Mezzer, and The Summoner. To make a long sentence short, he is The Jack of All Trades.
  • Badass Beard
  • Cool Hat: As befitting stereotypical pirate captains.
  • Cool Sword: Again, befitting a stereotypical pirate.
  • Damager, Healer, Tank: A mix between Damager and Tank with more emphasis on Damager.
  • Dressed to Plunder: Complete with tricorn, cutlass, peg leg, golden teeth and parrot.
  • Eyepatch of Power
  • Exploding Barrels: Rum and Bang! has Blackthorne throw an explosive barrel at enemies doing area damage.
  • Gold Tooth
  • Hit Points: Has the third highest amount of hit points in Frontiers because of Toughness. The only heroes who have more hit points than him are a giant stone golem and a freaking undead dragon.
  • Jack-of-All-Trades: He does high damage, has high health, has an AOE attack, a ranged attack, and a crowd control ability. If he had armor he would be considered overpowered. Luckily he doesn't.
  • The Musketeer: He wields both a gun and a sword. By default he's a melee fighter, though he uses his gun every once in a while.
  • Pirate: If you can't tell from his name alone, his motif is this.
  • Pirate Booty: Looting gives you extra gold for every enemy killed near Blackthorne.
  • Pirate Parrot
  • Strength: Swordsmanship increases his attack damage.
  • Summon Magic: Release The Kraken lets him summon a kraken to trap and damage enemies.
  • Sword and Gun
  • Talk Like a Pirate
  • Tentacled Terror: Release the Kraken lets him summon a whirlpool with a kraken in it. Enemies that step over it will be trapped and attacked by the kraken's tentacles.

Nivus the Grand Wizard

https://static.tvtropes.org/pmwiki/pub/images/rsz_nivus_profile.png
"Excelsior!"

A wizard who fights with a deadly array of spells.

Active Abilities: Magic Missile, Chain Spell, Disintegrate
Passive Abilities: Arcane Reach, Arcane Focus

Dierdre the Priestess

https://static.tvtropes.org/pmwiki/pub/images/rsz_deirdre_profile.jpg
"Hallelujah!"

A priestess who aids your troops in battle with healing magic and status buffs.

Active Abilities: Holy Light, Consecrate, Wings of Light
Passive Abilities: Blessed Armor, Divine Health

Grawl the Stone Giant

https://static.tvtropes.org/pmwiki/pub/images/rsz_grawl_profile.png
"Let there be rock!"

A stone elemental who fights with brute force.

Active Abilities: Boulder Throw, Stomp, Shard Punch
Passive Abilities: Bastion, Hard Rock

Sha'tra the Skyhunter

https://static.tvtropes.org/pmwiki/pub/images/rsz_shatra_profile.png
"Edih Nori!"

A warrior from another world who fights with futuristic weapons.

Active Abilities: Energy Glaive, Purification Protocol, Abduction
Passive Abilities: Vibro Blades, Final Countdown

Karkinos the Warmaster

https://static.tvtropes.org/pmwiki/pub/images/rsz_karkinos_profile.png
"I am Karkinos!"

A cyborg Bloodshell who fights for you with his iron pincer. He was originally released alongside Kutsao with the Rising Tides mini-campaign.

Active Abilities: Pincer Attack, Shoulder Cannon
Passive Abilities: Iron Pincer, Battle Hardened, Burrow

  • An Adventurer Is You: He's mostly The Mitigation Tank.
  • Damager, Healer, Tank: Tank.
  • Fast Tunnelling: Burrow increases his tunneling speed.
  • Giant Enemy Crab: He's more of a Giant Friendly Crab.
  • Mercy Invincibility: Battle Hardened grants him momentary invulnerability when he's on low health.
  • Power Pincers: Being based on a crab, he naturally has these, although one has been replaced by an iron one. Furthermore, with Pincer Attack, he can extend his iron pincer to attack enemies in a line.
  • Shoulder Cannon: His, well...Shoulder Cannon. It allows him to fire a glob of water that damages enemies and slows them.
  • Strength: The Iron Pincer upgrade increases his attack damage.

Kutsao the Monk

https://static.tvtropes.org/pmwiki/pub/images/rsz_kutsao_profile.png
"Shapeless like water."

A monk who fights with his bare fists in several different styles. He was originally released alongside Karkinos with the Rising Tides mini-campaign.

Active Abilities: Snake Style, Dragon Style, Tiger Style, Leopard Style
Passive Abilities: Crane Style

Dante the Hunter

https://static.tvtropes.org/pmwiki/pub/images/rsz_dante_profile.png
"I'm the best at what I do."

A demon hunter who fights with a holy arsenal. He was originally released alongside Bonehart with the Shadowmoon mini-campaign.

Active Abilities: Akimbo Style, Silver Bullet, Holy Grenade, Relic of Power
Passive Abilities: Beacon of Light

Kahz the Warlord

https://static.tvtropes.org/pmwiki/pub/images/rsz_kahz_profile.png
"Where's the beef?"

A minotaur who fights with his barbaric might.

Active Abilities: Bull Rush, Daedalus' Maze, Roar of Fury, Doom Spin
Passive Abilities: Blood Axe

Saitam the Monkey God

https://static.tvtropes.org/pmwiki/pub/images/rsz_saitam_profile.png
"I am Saitam, mighty monkey!"

The mischievous monkey god who fights with a dual tetsubo atop his nimbus cloud.

Active Abilities: Spinning Pole, Tetsubo Storm, Monkey Palm, Angry God
Passive Abilities: Divine Nature

Ashbite the Dragon

https://static.tvtropes.org/pmwiki/pub/images/rsz_ashbite_profile.jpg
"Rrrreeeeh!"

A fire dragon who comes to aid Linirea after being rescued in the Elf War.

Active Abilities: Blazing Breath, Feast, Fiery Mist, Wildfire Barrage
Passive Abilities: Reign of Fire

  • An Adventurer Is You: He's a combination betwen The Nuker and The Mezzer.
  • Area of Effect: Wildfire Barrage allows him to spit out a fireball that explodes in a large area.
  • Breath Weapon: Being a dragon, most of his attacks revolve around this, though Blazing Breath is probably the most straight examples with him simply breathing out a stream of fire.
  • Eating the Enemy: Feast allows him to dive down and bite an enemy, dealing damage with a chance of instant kill.
  • Gradual Grinder: Thanks to his Reign of Fire, his attacks set enemies on fire, burning them slowly.
  • I Owe You My Life: Him coming to Linirea's aid could be considered this after their forces rescued him in the Elf War of Origins.
  • Playing with Fire: His abilities revolves around fire.
  • Red Is Heroic
  • Smoke Shield: Fiery Mist allows him to breathe out smoke, slowing enemies down.
  • The Speechless: Ashbite can't speak; when ordered to move he simply roars.

Boneheart the Dracolich

https://static.tvtropes.org/pmwiki/pub/images/rsz_bonehart_profile.png
"Never laugh at undead dragons."

An undead dragon who fights with the power of the underworld. He was originally released alongside Dante with the Shadowmoon mini-campaign.

Active Abilities: Spine Rain, Bone Golem, Plague Carrier, Disease Nova
Passive Abilities: Unstable Disease

  • Action Bomb: Thanks to his Unstable Disease, his attacks can drain enemies' health. If they die because of that, they will explode and infect nearby enemies.
  • An Adventurer Is You: He's a combination between The Nuker, The DoT Master, The Beastmaster, and Area of Effect. Basically, an uber-powerful Jack of All Trades.
  • Area of Effect: Bonehart's abilities and basic attacks all deal huge amount of area of effect damage.
  • Ballistic Bone: Spine Rain allows him to throw sharp bones at enemies.
  • Breath Weapon: Plague Carrier allows him to breathe out a cloud of plague that goes down the lane, infecting enemies as it passes.
  • Bus Crash: He reappears in Vengeance as a scattered pile of bones. You can tap the bones to resurrect him.
  • Dracolich
  • Gradual Grinder: All of his attacks can drain enemy life.
  • Plaguemaster: His powers revolve around this.
  • Sickly Green Glow: Bonehart's main colour is a sickly green.
  • Suicide Attack: Disease Nova allows him to dive down and explode in a cloud of plague. This doesn't count as a death, as he comes back right after.
  • Summon Magic: He can summon two Bone Golems to block enemies.
  • Talking Animal: Out of all the animal heroes in the franchise, he's one out of three who can talk. Possibly justified due to the magic that reanimated him.

Rurin Longbeard

https://static.tvtropes.org/pmwiki/pub/images/rurin_mini.png
"Dungeon's deep and cavern's old."

The dwarf hero who stumbles upon you in the tunnels of Emberspike Mountain.

Ability: Hammer Smash

The Black Corsair

https://static.tvtropes.org/pmwiki/pub/images/corsair_mini.png
"All aboard!"

A steamboat captain who aids you in the Storm Atoll.

Ability: Depth Charges

Lucrezia

https://static.tvtropes.org/pmwiki/pub/images/lucrezia_mini.png
"Got blood?

A noble vampiress who aids you in defeating Vasile.

Abilities: Drain Life, Cloak

    Kingdom Rush Origins Playable Heroes 

Eridan the Ranger

https://static.tvtropes.org/pmwiki/pub/images/rsz_eridan.png
"You have my bow."

An elven ranger who fights with his barrage of arrows and swift swordsmanship.

Active Abilities: Arrow Volley, Double Strike
Passive Abilities: Porcupine, Nimble Fencer
Hero Spell: Arrow Storm

  • An Adventurer Is You: He's a combination of The Archer and The Scrapper.
  • Black Sheep: According to this forum post by a developer, Eridan is the son of a sorceress and a druid and is also the younger brother of Arivan. Instead of following the family tradition of magic, he instead became a ranger. He and Arivan don't get along.
  • Blade Spam: Averted with Double Strike. It really just allows him to slash an enemy twice.
  • Bow and Sword, in Accord: Although he's an archer, he can fight as well hand-to-hand with his sword.
  • Counter Attack: Nimble Fencer allows him to dodge and counter melee attacks.
  • Hair of Gold, Heart of Gold
  • Long-Haired Pretty Boy
  • More Dakka: Arrow Volley lets him fire a consecutive amount of arrows in seconds. He can fire more when upgraded.
  • Our Elves Are Better: Follows the Wood Elf archetype.
  • Rain of Arrows: The Arrow Storm Hero Spell.
  • Status Buff: Porcupine allows him to deal extra damage for each consecutive arrow on a target.

Arivan the Elementalist

https://static.tvtropes.org/pmwiki/pub/images/rsz_arivan_2.png
"I bend all elements!"

An elven wizard who wields the elemental powers.

Active Abilities: Seal of Fire, Lightning Rod, Icy Prison
Passive Abilities: Stone Dance
Hero Spell: Elemental Storm

  • All Your Powers Combined: His Elemental Storm allows him to summon a tornado that shoots out various elemental shots.
  • An Adventurer Is You: He is The Nuker, with his spells doing high damage and dealing area of effect damage.
  • Blow You Away: The main form of his Elemental Storm is a tornado.
  • Elemental Powers
  • Glowing Eyes
  • Kill It with Ice: Icy Prison freezes a single enemy and deals damage.
  • Our Elves Are Better: Follows the High Elf archetype.
  • Playing with Fire: Seal of Fire deals area of effect damage and he fires several more when upgraded.
  • Shock and Awe: Lightning Rod deals true damage to a single enemy, making him good at dealing massive damage to a strong enemy.
  • Squishy Wizard: Even with Stone Dance soaking some damage, his low HP and no armor can get him killed.
  • The Dutiful Son: According to this forum post by a developer, Arivan is the son of a sorceress and a druid and is also the older brother of Eridan. He followed in his parents' footsteps and became a magician. He and Eridan don't get along.

Catha the Pixie

https://static.tvtropes.org/pmwiki/pub/images/rsz_catha.png
"Sugar, spice, and everything nice!"

A pixie that fights alongside with the elves.

Active Abilities: Faery Soul, Faery Tale, Pixie's Fury
Passive Abilities: Pixie's Curse
Hero Spell: Faery Dust

Razz & Rags the Rag

https://static.tvtropes.org/pmwiki/pub/images/rsz_razz.png
"This is amazing!"

A little gnome who has had enough with the invasion and created a giant doll to fight the Twilight Elves.

Active Abilities: Raggified, Kamihare, Angry Gnome, Hammer Time
Passive Abilities: None
Hero Spell: Changeling

Lilith the Fallen Angel

https://static.tvtropes.org/pmwiki/pub/images/rsz_lilith.png
"Everybody has demons."

A fallen angel who seeks redemption.

Active Abilities: Reaper's Harvest, Infernal Wheel
Passive Abilities: Soul Eater, Resurrection
Hero Spell: Heavenly Chaos

Reg'son the Eldritch Blade

https://static.tvtropes.org/pmwiki/pub/images/rsz_regson.png
"I'll have my vengeance."

A Twilight Elf who turned against his own kind.

Active Abilities: Eldritch Blade, Eldritch Slash
Passive Abilities: Eldritch Heal, Eldritch Way
Hero Spell: Vindicator

Prince Denas the Noble Knight

https://static.tvtropes.org/pmwiki/pub/images/rsz_princedenas.png
"Bow before me!"

The young Denas before he was crowned king.

Active Abilities: Sybarite, Celebrity, Mighty, Avenger
Passive Abilities: None
Hero Spell: Sworn Defenders

Xin the Panda Monk

https://static.tvtropes.org/pmwiki/pub/images/rsz_xin.png
"Panda Style!"

A panda warrior from another land.

Active Abilities: Daring Strike, Inspire, Mind over Body, Panda Style
Passive Abilities: None
Hero Spell: Pandaemonium

Lynn the Hexblade

https://static.tvtropes.org/pmwiki/pub/images/rsz_lynn.png
"The end is near."

Baj'Nimen's former bodyguard. After learning his plan to destroy the world, she betrayed him to defend her homeland. She was originally released with the Bittering Rancor (where Baj-Nimen is the antagonist) mini campaign, as such, she is tailor-made for that campaign.

Active Abilities: Hex Fury, Curse of Despair, Weakening Curse, Charm of Misfortune
Passive Abilities: None
Hero Spell: Fate Sealed

Vez'nan the Dark Wizard

https://static.tvtropes.org/pmwiki/pub/images/rsz_veznan.png
"All magic comes with a price."

The young Vez'nan. He was Denas' close friend.

Active Abilities: Soul Burn, Magic Shackles, Arcane Nova
Passive Abilities: Hermetic Insight
Hero Spell: Dark Pact

Durax the Elemental

https://static.tvtropes.org/pmwiki/pub/images/rsz_durax.png
"I’m the one who knocks!"

A crystal elemental whose land was tarnished by the Ogres. He vowed to destroy every single one of them. He was released alongside the Hulking Rage mini campaign.

Active Abilities: Crystallites, Armblade, Lethal Prism, Shard Lance
Passive Abilities: None
Hero Spell: Sapphire Fangs

  • Blue Is Heroic
  • Javelin Thrower: Shard Lance allows him to throw a crystal spear at an enemy.
  • Rock Monster: He's a crystal elemental.
  • Self-Duplication: Crystallites allows him to make a fully controllable copy of himself to fight enemies for a while.
  • Shapeshifter Weapon: Comes in two flavors. Armblade allows him to transform his arm into a blade and attack an enemy with it, while Lethal Prism allows him to transform into a prism that shoots lightning bolts at enemies.
  • Spikes of Doom: Sapphire Fangs allows him to grow spikes over an area, damaging enemies.

Bravebark the Ent Lord

https://static.tvtropes.org/pmwiki/pub/images/rsz_bravebark.png
"Solitary trees grow strong."

A large animated tree.

Active Abilities: Rootspikes, Oakseeds, Branchball
Passive Abilities: Springsap
Hero Spell: Nature's Wrath

  • Batter Up!: His Weapon of Choice. Furthermore, Branchball allows him to grab an enemy and flings them out of the stage with a wooden bat.
  • Gaia's Vengeance: His Nature's Wrath and Rootspikes abilities could be considered this.
  • Healing Factor: Springsap allows him to heal himself and nearby allies. Overlaps with Healing Hands.
  • Last of His Kind: His description says that he is 'The last of a long-gone race of Forest Wardens.'
  • Plant Mooks: Oakseeds allows him to grow 2 seedlings to block and fight enemies.
  • One-Man Army: His description says he is 'An army on his own'.
  • Spikes of Doom: Comes in two flavors, Rootspikes and Nature's Wrath, which allows him to grow spiky roots that damage a single enemy and cover a large area respectively.
  • When Trees Attack: He's an ent, so this is a given.
  • You Look Familiar: His Greenlings (spawned from his Oakseeds ability) look like pristine and uncorrupted versions of the Tainted Treants from the original game.

Bruce the Werelion

https://static.tvtropes.org/pmwiki/pub/images/rsz_bruce.png
"Respect, and honor."

An ancient soldier transformed into a white werelion. Released alongside Lynn for the Bittering Rancor mini-campaign.

Active Abilities: King's Roar, Grievous Bites
Passive Abilities: Sharp Claws, Lion's Fur
Hero Spell: Guardian Lions

Phoenix the Eternal Bird

https://static.tvtropes.org/pmwiki/pub/images/rsz_phoenix.png
"Screech!"

An enormous fire bird. She was released alongside Wilbur for the Forgotten Treasures mini-campaign.

Active Abilities: Immolate, Blazing Offspring, Ring of Fire
Passive Abilities: Purification
Hero Spell: Ember Field

  • Homing Projectile: Blazing Offspring and Purification always home in on enemies.
  • Kill It with Fire
  • The Phoenix
  • Ring of Fire: Her, well, Ring of Fire allows her to infuse a tower with a fiery ring, dealing damage to nearby enemies.
  • Samus Is a Girl: Although the game text refers to Phoenix as male ("his" is used in a skill description), the developers have stated on the community forums that Phoenix is female, and references to being a male in game are typos.
  • The Speechless: It is the only hero in the third game that does not speak. It screeches instead.
  • Suicide Attack: If she dies, she dives down and explodes, damaging enemies. Immolate allows her to use this skill without waiting for her health to run out. Fortunately, her respawn time is only 5 seconds.
  • Weaponized Offspring: Blazing Offspring allows her to launch her offspring at enemies.

Wilbur the Inventor

https://static.tvtropes.org/pmwiki/pub/images/rsz_wilbur.png
"You can be my wingman any time!"

A dwarven engineer who pilots a plane. He was released along with the Forgotten Treasures mini-campaign.

Active Abilities: M.A.D. Missiles, Smokespitter TX201, Boom Box Mk. 1/2/3
Passive Abilities: DWAARPS Engine
Hero Spell: Pewpew Drones

  • Action Bomb: Boom Box Mk. 1/2/3 allows Wilbur to throw a box of bombs that marches towards enemies.
  • Adventurer Outfit: Of the Airman variety.
  • All There in the Manual: According to a news post regarding the release of the Forgotten Treasures mini-campaign for the Steam port, he had a little brother that helped him build his aircraft.
  • An Adventurer Is You: He's a mix between Area Of Effect and The Mezzer.
  • Attack Drone: Pewpew Drones calls in 4 drones to attack enemies.
  • Badass Beard
  • Badass Moustache
  • Bamboo Technology: He pilots a plane...in a fantasy setting.
  • Cool Plane: A cross between a helicopter and a monoplane.
  • Cyborg: Possibly. The IronHide website tells us that there are legends of him still being alive, thanks to replacing his flesh with mechanical parts.
  • Fiery Redhead: Like all the dwarves in the franchise.
  • Fixed Damage Attack: Wilbur's main attacks do true damage, which does damage to all enemies equally.
  • Flight: Wilbur can move anywhere on the map. DWAARPS Engine increases his speed.
  • Gadgeteer Genius: A post on the IronHide website states that he's the brilliant mind behind the Dwarven Kingdom's current technology and machineries.
  • Homing Projectile: Wilbur can launch 2 M.A.D. Missiles to take out groups of enemies.
  • Late to the Tragedy: According to the IronHide Games website, he was out exploring the world on his gyrocopter during the Dark Outbreak caused by Godieth and his minions.
  • Nice Hat: An aviator's hat.
  • Our Dwarves Are All the Same
  • Smoke Shield: Smokespitter TX201 allows him to smoke the ground below him, slowing enemies down.
  • Story And Gameplay Integration: Given that he was released along with the Forgotten Treasures Mini-Campaign, it can be assumed that he is the last of dwarves that once thrived in the Dwarf Caves of the Southern Continent. According to IronHide Games' website, this is confirmed. He was out flying his gyrocopter when the massacre happened and only returned home after that.

