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!! Blazing Gem
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/blazing_gem.jpg]]
[[caption-width-right:222:'''''"No man should have this power."''''']]
->''Fueled by the dark magic of Vez'nan's acolytes, the obelisk's power increases the longer it locks onto a target, able to roast the toughest of enemies in a few seconds.''
->'''Abilities:''' Gem of Amplification, Unstable Power, Destructo-Ray

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

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!! Blazing Gem
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/blazing_gem.jpg]]
[[caption-width-right:222:'''''"No man should have this power.
Shaolin Temple
[[caption-width-right:221:'''''"Expand Your Senses.
"''''']]
->''Fueled by ->''Highly trained in martial arts, the dark magic monks of Vez'nan's acolytes, the obelisk's power increases the longer it locks onto a target, able this temple have transcended to roast the toughest of enemies in a few seconds.use their skills for all eternity.''
->'''Abilities:''' Gem Dragon Warrior, Lion of Amplification, Unstable Power, Destructo-Ray

A gem powered by Vez'nan's acolytes that can fire a constant stream
Abundance, Shaolin Monks

Monks
of destructive magic that increases damage with time. It has an ancient temple who strike up to three enemies in range, pausing them for a short while. They have three abilities: '''Gem of Amplification''', '''Dragon Warrior''', which allows for spawns a fourth damage increase, '''Unstable Power''', powerful melee unit on the battlefield, '''Lion of Abundance''', which makes gives a MoneyMultiplier to enemies explode if they're killed by the beam, within range, and '''Destructo-Ray''', '''Shaolin Monks''', which shoots out a beam increases the number of Monks that instantly kills enemies.can attack at once.


Added DiffLines:

* AntiAir: Unlike most forms of Barracks, they are capable of damaging and even stalling AirborneMooks.
* BladeOnAStick: The '''Dragon Warrior''' attacks enemies with a large halberd to deal relatively strong damage.
* DeathOfAThousandCuts: While they don't deal much damage, they attack quite often ''and'' also force enemies to pause for a short while. Furthermore, they hit multiple enemies at one go, allowing them to stall small groups of foes while whittling them down.
* {{Shoryuken}}: They use this against AirborneMooks to hit them.
* MechanicallyUnusualClass: The Shaolin Monks are an odd cross between a Ranged and a Barracks tower. Up to three of them FlashStep over to hit an enemy for low damage before returning to the temple, which also pauses the enemy temporarily like if they were engaged with Barracks. '''Shaolin Monks''' increases the number of monks that can attack up to 6, and '''Dragon Warrior''' does spawn a strong unit that can block like typical barracks.
* MoneyMultiplier: '''Lion of Abundance''' causes enemies that die in its range to give 1.1x extra money. This effect stacks multiplicatively.
* TacticalRockPaperScissors: The Monks are extremely good at stalling and disrupting enemies, especially casters. Smokebeard Engineers and Ice Witches will have trouble reviving robots or summoning Apex Shards when they get constantly interrupted by a Monk.

!! Blazing Gem
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/blazing_gem.jpg]]
[[caption-width-right:222:'''''"No man should have this power."''''']]
->''Fueled by the dark magic of Vez'nan's acolytes, the obelisk's power increases the longer it locks onto a target, able to roast the toughest of enemies in a few seconds.''
->'''Abilities:''' Gem of Amplification, Unstable Power, Destructo-Ray

A gem powered by Vez'nan's acolytes that can fire a constant stream of destructive magic that increases damage with time. It has three abilities: '''Gem of Amplification''', which allows for a fourth damage increase, '''Unstable Power''', which makes enemies explode if they're killed by the beam, and '''Destructo-Ray''', which shoots out a beam that instantly kills enemies.
----
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Badass Mustache and Badass Beard are being merged into Manly Facial Hair. Examples that don't fit or are zero-context are removed. To qualify for Manly Facial Hair, the facial hair must be associated with masculinity in some way. Please read the trope description before readding to make sure the example qualifies.


