Follow TV Tropes

Following

Characters / Kingdom Rush Enemies

Go To

Character page for the enemies (minions and main antagonists) of Kingdom Rush.

Return to the main character page here.

    open/close all folders 

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.
  • Arch-Enemy: They are this to the Bandit enemies, being against them after the Bandits constantly kidnapping them and forcing them to play in their Gladiator Games. This makes their involvement in the game with them as Teeth-Clenched Teamwork.
  • 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.
  • Everyone Has Standards: They find the way that the bandits hold their Gladiator Games to be abhorrent.
  • Fantastic Racism: The Orcs, Goblins and Ogres used to have this for each other, however, the raids by the bandits, as well as the heroism of Veruk, allowed them to tolerate each other and lay their grudges for each other to rest, forever. Currently, this is directed towards the humans (but mostly the bandits).
  • Fire-Forged Friends: The Goblins, Orcs, and Ogres originally hated each other, and thought of themselves as superior to each other. This was until Veruk's heroism inspired all of them to forget about their feud and unite as one against the bandits who terrorised them.
  • Foil: Physically, to the bandits, and humans in general. These tend to be very strong and stereotypically rather dim, whilst the humans (and in this case the bandits), are weak, but have very sharp minds, which allows them to set traps to capture them.
  • 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.
  • Riddle for the Ages: The original reason as to why the Goblins, Orcs and Ogres started feuding each other is this. This later helped them put their differences to rest, and rally behind Veruk.
  • 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.
  • Humans Are Bastards: Not just to the player, but in-universe lore shows that they are also this to the Greenskins (Orcs, Goblins and Ogres), trapping them and forcing them to play in their Gladiator Games.
  • 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, but Skilled: The Greenskins see them as this, being much weaker than them, but possessing a sharp enough mind to trap them and force them to fight each other.
  • 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.
  • Instakill Mook: The Black Hags' attack essentially removes your troops from play by turning them into frogs. Lycans have a chance of removing your troops by turning them into Werewolves.
  • 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.

Advertisement:

    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.
    • It's also revealed that he paid the pirates and scavengers from Frontiers to cause havoc, distracting the army of Hammerhold so that they won't be able to come to Linirea's aid, knowing that they would be called on by Denas and that fighting an army of that magnitude would be suicidal.
  • 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.
  • Gladiator Games: He held them using large beasts and Greenskins to fight each other, including Veruk, who later became the greatest hero for the Greenskins that he originally imprisoned.
  • The Hedonist: Getting his minions to trap Greenskins in order to make them fight in Gladiator Games for his own amusement, screams of this trope.
  • 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.
  • Instakill Mook: The Executioner's attack will instantly kill any troops, but not heroes.
  • 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.
  • Mook Debut Cutscene: More like a glorified animation, but the Witch Doctors get two in Crimson Valley, clearing two paths for the other Savage Warriors and Jungle Spiders and Jungle Matriarchs to come through.
  • 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.
  • Unique Enemy: The Savage Brute only appears on certain stages on Ma'qwa Urqu, exiting a hut and throwing a Damsel in Distress into the volcano.
    • Boring, but Practical: It doesn't give any gold, and has a very weak attack, but killing it would stop the volcano from erupting and causing damage to your troops and heroes.

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.
  • Disintegrator Ray: The Saurian Blazefangs' plasma shots have a chance to instantly disintegrate your troops for a One-Hit Kill.
  • Giant Mook: Saurian Brutes are huge, have loads of health, deal insane amounts of damage to troops, but move very slowly.
  • Instakill Mook: Saurian Blazefangs' shots have a chance of instantly disintegrating your troops in one hit.
  • 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.
  • Long-Range Fighter: The Saurian Deathcoils have a range of over half the map and their ranged attack is very painful at 100 damage. In contrast, their melee attack is far weaker at 10-22 damage.
  • 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.
  • Reptiles Are Abhorrent: All of them are hostile Lizard Folk who support Lord Malagar.
  • Stealthy Mook: The Saurian Nightshades will turn invisible at half HP to bypass your defences without being targeted. However, they're still vulnerable to Splash Damage.
  • 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.
  • Useless Useful Spell: One of the Saurian Deathcoil's abilities is costing 2 lives if they leak. Thing is, they'll most likely be stationary and not move often as they fire away at your troops, making it very hard for them to actually reach the exit.
  • Whip It Good: The Brutes wield a pair of enormous plasma whips that are deadly, especially whenever they use their AoE "Cool Energy Whips" attack.