Faustus the Dragon Mage

https://static.tvtropes.org/pmwiki/pub/images/rsz_faustus.png
"A dragon lives forever."

A dragon who is capable of doing magic.

Active Abilities: Dragon Lance, Teleport Rune, Enervation, Liquid Fire
Passive Abilities: None
Hero Spell: Dragon Rage

  • Anti-Magic: Enervation allows him to nullify enemies' magic abilities.
  • Assist Character: Dragon Rage allows him to call dragonlings to ignite the path.
  • Breath Weapon: Liquid Fire allows him to breathe magical fire onto enemies.
  • Talking Animal: Of all the animal heroes in the franchise, he's one out of two who can talk.
  • Technicolor Fire: Faustus breathes cyan fire.
  • Teleportation: Teleport Rune allows him to teleport enemies back up the lane.

Bolverk

https://static.tvtropes.org/pmwiki/pub/images/kro_bolverk_mini.png
"Players like me should be left alone."

A Varl Berserker who aids you in defeating Godieth the Infernal.

Abilities: Battle Cry, Twin Axes

    Kingdom Rush Vengeance Playable Heroes 

Veruk the Orc Gladiator

https://static.tvtropes.org/pmwiki/pub/images/veruk.jpg
"Man flesh!"

Veruk, the honored orc tribal warrior, escaped a life of slavery at the gladiatorial pits in favor of one of leadership among the Warmongers. He now spends his newfound freedom aiding his fellow greenskins in their fight.

An orc gladiator recruited by Vez'nan to bolster his army. Represents the Orc Warrior Den tower.

Active Abilities: Aimed Slashes, Brute Force, Inspiring Leader
Passive Abilities: Duelist
Hero Spell: Enter the Warmongers
Innate Ability: Warlust

  • An Adventurer Is You: A cross between Mitigation Tank, Blademaster, and The Minion Master.
  • Cool Sword
  • Critical Status Buff: His innate ability Warlust gives him a Healing Factor Status Buff when he gets low on health.
  • Damager, Healer, Tank: A cross between Damager and Tank.
  • Evil Counterpart: To Alric from Frontiers. He's a tank that can summon additional units as well as having a basic, high-damage melee attack.
  • Fighter, Mage, Thief: The Fighter of the three free heroes. He can take a lot of damage in melee combat and can buff himself further thanks to Duelist, but lacks ranged options and has no reliable way to hit air units.
  • Gathering Steam: His Duelist ability causes him to do more and more damage if he's in combat with the same enemy, but resets if he changes target or if the target dies.
  • Gladiator Games: Was once a gladiator who had to fight for his freedom.
  • Instant Militia: His Hero Spell Enter the Warmongers spawns two spear-throwing warmonger orcs to aid in the battlefield, essentially making it a second set of reinforcements. Inspiring Leader has him summon two goblins to aid him in combat.
  • Red Eyes, Take Warning: He's got a pair of vivid red eyes.
  • Scars Are Forever: He's got a scar over his right eyelid.
  • Shockwave Stomp: Brute Force slams his sword into the ground to create an area damaging shockwave that stuns enemies.
  • Status Buff: Duelist gradually boosts his attacking power if he's fighting the same enemy over a long period of time.
  • The Minion Master: His Inspiring Leader ability summons two Goblins to attack and block enemies, while his Hero Spell Enter the Warmongers spawns two warmongers with ranged capability. In total, he can have four extra minions on the screen at one go, not counting Demon Goonies.

Asra the Shadow Assassin

https://static.tvtropes.org/pmwiki/pub/images/asra.jpg
"I am the sword in the dark!"

Asra's earliest memories are filled with the torturous training she had to endure in order to become the deadliest of Shadow Assassins. Meet her dead, merciless stare, and you'll find it far more piercing than her daggers.

A shadow assassin who slays enemies both up close and from a distance. Represents the Shadow Archers tower.

Active Abilities: Spider Bite, Onyx Arrows, Shield of Shadows
Passive Abilities: Quiver of Sorrow
Hero Spell: Toxic Rain
Innate Ability: Shadow Dance

  • An Adventurer Is You: She is a cross between The Archer and The Debuffer with a small dash of The DoT Master via Spider Bite.
  • Anti-Armor: Quiver of Sorrow breaks the armor of a target each time her arrows hit them.
  • Anti-Frustration Features: If Spider Bite is ready, her second and not her first melee attack against a new enemy will activate it. This prevents it from being wasted against the wrong target by allowing the player to move her to the correct one in that timeframe.
  • Archer Archetype: Her main weapon of choice is a crossbow like that of the Shadow Archers.
  • Bow and Sword, in Accord: Wields a crossbow and a blade for long and close range.
  • Damager, Healer, Tank: Damager.
  • Deflector Shields: Shield of Shadows casts a barrier on herself upon taking damage. This allows her to absorb some damage without getting hurt but degrades over 4 seconds.
  • Evil Counterpart:
    • To Mirage from Frontiers. Like her, she's an assassin clad in purple who prefers attacking from range, and both have a One-Hit Kill skill (Lethal Strike has an instant-kill chance, Spider Bite poison lasts until the enemy dies).
    • She also shares a lot of similarities to Eridan from Origins. Both have a high-damage melee skill, a melee-negating skill, an arrow barrage skill, a passive skill about stacking damage, and a hero spell in the form of arrow rain.
  • Fighter, Mage, Thief: The Thief of the three free heroes. She's fast but fragile, and her kit is made to undermine enemies' defence, deal burst damage from afar, or make them wither away from Poisoned Weapons.
  • The Faceless: Like the Shadow Archers, the most you ever get to see of her face behind her hood are her eyes.
  • Glass Cannon: Her damage is high and wears down armor per hit, she has the highest speed in the game thanks to Shadow Dance, but her health is low. However, Shield of Shadows gives her a 4-second shield capable of taking up to 600 HP as soon as she's hit.
  • Hit-and-Run Tactics: Essentially how one should play as her when fighting a Giant MookShadow Dance in, soak up all the heavy damage via Shield of Shadows, and lethally poison it with Spider Bite.
  • Long-Range Fighter: She performs better at range especially due to Onyx Arrows for damage and Quiver of Sorrow to permanently remove armor, although she can hold her own in melee for a few seconds thanks to Shield of Shadows and her Spider Bite is a lethal melee attack.
  • Nerf: She had her Anti-Armor capability of Quiver of Sorrow halved and her Hero Spell cooldown increased.
  • Poisoned Weapons: Spider Bite hits an enemy to inflict a poison status. Her Hero Spell Toxic Rain drops a hail of toxic arrows over an area that deal damage and also poison enemies.
  • Poison Is Evil: She's an assassin who specializes in Poisoned Weapons and she's part of Vez'nan's Dark Army.
  • Purple Is Powerful
  • Rain of Arrows: Her Toxic Rain Hero Spell causes a hail of poisoned arrows to rain onto an area, dealing damage and poisoning foes.
  • Teleport Spam: Her passive Shadow Dance allows her to instantly teleport to a desired area on the battlefield.
  • Troubling Unchildlike Behaviour: As a child she had fits of rage and a troubling interest in knives in particular.
  • Training from Hell: Her assassin training was described as 'torturous', and it helped shape her for greatness in the Dark Army.
  • You Are Already Dead: Spider Bite inflicts a poison on the enemy that drains their health over time. Unlike most poison effects in the series which are temporary, it lasts until the enemy either succumbs or reaches the exit.

Oloch the Infernal Mage

https://static.tvtropes.org/pmwiki/pub/images/oloch_7.jpg
"Smoking!"

Oloch, the dark arts-training demon, helped Vez'nan's escape from imprisonment in lieu of a share of his power. He now aids Vez'nan's campaign, biding his time to unleash his treacherous plan to turn the pact in his favor.

A demon mage who helps Vez'nan escape from the Pandaemonium. Little did Vez'nan know, Oloch is planning to betray him. Represents the Infernal Mage tower.

Active Abilities: Duplication, Magma Eruption, Hellish Infusion, Demonic Blast
Passive Abilities: None
Hero Spell: Seal of Isolation
Innate Ability: Infernal Combustion

  • An Adventurer Is You: He is mostly The Nuker with a small dash of The Buffer via Hellish Infusion.
  • Action Bomb: Just like the demons from the series, he explodes upon defeat with Infernal Combustion.
  • Ambition Is Evil: His quest to gain more power to prove himself caused him to find alternative ways to get a prestigious position... such as releasing Vez'nan.
  • Big Red Devil: He's bigger than most human-sized units, and is one of the red horned demons from Pandaemonium.
  • Damager, Healer, Tank: Damager.
  • Deal with the Devil: Vez'Nan struck a deal with him — if he frees Vez'Nan from Pandaemonium, Vez'Nan would give him power. Vez'Nan was freed and Oloch gained a top ranking position in the Dark Army. Of course, Oloch still wants more...
  • Doppelgänger Attack: Duplication creates doppelganger clones of himself that attack independently.
  • Evil Counterpart: To Magnus from the first game. Like Magnus, he can make copies of himself to boost his damage and do a magical area attack.
  • Fighter, Mage, Thief: The Mage of the three free heroes. He's a ranged attack that deals magic damage and has an assortment of other spells to deal more damage, assist your towers, or hinder enemies by teleporting them away. However, he's also quite squishy.
  • Fireballs: His main method of attack. Demonic Blast allows him to throw a bigger one that deals more damage.
  • Green-Eyed Monster: Was heavily overshadowed by his older brothers, causing him to resent them.
  • Long-Range Fighter: As a Squishy Wizard with all his abilities being either ranged or tower support, he should be kept away from melee combat.
  • Playing with Fire: Like most of the series' demons, he uses fire-based magic.
  • Status Buff: Hellish Infusion casts a spell to buff nearby towers, increasing their attack damage.
  • Stronger Sibling: Inverted. He's Moloch's brother but is weaker than Moloch himself, and this doesn't do any favours for his pride and envy.
  • The Starscream: Is plotting to take over Vez'nan's position himself.
  • Taking You with Me: Upon dying, Infernal Combustion causes him to explode and deal damage to nearby enemies, just like the other demons from the series.
  • Weaponized Teleportation: His Hero Spell Seal of Isolation casts a pentagram under enemies which teleports up to 10 of them backwards on the path.

Margosa the Vampire Mistress

https://static.tvtropes.org/pmwiki/pub/images/margosa.jpg
"You'll be a fine feast!"

The wounds earned during Lord Vasile's defeat were cut deep into Margosa's memory. She recovered in an isolated cave. Her strength and hatred for Linirea growing day by day. She now returns looking to satiate her bloodlust.

One of Vasile's mistresses who survived the events of the Shadowmoon campaign in Frontiers. Now she wants revenge against the kingdom who defeated her lord.

Active Abilities: Mist of Despair, Dark Call
Passive Abilities: Bat Familiar, Vampiric Touch
Hero Spell: Beast Form
Innate Ability: Bat Form

Mortemis the Eternal Lich

https://static.tvtropes.org/pmwiki/pub/images/mortemis.jpg
"Hear the whispers of the dead!"

Refusing to die, this old wizard king exchanged his humanity for the forbidden knowledge of the arts of necromancy. Now an undead, he joins Vez'nan's army pursuing the dark power that was promised to him.

An undead wizard king who joins Vez'nan's army. Represents the Grim Cemetery tower.

Active Abilities: Call of the Haunted, Rotten Land
Passive Abilities: Grim Presence, Undead Servitude
Hero Spell: Rotten Bodyguard
Innate Ability: Army of Darkness

  • An Adventurer Is You: He is The Minion Master mixed in with The Debuffer.
  • Anti-Armor: Grim Presence causes enemies near him to lose armor and resistances, making them easier to kill.
  • Area of Effect: Rotten Land corrupts an area making enemies within take constant damage.
  • Came Back Wrong: Any enemy that dies near him rises up as a zombie thanks to Undead Servitude.
  • Elite Zombie: His Hero Spell Rotten Bodyguard summons a huge, powerful and durable zombie to attack enemies.
  • Necromancer: This is what he is. Undead Servitude causes most humanoid enemies that die near him to rise as zombies.
  • Our Liches Are Different: An old wizard king who exchanged humanity to live forever.

Tramin the Mad Inventor

https://static.tvtropes.org/pmwiki/pub/images/tramin.jpg
"The bomb has been planted!"

Tramin, the unmatched brain behind the Warmonger's most ingenious inventions, has proven to be one of the key players in Vez'nan's campaign, making the abundant funding to let his talents run wild well worth it.

The mad scientist behind the goblins' technology, and more importantly, explosive arsenal. Represents the Rocket Riders tower.

Active Abilities: Boombots, Nitro Rush, Flashbang, Rocket Barrage
Passive Abilities: None
Hero Spell: Bombaggedon
Innate Ability: Rocket Jump

  • Action Bomb: Boombots are explosive drones placed on the path that rush towards and blow up any enemies unlucky enough to get near them. Bombageddon spawns several exploding drones that walk down the path.
  • An Adventurer Is You: He is The Area Of Effect Nuker with a small dash of The Mezzer via Flashbang.
  • Damager, Healer, Tank: Damager.
  • Evil Counterpart: Of Bolin from the first game. Both of them have a mine-laying ability (though Tramin's mines can rush towards enemies) and another ability that hinders the movement of a group.
  • Macross Missile Massacre: Rocket Barrage has him fire up to 6 missiles at enemies, dealing damage.
  • Mad Bomber: Every single one of his offensive skills are explosive-based.
  • Rocket Jump: The name of his innate ability. It allows him to move long distances very quickly.
  • Trick Bomb: Flashbang makes him throw a bomb that stuns a group of enemies.
  • Unknown Rival: The post on the IronHide website states that he secretly envied Wilbur and always saw himself as Wilbur's rival.

Jigou the Unstoppable Beast

https://static.tvtropes.org/pmwiki/pub/images/jigou.jpg
"Winter is coming!"

Imprisoned at the icy northern mountains, this savage dire beast awoke from his slumber only to be controlled by Vez'nan's strings. This reckless monster now crushes his foes, doing his master's bidding.

An abominable snowman under Vez'nan's control.

Active Abilities: Ice Ball, Frozen Breath, Earth Slam
Passive Abilities: Glacial Form
Hero Spell: Ice Zone
Innate Ability: Yeti Blood

  • An Adventurer Is You: He is The Area Of Effect Mitigation Meat Shield Regenerator Tank with a bit of The Mezzer via Frozen Breath.
  • Bigfoot, Sasquatch and Yeti: He's a yeti.
  • Breath Weapon: Frozen Breath has him breathe icy gas to freeze enemies in their tracks.
  • Damager, Healer, Tank: Tank.
  • Close-Range Combatant: While he does have a strong long-range attack in Ice Ball, his other capabilities are either built around tanking melee attacks or affecting groups that are close by.
  • Evil Counterpart: To Grawl from Frontiers. He plays exactly like him, having the same build, attack animation, role, and even sharing skills like boulder throw and ground stomp.
  • Harmless Freezing: Frozen Breath freezes enemies but doesn't deal any direct damage. Still cold comfort for the enemies, since they're ripe for getting picked off by towers.
  • Healing Factor: Yeti Blood makes him regenerate health at a fast rate and even in the middle of combat unlike most other units. It's extremely potent too, even allowing him to indefinitely tank a MechaDwarf MK.9 at max level.
  • An Ice Person: Ice Ball, Frozen Breath, Glacial Form and Ice Zone all involve ice manipulation.
  • Mighty Glacier: His attacks are strong but slow.
  • Nigh Invulnerable: Glacial Form makes him surround himself in an ice barrier when his health gets low, lasting for a short while.
  • Shockwave Stomp: Earth Slam has him stomp the ground for a few seconds, dealing damage while stunning enemies nearby.
  • Stone Wall: While his basic attacks and Ice Ball are strong, they're hampered by their low rate of attack, and he moves slowly. On the defensive side, he is second-to-none in tanking capability thanks to huge HP, decent armor, high regeneration even in combat, two stunning abilities, and an ability to turn himself invulnerable in a pinch.

Jun'Pai the Abyssal Conqueror

https://static.tvtropes.org/pmwiki/pub/images/junpaiportrait.png
"I'm the captain now!"

Long has passed since the prideful Deep Devils have failed in their campaign, but a chance of redemption arose when Vez'nan requested their allegiance. Jun'Pai the conqueror answered the call, ready to serve and do what he does best: decimate his enemies without mercy.

The current leader of the Deep Devils after Leviathan's defeat. He and the Deep Devils were convinced into working for the Dark Army so they can find a new home in Anuria.

Active Abilities: Tidal Wave, Banner of Courage, Gaze of the Naga, Splash
Passive Abilities: None
Hero Spell: Terror from the Deep
Innate Ability: Last Stand


  • An Adventurer Is You: He's an Area of Effect Jack Of All Trades that combines nuker, Status Effect Guy, and Healer.
  • Area of Effect: All of his active abilities affect groups of enemies or allies.
  • Anti-Magic: Gaze of the Naga permanently nullifies the spellcasting abilities of a group of enemies.
  • Authority Equals Asskicking: The current leader of the Deep Devils and a powerful hero in his own right.
  • Combat Tentacles: His Ultimate Spell Terror from the Deep summons a huge mass of tentacles in an area below the enemy to deal damage over time in the area.
  • Continuity Nod: He's a Bluegale from the Rising Tides mini-campaign in Frontiers.
  • Critical Status Buff: Downplayed. Last Stand increases his damage when his health is below 80%.
  • Cthulhumanoid: He's a Bluegale of the Deep Devils, who have a mindflayer-like head and a fish-like tail.
  • Damager, Healer, Tank: All three at once. While he is primarily a Damager and Healer, he's also decently durable, and his Last Stand passive requires him to tank some attacks before it activates below 80% of his HP.
  • Ground Punch: Splash makes him slam the ground around him to damage enemies around him.
  • Making a Splash: Tidal Wave summons a huge rush of water down the lane to damage enemies.
  • My Greatest Second Chance: After the Deep Devils' failure at achieving dominance in Frontiers thanks to being defeated by Linirea's army, Vez'nan's offer to give them a new kingdom if they assist him in defeating the Anurians is this. In Jun'Pai's bio, he "knew this was the break they were longing for".
  • Power Nullifier: Gaze of the Naga not only slows enemies temporarily, it also permanently silences them.
  • Prongs of Poseidon: His weapon is an ancient trident able to command the sea and its creatures.
  • Red Eyes, Take Warning: He has vivid red eyes, and Gaze of the Naga shows how he uses those eyes.
  • Regenerating Health: Banner of Courage places down a banner that causes troops within to heal HP over time.
  • Shout-Out: The trident he wields is able to command the sea and its creatures, and it also kills anyone who isn't worthy/strong enough to wield it. Just like the Trident of Atlan from Aquaman.
  • Standard Status Effects: Tidal Wave inflicts Stun while Gaze of the Naga inflicts temporary Slow and permanent Silence.
  • Status Buff: Banner of Courage summons a banner that boosts his allies by giving them regeneration.
  • Tentacled Terror: His ultimate Spell Terror From the Deep summons a writhing mass of tentacles from... something to deal damage over time in an area.

Doom Tank SG-11 the Siege Tank

https://static.tvtropes.org/pmwiki/pub/images/doom_tank.jpg
"Ready to rumble!"

Wrecked prototype after wrecked prototype, years of work saw all versions of this machine end up in havoc. All but one, the havocmonger itself. No army dares to face this doom harbinger.

A huge tank that houses all sorts of firepower plus a few soldiers.

Active Abilities: Heat Missiles, Ground Slam, Scorching Cannon
Passive Abilities: The Expendables
Hero Spell: Call of the Valkyrie
Innate Ability: Spiky Slugs


  • An Adventurer Is You: He is The Nuker combined with The Minion Master.
  • Collision Damage: Spiky Slugs causes it to damage enemies simply by moving over them.
  • Damager, Healer, Tank: Damager and Tank. While it can't block melee enemies, its soldiers can attack back and take some damage, while its armor allows him to tank ranged enemies a bit better.
  • Doomy Dooms of Doom: Right there in the name, in fact.
  • Fire-Breathing Weapon: Scorching Cannon has it ignite its flamethrower and spin around to cause good burning damage to enemies around it.
  • The Juggernaut: Can't be stopped or slowed down by normal enemies, and instead runs them over for damage. However, ranged enemies and area attacks can still target and hurt him.
  • Macross Missile Massacre: Heat Missiles causes the tank to fire out a swarm of missiles that home in on enemies anywhere on the screen.
  • Mechanically Unusual Fighter: Doom Tank itself cannot block enemies, instead running them over for minor damage, but the troops that accompany him via The Expendables can. He is however affected by ranged enemies and area attacks. Essentially, he's a grounded unit who is treated as a flying unit by enemies, with himself as a rally point for three actual grounded units.
  • The Minion Master: The Expendables spawns 2-3 soldiers to help him fight. At max level they even gain ranged capability.
  • Tank Goodness: It's a huge flaming tank.
  • Shockwave Stomp: Ground Slam has it stomp the ground for a few seconds, dealing damage while stunning enemies nearby.
  • Wilhelm Scream: When defeated, its rider makes this sound.