%%* BadassBeard



%%* BadassBeard



* BadassBeard: As befitting the stereotypical-looking wizard that uses it.



%%* BadassBeard



%%* BadassBeard



%%* BadassBeard: The Corsairs have these.
%%* BadassMustache: Boatswains have these.



%%* BadassBeard



%%* BadassBeard



%%* BadassBeard



* BadassBeard: The God of the Sea has some awesome facial hear.



* BadassBeard: Possessed by two of the Druids on the tower.

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* StandardStatusEffect: '''Slow Curse''' in ''Kingdom Rush'' gives their attack a slowing effect to enemy that receive damage from them.

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* StandardStatusEffect: StatusEffects: '''Slow Curse''' in ''Kingdom Rush'' gives their attack a slowing effect to enemy that receive damage from them.



* StandardStatusEffect:

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* StandardStatusEffect:StatusEffects:



* StandardStatusEffect: '''Ward of Disruption''' cast silence against a crowd of enemies, including Twilight Harasser's jump ability.

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* StandardStatusEffect: StatusEffects: '''Ward of Disruption''' cast silence against a crowd of enemies, including Twilight Harasser's jump ability.



* StandardStatusEffects: Its basic attack allows it to stun enemies they hit for a short while.




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* StatusEffects: Its basic attack allows it to stun enemies they hit for a short while.



* StandardStatusEffects: '''Headbang''' allows them to have a chance to stun enemies they hit.

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* StandardStatusEffects: StatusEffects: '''Headbang''' allows them to have a chance to stun enemies they hit.



* StandardStatusEffects: Their attack briefly stuns enemies that are hit.

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* StandardStatusEffects: StatusEffects: Their attack briefly stuns enemies that are hit.



* StandardStatusEffects: Causes a stun with '''Roots of Evil''' in a manner similar to the Rangers Hideout's Wrath of the Forest.

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* StandardStatusEffects: StatusEffects: Causes a stun with '''Roots of Evil''' in a manner similar to the Rangers Hideout's Wrath of the Forest.



* StandardStatusEffects: Depending on which one is used, they can either poison or stun enemies. '''Hex Totem''' causes silence to enemies nearby.

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* StandardStatusEffects: StatusEffects: Depending on which one is used, they can either poison or stun enemies. '''Hex Totem''' causes silence to enemies nearby.
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Direct link.


* TheNecromancer: They can summon Skeletons and Skeleton Warrior minions from corpses of dead enemies within his range.

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* TheNecromancer: {{Necromancer}}: They can summon Skeletons and Skeleton Warrior minions from corpses of dead enemies within his range.
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[[caption-width-right:150:'''''"By the light of the moon."''''']

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[[caption-width-right:150:'''''"By the light of the moon."''''']"''''']]

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Must I have to explain the smallest of details to people? I mean seriously, most of them were incredibly obvious. Anyway I added some thing from the Blackburn lore drop a few months ago.


* PoisonedWeapons: '''Poison Arrows''' let their attack inflict poison on any enemies, dealing true damage per second. It is their only reliable source of damage against armored enemies.

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* PoisonedWeapons: '''Poison Arrows''' let their attack inflict poison on any enemies, dealing true damage per second. It is their only reliable source of damage against armored armoured enemies.



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

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



* {{Foil}}: To the Dark Knights from ''Vengeance'', in a fitting ThePaladin vs. BlackKnight contrast. Both of them are barracks troops with 75% armor when fully upgraded, but while Holy Order paladins focus on longevity via '''Holy Light''' while having an AreaOfEffect attack in '''Holy Strike''', the Dark Knights have longevity via Impervious and focus on singular targets with Armor of Thorns and Brutal Strike.