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.
  • Instakill Mook: The Lycans have a chance to turn your troops into werewolves, essentially removing them from play.
  • Kryptonite Factor: The Vampiressas will instantly die if struck by Lucrezia's Spin Attack.
  • 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.
  • Wicked Stepmother: With the revelation that Lucrezia is Vasile's daughter, the Vampiressas can be seen as this, seeing as there's nothing to suggest that they and Lucrezia like each other. That and the fact that Lucrezia's Spin Attack kills them instantly.

    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".


  • Anti-Climax Boss: In-Universe, Sha'tra regarded him as this, seeing him as nothing more than a nuisance.
  • 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.


  • Arch Nemesis Dad: Is revealed via Word of God to be Lucrezia's father.
  • Badass Long Robe
  • Back from the Dead: Unsurprisingly, being a vampire and all. His return forces you to battle him and his minions.
  • Battle Aura: In his second phase, he emits an aura that damages your units.
  • Bodyguard Babes: The first time he appears he's surrounded by four of his buxom Vampiresa servants.
  • Dirty Coward: When Dante ambushed him at his own castle he left his daughter Lucrezia to possibly face his wrath, though this turned out to work against him after the two of them grew to like each other and Lucrezia eventually turned against him.
  • I Shall Taunt You: He will occasionally appear on the two balconies of his castle to taunt you and quote vampire fiction.
  • Know When to Fold 'Em: When he was ambushed by Dante at his castle, he had no army there to back him up, nor did he prepare himself for an attack like this. He only managed to escape from Dante by vanishing away and letting him deal with his argumentative daughter.
  • Life Drain: Like any good vampire, he can suck the blood out of your troops.
  • Offing the Offspring: He indirectly did this to Lucrezia in the past, leaving her to possible die at the hands of Dante. He can do this directly to her in his boss level Dusk Chateau, if you're not careful in managing her.
  • Power Floats: Feeling Too Important to Walk like any good vampire lord, Vasile floats above the ground towards you.
  • Red Baron: Also known as the Everlasting Prince.
  • Red Eyes, Take Warning
  • Sequential Boss: He has 2 phases.
  • Shout-Out: He quotes many vampire works, including Twilight, Interview with the Vampire, Bram Stokers Dracula and even Dracula: Dead and Loving It.
  • The Pawns Go First: When he ambushed Dante long before the events of the game, he let him destroy many of his Vampiresa army before getting to him himself, though whether this was intentional or not is never revealed.
  • Walking Wasteland: His aura during phase two kills your troops quickly.

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

https://static.tvtropes.org/pmwiki/pub/images/oie_899435bzzm2yp.png

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 Funny Animal 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.
  • Developers' Foresight: The Twilight Avenger's Blasting Curse explosion only affects non-Twilight Elves. This means that Twilight Elf Renegades, Reg'Son and Lynn are all immune to the effect.
  • 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.
  • Instakill Mook: The Twilight Heretic can instantly kill troops by sucking out their souls.
  • 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 are juggernauts of health and defense and can clear troops very quickly with their attacks. However, they have terrible speed so they are easily weakened by your towers and they lose speed the more damage they are.
  • 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.
  • Instakill Mook: Redcaps have a chance to use a deathblow attack that will one-shot your troops.
  • 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.
  • Villainous Respect: He respect the elves fighting him to the death.

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
  • Shout-Out: To Durin's Bane, the Balrog from The Lord of the Rings. Godieth also heavily hinted to be said Balrog's younger brother and is jealous of him for being 'more famous'.

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.