Eiskalt the Ice Dragon

https://static.tvtropes.org/pmwiki/pub/images/eiskalt.png
"Revenge is best served cold."

As son of Jokull, Eiskalt was born to reign in the North. However, his frequent attacks on humans made him a big problem for Arkuz and his own mother. Together, they trapped him under innumerable layers of ice, where he remained asleep until Vez'nan managed to free him.

Jokull's rogue son who was freed by Vez'nan after being trapped in the northern mountains' ice.

Active Abilities: Cold Fury, Frosty, Ice Peaks
Passive Abilities: Fierce Breath
Hero Spell: Glacial Storm
Innate Ability: Frozen Throat


  • An Adventurer Is You: He is the Area of Effect Nuker and Status Effect Guy.
  • Antagonistic Offspring: He's the son of Jokull, but his aggressive tendencies towards humans made him a huge problem for his mother. You can have him face off against her in Jokull's Nest, too.
  • Area of Effect: Every single one of his abilities hit multiple units. Fierce Breath allows his regular attacks to hit an area, with said area increasing in size per level.
  • Breath Weapon: His regular attack has him spit ice balls that explode if Fierce Breath is upgraded. Cold Fury has him breathe on the ground to slow enemies.
  • Damager, Healer, Tank: Damager.
  • Evil Counterpart: To Bonehart. Both are dragon characters that focus on fighting groups of enemies, have an ability that summons spikes from the ground, and another ability that deals damage down the path.
  • Foil: To fellow dragon Murglun, who also debuted in the same expansion. Both are flying dragons with Area of Effect abilities, but he has ice-based skills to stall or slow enemies while Murglun has fire-based skills that deal damage, allow towers to deal more damage or outright kill. In terms of personality, Eiskalt is aggressive towards humans and actively attacked them while Murglun cared not about their affairs or conflicts.
  • Homing Boulders: His medium-speed regular ice balls home in on enemies, most noticeably shown when he targets a fast-moving one like a Clockwork Spider.
  • Hunter of His Own Kind: The player is capable of making him fight against his own Blue Wyvern and Leap Dragon brethren in the Northern levels.
  • An Ice Person: All his abilities are ice-based.
  • Percent Damage Attack: Ice Peaks causes shards of ice to erupt from the ground, dealing 30% of an enemy's maximum health on hit.
  • Standard Status Effects: Cold Fury slows an area of enemies and his Hero Spell Glacial Storm causes a freeze effect on all enemies on screen. Finally, his innate ability Frozen Throat causes him to slow enemies he hits.

Murglun the Lava Dragon

https://static.tvtropes.org/pmwiki/pub/images/murglun.png
"I'm lord of the flame."

Inhabiting the bowels of the Earth, the millennial Murglun is a young member of the imposing race of magma dragons. She has inscrutable motivations and was never interested in mortal conflicts, until Vez'nan managed to manipulate her with the gem of the heart of a volcano.

A lava dragon whom Vez'nan manipulated into servitude.

Active Abilities: Geyser, Infernal Heat
Passive Abilities: Magma Pool, Tar maker
Hero Spell: Eruption
Innate Ability: Lava Blood

  • An Adventurer Is You: She is the Area of Effect Nuker.
  • Damager, Healer, Tank: Damager.
  • Damage Over Time: Magma Pool produces a lava pool with every fireball attack. Enemies standing on it take constant damage over time.
  • Foil: To fellow dragon Eiskalt, who also debuted in the same expansion. Both are flying dragons with Area of Effect abilities, but she has fire-based skills that deal damage, allow towers to deal more damage or outright kill while Eiskalt has ice-based skills to stall or slow enemies. In terms of personality, Murglun cared not about human affairs or conflicts while Eiskalt is aggressive towards them and actively attacked them.
  • Magma Man: Her Magma Pool creates a magma pool on the ground with every attack, while Lava Blood causes magma to constantly drip from her and damage enemies under her.
  • Playing with Fire: All her abilities are fire- and magma- based.
  • One-Hit Kill: She has two. Geyser instantly kills a non-boss enemy, while her Hero Spell Eruption destroys a group of non-boss enemies in an area.
  • Status Buff: Tar Maker causes towers around her to get a small damage buff.

Beresad the Black Dragon

https://static.tvtropes.org/pmwiki/pub/images/beresad.jpg
"Time is golden!"

Beresad's devastating power could only be surpassed by his colossal greed. A promise of all the treasures held in the Dwarven Kingdom was all it took to secure this ancient dragon's dreaded might for Vez'nan's campaign.

The black dragon hailing from the southern continent. First he was a mercenary in Origins, then an obstacle in Frontiers, and now he joins the ranks of playable heroes for the first time.

Active Abilities: Conflagration, Fear the Dragon, Dragon Spawn, Obliterate
Passive Abilities: None
Hero Spell: Hellfire Shockwave
Innate Ability: Goldlust


  • Adaptation Dye-Job: His eyes are green instead of red in the previous two games.
  • An Adventurer Is You: He is a Jack of all Trades leaning towards The Nuker since he has strong single-target damage and instakill, an Area of Effect attack, a somewhat durable summon that can block enemies, and an ability to force enemies backwards.
  • Damager, Healer, Tank: Damager.
  • Evil Counterpart:
    • To Ashbite, fittingly enough. Both are dragons with an area fire breath attack, a single-target One-Hit Kill, and a way to stall enemies.
    • He is also one to Faustus. Both are dragons with an ability that forces enemies back up the path, a single-target nuke, and an ability that torches the ground.
  • Golem: Dragon Spawn allows him to summon a golem that blocks enemies and deals damage.
  • Greed: Beresad is easily bribed by giving him lots of riches, as what Malagar had done in Frontiers. His flavor text pretty much sums it up.
  • Hellfire: His Hero Spell Hellfire Shockwave hits all enemies on the field and burns them dealing heavy damage over a short period.
  • Homing Boulders: His medium-speed regular fireballs home in on enemies, most noticeably shown when he targets a fast-moving one like a Clockwork Spider.
  • Mighty Roar: Fear The Dragon makes Beresad roar, scaring enemies back up the path for a few seconds.
  • Money Fetish: Was bribed into working for Vez'nan when Vez'nan promised him the riches of the Dwarven kingdom. Over half his quotes are based on money too. His Innate ability Goldlust even makes enemies killed by him drop 2 extra gold.
  • Money Multiplier: Goldlust makes enemies killed by his attacks drop 2 extra gold. This is very useful against Zerg Rush enemies that give small amounts of gold such as Dwarf Bruisers.
  • One-Hit Kill: Obliterate shoots a powerful fireball at an enemy that instantly detonates it and damages enemies around it.
  • Only in It for the Money: He's easily bribed into helping others, and Vez'nan's promise of the Dwarven Kingdom's riches is more than enough.
  • Promoted to Playable: While his young self was a special tower in Origins and his first appearance was in Frontiers as a stage hazard, it's not until Vengeance where he becomes fully playable as a Hero Unit.
  • Smart Bomb: His Hero Spell Hellfire Shockwave hits all enemies on the field for unavoidable burning damage.
  • Suddenly Voiced: In Origins and Frontiers, he roars and never once says a word. In Vengeance he's voiced for the first time.
  • Supernatural Fear Inducer: Fear The Dragon has Beresad perform a Mighty Roar that causes nearby affected enemies to turn the other direction and flee back up the path. Interestingly, this even affects entirely mechanical things such as the Clockwork Spider and the Chomp Bot.
  • Talking Animal: Out of all the animal heroes in the franchise, he's one out of three who can talk. Odd since fellow dragon Ashbite is unable to do so.
  • Technicolor Fire: Like in Frontiers and Origins, the fire he breathes (and the fire that fills the screen during Hellfire Shockwave) is green.

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Villains and their minions

    Kingdom Rush Enemies 

Orc Enemies

The first group of enemies faced in the main campaign. This group of enemies compose of Goblins, Orcs, Shamans, Ogres, Goblin Zappers, Orc Champions, Worg Riders, and Forest Trolls.


  • Action Bomb: Goblin Zappers blow up upon death.
  • An Axe to Grind: The Orc Champions wield axes as their weapons.
  • Carry a Big Stick: The Ogres and Forest Trolls wield massive clubs and trees respectively.
  • Cool Helmet: Worn by the Orc Champions.
  • Elite Mook: The Orc Champions. They are the most powerful enemies in this group, with their nearly-invulnerable armor and strong attacks.
  • Giant Mook: The Ogre and the Forest Trolls. The former is encountered early and has very high health and attack but no armor, while the latter is more stronger than the Ogre and has regeneration.
  • Goggles Do Nothing: The Goblin Zappers.
  • Healing Factor: Forest Trolls regenerate health in a similar manner to the mountain trolls.
  • Heavily Armored Mook: The Orc Champions have 80% physical armour. On the other side of the spectrum, the Worg Riders have 80% Magic Resistance.
  • Horse of a Different Color: The Worg Riders are Orc Champions that rides the worg. They boast very high resistance and the Orc Champions will get off and move when its health hits 0.
  • Mad Bomber: The Goblin Zappers.
  • Malevolent Masked Men: The Shamans.
  • Mook Commander: The Shamans could be considered this, since they are important to the enemies' attack.
  • Our Goblins Are Different: The Goblins are the first enemies encountered in Kingdom Rush. They are very weak, but come in great numbers.
  • The Goomba: The Goblins are the weakest enemies in Kingdom Rush.
  • Our Orcs Are Different: The Orcs are the second enemies encountered in Kingdom Rush. They have light armor, allowing them to receive less damage from non-Mage Towers.
  • Our Trolls Are Different: The Forest Trolls are distant cousins to the trolls encountered in the mountains. Like the trolls, they have regenerating health.
  • Promoted to Playable: Goblins and Orcs are playable towers and heroes in Vengeance.
  • Red Eyes, Take Warning: The Worgs of the Worg Riders. See Worg enemies below.
  • Spikes of Villainy: The shoulder cladding of the Orc Champions have spikes on them.
  • Unique Enemy: The Goblin Zappers, Orc Champions, Worg Riders, and Forest Trolls, only appear on The Ruins of Acaroth. They do however, return in the endless level, Rage Valley.
  • Zerg Rush: Goblins rely on number to be a threat.

Bandit Enemies

A common group of enemies faced in the main campaign. This group of enemies compose of Bandit, Brigand, Marauder, Raider, and Pillager.


  • Cool Helmet: The Brigands, Marauders and Raiders all wear helmets.
  • Cool Sword: The Pillagers wield some epic-looking swords.
  • Glass Cannon: Bandits have low health and no armor of any sort but are fast and deal huge damage to troops at the beginning parts of the game.
  • Guest-Star Party Member / Promoted to Playable: In Vengeance, they're available as mercernaries that can be hired in Lightseeker Camp.
  • Heavily Armored Mook: The Brigands, Marauders and Raiders all have very good armour. The Pillagers trade out their armour for Magic Resistance, making them very annoying.
  • Knife Nut: The Bandits wield knives as their primary weapon.
  • Malevolent Masked Men: The Bandits and Pillagers were scarves that cover most of their faces.
  • Mighty Glacier: The Pillagers are slow, heavily-armoured, and deal a lot of damage.
  • Prongs of Poseidon: The Marauders wield large tridents.
  • Purple Is Powerful: The tattoos on the Pillagers are coloured purple.
  • Spikes of Villainy: The Raiders wear spike armour and wield throwable spiked balls.
  • Stone Wall: In contrast to Bandits, Brigands have good health and armor for a non-Giant Mook enemy but deal rather low damage.
  • Tattooed Crook: The Pillagers have tattoos on their faces and torsos.
  • Walking Shirtless Scene: Only the Raiders are ever shown to be wearing shirts.
  • Weak to Magic: Only the Pillagers have any sort of magic resistance.

Dark Warrior Enemies

Another common group of enemies faced in the main campaign. This group of enemies compose of Shadow Archer, Dark Knight, Dark Slayer, Skeletons, Skeleton Knights, Necromancer, and Magma Elemental.


Troll Enemies (+ Yeti)

An enemy group only encountered in the Mountain area. This group of enemies compose of Trolls, Troll Champion, Troll Chieftain, Troll Pathfinder, and Troll Breaker (and Yeti).


Demonic Enemies

An enemy group encountered in Vez'nan's lands and the Underworld. This group of enemies compose of Demon Spawn, Demon Lord, Demon Hound, Demon Imp, Demon Legion, Flareon, Gulaemon and Cerberus.


Worg Enemies

A common group of enemies faced in the main campaign. This group of enemies compose of Wulf, Worg, and Winter Wulf.


  • Dark Is Evil: The Wulf and Worg enemies have very dark fur.
  • Fragile Speedster: Wulves and Worgs are fast but don't have that much health. They do make up for it in numbers, however.
  • Light Is Not Good: The Winter Wulf units are dangerous, white-furred enemies.
  • Red Eyes, Take Warning: The wulves have red eyes (if you look very closely).
  • Savage Wolves: Packs of wolf-like enemies that are definitely not friendly.
  • Zerg Rush: They tend to appear in large numbers each time, with the exception of Winter Wulves.

Flying Enemies

A group of enemies encountered throughout the campaign. These consist of Gargoyles and Rocket Riders.


Spider Enemies

A group of enemies encountered throughout the campaign. These include Giant Spider, Spider Matriarch, Spider Hatchling and Son of Sarelgaz.


  • Elite Mook: Sons of Sarelgaz have a lot of health and they have both physical armor and magic resistance.
  • Fragile Speedster: The Spider Hatchlings.
  • Giant Spider: All of them are pretty big, but the Sons of Sarelgaz take the cake by being as big as a tower themselves.
  • The Goomba: The Hatchlings are ridiculously easy to kill.
  • Guest-Star Party Member: In Vengeance, they're playable as special towers in Silveroak Outpost, and appropriately enough they spawn spiders as minions similar to a barracks tower.
  • Heavily Armored Mook: The Sons of Sarelgaz are notably one of two enemies in the series to boast physical armor and magic resistance at the same time, the other being the Paragons.
  • Mighty Glacier: The Sons of Sarelgaz are huge, heavy hitting, but thankfully, rather slow.
  • Mook Maker: Spider Matriarchs lay eggs that hatch into three Spider Hatchlings.
  • Purple Is Powerful: The Sons of Sarelgaz, like their mother, are purple, and very difficult to beat.
  • Red and Black and Evil All Over: The Giant Spiders have a red and black colour scheme.
  • Unique Enemy: Sons of Sarelgaz only appear on Sarelgaz' Lair.

Swamp Enemies

A group of enemies only encountered in Rotten Forest and Fungal Forest. These include Husk, Noxious Creeper, Mutated Hatchling, Tainted Treant, Swamp Thing and Rotshroom.


  • Came Back Wrong: Whenever one of your barracks troops die, a Husk will rise up from a poison pool. Whenever one of your Earth Golems die, a Swamp Thing will rise up instead.
  • The Corruption: What has affected and mutated all of them.
  • Dungeon Bypass: In the Rotten Forest mini campaign, Tainted Treants will repeatedly pop up anywhere on the lane, bypassing a lot of towers if they pop up near your exit.
  • Fallen Hero: The Husks are your former troops, resurrected as monsters from the Poison Pools, while Tainted Treants were once guardians of the forest, who were corrupted by Greenmuck.
  • Mook Maker: Just like Spider Matriarchs, Noxious Creepers spawn smaller spider units at a rapid rate.
  • Muck Monster: The Swamp Things are very much these.
  • Mushroom Man: Rotshrooms are walking mushrooms with legs.
  • Our Zombies Are Different: The husks are your former soldiers, their corpses corrupted by the forest into becoming your enemies.
  • Poison Is Evil: The poison from Greenmuck created these things, and should your units fall they will be resurrected by the poison as Husks and Swamp Things.
  • Promoted to Playable: Tainted Treants are playable as a tower unit in Vengeance.
  • Purple Is Powerful: The Rotshrooms are purple.
  • Shout-Out: The Swamp Things are a reference to... Swamp Thing.
  • Underground Monkey: Noxious Creepers and their spawn are essentially stronger swamp versions of the Spider Matriarchs and Spider Hatchlings.
  • Unique Enemy: Rotshrooms only appear on the Fungal Forest DLC.
  • When Trees Attack: Tainted Treants are moving trees with high armor.

Blackburn Enemies

A group of enemies only encountered in the Curse of Blackburn Castle mini-campaign. They include Zombies, Giant Rats, Wererats, Fallen Knights, Spectral Knights, Abominations, Werewolf, Lycans and Black Hags.


  • Battle Aura / Status Buff: The Spectral Knights boost the attack damage of the Fallen Knights.
  • Dungeon Bypass: The Zombies, Skeletons and Giant Rats can spawn from certain points along the maps. Zombies from various buildings and Zombie graves, Skeletons from Skeleton Piles (and some Necromancers that Guest Star in the Ancient Necropolis), and Giant Rats from Trash.
  • Early-Bird Cameo: The Zombies, Abomination, Werewolves and Lycans all make appearances here before they make their appearances again in the Shadowmoon Campaign in Frontiers.
  • Fallen Hero: The Werewolves and Fallen Knights.
  • Flesh Golem: The Abominations.
  • My Rules Are Not Your Rules: The Black Hags don't follow the normal paths, instead taking their own ones above everybody else on the maps.
  • One-Hit Kill: The Black Hags turn your troops into toads, which die shortly after.
  • Our Werewolves Are Different: They come in two flavours:
    • Regular werewolves that are fallen heroes overcome by bloodlust upon being cursed.
    • Lycans: They start as men but then transform into much more powerful were wolves who can spread lycanthropy to your troops.
  • Our Werebeasts Are Different: There are two different types of werewolves, and then there are (of all things) wererats.
  • Power Floats / Power Glows: The Spectral Knights float above the ground with a glowing purple hue.
  • Purple Is Powerful: The Fallen and Spectral knights have a purple hue to them.
  • Promoted to Playable: Zombies and Black Hags are playable as tower units in Vengeance.
  • Rat Men: The Wererats.
  • Reviving Enemy: The Fallen Knights become Spectral Knights once you kill them, meaning you technically have to kill them twice.
    • Unless you use Hacksaw's Tiiiimber! ability.
  • Rodents of Unusual Size: The Giant Rats, obviously.
  • The Virus: Giant Rats and Wererats spread a disease to your troops that damages them over time. Lycans also spread lycanthropy to your troops, turning them into werewolves that don't give gold upon death.
  • Wicked Witch: The Black Hags, with the hat, broom and magical abilities.
  • You Dirty Rat!: The Giant Rats and by extension, the Wererats.

    Kingdom Rush Antagonists 

The Juggernaut

https://static.tvtropes.org/pmwiki/pub/images/kr_jugg.png

A mindless unstoppable machine of destruction. The Juggernaut obliterates any army that tries to stop him.

A gigantic golem monster built by Vez'nan forces to destroy the capital, is the first boss encountered in the main campaign.


  • Arm Cannon: His left arm will sometimes open to shoot a giant missile at your troops.
  • Art Evolution: Has gone through a noticeable one from the original to Vengeance, giving him more detail as well as Spikes of Villainy.
  • Golem: A colossal one, made of iron, he can even make smaller ones to attack.
  • Horned Humanoid: His head is a giant horned helmet.
  • Flunky Boss: He can spawn swarms of Golem Heads... sometimes far ahead on the path, meaning that, if you didn't level your back towers enough you can kiss your three stars goodbye.
  • Promoted to Playable: In Vengeance, you can summon one to the battlefield with one of the special items.
  • Rocket Punch: Its melee attack is this.
  • Tin Tyrant
  • Wake-Up Call Boss: Fitting, as this is the first boss and will teach you how you should deal with them.

J.T.

https://static.tvtropes.org/pmwiki/pub/images/kr_jt.png

An abominable legendary creature that dwells in the coldest reaches of Stormspike.

A titanic yeti who dwells nearby Cloudstorm Temple, he's the second boss of the main campaign.


  • An Ice Person: Can cover nearby towers in ice, forcing you to thaw them if you want to use them again.
  • Bigfoot, Sasquatch and Yeti: The boss of all the Yeti of Stormcloud Temple.
  • Eating the Enemy: How he deals with soldiers and reinforcements.
    • Your troops are later seen eating him in the Heroic and Iron Challenges.
  • Flunky Boss: He summons Yetis and Winter Wulves thoughout the final wave, until he dies.
  • Ground Pound: His ice attack works like this. Also doubles as Weaksauce Weakness, as he stops for a few seconds to catch his breath after performing this attack.
  • King Mook: Of the Yetis.
  • Literally Shattered Lives: In his death animation he's frozen in his own ice and then shatters.
  • Oh, Crap!: His last facial expression upon defeat.
  • One-Hit Kill: His ability to eat soldiers and even heroes is this.
  • Punny Name

Vez'nan

https://static.tvtropes.org/pmwiki/pub/images/kr_vez.png

The most evil being you will encounter. Watch out for his evil bad jokes!

The evil dark lord who's attacking the kingdom and de facto Big Bad of the campaign, he's fought after all his troops in the last scenario, the Dark Tower.


  • Authority Equals Asskicking: He's probably as dangerous as all his forces combined.
  • The Bad Guy Wins: In Vengeance, he succeeds in disposing of King Denas and taking over Linirea by the end of the game.
  • Big Bad: Of the first game and main campaign, though some of his actions influences other scenarios too.
  • Big "NO!": When he returns to the realm of the living in Vengeance, he lets one out when he sees the state of his dark tower (the humans turned it into a happy amusement park).
  • Clipped-Wing Angel: When you kill him he turns into a giant red demon, which is actually weaker than his human form as he can no longer use his special abilities. It's still a nasty surprise if you manage to nail him only when he's past halfway.
  • Cool Crown
  • Deal with the Devil: Implied to be the source of his powers, as he's later seen in Hell in another scenario. Subverted, however, as Origins reveals that his power actually comes from the corrupted Tear of Elynie.
  • Evil Mentor: Vengeance reveals that he was the mentor of Magnus Spellbane.
  • Evil Sorcerer: A powerful wizard capable of blocking your towers with his magic.
  • Face–Heel Turn: He was a hero unit in Origins.
  • Final Boss: Of the main campaign.
  • Glass Cannon: His first form only has 6666 health, which is extremely low for a boss (only Myconid has less). However, his regular attack is a One-Hit Kill.
  • Guest-Star Party Member: In the final level of Vengeance, he becomes a helper in the scenery by being able to charge up energy balls that he'll throw at the front-most enemy on the screen when tapped. This changes to making his summoned demon do a Shockwave Stomp attack during the final battle itself.
  • Hidden Depths: Vengeance shows that he's not totally a Bad Boss, since he allows his troops to actually stop, rest, and get a drink from the Dwarves' Brewery once they conquer it. He's also shown to be very resourceful and opportunistic, preferring to take over and use the Dwarves' facilities for his army instead of destroying them. Finally, his entire reason for invading Linirea turns out to be a darkly well-intentioned one.
  • I Shall Taunt You: Keeps insulting and taunting the player for the whole stage from his balcony.
  • Money Is Not Power: Discussed in Vengeance. He declares that the Dwarves were fools for valuing gold as real power.
  • Number of the Beast: Let's see... his regular attacks deal at least 666 damage, he has 6666 health on Normal, and his demon form always has 6666 HP regardless of difficulty.
  • One-Hit Kill: If confronted by ground troops, he'll simply erase them with his scepter... which deals at least 666 damage.
  • O.O.C. Is Serious Business: It's telling that the Winter Queen is not to be trifled with when his orders in the level description eschew most of the evil hamminess and show serious, solemn concern.
  • Pintsize Powerhouse: All the other bosses follow the Attack of the 50-Foot Whatever trope, his warlock form is barely bigger than a Necromancer, while his devil form is still smaller than most bosses.
  • Shout-Out: Nearly everything he says, check out the main page for more examples.
  • Soul Power: He's capable of draining souls in the first game for massive amounts of damage. In Vengeance, your Rain of Fire is replaced by Soul Impact, a powerful spell cast by Vez'nan himself, and the Vez'nan's Wrath item makes him do a Smart Bomb that kills all the mooks on the screen by destroying their souls.
  • Summon Magic: Can conjure red portals that create Demon Spawn during the battle.
  • Villain Protagonist: You play as his dark forces in Kingdom Rush Vengeance, and he's essentially your superior there.
  • Well-Intentioned Extremist: His motives in Vengeance were due to Linirea and King Denas not heeding his warnings by keeping a sealed Eldritch Abomination in his castle basement, and that Vez'nan wanted to destroy it for good. "The True Battle Begins Now", indeed.
  • Your Soul Is Mine: He can suck out your troops' souls.

Sarelgaz

https://static.tvtropes.org/pmwiki/pub/images/kr_sarel.png

One of the legendary spider queens, Sarelgaz rules the Northern lands.

The northern spider queen, this ancient arachnid behemoth was awakened by Vez'nan's magic. Is the boss of the stage "Lair of Sarelgaz".


Gul'Thak

https://static.tvtropes.org/pmwiki/pub/images/kr_gul.png

The most feared Orc chieftain. His battle prowess is only matched by his incredibly boring campfire stories.

Legendary warchief of the orcs, rides a colossal boar in battle. Is the boss of the "Ruins of Acharoth" level.


The Kingpin

https://static.tvtropes.org/pmwiki/pub/images/kr_king.png

The slickest and most greedy vandal in the kingdom. Rest for sure he'll try to steal your money!

The leader of all the bandits, outlaws and ruffians of the realm. He's the boss of the "Bandit's Lair" stage.


  • Bling of War: He wears a lot of gold while on his way out of his lair.
  • Dirty Coward: While other bosses are marching toward the goal in order to defeat you, it's highly implied that the Kingpin is doing this merely to escape you and reform his band somewhere else.
  • Fat Bastard: He's so obese he has to be carried around on a wooden platform on wheels.
  • King Mook: For the outlaw enemies.
  • Mighty Glacier: He's an insta-killing boss who really takes his time to get to the exit.
  • One-Hit Kill: Crushes any unit he runs over.
  • Screw This, I'm Outta Here!: Pretty much what he's doing in the final wave, albeit very slowly.
  • Spikes of Villainy: His wagon has pikes coming out of it, as well as spiked wheels.

Ulguk-Hai

https://static.tvtropes.org/pmwiki/pub/images/kr_ulguk.jpg

Larger, smarter and more vicious than any other troll. His bite is even worse than his breath!

Warchief of the trolls, bears a massive shield with him. Is the boss of the "Ha'Kraj Plateau" stage.


Greenmuck

https://static.tvtropes.org/pmwiki/pub/images/kr_green.png

The heart of the Rotten Forest and its source of corruption.

A giant treant source of the corruption and boss of the stage "Rotten Forest".


Myconid

https://static.tvtropes.org/pmwiki/pub/images/kr_myco.png

Very bad temper and strong boxing skills. Prepare to be assimilated.

The ferocious leader of the rotshroom and boss of the "Fungal Forest" stage.


Moloch

https://static.tvtropes.org/pmwiki/pub/images/kr_moloch.png

A feared and overconfident demon overlord, he eats hot coals for breakfast!

The demon lord of Pandaemonium. Is the boss of the stage "Pandaemonium".


Lord Blackburn

https://static.tvtropes.org/pmwiki/pub/images/kr_black.png

Once a great noble knight, his yearn for the power to battle evil, corrupted him and his lands.

Once a powerful and just servant of goodness and justice, his quest for even more power to fight the evils of his land turned him in the very same things he set out to destroy. Is the boss of the stage "Castle Blackburn".


Elder Shaman

https://static.tvtropes.org/pmwiki/pub/images/kr_shaman.png

A goblin shaman that keeps taunting you as he sends his endless horde of army against you.


  • Dem Bones: He has a lot of skulls on his podium.
  • Healing Hands: He can summon a totem to heal enemies.
  • Hopeless Boss Fight: He's the villain of an endless level where the enemies get progressively tougher and stronger and the only way to end the level is via losing all your lives.
  • I Shall Taunt You
  • Magic Staff: That allows him to summon totems to assist his troops.
  • Malevolent Masked Man
  • No Name Given: Ironhide hasn't bothered to write any lore for this guy at all. He doesn't even have a name; the title Elder Shaman was coined by an administrator of the Kingdom Rush wiki and later become stuck.
  • Orcus on His Throne: He never steps down to confront you directly. He instead gives either health or speed buffs to the enemies. The most direct thing he can do to hurt you is to set up a totem that burns you.
  • Red Eyes, Take Warning
  • Sprint Shoes: He can summon a totem to speed up enemies.
  • The Unfought: You don't actually get to fight him, since his purpose is to aid the enemies in endless mode.

    Frontiers Enemies 

Desert Enemies

A group of enemies encountered in the desert and the beaches. This group of enemies compose of Desert Thugs, Dune Raider, Desert Archer, Sand Hound, War Hound, Immortals, Fallens, Executioner, Giant Scorpions, Giant Wasps, Giant Wasp Queens, Dune Terror, Sand Wraiths.


  • An Axe to Grind: The Executioner's weapon of choice, which he uses to instantly one-shot your barracks troops.
  • Annoying Arrows: Courtesy of the Desert Archers (like the Shadow Archers before them).
  • Aquatic Mook: The Unique Enemy, the Gunboat at Port Tortuga, is an enemy unit that only appears briefly, and proceeds to go away if you don't destroy it.
    • BFG: Several that target your troops and heroes on the map.
    • From Nobody to Nightmare: It's controlled by a Desert Thug.
    • Metal Slime: If you manage to destroy it, you get 100 gold in return.
  • Asteroids Monster:
    • Upon killing an Immortal, a Fallen will emerge from him.
    • When a Giant Wasp Queen is killed, about 6 Giant Wasps emerge from her.
  • Bee Afraid: The Giant Wasps and Giant Wasp Queens. They are flying enemies, though they don't harm your troops.
  • Enemy Summoner: The Sand Wraiths summon a sarcophagus that spawns several Fallens. They also heal their allies and attack your units.
  • The Goomba: The Desert Thugs are the first enemies encountered and are the weakest enemies in the game.
  • In the Hood: The Desert Archers, like the Shadow Archers before them, wear sinister-looking hoods.
  • Kung Fu-Proof Mook: Dune Terrors cannot be attacked when they're underground, you need them to lure them out with barracks troops which causes them to surface and become vulnerable.
  • Malevolent Masked Men: All of the human enemies here wear masks.
  • Mook Debut Cutscene: It's not so much a cutscene as it is a glorified animation, but the Executioner gets a pretty awesome one in Buccaneer's Den when he cuts down an entire path through a forest, causing a new enemy entry point in the level.
  • Mummy: The Fallen are a mummy-like enemy. They either spawn when an Immortal dies or emerge from sarcophagus summoned by Sand Wraiths.
  • One-Hit Kill: The Executioner instantly kills any troops it hits, although it cannot kill heroes.
  • Promoted to Playable: The Fallen are playable in Vengeance via a usable item that summons a sarcophagus similar to those spawned by the Sand Wraiths.
  • Sand Worm: Dune Terrors are essentially small versions of this that burrow underground and can only be attacked when they surface to attack your troops.
  • Scary Scorpions: The Giant Scorpions are large, very durable, and can poison any units.
  • Suspiciously Similar Substitute: The Desert Archers to the Shadow Archers, the Sand Hounds to the Wulves, and the War Hounds to the Worgs.

Jungle Enemies

A group of enemies encountered in the jungles. This group of enemies compose of Jungle Spider, Jungle Matriarch, Spiderling, Savage Warriors, Savage Hunter, Witch Doctor, Earth Shaman, Spirit Shaman, Blood Trickster, Gorillon, Poukai Rider, Poukai, Parasyte, Reaper.


  • Airborne Mook: The Poukai and Poukai Rider.
  • Arch-Enemy: They are the enemy to the Tuk'va Tribe, the tribe allied with you.
  • Blowgun: The Savage Hunters use these with poison darts that poison your troops.
  • Blade on a Stick: The weapons used by the Savage Warriors.
  • Cannibal Tribe: The Ma'qwa Tribe, who are the main enemy in the jungle area. Their Savage Warriors will eat any fallen soldiers they killed (not Reinforcement or Heroes) and restore and add their health.
  • Face Full of Alien Wing-Wong: The Parasyte's modus operandi is to latch onto a solider and quickly drain their health, and if this kills the soldier a Reaper hatches out. It doesn't cause Reapers to hatch from Skeletons or Sand Warriors, since both of them have no flesh to incubate.
  • Face Hugger: Parasytes will latch onto your troops' faces and drain their health, if this kills the soldier it will spawn a Reaper.
  • Giant Spiders: The Jungle Spider and the Jungle Matriarch, which are exclusive to the jungle area.
  • Horse of a Different Color: Some of them ride Poukai into battle, hurling javelins at your troops.
  • Killer Gorilla: The Gorillons, who are the resident Giant Mooks controlled by Savage Warriors using a banana hung from a bamboo pole.
  • Magic Staff: The Witch Doctors, Earth Shamans, Spirit Shamans and Blood Trickster all use these to battle you.
  • Malevolent Masked Men
  • Mook Commander: Witch Doctors have a healing aura that heals savages around them, Earth Shamans have an aura that provides armor to savages around them, and Spirit Shamans have an aura that provides magic resistance to savages around them.
  • The Necromancer: The Blood Tricksters can resurrect any enemy humanoid corpses into Savage Zombie. The only way to stop this is destroying the corpses like artilleries, silencing them, or letting the corpses disappear before they could reach them.
  • Outside-Genre Foe: Most of the game's theme and enemies are from a Fantasy world... and then you have the sci-fi alien Parasytes and Reapers that came from the crashed alien ship.
    The men feel as if they're being hunted by something not of this world.
  • Shout-Out: Parasytes are basically a cross between facehuggers and headcrabs.

Cavern Enemies

A group of enemies encountered in the undergrounds. This group of enemies compose of Saurian Broodguard, Saurian Nightshade, Saurian Myrmidon, Saurian Razorwing, Saurian Quetzal, Saurian Blazefang, Saurian Darter, Saurian Brute, Saurian Savant, and Saurian Deathcoils.


  • Airborne Mook: The Razorwings, and their King Mook, the Quetzals.
  • Alien Blood: They have bluish blood.
  • BFG: The Blazefangs possess these as weapons.
  • Blade on a Stick: The Broodguards have these.
  • Cool Sword: The Myrmidons have these.
  • Cold Sniper: The Deathcoils.
  • Invisibility Cloak: The Saurian Nightshade can turn invisible when they reach half of their health, bypassing your defenses. However, though they cannot be targeted, they can still take damage, mostly from artillery.
  • Lizard Folk: The Saurian as the main enemy group in the caverns.
  • Man Bites Man: The Saurian Myrmidon will bite one of your troops to replenish some of its health.
  • Mook Maker: The Quetzals lay eggs that create Razorwings.
  • One-Hit Kill: The Blazefangs wield massive plasma guns that can occasionally kill your troops in one hit.
  • Summon Magic: The Savants create portals that Broodguards, Nightshades and Darters come out of, and they don't give any gold.
  • Teleport Spam: The Darters teleport whenever they get hit.
  • Turn Red: The Saurian Broodguard moves faster upon losing health.
  • Unique Enemy: The Deathcoils only appear in the Darklight Depths level.
  • Whip It Good: The Brutes wield a pair of enormous plasma whips that are deadly.

Ocean Enemies

A group of enemies encountered only in the Rising Tides mini-campaign, collectively known as the Deep Devils. This group of enemies compose of Greenfin, Redspine, Blacksurge, Deviltide, Bluegale, and Bloodshell.


  • Aquatic Mook: All of them can travel through the water unlike most of your troops.
  • Cthulhumanoid: Bluegales are these crossed with Fish People and have a fish tail. They're also very proficient in magic.
  • Defend Command: The Blacksurge can retreat into its shell when low on health, preventing it from being attacked by troops while also healing itself.
  • Inescapable Net: Downplayed, the Greenfin and Redspine can throw nets at your troops which stuns them for a brief period of time.
  • Fish People: The Greenfin, Redspine, and Deviltide are fish-men.
  • Giant Enemy Crab: Bloodshells are huge, heavily armored crabs that have high HP and deal huge damage.
  • Giant Mook: Bloodshells have extreme amounts of armor, a lot of HP, and deal massive damage when attacking.
  • Heavily Armored Mook: Deviltides have 50% physical armor, Blacksurges have 70%. Bloodshells have extreme amounts of physical armor (95%) and are in fact immune to artillery.
  • Javelin Thrower: Redspines throw javelins at your troops, dealing heavy amounts of physical damage from a range.
  • No-Sell:
    • The Bloodshell is immune to damage from Artillery.
    • The Bluegale on the other hand is immune to magical damage.
  • Promoted to Playable: In Vengeance, the Hero Jun'Pai is a playable Bluegale, while the Deep Devil's Reef allows you to play as Greenfins, Redspines (when upgraded) and Bluegales.
  • Turtle Power: Blacksurges are turtle-people with snail shells.
  • Standard Status Effects: Greenfins and Redspines can stun your troops, Blacksurges can temporarily disable your towers, and Bluegales can prevent your towers from being selected.
  • Weather Manipulation: The Bluegale can cast storms that damage your troops, prevents your towers within from being selected/upgraded and heal Deep Devils.

Shadowmoon Enemies

A group of enemies encountered only in the Shadowmoon mini-campaign. This group of enemies compose of Zombies, Ghouls, Bats, Werewolves, Abomination, Lycan, Ghost, Phantom Warriors, Jack O' Lantern, and Vampiresa.


  • Airborne Mook: The bats.
  • Bat Out of Hell: The bats, obviously.
  • The Bus Came Back: The Zombies, Werewolves, Lycans and Abominations are back after their appearances in the Curse Of Castle Blackburn.
  • Flesh Golem: The Abominations.
  • Metal Slime: Jack O' Lantern isn't easy to kill since it summons Zombies and Ghouls. However, killing it rewards the player 200 gold.
  • Our Ghosts Are Different: Spirits that can only be harmed by magic, coming in both ghost form, and the Phantom Warriors.
  • Our Vampires Are Different: Only appearing as one gender and having a weakness to the Spin Attack of Lucrezia.
  • Our Werewolves Are Different: coming in two varieties (see the Blackburn enemies section of the Kingdom Rush enemies for more).
  • Our Zombies Are Different: As well as the regular type being available, there's also the Ghouls, which are much faster and will cannibalize on their victims.
  • Promoted to Playable: Ghosts and Zombies are playable as tower units in Vengeance, and Margosa from Vengeance is essentially a playable Vampiresa.
  • Red Eyes, Take Warning: The Ghouls, Bats and Lycans all have red eyes.
  • Suspiciously Similar Substitute: The Phantom Warriors are almost identical to the Spectral Knights of the Curse of Castle Blackburn mini-campaign, being floating fighters that are only susceptible to magic attacks. Though, they don't have the empowering aura of the Spectral Knights.
  • To Serve Man: The ghouls cannibalize on the corpses of your troops.
  • Unique Enemy: Jack O' Lantern only appears in the level Desecrated Grove.
    • The Vampiresa also only appear on Dusk Chateau, both as regular enemies, and as Vasile's flunkies.

    Frontiers Antagonists 

Lord Malagar

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2014_01_11_00_20_26.png

A sorcerer who picked up Vez'nan's staff at the end of the first game. He later claimed the Hammer of Ages at Hammerfall to awaken his master, Umbra.


  • Bait-and-Switch Boss: At first it seems that you're going to face him in combat in the final stage, only for Umbra to awaken and kill him.
  • Big Bad: Of Frontiers main campaign.
  • Disney Villain Death: How he dies.
  • Evil Is Not a Toy: After summoning Umbra, the force of the exploding crystal knocks him to an edge of a cliff. He begs for his master to save him... and Umbra blasts him down into the abyss.
  • Evil Sorcerer
  • In the Hood: Wears a really sinister one.
  • I Shall Taunt You: He will occasionally take a break from breaking the seal on Umbra to taunt you and make quotes, just like Vez'nan before him.
  • One-Hit Kill: Occasionally he zaps your troops with a deadly red beam.
  • Red Eyes, Take Warning
  • The Unfought: He fires powerful attacks at you occasionally but he is never fought as he gets tosses aside by Umbra.

Nazeru

https://static.tvtropes.org/pmwiki/pub/images/enemysqr_nazeru.PNG

Be careful what you wish for, the red efreets are not the genies you dream of...