Advertisement:

     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.
  • Instakill Mook: High Sorcerers can turn your troops into sheep, essentially removing them from play.
  • 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.
  • Ancient Evil: They, under the command of The Winter Queen, wrecked havoc across the North centuries before the events of the game.
  • And Then John Was a Zombie: If an Ice Reaper kills a unit, that unit is transformed into an Apex Shard.
  • Anti-Frustration Feature: Frozen Hearts cannot reform from their souls if they are near the exit, most likely because they would very easily leak if they were able to. Ice Reapers are also unable to resurrect fallen units if they are reasonably close to the exit.
  • 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.
  • BFS: Winter Lords attack your troops with a huge icy sword that inflicts a permanent-lasting health-draining chill.
  • Elemental Embodiment: Snow Golems, Frozen Hearts, and Winter Lords are all icy elementals animated by ancient spirits.
  • Elemental Weapon: The Winter Lords have icy swords which inflict a deadly neverending frostbite on targets they hit.
  • Evil Is Deathly Cold: Ice Reapers turn units killed by their icy claws into Apex Shards, while Winter Lords inflict a deadly chill that lasts until the affected dies.
  • Evil vs. Evil: They do not have good intentions for the Kingdom, and Vez'nan opposes them.
  • Giant Mook: Snow Golems have massive amounts of HP and hit hard, but move very slowly.
  • 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.
  • He Was Right There All Along: The Snow Golems are initially part of the scenery, before bursting out of their hiding spots and walking along the path.
  • Lightning Bruiser: The Ice Reapers are the fastest of these enemies.
  • Literally Shattered Lives: Since most of them are made of ice, this is their death animation.
  • Mighty Glacier: Almost literally given their theme. Snow Golems and Frozen Hearts are slow-moving but deal high damage.
  • Our Ghosts Are Different: The Frozen Souls are the spirits of the Frozen Hearts, who will resurrect the Hearts after a certain period of time, unless killed beforehand.
  • Power Limiter: The Winter Lords' attack neutralizes what your units and heroes are able to do, slowing them down and slowly killing them.
  • 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.
  • Standard Status Effects: Winter Lords inflict a poison-like status on troops they attack. Unlike most health-draining effects in the game, this one lasts until the affected unit dies.
  • Supernatural Gold Eyes: They all have these, like The Winter Queen.
  • 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

https://static.tvtropes.org/pmwiki/pub/images/enemybox_bolgurpng1_2.png

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

https://static.tvtropes.org/pmwiki/pub/images/arkuz1.png

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

https://static.tvtropes.org/pmwiki/pub/images/jokull_fightpng1.png

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)

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

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.
  • Gratuitous Ninja: The Baa San sheep he summons are ninja sheep.
  • 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

https://static.tvtropes.org/pmwiki/pub/images/enemybox_alleriapng1.png

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.
  • Tactical Withdrawal: When she's "killed" by attacks, she simply teleports away only to reappear again shortly.
  • 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

https://static.tvtropes.org/pmwiki/pub/images/magnus_spellbane_2.jpg

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 and being The Unfought here, 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

https://static.tvtropes.org/pmwiki/pub/images/gerald_01png1.png
https://static.tvtropes.org/pmwiki/pub/images/gerald_05png1.png

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.


  • Ain't Too Proud to Beg: When beaten, he begs Vez'nan to allow him to at least keep his honor.
  • 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

https://static.tvtropes.org/pmwiki/pub/images/denas_2.jpg

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

https://static.tvtropes.org/pmwiki/pub/images/enemybox_paragonpng1.png

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


  • Badass Cape
  • Blue Is Heroic: They're Hero Antagonists that oppose Vez'nan's archdemon.
  • 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.
  • Hold the Line: All three are trying to prevent Vez'nan's Archdemon from entering the castle.
  • 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 second-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

https://static.tvtropes.org/pmwiki/pub/images/enemybox_polyxpng1.png

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

https://static.tvtropes.org/pmwiki/pub/images/enemybox_winterqueenpng1.png

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 Is Deathly Cold: She's an ice- and winter- based villain who wants to plunge the world into an Endless Winter. Even Vez'nan himself thinks she's too much.
  • 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 towers and impale 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.
Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report