A red efreet who guards the Nazeru's Gate.


  • Badass Finger Snap: He uses this to instantly disintegrate troops and summon Lesser Efreeti.
  • Bald of Evil
  • Beard of Evil
  • Dishing Out Dirt: Can cover your towers in sand, making them out of commision for a while.
  • Flunky Boss: He'll summon Lesser Efreeti to go for the exit. After he Turns Red he summons even more.
  • Fog Feet: Being a genie, he has a misty haze for a lower body.
  • Genie in a Bottle: After being defeated, he is trapped inside a lamp. Playing the Heroic and Iron Challenge modes will show his lamp being sold by a merchant.
  • Jackass Genie: "The red efreet are not the genies you dream of...," indeed.
  • MacGuffin Guardian: He guards the only gate to the jungle where Malagar has fled to.
  • One-Hit Kill: His attack can instantly kill a group of soldiers by turning them into ash. Even heroes are not immune.
  • Pointy Ears
  • Power Floats: Being a genie of course.
  • Wake-Up Call Boss: He's the first boss you encounter and one that allows you to train for the other bosses.

Quincon

https://static.tvtropes.org/pmwiki/pub/images/enemysqr_quincon.PNG

Fury and strength wrapped in hair and muscle, this giant ape is the stuff of legends.

A giant grey gorilla ridden by the Warlord of the Ma'qwa tribe. Is the boss of the stage "Temple of Saqra".


Beresad

https://static.tvtropes.org/pmwiki/pub/images/watch_the_skies.jpeg

A feared dragon who guards his lair.


  • Achilles' Heel: His flames will disable the tower it effects except for the Battle-Mecha, since it operates separately from the main tower itself.
  • Dragon Hoard: He is seen sleeping on a cave full of treasure. When he leaves to attack, you could click/tap it and steal 100 gold from him.
  • Face–Heel Turn: While he wasn't necessarily an ally in Origins, you can pay him to fight enemies. In Frontiers, his loyalty has been bought by Malagar and he harasses Linirea's forces within his lair. And in Vengeance, he's allied with Vez'Nan and actively attacks Linirea.
  • Greed: His defining trait. He'll fight for whoever promises him the most riches.
  • Only in It for the Money: He fights for whoever pays him the most. In Origins, he'll fight for you. In Frontiers, he's been bribed by the Saurians and Malagar. And in Vengeance, Vez'nan bribes him by promising him the treasures of the Dwarven Kingdom.
  • Promoted to Playable: In a limited way. Origins allows you to buy his services for a sum of coins, and he'll torch all the enemies on the lanes. He appears to become fully playable as a Hero Unit in Vengeance... while working for Vez'nan.
  • Technicolor Fire: He breathes green fire that temporarily disables towers.
  • The Unfought: He acts more like an obstacle than a foe, occasionally disabling your towers with green fire. Played with in Vengeance, he is fought directly by Linirea... except that he's a Hero Unit controlled by you with Linirea as the enemy.

Umbra

https://static.tvtropes.org/pmwiki/pub/images/enemysqr_umbra_3.PNG

Umbra is not made of shadows, shadows are made of Umbra...

A creature of shadow imprisoned in a large crystal. Is the boss of the stage "Emberspike Depths".


  • Bad Boss: Kills Malagar upon being fred, even if he had just completed the ritual and was begging for help.
  • Blob Monster: When he's damaged enough, he splits into multiple shadowy blobs that need to be attacked to harm him. They'll reform, but he'll have lowered health when they do so.
  • Dark Is Evil
  • Eldritch Abomination: An ancient god of Shadow and Darkness sealed in a massive crystal, much harder to kill even than previously met bosses like Moloch, a Demon Lord.
  • Enemy Summoner: Summons Shade Elementals to overwhelm the defenses while he weakens them by destroying them.
  • Eye Beams: Which he uses to destroy your towers or heroes.
  • Final Boss: The final opponent fought in the main campaign.
  • Flunky Boss: Umbra never directly approach towards the exit, he summons Shade Elemental to do his job.
  • Glowing Eyes
  • Greater-Scope Villain: His minion, Lord Malagar, wished to free him from his prison.
  • My Rules Are Not Your Rules: He is one of two enemies in the entire series who can outright destroy your towers.
  • Power Floats
  • Sealed Evil in a Can: He was trapped inside a crystal prison until Malagar freed him.

Leviathan

https://static.tvtropes.org/pmwiki/pub/images/enemysqr_leviathan.PNG

Terror of the deep, nightmare of the seas. When you sink, you will be Leviathan's meal!

The ancient god of the Deep Devils. Is the boss of the stage "The Sunken Citadel".


  • Achilles' Heel: When he blocks your towers with his tentacles, it stops in his tracks, leaving him vulnerable to the Rain of Fire or towers he missed.
  • Attack of the Monster Appendage: During the stage, he will occasionally send his tentacles to block your towers or show a bit of his dorsal fin. Only after killing all the waves of enemies he will emerge.
  • Combat Tentacles: He can use his tentacles to temporarily disable your towers.
  • Damage-Sponge Boss: Like Sarelgaz before him, he lacks special abilities other than wrapping its tentacles around your towers, but even then he's simply beefy, nothing else.
  • The Dreaded: To seagoers, as seen in his description above.
  • God of Evil: The Deep Devils worship him as a God.
  • Kraken and Leviathan: He combines both the traits of a Leviathan and has tentacles like the Kraken.
  • Noodle Incident: It is mentioned in the mission brief that he was already defeated once by King Denas' navy, but details are scarce.

Vasile

https://static.tvtropes.org/pmwiki/pub/images/enemysqr_vasile.PNG

The Everlasting Prince has been a dark and vicious menace over the kingdom since its foundation.

The vampire lord of the Dusk Chateau.


Xyzzy

https://static.tvtropes.org/pmwiki/pub/images/enemysqr_xyzzy.PNG

The Saurian King is a colossal lizard that hammers fear home on his enemies.

The king of the Saurians. Is the boss of the stage "Darklight Depths".


God King

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An ancient king of the deserts.


Reaper Queen

https://static.tvtropes.org/pmwiki/pub/images/oie_891051fke6s3ig.png

The queen of the Reaper aliens.


  • Hopeless Boss Fight: She's the villain of an endless level where the enemies get progressively tougher and stronger and the only way to end the level is via losing all your lives.
  • Mook Maker: In addition to the parasytes, she can sometimes give birth to a fully grown reaper.
  • Mother of a Thousand Young: She is the mother of the Parasyte and Reaper aliens.
  • Purple Is Powerful: Well, purple and pink anyway.
  • Religion of Evil: Some time after the defeat of Umbra, she infects the Ma'qwa cannibals with her Parasytes and becomes worshipped by them as their new Dark God.
  • Silent Antagonist: She is incapable of speech and does not taunt you like most other antagonists.
  • Status Buff: She can boost the attack and speed of any parasytes and reapers in the battlefield.
  • Super Spit: She can spit out poison at your troops.
  • The Unfought: Like any other endless mode antagonists, she only exists to aid the enemies.

    Origins Enemies 

Gnoll Enemies

A group of enemies that only appear in the Woodland area of the game (including the Hulking Rage mini-campaign). These include the Gnoll Reaver, Gnoll Burner, Hyaena, Gnoll Gnawer, Perython, Gnoll Blighter, Gnoll Catapult, and Blood Gnoll.


  • Airborne Mook: The Perythons are eagles with deer heads that fly past your troops. They can also come in carrying Gnoll Gnawers or rocks that they can drop on forces for heavy damage.
  • Battle Aura: The Gnoll Gnawers have an aura around them whenever they are close to each other.
  • Carry a Big Stick: The Gnoll Reavers carry large clubs with them to battle you and your troops.
  • De-Power: The Gnoll Blighters are able to stop the magic blossoms from being usable in the main campaign.
  • Dem Bones: The Gnawers and Blighters have a lot of skulls on them when they arrive for battle.
  • Dungeon Bypass: Hyenas will charge past your barracks troops and reinforcements instead of fighting them.
    • Reavers, Burners, and Gnawers will randomly appear from bushes in the Hulking Rage mini campaign.
  • Even Evil Has Standards: Heinous as they are, they apparently find Hi-Hi Enha too much for them, as evidenced from locking him up in a cage and not inviting him to any parties.
  • Fragile Speedster: The Hyenas are fast-moving enemies with some magic resistance and the ability to speed up to avoid combat with troops, but have lower HP than even the Gnoll Reavers.
  • From Nobody to Nightmare: If corrupted by the Bloodsydian of the Blood Ogres, the Gnoll Reavers and Gnoll Burners became very fast and very deadly Blood Gnolls.
    • The Gnoll Reavers are also the ones controlling the Gnoll Catapults.
  • Furry Confusion: The Gnolls are Petting Zoo People hyenas, but one of their units is an actual non-anthropomorphic hyena.
  • The Goomba: Gnoll Reavers are the weakest enemies in the game.
  • Heavily Armored Mook: Gnoll Gnawers are the first armored enemies in the game.
  • Heinous Hyena: They're all hyena people and none of them are nice at all. They also have actual hyenas as part of their forces.
  • Hoist by His Own Petard: The Gnoll Burners death animation is them dropping their burning sticks on themselves and burning from it.
  • Magic Staff: The Gnoll Blighters have staffs that they use to cast spells to wither Magic Blossoms and attack your troops from a distance.
  • Mix-and-Match Critters: The Perythons are eagles with deer heads.
  • Mook Commander: The Gnawers can buff each other when they are close to each other, increasing their damage output.
  • Playing with Fire: The Gnoll Burners, as the name suggests.
  • Unique Enemy: Main campaign-wise, The Gnoll Catapults only appear on the Royal Gardens level. Though they return in the endless mode level: Valor's Rest.
    • Metal Slime: If you manage to defeat them, you get 100 gold in return.
  • Zerg Rush: The main tactic of the Reavers.

Twilight Enemies

The Twilight Elves, the most recurring enemy of the game, and the ones with the largest range of levels as well, appearing in all stages and one mini campaign. These include the Twilight Harasser, Twilight Scourger (and its banshee), Twilight Avenger, Zealot, Twilight Evoker, Twilight Golem, Twilight Heretic, Arachnomancer, Drider, Blood Servant, and Mounted Avenger.


  • Action Bomb: The Twilight Avengers can put a blasting spell on their comrades that affects your troops when they are killed.
  • Arch-Enemy: To the regular elves that you are in charge of commanding.
  • Asteroids Monster: The Arachnomancer splits into three Spiderbrood upon death.
  • Ax-Crazy: The Driders are said to be this.
  • Badass Long Robe: The Zealot, Evoker and Arachnomancer each have these.
  • BFS: The Twilight Avengers carry ones that help to buff their comrades.
  • Big Creepy-Crawlies: The Mounted Avengers ride big beetles into battle.
  • Black Magic: Used by Twilight Heretics and Arachnomancers.
  • Cerebus Syndrome: The arrival of the Twilight Elves (specifically the Harassers in Royal Gardens) signals the point in which the plot takes a more serious turn.
  • Contractual Boss Immunity: The Twilight Golems are totally immune to the instant death attacks of the Golden Longbow and Wild Magus.
  • The Dreaded: The description for the Twilight Scourger says that their troops fear them more than any enemy.
  • Dungeon Bypass / Enemy Summoner: The Zealots will summon their comrades on runed circles on the floor of The Unseelie Court, a good deal closer to the exits than when the troops would originally come from.
  • Dying Curse: Two examples:
    • The Twilight Scourger has a banshee that disables any tower that's close to it.
    • The Twilight Avenger has "Blasting Spell" that it can give to its comrades and can harm any of your allies when nearby.
  • Evil Counterpart: To the regular elves under your command.
  • Eyeless Face: The Blood Servants, have no eyes, none in the promo material, none in the game, none at all.
  • Fair Folk: They are very much Drow in all but name.
  • Fragile Speedster: The Blood Servants.
  • Giant Mook / Golem: The Twilight Golems.
  • Heavily Armored Mook: The Avengers and Golems both have a lot of physical armour.
    • All of them have quite a bit of Magic Resistance as well.
  • Hell Hound: The Blood Servants are pretty much this, being genetically-engineered monstrosities that attack troops with speed.
  • Horse of a Different Color: The Mounted Avengers ride on huge beetles when they attack you.
  • Injured Vulnerability: The Twilight Golems get slower as they take more damage.
  • In the Hood: The Twilight Evokers wear hooded cloaks on them.
  • Luckily, My Shield Will Protect Me: The Twilight Avengers all have shields, and when they are put down to fight, they have less physical armour on them (from 90% to 50%).
  • Magic Staff: The Twilight Heretic has one that allows it to cast spells on your troops.
  • Mighty Glacier: The Twilight Golems.
  • Mook Commander: The Twilight Scourgers can buff their comrades into speeding up with their whips.
  • Mook Medic: The Twilight Evoker can heal all nearby allies, as well as disabling towers.
  • Mystical White Hair
  • Promoted to Playable: Twilight Harassers are a playable Barracks unit in Vengeance. Fittingly, you obtain them when Silveroak Outpost is unlocked — and you face down Alleria and the Elves in that level as enemies.
  • Purple Is Powerful
  • Red Eyes, Take Warning: Both the Evoker and Heretic have these.
  • Rock Monster: The Twilight Golems are animated rock structures brought to life by the twilight elves.
  • Spider People: The Driders are to quote "Half-Elf, Half-Spider Abominations".
    • The Arachnomancers, by extension can be considered this, due to their ability to command them and explode into them upon death.
  • Stripperific: Both the Scourgers and Evokers were very little clothing while battling you.
  • Summon Magic: The Zealots in The Unseelie Court summon enemies through floor patterns from walls of the court.
    • The Arachnomancers can summon Sword Spiders, Spiderbrood, and Sons of Mactans onto the battlefield.
  • Unique Enemy: The Zealots only appear on The Unseelie Court, summoning enemies briefly before disappearing (they can give 40 gold if you kill them though).
    • The Mounted Avengers only appear on Duredhel Outskirts. They do however, reappear on the endless mode Twilight Invasion.
  • The Virus: Driders can infect your troops and turn them into Driders as well.
  • Whip It Good: The Twilight Scourgers use whips to give their allies a speed buff when battling you.
  • Your Soul Is Mine: The Twilight Heretics can insta-kill a soldier as one of their attacks. They can also use a spell to do so slowly to your troops.

Spider Enemies

A group of enemies that appear on the second and last stages of the main campaign, as well as the Forgotten Treasures mini campaign. They include the Sword Spider, Webspitter Spider, Spiderbrood, and Son of Mactans.


  • All Webbed Up: The appropriately-named Webspitter Spiders have the ability to temporarily web up groups of your troops and even heroes, stunning them for a short while.
  • Fragile Speedster: The Sword Spiders and Spiderbrood.
  • Giant Spider: Most of them are pretty big, but the Webspitters are especially huge.
  • Informed Ability: The Sword Spiders allegedly deal high damage as one of their notable traits in the Monster Compendium, but their attack is even lower than that of most other spiders in the series.
  • Mutant: The Spiderbrood are spiders that are mutated by magic to become what they are now.
  • Poison Is Evil: The Sons of Mactans are poisonous enemies.
  • Purple Is Powerful: Played straight with the Webspitters, less so with the Spiderbrood.
  • Red and Black and Evil All Over: The Sword Spiders and Sons of Mactans (the latter like their mother), both have a red and black colour scheme.
  • Weak to Magic: Thoroughly Averted, they all have a LOT of Magic Resistance.
  • Zerg Rush: The Sword Spiders in the Faery Forest stages, the Spiderbrood in the First City stages.

Enchanted Forest Enemies

A group of enemies only seen in the second stage of the main game. The enemies include: Satyr Cutthroats, Satyr Hoplites, Gloomy, Bandersnatch, Redcap, Boomshroom, Munchshroom, Fungus Breeder, and Screecher Bat.


  • Action Bomb: The Boomshroom, Munchshroom and Fungus Breeder will explode when killed.
  • Airborne Mook: Gloomies are dull-looking fairies that fly over your troops. They have weak health, but can clone themselves which becomes problematic especially when your artillery doesn't target them.
    • There's also the Screecher Bats that only appear in the "Bittering Rancor" mini campaign (specifically Duredhel Outskirts).
  • Asteroids Monster: The Fungus Breeder explodes into two Munchshrooms on death, while the Munchshroom explodes into two Boomshrooms on death.
  • Ball of Light Transformation: The Satyr Cutthroats and Hoplites, Bandersnatch and Redcap will turn into a ball of light when travelling through the Dust Trails.
  • Bat Out of Hell: The Screecher Bats, obviously.
  • Blade on a Stick: The Satyr Hoplites' main weapon.
  • Dungeon Bypass: Two kinds:
    • The Dust Trails will allow the Satyr Cutthroat and Hoplites, Bandersnatch and Redcap go passed a good deal of your towers towards the exit, and it's very hard to tell which enemy is which (unless your on a map that you can see them going into it in the first place).
    • The Mushroom Patches that are on Neverwonder and The Unseelie Court will randomly spawn Boomshrooms onto the map, and they are usually placed halfway towards the exits.
  • Enemy Summoner: The Satyr Hoplites will randomly summon three Satyr Cutthroats by beating their shields.
  • The Fair Folk: Many of the enemies in the forest are malevolent fae.
  • Fauns and Satyrs: The Satyr Cutthroats and Hoplites are satyrs.
  • Glass Cannon: The Redcaps can deal a lot of damage, but have little armour to protect themselves.
  • Good Smoking, Evil Smoking: The faeries of the Fungus Breeders smoke pipes.
  • Heavily Armored Mook: The Satyr Hoplites have 50% physical armour on them, 80% on Impossible mode.
  • Hoist by His Own Petard: The death animation for the Redcaps shows them impaling themselves with their own scythes.
  • King Mook: The Satyr Hoplites are this to the Satyr Cutthroats.
  • Lightning Bruiser: The Bandersnatches. Like most Giant Mooks in the series, they have a lot of health and hit hard while even sporting an area attack. Unlike most giant mooks, they also move very quickly by rolling into a ball and are immune to slowing effects when rolling.
  • Luckily, My Shield Will Protect Me: The Satyr Hoplites have shields, which may or may not help them with their high armour rating. It also serves the purpose of summoning smaller Satyr Cutthroats.
  • Magic Wand: The faeries that are responsible for "promoting" the Boomshrooms into Munchshrooms, use these do to just that.
  • Make Me Wanna Shout: The Screecher Bats scream at your troops, which stuns them for a little bit.
  • Mushroom Man: Subverted, the Boomshroom, Munchshroom and Fungus Breeder have no arms and only hop or trudge their way along the path.
  • Names to Run Away from Really Fast: Satyr Cutthroats.
  • Nice Hat: The faeries that ride the mushrooms as part of the Fungus Breeders, wear gnome-like hats.
  • One-Hit Kill: The Redcaps have chance of killing a soldier with one swipe from their scythes.
  • Our Gnomes Are Different: The redcaps are evil gnomes that can be deadly.
  • Prickly Porcupine: The Bandersnatch is basically a giant hedgehog that curls into a ball to move very quickly.
  • Red Eyes, Take Warning: The Satyr Hoplites, Munchshrooms, Fungus Breeder (the mushroom part) and Screecher Bats, all have bright red eyes.
  • Self-Duplication: The Gloomies' special ability is to create a clone of themselves with the same amount of HP the original had, easily creating a swarm. And unfortunately, the Artillery which is normally the best counter to swarming enemies cannot target Gloomies, because they're also Airborne Mooks.
  • Sinister Scythe: The Redcaps wield these.
  • Unique Enemy: In the Enchanted Forest, the Screecher Bats only appear on Duredhel Outskirts. Through they do return in both levels in the Forgotten Treasures mini campaign, and in the endless mode: Twilight Invasion.

Cloud Enemies

A (small) group of enemies that are only encountered on the last stage of the main campaign. They include the Razorboar and Cloud Stalkers.


  • Airborne Mook: Cloud Stalkers are flying enemies that use your troops to breed and multiply. Notably, they temporarily become a grounded unit vulnerable to Artillery when they latch onto a soldier.
  • Critical Status Buff: Razorboars' damage increases as their HP drops.
  • Face Full of Alien Wing-Wong: The Cloud Stalker's modus operandi is to latch onto a solider and quickly drain their health, and if this kills the soldier another Cloud Stalker hatches out.
  • Flying Seafood Special: Cloud Stalkers resemble flying manta rays.
  • Full-Boar Action: The Razorboars are large boars with a great amount of health. They also can charge into your troops to damage and bypass them.
  • Heavily Armored Mook: Razorboars have medium amounts of armor against physical attacks.
  • The Virus: Any troop that is killed by a Cloud Stalker will explode and produce another Cloud Stalker.
  • Wreathed in Flames: Razorboars charge at your troops while on fire to deal heavy damage plus bypassing them.

Ogre Enemies

A group of enemies encountered in the Woodland area of the game, and the Hulking Rage mini campaign. They consist of the Ettin, Blood Ogre and Ogre Magi.


  • Carry a Big Stick: The Ettins wield large trees as their weapon.
  • The Corruption: The Blood Ogres are able to be this for the much weaker Gnoll forces (specifically the Reavers and Burners).
  • Dumb Muscle: The Ettin are this.
  • Evil Sorcerer: The Blood Ogres are warlocks that use the Bloodsydian to perform their dark magic-related abilities, while the Ogre Magi directly attack with magic and defend their allies with magic as well.
  • Giant Mook: All of them have a great amount of health and do a great amount of damage.
  • Ground Pound: The Blood Ogres do this when they corrupt the Gnoll Reavers and Gnoll Burners.
  • Healing Factor: The Ettin is capable of regenerating health over time, as are the other ogres.
  • Heavily Armored Mook: The Blood Ogres and Ogre Magi have 50% and 75% magic resistance respectively.
  • In the Hood: One of the heads of the Ogre Magi appears to be wearing a hood over it.
  • Multiple Head Case: All the ogres have two heads. Notably, the Ettin's two heads disagree with each other every now and then, causing it to hit itself with its own club and stunning it for a brief while.
  • Our Ogres Are Hungrier: Two-headed beasts that can wield magic and generally more intelligent than the ogres of the first game.
  • Power Crystal: The Blood Ogres use Bloodsydian as their source of magic, while the Ogre Magi use small green Crystals in their spells against your troops and heroes.
  • Red Eyes, Take Warning: The Ettins have red eyes.
  • Synchronisation: The Ogre Magi absorb the damage taken by its allies near it, and healing itself almost as quickly as it takes that damage.

Shadow Enemies

A group of enemies only encountered in the Forgotten Treasures mini campaign. The enemies include: Shadowspawn, Devourer, Dark Spitter, Shadow Champion and the reappearing Screecher Bat.
  • Action Bomb: The Shadow Champions explode on death, with dark blood in their death zone (see Taking You with Me below).
  • Airborne Mooks: The Screecher Bats, as they were in the Faery Forest.
  • Bloody Murder: The Dark Spitters spit out Dark Blood at your troops, which infects them and turns those who die while infected into Shadowspawn.
  • Came Back Wrong: The Shadowspawn are the undead versions of your troops, now fighting you.
  • Cool Sword: One is wielded by the Shadowspawn as their primary weapon.
  • The Corruption: The dark blood that's spat by the Dark Spitters and exploded over an area thanks to the Shadow Champions, affects your troops in negative ways.
  • Hell Hound: The Devourer is a dog-like creature that is a Fragile Speedster and eat the corpses of your troops.
  • Horned Humanoid: The Shadow Champions are this.
  • Informed Ability: While the description for the Dark Spitter says that it has a Healing Factor, there is no such proof of that in-game.
  • Long-Range Fighter: Dark Spitters are very dangerous at range thanks to their Dark Blood spitting attack that deals heavy damage over time and turns infected troops that die into Shadowspawn. Their close-range ability is lacking and they cannot spit dark blood when in melee combat.
  • Our Zombies Are Different: The Shadowspawn are undead creatures that exist because of the effects of the dark blood on elves and dwarves.
  • Red Eyes, Take Warning: All of these enemies have red eyes.
  • Taking You with Me: Shadow Champions will explode into a cloud of Dark Blood on death, this will infect any nearby troops with it and can transform them into Shadowspawn if it kills them.
  • To Serve Man: Devourers will gain HP whenever they kill one of your troops.
  • The Virus: Dark Spitters spit attack will temporarily infect troops with Dark Blood that deals heavy damage over time. Should a troop die while infected, they explode into a puddle of dark blood and a Shadowspawn rises from it.
  • Unique Enemy: The Shadow Champions only appear on the Tainted Pit level.
  • Was Once a Man: Shadowspawn used to be dwarves/elves until they were corrupted and killed by the dark blood.
  • Whip It Good: The Shadow Champions wield whips as their weapons and deal a lot of damage with them.

    Origins Antagonists 

Hi-Hi Enha

https://static.tvtropes.org/pmwiki/pub/images/kro_enemybox_hi_hi_enas.png

The most heinous and smelly fellow of the Gnoll tribe. He is angry because he never gets invited to the parties.

A berserker from the Gnoll tribes sent to assassinate Alleria Swiftwind. Is the boss of the stage "Gryphon Point".


  • Battle Aura: He can boost nearby enemies' attack damage.
  • Battlecry: Howls to summon more enemies whenever he gets to certain points on the path.
  • Epic Flail: His Weapon of Choice.
  • The Friend Nobody Likes: He's this to the Gnolls themselves, as his Flavor Text states that he never gets invited to the parties. That, and they actually keep him caged up.
  • Heinous Hyena: Gnolls are already pretty unfriendly to begin with, but this guy's temperament scares even the other Gnolls if their refusal to invite him to parties and his captivity is any indication.
  • Godzilla Threshold: As it is seen caged and even in Heroic and Iron Challenge to be caged again, it implied that he was too dangerous even for the Gnoll and he was released when they were desperate of breaching your defenses.
  • Non-Lethal K.O.: Unlike several other Kingdom Rush bosses, he doesn't die and is knocked out instead. He's shown to be caged back up in the Heroic and Iron Challenges.
  • Spikes of Villainy: He wears some spiked armour on himself when battling you.

Malicia

https://static.tvtropes.org/pmwiki/pub/images/kro_enemybox_malicia.png

The evil and deadly Twilight Queen. Three times winner of the Malefic beauty contest.

Queen of the Twilight Elves who started the war. Is the boss of the stage "The Unseelie Court".


Mactans

https://static.tvtropes.org/pmwiki/pub/images/mactans.jpg

One of the Ancient Spider Queens.


  • All Webbed Up: One of the ways she can harass you is by webbing up your towers. Thankfully you can tap her to avoid this.
  • Big Bad Duumvirate: Of Origins alongside Malicia.
  • Call-Forward: She mentions Sarelgaz in one of her quotes, suggesting that the two knew each other. Many years later, Sarelgaz indeed becomes a threat to Linirea.
  • Giant Spider: She's a spider who's as big as a Son of Sarelgaz. That's still the size of an average tower.
  • Hive Queen: Several of her brood are encountered in the level she debuts in and the final level.
  • Meaningful Name: Latrodectus mactans is the species name for the Southern Black Widow spider.
  • Proactive Boss: She constantly harasses you throughout her lair as well as the Shrine of Elynie, by either webbing your towers or spawning spiders and covering the floor in webbing. Ironically, she's never actually fought directly.
  • Red and Black and Evil All Over
  • Red Eyes, Take Warning
  • The Unfought: She is never officially fought as she merges with Malicia to become the Spider Goddess.
  • Villainous Legacy: Even though she and Malicia are defeated for good, they successfully corrupt the Tear of Elynie, which becomes a catalyst in Vez'nan's fall to evil and Malagar's conquest later on.

Spider Goddess

https://static.tvtropes.org/pmwiki/pub/images/kro_enemybox_spider_queen.png

An abomination... That's what happens when you play with elven artifacts.

The combination of Malicia and Mactans through the Tear of Elynie. Is the boss of the stage "Shrine of Elynie".


Bram the Beheader

https://static.tvtropes.org/pmwiki/pub/images/enemysqr_bram.PNG

The brutal leader of the Ogres. He likes to chop heads to get things done.

A brutal ogre warlord who uses the Bloodsydian for further conquest. Is the boss of the stage "Beheader's Seat".


  • Beard of Evil: He has a rather hard to see goatee.
  • Cain and Abel: He removed his brother's head and put him on a pike.
  • Cloud Cuckoo Lander: Bram's brother, who seems to be still alive after his head was cut off and mounted on a pike. He is rather crazy and comical, talks illogically and frequently leaves comments that have no relation to what Bram (who survives his decapitation as well) says.
  • Fate Worse than Death: After defeat, his head gets stuck on a pike near his brother's and is now forced to listen to his brother's insane ramblings... which he hates.
  • Horns of Villainy
  • Hot Blooded Sideburns
  • I Shall Taunt You
  • Laser-Guided Karma: After his defeat, his head is also stuck on a pike like his brother's (whom he beheaded), and his dialogue suggests that he can't stand his brother's insane ramblings.
  • Losing Your Head: An interesting case where he chopped his other head off and placed it on a pike. Said "brother" is still surviving and talks with insane rambling. After his defeat, his head is stuck to a pike near his brother's, still alive and complaining about his brother's ramblings.
  • Megaton Punch: He can literally smack soldiers one-by-one out of the map.
  • Multiple Head Case: Defied, he chopped off his brother's head.
  • Non-Lethal K.O.: While his death animation has him turn to Bloodsydian and crumble, it's revealed that his head survived and is now stuck on a pike near his brother's.
  • Off with His Head!: His favourite method of getting things done, as evidenced with his "brother" stuck on a pike.
  • One-Hit Kill: His attack sends troops and reinforcements flying away. However, he cannot kill heroes.
  • Our Ogres Are Hungrier: Like the other ogres, he's a two headed one. Well, he was a two-headed one.
  • Purple Is Powerful: And the only purple ogre that we see.

Baj'Nimen the Hateful

https://static.tvtropes.org/pmwiki/pub/images/enemysqr_bajnimen.png

Some people say he's lost his mind. These same people usually disappear, leaving only a puddle of goo behind.

Malicia's most trusted lieutenant who wishes to cast a spell which will destroy the continent. Is the boss of the stage "Duredhel Outskirts".


Godieth the Infernal

https://static.tvtropes.org/pmwiki/pub/images/enemysqr_godieth.png

A temperamental Pit Lord with some serious jealousy issues against his 'more famous' big brother.

A powerful Pit Lord who escaped his prison by dwarves.


  • Bloody Murder: His main gimmick is to spit out a huge glob of Dark Blood to produce a patch which infects heroes and troops standing within.
  • The Corruption: He is the source of the Dark Blood that corrupted the Dwarves and turns your troops into undead Shadowspawn.
  • Dug Too Deep: The dwarves dug too deep and accidentally released them, which resulted in the dwarves' deaths.
  • Flaming Sword: His Weapon of Choice
  • Horns of Villainy

Hee-Haw the Wicked

https://static.tvtropes.org/pmwiki/pub/images/heehaw.jpg

The chief of the gnolls.


Ainyl

https://static.tvtropes.org/pmwiki/pub/images/aiynl_battle.png

Malicia's sister who spearheaded the invasion of the elven capital Aredhel.


     Vengeance Enemies 

Worker Enemies

The enemies faced at Vez'nan's Tower in the tutorial. These consist of Human Woodcutter and Human Worker.
  • An Axe to Grind: Human Woodcutters attack your troops with these for pathetic damage.
  • The Goomba: Human Woodcutters are the weakest enemies in the game and serve as tutorial enemies. Human Workers are only slightly stronger.
  • Mighty Lumberjack: While the Human Woodcutters sport this look, they are anything but mighty.
  • Reality Ensues: They're all easily slaughtered by the dark army as they're Worker Units who are not combat trained at all.
  • Shovel Strike: The Human Workers attack with a shovel, not that it does them much good at all.

Dwarven Enemies

A group of enemies encountered in the Dwarven Kingdom. These consist of Dwarf Bruiser, Warhammer Guard, Clockwork Spider, Chomp Bot, Cyclopter, Tinbeard Gunman, Smokebeard Engineer, Sulfur Alchemist, Quarry Worker, Stonebeard Geomancer, and MechaDwarf MK.9.
  • Airborne Mook: Cyclopters are the Dwarves' flying enemy unit and are quite fragile and slow.
  • Alchemy: Sulfur Alchemists use this to create blue Healing Potions that they throw at their allies and purple exploding potions that they throw at your troops.
  • Alchemy Is Magic: Sulfur Alchemists have a very high magic resistance and they're capable of throwing potions that heal and potions that explode for magic damage.
  • The Alleged Car: Cyclopters are slow and very flimsy, only slightly tougher than a Dwarf Bruiser. Even a Linirean hunting eagle can take more than twice the damage of these flying machines.
  • Armored Coffins: The MechaDwarf MK.9 lacks an Ejection Seat. When it gets destroyed, it blows up and turns the pilot into ashes.
  • Fast Tunnelling: The Quarry Workers can tunnel underground very quickly, bypassing troops with ease.
  • Giant Mook:
    • An odd case with Stonebeard Geomancers. They don't have too much health for a giant enemy normally, but when they enter combat they turn into animated stone, which multiplies their current and maximum health by 3.3x making them far more durable. Their health is divided by 3.3x when they exit combat.
    • MechaDwarf MK.9s play this straight by having lots of health, high damage and an area attack. They also sport heavy armor.
  • The Goomba: Dwarf Bruisers are just about as weak as Human Woodcutters, but they appear in numbers.
  • The Guards Must Be Crazy: The outer gates were defended by the very weak Dwarf Bruisers and the slightly stronger Warhammer Guards, while the city corridors were defended by those as well as the weak Clockwork Spiders and a few Chomp Bots. This allowed Vez'nan's army to infiltrate and begin taking over their facilities one by one. Even the Dwarf King Bolgur will Lampshade it by saying "I should have invested more in my army."
  • Healing Potion: Sulfur Alchemists throw healing potions at their non-mechanical allies in order to heal them. They throw a different potion at your forces instead.
  • Heavily Armored Mook: Warhammer Guards, Chomp Bots, Smokebeard Engineers and MechaDwarf MK.9s all sport physical armor.
  • Kung Fu-Proof Mook: Quarry Workers will tunnel underground making them immune to towers and troops, they can only be damaged or blocked after they resurface.
  • Literally Shattered Lives: Stonebeard Geomancers turn into stone and shatter when killed.
  • Long-Range Fighter: Tinbeard Gunmen attack your units from a range, but are less effective in close combat. Sulfur Alchemists are very weak in close combat but their thrown exploding potions can deal a good bit more damage.
  • Magic Versus Science: Most of the Dwarves fall on the science side, using gadgets and all, but a few like the Sulfur Alchemist and Stonebeard Geomancer incorporate magical abilities. This also gets lampshaded in the Clockwork Factory's level description.
    "On second thought... those automated machines seem useful... claim the factory in my name. Even if their steel might stop our swords, they won't stop our magic!"
  • Mecha-Mooks: Clockwork Spiders, Chomp Bots and MechaDwarf MK.9s are machines used by the dwarves. While Clockwork Spiders explode on death, the other two stay disabled for a while before breaking down and giving you gold. During this period, they can be repaired by Smokebeard Engineers.
  • Mini-Mecha: MechaDwarf MK.9s are mechanical walkers piloted by dwarves. They have high health and armor, deal high damage and can use an area of effect Shockwave Stomp, but they move slowly.
  • Mook Debut Cutscene: It's not so much a cutscene as it is a glorified animation, but the MechaDwarf MK.9 gets a pretty awesome one in Clockwork Factory when the mecha assembly factory activates on wave 8. The factory lights up as a hatch opens up to reveal a platform which lifts a dwarf that walks into the factory. Two mechanical arms extend into the factory and do some tinkering, and then the first MechaDwarf MK.9 in the game slowly marches out of it.
  • Mook Medic: Smokebeard Engineers can repair the disabled bodies of Chomp Bots and MechaDwarf MK.9s, reviving them. Sulfur Alchemists can throw healing potions at their allies.
  • No-Self Buffs: Sulfur Alchemists can't use their own healing potions on themselves, although they can use their healing potions on each other if there's more than one.
  • One-Man Army: The Flavor Text for the MechaDwarf MK.9 enemies states that they're "Capable of smashing whole armies with their strength". It's true to a certain extent as they deal heavy damage, have a powerful area attack, and sport huge amounts of armor, but Vez'nan's dark army can exploit their weakness to magical attacks.
  • Oxymoronic Being: Stonebeard Geomancers are giant Dwarves bigger than any of your troops.
  • Reality Ensues: Repairing a machine tends to be a very delicate process, let along using long distance electromagnetic technology to do so. As such, if the Smokebeard Engineer is interrupted mid-repair, the process fails and causes the machine to be destroyed instead.
  • Spam Attack: Chomp Bots have deceptively low damage as they actually hit three times in succession.
  • Spider Tank: Clockwork Spiders are miniature and non-weaponized versions of these.
  • Starter Villain: They're the first main antagonist faction in the game and the weakest one. Thanks to stationing all the powerful forces in the inner parts of the kingdom and leaving the weakest ones to defend the gates, the dark army manages to invade their kingdom and take over their facilities while drugging the dwarves to leave them crippled. Furthermore, their kingdom values money as power, as compared to the Northerners who value might as power.
  • Taken for Granite: Stonebeard Geomancers inflict a non-lethal and a lethal version to themselves. When in combat, they turn themselves into animated stone which multiplies their current and maximum health by 3.3x until they exit battle. When they're killed, they turn to stone and crumble.
  • Zerg Rush: Dwarf Bruisers and Clockwork Spiders appear in numbers to rush your defences.

Northern Enemies

A group of enemies encountered in the the Frozen North. These consist of Northern Wildling, Northern Huntress, Glacial Wolf, Blue Wyvern, Northern Berserker, Nanoq Warbear, Apex Stalker, Apex Shard, Ice Witch, Leap Dragon, Valkyrie, Draugr, Svell Druid and Frost Giant.
  • Airborne Mook: Blue Wyverns are the flying enemy of the area. Leap Dragons are an interesting case, they're grounded units that can take off into the air to bypass troops for a short period every now and then.
  • An Axe to Grind: The weapon of the Northern Huntresses is a throwing axe that they chuck at your units from afar. The Northern Berserkers use a Spin Attack with two of these to hit groups of units.
  • Asteroids Monster: When an Apex Stalker is killed, they drop an Apex Shard.
  • Badass Army: Compared to the Dwarves. The basic Wildling has over 1.5x the health and deals over twice the damage of the armored Warhammer Guards.
  • Barbarian Tribe: Most of the Northerners are part of one. They value might as power.
  • Bears Are Bad News: Nanoq Warbears are polar bear Giant Mooks with high health, damage and armor, and while they're initially slow they can charge into battle gaining a huge boost of speed until they reach your units.
  • Beast of Battle: Nanoq Warbears are the Northerners' trained polar bears clad in armor and sent to attack your troops.
  • The Berserker: The Northern Berserkers, of course. They have good HP and a damaging Spin Attack that is great at killing grouped units, but on the defensive side they lack any form of armor or magic resistance.
  • Bilingual Bonus:
    • Nanoq means 'polar bear' in Inuit, and Nanoq Warbears are combat-trained polar bears. This also makes the Nanoq Warbear a somewhat redundant name.
    • Svell is Icelandic for Ice, and the Svell Druids use ice to freeze your towers and attack your troops.
  • Call-Back: The Frost Giants' death animation is similar to that of J.T's, where they freeze up in ice and shatter leaving their hips, legs and spine behind.
  • Decomposite Character: The Barbarians from the Barbarian Mead Hall have their abilities split between the Northern Huntress and the Northern Berserker. The former uses the Throwing Axes ability while the latter uses the Whirlwind Attack ability.
  • Dragon Rider: Leap Dragons are mounted by Northerners who command them to attack or fly.
  • Elemental Embodiment: Glacial Wolves are wolves animated by ice magic, while Apex Stalkers and their shards are beasts made of magic ice. This nature makes them magic resistant, especially the Stalkers and shards.
  • Enemy Summoner:
    • Ice Witches can attack your units to freeze them, and they also spawn Apex Shards one at a time to rush your troops.
    • Valkyries can attack in melee combat and can also raise Draugr from the bodies of Northerners.
  • Foil: The Northerners heavily contrast the Dwarves as a faction.
    • The Dwarves value gold as power, the Northerners value physical strength as power.
    • The Dwarves primarily use machines for combat, while the Northerners use physical might, trained creatures and magic for combat.
    • While the Dwarves had ill-prepared guards and were caught unawares, the Northerners' first action upon seeing the Dark Army was to immediately alarm the entire tribe.
    • Vez'nan's tone of pre-level dialogue against both factions is contrasting too. He takes pleasure in capturing the Dwarven facilities and rendering them useless, but when it comes to the prepared Northerners, he's angry with the player for several screwups against them.
  • Giant Mook: Nanoq Warbears and Frost Giants have a lot of health and armor, and do quite a lot of damage.
  • Good Counterpart:
    • Glacial Wolves are almost similar to Worgs from the first game and War Hounds from Frontiers. They're wolf-like enemies that move quickly, appear in numbers, sport 50% magic resistance and even have very similar amounts of HPnote . The main difference however is that Glacial Wolves trade in their damage and melee dodging capability with an icy explosion upon death which can freeze units.
    • The Valkyrie is the game's equivalent to Frontiers' Blood Trickster, being able to raise zombies from the corpses of allies.
  • Guys Smash, Girls Shoot: The first three barbarian types you encounter are Northern Wildlings, Northern Huntresses, and Northern Berserkers. The Wildlings and Berserkers attack with melee while the Huntresses throw axes from afar. In addition, only one of three female enemies is a melee combatant (Valkyrie), and only one of the male enemies is a ranged fighter (Svell Druid).
  • Heavily Armored Mook: Northern Wildlings, Nanoq Warbears, Leap Dragons, Valkyries and Frost Giants all sport varying amounts of physical armor.
  • Horny Vikings: The Northerners are pretty much Vikings in everything but name. They live in the icy north, wear horned helmets, have several Norse-related stuff, use Viking ships, etc.
  • An Ice Person: Ice Witches and Svell Druids have ice magic. The former uses them to freeze troops and create Apex Shards, the latter uses them to freeze your buildings.
  • Lightning Bruiser: The Nanoq Warbear is powerful with strong damage, high HP and medium armor. While they're slow, they have the ability to charge when not in combat, which greatly increases their speed until they reach your units.
  • Literally Shattered Lives: How Glacial Wolves, Apex Stalkers, Apex Shards, Svell Druids and Frost Giants die. They either explode into ice, or freeze up into ice before shattering.
  • Might Makes Right: They believe that might and power comes from physical strength.
  • Mighty Glacier: Frost Giants are these in both the literal and trope sense, being icy armored giants that move slowly but hit extremely hard.
  • Mook Debut Cutscene: It's not so much a cutscene as it is a glorified animation, but the Northern Berserker gets a pretty awesome one in Frozen Rapids' second wave. A huge Viking Ship appears, docks on the ice, opens up and a hulking Berserker walks out hellbent on mincing your dark army.
  • Noble Wolf: Glacial Wolves are ice elemental beings that actively fight against Vez'nan's dark army.
  • Not Quite Flight: Leap Dragons have rather small wings and they don't properly fly but rather take an extended leap while flapping their wings to struggle to keep airborne, hence their name.
  • Our Dragons Are Different: They come in different types here. Blue Wyverns are standard flight capable dragons, while Leap Dragons are awkward at it thanks to their size and small wings, and can only fly for short intervals.
  • Our Giants Are Bigger: Frost Giants are Giant Mooks with high health, armor and attack damage, but are very slow.
  • Perspective Flip: The Barbarians from the first game's Barbarian Mead Hall are now your opponents, and their abilities are now split between the Northern Huntress (Throwing Axes) and Northern Berserker (Whirlwind).
  • Spam Attack: Northern Huntresses and Apex Stalkers both have a very fast attack rate.
  • Spin Attack: Used by the Northern Berserkers to hit groups of your units.
  • Standard Status Effects: The primary status effect that these guys use is freeze, which temporarily disables troops and towers. Glaier Wolves explode into an icy explosion that can freeze your units. Ice Witches use ice magic that freeze your units. Svell Druids freeze your towers, and frozen towers can be tapped a few times to be freed.
  • Underestimating Badassery: Vez'nan initially declares them as dumb, bulky Northerners who value might as right in the first Northern level's intro. Things then go pretty south for Vez'nan against them, from the Northerners at the outpost sounding their horn to call reinforcements, fighting Vez'nan's army on a frozen rapid river that breaks apart and drowns a huge part of his army, and their leader Arkuz was prepared to flee the village once it was captured. All this causes Vez'nan to angrily berate the player in the following level introductions.
  • Valkyries: One of the enemy types, they will resurrect fallen Northerners nearby as Draugr.

Linirea Enemies

A group of enemies encountered in Linirea. These consist of Recruit, Footman, Watchdog, Troop Captain, Farmer, Hunting Eagle, Elven Ranger, Devoted Priest, Gryphon Bombardier, Arcane Magus, High Sorcerer, Golem House, Paladin, Shieldbearer, Cavalier, Musketeer and War Wagon.
  • Airborne Mook: Hunting Eagles are fast flying enemies with low HP while Gryphon Bombardiers are slower but attack your troops with Splash Damage explosives.
  • Area of Effect:
    • Gryphon Bombardiers lob bombs that hit troops in an area.
    • Arcane Magi cast a magic meteor spell that hits troops in an area for armor-piercing damage.
    • High Sorcerers ride an Earth Elemental whose attack hits troops in an area for heavy damage.
    • Paladins attack your troops with Holy Strike which hits an area of troops for heavy damage.
  • Attack Animal: Watchdogs are attack dogs trained to aid Linirea's army on the battlefield. They're fast but have low HP.
  • Badass Army: The basic Linirea Recruit alone has more HP and attack damage than the basic members of the Dwarven and Northern armies. The rest of their army (with the exception of the dogs and eagles) are even stronger.
  • Baleful Polymorph: The High Sorcerer can transform your troops into enemy sheep, much like how the Sorcerer Mage tower could do to enemies.
  • Clown Car: The War Wagon contains a nearly-endless amount of Footmen within. Their Flavor Text even lampshades it by describing them as "Like a clown car but a lot less funny".
  • Clucking Funny: One of the Farmer types carries chickens with him and even attempts to attack your troops with a chicken he's holding. Said attack is pitifully weak, if amusing.
  • Cool Horse: Cavaliers are Paladins on horses that allow them to charge past troops.
  • Developers' Foresight: If a High Sorcerer get possessed by the Specters Mausoleum, he'll transform enemies into friendly sheep for you (said sheep will just stand there without doing anything until they are killed).
  • Discard and Draw: Paladins in the first game had high armor, while in this game they have no armor but a good amount of Magic Resistance. Furthermore, they trade their Holy Light for the capability to buff their allies' damage.
  • Dungeon Bypass:
    • Cavaliers can charge through your troops to avoid melee combat with them.
    • Arcane Magi can teleport troops further down the path.
  • Field Promotion: This is the Troop Captain's ability. Their Flavor Text shows that they're the ones in charge of training Linirea's Recruits, and when on the field they will promote Recruits into Footmen by shouting.
  • Fragile Speedster:
    • Watchdogs are some of the fastest enemies in the game but are very fragile for a late-game enemy.
    • Hunting Eagles are fast flying enemies but have nominally more HP than a Watchdog.
    • Cavaliers move quickly and can even charge past troops to avoid being blocked, but have relatively low HP and lack armor for an endgame enemy. Don't get cocky however, since the far more durable Paladin will dismount upon the horse's death.
  • Giant Mook: The High Sorcerer has a lot of HP and armor and can deal a lot of damage thanks to his Earth Elemental. The Golem Houses can take a good bit of damage while dishing it out. Shieldbearers have a lot of HP and have extremely high amounts of armor when not in combat, but they're slow and aren't too damaging.
  • Glass Cannon: Musketeers deal very heavy damage from a long range but they have low HP.
  • Good Counterpart:
    • Watchdogs are fast but weak enemies with magic resistance, similar to the Wulves and Worgs.
    • Elven Rangers appear similar to Twilight Harassers except that they lack the Harasser's teleportation and have magic resistance instead of armor.
    • Devoted Priests appear to be similar to the Twilight Evokers, being cloaked priestesses who heal their allies.
    • Shieldbearers have a similar weakness as Twilight Avengers by losing their physical armor while in combat.
    • Musketeers shoot your troops for heavy damage from afar in a manner similar to Saurian Deathcoils.
  • Golem: The Earth Elementals that the High Sorcerers ride into battle are their constructs. This also makes them Giant Mooks.
  • Guns Are Worthless: Averted hard with Musketeers. Their rifle attacks deal very high damage to your troops and heroes from a long distance.
  • Heavily Armored Mook: Footmen are Recruits with light armor and more HP. Recruits can even be upgraded to Footmen by the Troop Captains (who have medium armor). High Sorcerers ride Earth Elementals and as such have a huge amount of HP and armor. The Shieldbearer has very high armor when he's not in combat. Surprisingly, Paladins are not these despite having heavy armor in the first game — they instead have medium magic resistance here.
  • Hero Antagonist: Several of them are the forces of Linirea from the first game.
  • Heroic Dog: Watchdogs are attack dogs trained to attack the dark army. Pity for them that they're quite easy to kill.
  • Horse of a Different Color: Gryphon Bombardiers ride gryphons into battle.
  • Invulnerable Horses: Averted with Cavaliers. Your towers actually attack and damage the horse the Paladin is riding on, and when they're killed the Paladin dismounts.
  • Light Is Good: Devoted Priests use light-based powers to heal allies and grant magic resistance, while Paladins use Holy Strike to deal huge damage to groups of troops. Of course, since you're the Villain Protagonist, this makes them your enemies.
  • Long-Range Fighter: Musketeers. They deal incredible damage to troops and heroes from afar, especially with their special ability where they fire an extremely powerful shot at a very long range, but their HP and close combat ability is lackluster.
  • Mighty Glacier: High Sorcerers. They have a One-Hit Kill Baleful Polymorph ability that thankfully has a long cooldown time, and a giant amount of health plus a damaging area attack thanks to the Earth Elemental they ride. Fortunately, said elemental also moves very slowly due to being made of rock.
  • Mook Lieutenant: Troop Captains can promote Recruits into armored Footmen.
  • Mook Maker: War Wagons do not attack, cannot be blocked, and their only purpose is to summon a group of footmen every now and then.
  • Mook Medic: Devoted Priests will heal nearby troops and also grant magic resistance to those nearby.
  • The Musketeer: The Musketeers, of course. They have both melee combat capability as well as long range gun attacks, although they're weak in the former.
  • Noble Bird of Prey: Hunting Eagles are Linirea's trained eagles sent to fly over the battlefield to the exit quickly.
  • No-Self Buffs: Devoted Priests can't use their healing spells on themselves, although they can use their healing spells on each other if there's more than one.
  • One-Hit Kill: Any troop that the High Sorcerer polymorphs into a sheep is as good as dead.
  • The Paladin: Paladins are magic-resistant enemies that use Holy Strike to deal area damage and can also buff the damage of allies.
  • Perspective Flip: The towers that you used in the first game are now enemies, and their abilities are appropriately used against you:
    • Recruits and Footmen come in numbers to swarm your barracks units.
    • Elven Rangers fire arrows rapidly at your troops.
    • Musketeers attack your troops for heavy damage from a long distance.
    • Paladins have an Area of Effect in the form of Holy Strike.
    • Arcane Magus can cast Teleport to teleport their allies further down the path.
    • High Sorcerers ride their summoned Earth Elemental that deals area damage and can Polymorph your troops into sheep.
    • Gryphon Bombardiers lob bombs that deal area Splash Damage to your troops.
  • Rain of Arrows: Elven Rangers have a very fast-firing arrow attack and appear in decent numbers, leading to this trope on any unlucky troops or heroes in range.
  • Reality Ensues: The farmers (who aren't Joe Jenkins) that try to take on the dark army are very weak in both HP and attack power and are easily slaughtered.
  • Sapient House: Golem Houses are Lozagon houses brought to life by Magnus Spellbane.
  • Scary Black Man: One of the various types of farmer is a big, muscular dark-skinned man who has more HP and deals much more damage than the other farmers. He's still weak compared to the actual militia, however.
  • Shield-Bearing Mook: The appropriately-named Shieldbearer carries a shield that gives him incredible armor rating. He only puts it down when he engages combat.
  • Sniper Rifle: Musketeers convert their gun into one of these whenever they use their long-distance attack. It deals a huge amount of damage to troops and heroes it hits.
  • Spam Attack: Both Elven Archers and Gryphon Bombardiers have a very fast rate of attack, both of which spell bad news for your barracks troops.
  • Squishy Wizard: Subverted by both the Arcane Magus and High Sorcerer. The former has a devastating area attack spell and a teleportation spell that aids allies but he comes with a good bit of HP, while the latter can turn your troops into sheep and is a Giant Mook thanks to the Earth Elemental he rides. It's played straight with the latter when he's killed, since the Earth Elemental breaks into rock chunks that crush him instantly.
  • Training the Peaceful Villagers: The Farmers in Otil Farmlands will attack and rush your troops... only to deal pathetic damage and be slaughtered quite easily.
  • White Magician Girl: Devoted Priests resemble Diedre the priestess from Frontiers and they aid their allies by healing and giving them magic resistance.

Anurian Enemies

A group of enemies fought on Anuria in the Subaquatic Menace expansion. These consist of Anurian Chaser, Anurian Warden, Crystal Amphiptere, Anurian Infuser, Anurian Channeler, Anurian Erudite, and Crystal Demolisher.
  • Airborne Mook: The Crystal Amphipteres are small flying dragons infused with crystals. They're rather weak and relatively slow, but gain a huge speed boost if they get a magic infusion from an Anurian Infuser.
  • Alien Blood: Anurian Chasers and Wardens leave green blood when killed, while Infusers, Channelers and Erudites leave purple blood upon dying.
  • Badass Army: In the news previews, they're shown to be giving the the very same Dark Army that conquered Linirea lots of trouble. Indeed, they can give a lot of trouble in-game, having units that benefit each other as well as powerful Cannon Fodder units.
  • Black Mage: Anurian Erudites fire off powerful spells to decimate your troops, can charge up to three shots, and can deal even more damage if they get a damage boost from a Channeler's aura.
  • Charged Attack: Anurian Erudites can charge up to three magic bolts in a similar manner to the Archmage Tower/Specters Mausoleum, unleashing all three on the first troop or hero they come across.
  • Color-Coded for Your Convenience: Apart from the Chasers, all the enemies appear with one of two colours of crystal. This identifies which type can benefit from mages using the same colour.
  • Deflector Shields: When infused with magic by an Anurian Infuser, the Anurian Warden gains a damage shield.
  • Evil vs. Evil: The Anurians do not have good intentions for the kingdom and Vez'nan's forces actively fight against them, though out of Vez'nan's selfish interests.
  • Frog Men: Many of the Anurians appear to be amphibian-people. Most of them are frog-people, but the Anurian Channelers and the Anurian Infusers appear to be axolotl-people.
  • Foil: Anurian Infusers and Anurian Channelers. Both of them are apprentice mages of the Anurians and act as support, but their methods of helping their allies differ. Infusers support allies with blue crystals from afar by actively firing a long distance beam at them, while Channelers assist allies with pink crystals via a passive aura ability by being near them. Finally, Channelers are actually more powerful in melee combat while the opposite is true for Infusers which are Long Range Fighters.
  • Giant Mook: Crystal Demolishers are golems with slow speed but high HP and hit insanely hard while also dealing massive amounts of area damage when killed. While they lack armor, they can gain armor from nearby Anurian Channelers, and they also appear in greater numbers than MechaDwarf MK.9s, Frost Giants, and High Sorcerers.
  • Golem: Crystal Demolishers are golems infused with crystals all over their bodies. While they lack any armor or magic resistance, they have a good amount of health and can gain armor if near an Anurian Channeler.
  • Heavily Armored Mook: Anurian Chasers and Anurian Wardens have armor to protect against melee damage. The Crystal Demolisher lacks armor, but any nearby Anurian Channelers will grant them some.
  • In a Single Bound: The Anurian Chasers have the ability to do a huge leap at your troops and land with a Shockwave Stomp as a Dynamic Entry attack.
  • Mighty Glacier: Crystal Demolishers have lots of HP and hit for insanely high damage (moreso than other Giant Mooks in the series), but move and attack at a slow speed.
  • Mook Commander: Anurian Channelers buff the pink units around them. Erudites nearby will get a damage buff, and Crystal Demolishers get an Armor boost.
  • Our Dragons Are Different: Crystal Amphipteres are the Airborne Mook of the area and resemble small blue dragons with blue crystals embedded in their heads. If said crystals are infused with magic, they get a temporary speed boost.
  • Outside-Genre Foe: In the news updates prior to the expansion, the Dark Army initially thinks they could easily take on the Anurians. Things quickly change thanks to the Anurians' odd fighting style.
    "They are hundreds, my General, they sing... and croak... and jump! They jump a lot, and too far! Their strange spears are deadly and the shields on their backs are as hard as they can be! We are not prepared to fight against such weird warriors! The defeat is imminent, boss, my apologies, but we need you here!"
  • Power Crystal: They come in two different colours and allow amplification of magic.
    • Blue crystals are infused into Anurian Wardens and Crystal Amphipteres, while the Anurian Infuser's staff holds one. This allows the Anurian Infusers to infuse the Wardens and Amphipteres, giving them Deflector Shields and a speed boost respectively.
    • Pink crystals are infused into Anurian Erudites and Crystal Demolishers, while the Anurian Channeler's staff holds one. This allows the Anurian Channelers to buff nearby Erudites and Demolishers, giving them an attack buff and an armor buff respectively.
  • Power Floats: Anurian Erudites sit on a floating lilypad that levitates due to their powers.
  • Reduced to Dust: Anurian Channelers die by having their magic fry them before crumbling to dust.
  • Seldom-Seen Species: Axolotls aren't too commonly featured in media and the Channelers and Infusers are axolotl-people. In terms of dragon types, there's the Amphipteres which are rarely seen in media as well.
  • Squishy Wizard: Both the Anurian Infusers and Anurian Channelers have powerful abilities to help allies, but they have rather low HP. The Anurian Erudites are less squishy with twice the health of an Anurian Infuser, and deal powerful magic damage.
  • Status Buff: Anurian Infusers can give a Haste buff to Crystal Amphipteres while the Anurian Channelers' aura gives an Damage buff to Anurian Erudites while giving Crystal Demolishers a stacking Armor buff.
  • Stealth Pun: Anurian Erudites swell up and explode when killed. In other words, they literally croak when they lose all their HP.
  • Taking You with Me: Upon death, Crystal Demolishers explode into rubble that deals massive damage to any troops or heroes near it.
  • White Mage: Anurian Infusers have the ability to infuse Anurian Wardens and Crystal Amphipteres to give them Deflector Shields and a speed boost respectively, while Anurian Channelers will buff the damage of nearby Anurian Erudites and grant armor to nearby Crystal Demolishers.
  • Zerg Rush: Anurian Chasers appear in great numbers, and their Dynamic Entry attack can quickly whittle away most troops' health in no time.

Frozen Nightmare Enemies

A group of enemies fought in the Northern Mountains in the Frozen Nightmare expansion. These consist of Snow Golem, Frozen Heart, Frozen Soul, Ice Reaper, and Winter Lord.
  • And Then John Was a Zombie: If an Ice Reaper kills a unit, that unit is transformed into an Apex Shard.
  • Barrier Change Boss: Winter Lords have the ability to alternate their physical and magic resistance. When they have rocks floating around them, they're extremely resistant to physical damage, when they have ice they're extremely resistant to magic.
  • Elemental Embodiment: Snow Golems, Frozen Hearts, and Winter Lords are all icy elementals animated by ancient spirits.
  • Evil vs. Evil: They do not have good intentions for the Kingdom, and Vez'nan opposes them.
  • Heavily Armored Mook: Frozen Souls have extreme amounts of resistance to physical damage thanks to being a ghost. Winter Lords have extreme resistance to physical damage half the time, the other half of the time they have extreme magic resistance.
  • Mighty Glacier: Snow Golems and Frozen Hearts are slow-moving but deal high damage.
  • Reviving Enemy: When a Frozen Heart is killed, their Frozen Soul escapes. These are immune to slowing effects, cannot be blocked, and if not defeated within a few seconds will reconstruct its Frozen Heart body good as new.
  • Snowlems: The Snow Golems are turtle-like golems made of rock and snow.
  • Suddenly Harmful Harmless Object: Snow Golems initially don't attack and can be destroyed prematurely. However, they will awaken on certain waves and attack if not bombed beforehand.
  • You Are Already Dead: Any unit attacked by the Winter Lord receives a frostbite status that constantly drains health until they die, and does not wear off. Only a max-level Jigou can survive it thanks to his constant fast regeneration.

     Vengeance Antagonists 

Bolgur, the Golden King

King of the Dwarves. He fights using a mecha disguised as an enormous throne.


  • An Axe to Grind: His throne mech has a huge battleaxe for one of its arms.
  • Armored Coffins: His throne mech lacks an ejection seat. When it's destroyed, Bolgur gets exploded and crushed by the wreckage that falls on him.
  • Badass Beard
  • Badass Moustache: The mecha that he pilots has a moustache engraved onto it.
  • Bandit Mook: If you amass too much gold during the level (i.e. via Goblin Thieves), he'll actually jump onto your money counter and steal from it.
  • Bling of War: He wears gold armour on himself when he's taunting you, swimming in his treasure, and piloting his mecha.
  • Cool Chair: His throne transforms into a Humongous Mecha for his battle.
  • Cool Crown
  • Defeat Equals Explosion: When Bolgur's mech is beaten, it undergoes Chain Reaction Destruction that buries him (or what's left of him) in the rubble.
  • Drop the Hammer: His throne mech's other melee weapon is a hammer.
  • Hero Antagonist: King of the Dwarves, who are allies of Linirea. He fights against Vez'nan but is defeated.
  • I Shall Taunt You
  • Macross Missile Massacre: His mech is capable of firing a slew of missiles from its shoulder-mounted missile launchers, said missiles can kill your hero and troops quickly from anywhere on the map.
  • Money Fetish: During the level itself, Bolgur will actually dive into the piles of money in a manner similar to Scrooge McDuck. He'll even steal directly from your money counter if you have too much gold. After defeating him, Vez'nan notes that Bolgur and the dwarves valued money and gold as power.
  • Red Eyes, Take Warning: His battle-mecha has eyes that glow red when activated.
  • Treasure Room: Bolgur sits right in front of a massive pit of gold.
  • Wake-Up Call Boss: He's the first boss of the game and will show that the game's not pulling any punches thanks to his extremely high damage and powerful minions.

Arkuz, Lord of the North

King of the Northerners. He first appears in the Northerners Village, before retreating on his personal blue wyvern to Jokull's Nest, where you defeat him.


  • An Axe to Grind: Though he never uses his large battle-axe against you directly, he uses it to signal his troops when to throw the hail of weapons at your troops in Northerners Village. In Jokull's Nest he only uses it to scratch under his helmet.
  • Badass Beard
  • Badass Boast: "I'm the ONLY King in the North, you hear me!?"
  • Badass Cape
  • Barbarian Hero: He's the king of the Northerners and leads them. Since he opposes Vez'nan, this makes him a Hero Antagonist.
  • Deadly Euphemism: Has one in Northerners Village:
    "We will show you some Northerner hospitality."
  • Death from Above: The Northerners Village level has him command his men to unleash a Storm of Blades onto your troops to deal massive damage.
  • Didn't Think This Through: He swaps his ride from a flying dragon to Jokull. Since she's too big to leave the cave she's on, this has bad consequences for Arkuz when she's beaten and he can't find a way to escape.
  • Dragon Rider: He rides a huge blue wyvern with icy breath. Later on, he rides on top of the massive Jokull's head.
  • Hero Antagonist: The second king that Vez'nan fights against. His barbarians were Linirea's allies in the first game. He fights against Vez'nan but is defeated.
  • Horny Vikings
  • Horse of a Different Color: He rides a huge blue Wyvern. During the boss battle, he swaps to an even bigger blue wyvern in Jokull.
  • Human Popsicle: In the Heroic and Iron Challenges, he's seen on the same block of ice that Jokull emerged from, except that he's in a block of ice from the neck down.
  • Large and in Charge: He's quite a large fellow.
  • Pre-Asskicking One-Liner: "Are you ready to chill your bones?"
  • Proactive Boss: During Jokull's Nest, he will periodically take off on his dragon to freeze your troops.
  • Storm of Blades: During the Northerners' Village level, he'll command the Northerners to drop a hail of weapons onto your troops to deal massive damage.
  • The Unfought: He's never fought directly during the two encounters you have with him.
  • Villain: Exit, Stage Left: Or more Hero Exit Stage Left. When Vez'nan is successful at beating the inhabitants of his village, Arkuz escapes on a huge blue dragon.
  • You Will Be Spared: After Jokull is beaten, it's revealed that Vez'nan spared Arkuz if one plays the Heroic and Iron challenges, though Arkuz is in no shape to fight back anytime soon.

Jokull, Mother of Wyverns

A humongous wyvern summoned by Arkuz and is the mother of all the Blue Wyverns and Leap Dragons.


  • Alien Blood: Her blood is purple, which is seen as she Shows Damage from the cannon shots.
  • An Ice Person: She uses ice breath to freeze your towers and damage troops in the way.
  • Breath Weapon: One that can freeze your towers and troops.
  • Death from Above: Fires spikes into the air that rain down on your troops and heroes for incredible damage.
  • Flunky Boss: There's a chamber in which her Blue Wyverns will come out of and try to fly towards the exit. These spawn continuously until she dies.
  • Meaningful Name: Jokull means Glacier in Icelandic, and she's a massive ice dragon.
  • Mother of a Thousand Young: The Blue Wyverns and Leap Dragons you've been facing so far are her children, and you face several of them in the Northern stages.
  • Muggles Do It Better: While Vez'nan does have magic and magic-using troops, none of them are able to attack or hurt the massive ice Wyvern Jokull. Instead, he simply deploys two huge gunpowder cannons to blast her face in with cannonballs.
  • Our Dragons Are Different: She's a gigantic ice wyvern whose head is over five times the size of a tower.
  • Puzzle Boss: She cannot be hurt by your towers. In order to hurt her, you need to tap the cannons at the bottom of the screen to fire at her face.
  • Rent-a-Zilla: She is a massive dragon and the biggest enemy in the series bar none. Her head itself is over five times the size of a tower.
  • She Was Right There All Along: That huge spiky formation of ice that Arkuz and his dragon are standing on during the level? That's her head encased in ice, and Arkuz breaks her out once all 15 waves are cleared.
  • Shows Damage: As she take more and more damage from your cannons, her face starts to bleed purple and her horns start getting broken.
  • Spike Shooter: She can fire her spikes into the air which then rain down on your troops to deal very heavy damage.
  • Turns Red: When low on health, her ice breath will affect all the towers and units in front of her, instead of just those on one side.
  • You Are Grounded: Essentially did this to her own son Eiskalt by trapping him under several layers of ice for his attacks on humans.

Joe Jenkins (and Baa San)

A sheep farmer living on Otil Farmlands as well as his summoned ninja sheep.


  • Badass Bystander: He stands by not doing anything until the player kills all his sheep by clicking them. He'll then enter the fray, and he has the stats and damage of a Giant Mook.
  • The Beastmaster: He can summon sheep named Baa San to attack you.
  • Berserk Button: He'll make an angry gesture each time the player kills one of his sheep by clicking them. Kill all of said sheep, and he'll have enough and attack you and your forces.
  • Big Ol' Unibrow
  • Bonus Boss: Is an entirely optional encounter, but you do get 100 gold and an achievement for killing him.
  • Flunky Boss: Once he loses some health he gains the ability to summon sheep minions.
  • Gardening-Variety Weapon: His weapon of choice is a farmer's pitchfork.
  • Killer Rabbit: Not Joe himself, but the Baa San sheep he summons. Unlike other sheep in the series they can attack units for decent damage. They're also immune to being killed by clicking unlike other sheep.
  • Leeroy Jenkins: Immediately charges into battle once his sheep are killed, with no respect for planning or safety. According to the achievements, he's Leeroy's brother.
  • Martial Arts Headband: The Baa San sheep he summons wear these to differentiate themselves from the other sheep.
  • Nice Hat: A straw hat to be exact.
  • Unique Enemy: He is only encountered in Otil Farmlands. Likewise, the sheep he summons are exclusive to there.
  • Video Game Cruelty Punishment: Pop all the sheep and this will cause him to attack. If you're at an early wave and your defences aren't set up, this can be a rude awakening.

Alleria Swiftwind

Previously a hero in the first Kingdom Rush, the queen of Aredhel returns to defend her home in Silveroak Outpost from Veznan's forces.


  • Badass Boast: "Do you bleed?" "Because you certainly will!"
  • Flunky Boss: She appears every now and then to summon Elven Rangers and to shoot arrows at your forces. However, you don't have to beat her to win, since defeating her only causes her to back away prematurely.
  • Hero Antagonist: One of Linirea's heroes who actively opposes Vez'nan's forces.
  • Heroic BSoD: She is distraught after the level ends and she is defeated, and for good reason:
    "A sad day… My bow… is broken…"
  • Horse of a Different Color: She rides a panther into combat.
  • Long-Range Fighter: Her arrows have an effective range of around half the map and can hurt a lot, but her melee combat ability is less dangerous.
  • Panthera Awesome: The panther that was by her side in the first game, and was just a cub in Origins, is now her War mount, similar to the Moon riders reinforcements in Origins.
  • Proactive Boss: Constantly harasses your forces in the Silveroak Outpost level by either shooting them with her bow or by summoning Elven Rangers to attack you. Although she's attackable, you're not required to beat her to win.
  • Royals Who Actually Do Something: She is the last of Aredhel's royal family and she proactively attacks your forces during Silveroak Outpost.
  • Teleportation: She teleports to different parts of the map when she appears and disappears. This is also how she summons her Elven Rangers.

Magnus Spellbane

Previously a hero in the first game, and one of the most powerful wizards in Linirea, Magnus aids the defenders of the City of Lozagon against the forces of Vez'nan, his former mentor.


  • Animate Inanimate Object: One of his spells can turn houses into Golem Houses which uproot themselves and attack your forces.
  • The Apprentice: The briefing for the City of Lozagon says that he used to be this to Vez'nan.
  • Badass Beard: One that has grown significantly since the last time we saw him.
  • Badass Long Robe
  • Chain Reaction Destruction: His tower, which he stands on top of for the entirety of the level, is destroyed in this way (despite the fact that you are never seen striking it once).
  • Deflector Shields: One of his spells gives shielding to his allies.
  • Hero Antagonist: One of Linirea's heroes who actively opposes Vez'nan's forces.
  • Leaning on the Fourth Wall: When he says "It's sad. An old wizard turned support.", is he referring to his experience as a former hero in the first game, or Vez'nan's position of not being playable until the final level of this game?
  • Magnus Means Mage: Just like in the first game. We even get to see him use an expanded repertoire of spells here.
  • Mind over Matter: One of his spells telekinetically controls a ladle that collects acid from a cauldron and dumps it onto your troops.
  • Proactive Boss: Will continuously harass you during his level by casting spells that either hamper you or help his allies.
  • Purple Is Powerful: Like in the first game.
  • Sapient House: He created one near the top exit that will eat your troops, and creates three more during certain waves that will uproot themselves and walk towards the exit.
  • Standard Status Effects: Can cast a spell that disables your towers, much like Vez'nan's spell in the first game.
  • Ultimate Authority Mayor: From what we can tell, he's the one in charge of Lozagon.
  • The Unfought: Unlike Alleria and Gerald, he's never directly fought. He does however hamper your troops and aid his forces during the level itself.

Gerald Lightseeker

Another hero from the first Kingdom Rush game, now a commander in charge of his own military barracks situated near the capital city of Linirea. He is the only one of the heroes from the first game that you battle as a boss unit.


  • Blue Is Heroic
  • Boss Battle: After beating all the waves, he decides to do things by himself and attack your forces directly.
  • Continuity Nod: The poses and moves he does before he actually battles you are identical to the ones Prince Denas made back in Origins.
  • Cool Shades: He wears these when lounging on his barracks tower.
  • Heal Thyself: He has the capability to heal his HP while striking a pose.
  • Heavily Armored Mook: He has a very high armor rating thanks to his armor.
  • Hero Antagonist: One of Linirea's heroes who actively opposes Vez'nan's forces.
  • Idiot Ball: If he had simply attacked you from the get-go while your defenses were weak instead of relaxing back and having his troops attack you, he would've easily won.
  • King Mook: Of the Paladins.
  • Mook Commander: If enough troops get near him during his Boss Battle, he will activate his Courage ability from the first game which will boost their armour and damage output, making them a hassle to deal with.
  • One-Man Army: Declares himself as this at the beginning of the level, but then decides that his men can handle you. When he decides to do things himself, he's easily capable of shredding most of your units.
  • Orcus on His Throne: For most of the level, he just lounges on his deck chair letting his valet serve him drinks while he watches you pummel his troops.
  • The Pawns Go First: He sics his men on you at the start of the fight, thinking that they can easily take you on. When they fail, he enters the fray. This ends up being his undoing since the defeat of his army allows you to strengthen your forces enough to be able to beat him.
  • Pre Ass Kicking One Liner: "Fine. I'll do it myself."
  • Pride: His Fatal Flaw. He thinks that you're not worth fighting and that his troops could handle it. He only decides to do things himself when most of his forces are down, and by then your defenses are enough to defeat him.
  • Pride Before a Fall: During the span of his level he boasts about his power, presents himself as a haughty and stuck-up hero, and then gets beaten and humiliated by the Dark Army. His final action before being captured is to plead "Could I keep my honor?" while kneeling down.
  • Underestimating Badassery: Despite the Dark Army conquering Silveroak Outpost and the City of Lozagon while capturing Alleria and Magnus, he still underestimates them and decides to let The Pawns Go First. This proves to be a costly mistake as the Dark Army defeats his men while becoming strong enough to take him down.
  • Walking Shirtless Scene: From the beginning of Lightseeker Camp until the moment he steps out of his barracks in full gear, he is completely shirtless.

King Denas

Ruler of Linirea and the final opponent in Vez'nan's path along with his Paragons.


  • Adipose Rex: Still very much this, even possessing his Balloon Belly from the first game.
  • Big Good: The ruler of Linirea and the forces of good. This also means he's the final opponent standing in your way.
  • Cool Crown
  • Face Death with Dignity: When we see him after the end of the final level, we see him on his throne, waiting for Vez'nan to break in, he points his sword at him, telling Vez'nan that the people of Linirea will never bow to him, before disappearing from one of Vez'nan's spells. Whether this actually killed him remains to be seen.
  • Hero Antagonist: He is Linirea's king who actively opposes Vez'nan's forces.
  • Oh, Crap!: When he realizes that Vez'nan is about to destroy the castle walls, his reaction is "Oh come on!" before his knights carry him away to safety.
  • Tar and Feathers: His preferred method of dealing with your towers is to have his mortar troops launch barrels of tar and feathers to cover them in the stuff, disabling the tower until it's removed.
  • Too Important to Walk: He's carried around on his throne by his knights.
  • The Unfought: He is never directly fought at all, and the Final Boss battle is against his Paragons.
  • What Happened to the Mouse?: The knights that were carrying him into his castle don't appear when Vez'nan breaks into his throne room in the cutscene following his defeat. He might have dismissed them following Vez'nan's victory.

Paragons

King Denas' Praetorian Guard and his last line of defence against the Dark Army.


  • Badass Cape
  • Blue Is Heroic
  • Cool Helmet
  • Charged Attack: When they're in combat with Vez'nan's Archdemon, they can charge up an attack that will deal hefty damage and Knock Back the demon. If you tap on Vez'nan to command the demon to use its own Charged Attack while the Paragons are charging theirs, the Paragons will get interrupted and stunned instead.
  • Drop the Hammer: Their main weapon of choice is a huge spiked hammer.
  • Final Boss: The final boss enemy encountered in the game. You have to face three of them, one after another.
  • Heavily Armored Mook: The Paragons are one of two enemies in the entire series to boast both armor and magic resistance, the other being the Sons of Sarelgaz.
  • Hero Antagonist: They're Linirea's most powerful forces and the final objective in the player and Vez'nan's way.
  • Knock Back: They're capable of knocking back Vez'nan's demon with a charged attack.
  • Light Is Good: They're dressed in light colours, charge their spiked hammers with holy energy when they use their special attack and are the strongest knights of The Kingdom. This also makes them an enemy of the player.
  • Make My Monster Grow: They're human sized units who take a growth potion to become huge in order to face off Vez'nan's giant Archdemon. They shrink back down to normal when killed.
  • Praetorian Guard: King Denas' most elite guardsmen and his last line of defence.
  • Rule of Three: You have to fight three of them, one after another.
  • Top-Heavy Guy: The potion they drank makes them much more bulky in the arms and torso.
  • Weak, but Skilled: They have the least amount of health of any boss in the series, but they make up for it with both armor and magic resistance and a Knock Back attack that stuns the archdemon for a good period of time. Plus, you have to fight three of them, one after another.

King Polyx the Wise

Leader of the Anurians, who got corrupted by darkness while studying dark magic.


  • Adipose Rex: The fattest Anurian out there and the king of them all. In fact, one of his quotes outright states that this is how Anurian culture works:
    "In our culture, the fattest is seen as the smartest."
  • Authority Equals Asskicking: He's the king of the Anurians, and instead of using a mech, dragons, or Paragons to fight you, he jumps into the fray himself. He's also no slouch in combat.
  • Eating the Enemy: How he deals with troops — he swallows them whole with his tongue for a One-Hit Kill.
  • Evil vs. Evil: Polyx plans to take over the kingdom by force, and Vez'nan isn't keen on that since HE wants to be the ruler. That, and Anuria has some powerful magic crystals that Vez'nan could use.
  • Fallen Hero: He used to be a good sage until studying dark magic corrupted him.
  • Fat Bastard: He's a huge fat toad and is planning to taking over the kingdom.
  • Frog Men: Like the other Anurians, he's a frog man. A huge, fat, warty one at that.
  • Getting Crap Past the Radar: His Pre-Asskicking One-Liner is "That's it! I'm froggin' angry!". It's very obvious what "froggin'" is a replacement for.
  • Large and in Charge: Polyx is the king of the Anurians and he's far bigger than any of them. In fact, the Anurians invoke this by seeing the fattest as the smartest.
  • One-Hit Kill: His attack eats your troops in front of him to take them out of the battle instantly.
  • Power Crystal: Has both blue and pink magic crystals all over his body, and he floats on one. Thankfully, the only magic he uses with this is a teleportation spell that makes him change lanes.
  • Power Floats: When he finally decides to fight, he rises up on a huge floating magical crystal.
  • Precision F-Strike: His Pre-Asskicking One-Liner "That's it! I'm froggin' angry!" uses a family-friendly version of this, since it's obvious what "froggin'" is a replacement for.
  • Teleportation: Initially, he moves down the top lane, but once he gets 1/3 of the way through he teleports and switches to the bottom lane. Once he's 2/3 of the way through, he teleports back up to the top lane.

The Winter Queen

An ancient icy threat who was sealed away by heroes long ago, she has awakened once more and seeks to take over Linirea with her army of ice monsters.


  • And Then John Was a Zombie: Like the Ice Reaper, she turns any units she kills into Apex Shards.
  • Anthropomorphic Personification: It is stated on the post on the IronHide website that she is the "incarnation of Winter", hence why she couldn't be killed, and locked away instead.
  • Cool Crown
  • The Dreaded: You know that she's a serious threat when even Vez'nan himself drops almost all signs of evil hamminess in the level intros for the Frozen Nightmare.
  • Elemental Hair: Just like with Elora Wintersong, her hair seems to be frozen.
  • Endless Winter: Several years ago, this was her plan until she was sealed away. After awakening, she plans to continue what she started.
  • Evil Counterpart: To Elora Wintersong. They are ladies with ice powers who share a similar looking appearance, but while Elora is fighting on Linirea's side, the Winter Queen fights against almost everyone.
  • Evil vs. Evil: Vez'nan's forces oppose her and plan to seal her away so that she will not be a threat to the Dark Army, and will also let the Dark Army be the ones remembered for saving the kingdom from her.
  • Godzilla Threshold: If the post on the IronHide website is to be believed, then it took the power of the wizards of the Stormcloud Temple, and their Solar Heat Quartz, to lock her away all those centuries ago.
  • Harmless Freezing: She can freeze your towers in a similar manner to Svell Druids.
  • An Ice Person: She can freeze your troops with ice powers.
  • Orcus on His Throne: A literal example, where she sits on her throne until the final wave.
  • Power Floats: She comes into combat floating on a huge floating chunk of ice where her throne is situated.
  • Sealed Evil in a Can: She was imprisoned by the Stormcloud Sorcerers in the past. After Vez'nan's Dark Army defeats her, this happens to her again.
  • Squishy Wizard: The Winter Queen has the lowest HP of every boss in the series (4000 HP) and lacks armor or magic resistance, but has several spells to hamper you with.
  • Supernatural Gold Eyes: She has these in the cutscene explaining her backstory.
  • Winter Royal Lady: She's called the Winter Queen, and she has ice powers as well as several servants under her rule.
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