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* {{Foil}}: To the Dark Knights from ''Vengeance'', in a fitting ThePaladin vs. BlackKnight contrast. Both of them are barracks troops with 75% armor armour when fully upgraded, but while Holy Order paladins focus on longevity via '''Holy Light''' while having an AreaOfEffect attack in '''Holy Strike''', the Dark Knights have longevity via Impervious and focus on singular targets with Armor of Thorns and Brutal Strike.



* DiscardAndDraw: They lose armor compared to Knights, but gain a ranged attack and much higher damage output.

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* DiscardAndDraw: They lose armor armour compared to Knights, but gain a ranged attack and much higher damage output.



%%* FieryRedhead
* GlassCannon: Barbarians can deal a lot of damage with their abilities, but because of their lack of armor, they'll die very quickly without support.

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%%* FieryRedhead
* FieryRedhead: Brutal, high-damaging soldier units who are quote: "savage warriors".
* GlassCannon: Barbarians can deal a lot of damage with their abilities, but because of their lack of armor, armour, they'll die very quickly without support.



%%* KlaatuBaradaNikto: One of its quotes.

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%%* * KlaatuBaradaNikto: One It says this as one of its many quotes.



* GuestStarPartyMember: It is only available in Icewind Pass.
%%* HornedHumanoid

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* GuestStarPartyMember: It is only available in Icewind Pass.
%%* HornedHumanoid
"Icewind Pass".
* HornedHumanoid: A rare example for a Sasquatch.



%%* PowerCrystal

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%%* PowerCrystal* PowerCrystal: One that sits atop its tower, which the sorcerers use to vapourise youe enemies.



%%* InTheHood

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%%* InTheHood* InTheHood: They wear hoods as part of their "uniform" to attack your enemies.



%%* CoolSword

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%%* CoolSword* CoolSword: They have large broadswords, as befitting knights of such prowess.



%%* NiceHat

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%%* NiceHat
* NiceHat: White desert caps that shield them from te sun.



%%* FieryRedhead: The Genies have red hair.%%Fiery how?



%%* NiceHat: All three units have them.
%%* {{Pirate}}

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%%* * NiceHat: All Befitting the pirate stereotypes, all three units have them.
%%* {{Pirate}}
these, each unit having a different kind.
* {{Pirate}}: Quite blatantly so.



%%* {{Pirate}}:

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%%* {{Pirate}}:
* {{Pirate}}: It's in the name.



%%* AmazonBrigade:

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%%* AmazonBrigade:* AmazonBrigade: Among the best of the mercenary units in the game, and comprised entirely of women.



%%* HairOfGoldHeartOfGold
%%* ProudWarriorRaceGuy:
%%* SpinAttack: Their Whirlwind ability.%%Is?

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%%* HairOfGoldHeartOfGold
%%* ProudWarriorRaceGuy:
%%*
* HairOfGoldHeartOfGold: They've all got blonde hair, and a fighting for you against Malagar and the Maq'wa tribe.
* ProudWarriorRaceGuy: As the quote says: ''A tribe of proud warrior women reday for battle.''
*
SpinAttack: Their Whirlwind ability.%%Is?
ability, which involves them spining around to deal more damage to the enemy units.



%%* CoolHelmet: Winged ones.

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%%* * CoolHelmet: Winged ones.They were winged helmets, as seen in the image above.



%%* ThrowABarrelAtIt: Their '''Explosive Keg''' ability.

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%%* * ThrowABarrelAtIt: Their '''Explosive Keg''' ability.
ability, where one of the dwarves throws an explosive barrell at an enemy unit, dealind SplashDamage.



%%* CoolHelmet: Winged ones.

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%%* * CoolHelmet: Winged ones.They were winged helmets, as seen in the image above.



%%* {{BFG}}

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%%* {{BFG}}* {{BFG}}: The firearm it carries is '''big'''.



%%* {{Pirate}}

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%%* {{Pirate}}* {{Pirate}}: As its title suggests.



%%* HerdHittingAttack

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%%* HerdHittingAttack* HerdHittingAttack: Its shots will deal a lot of damage to large groups of enemies whenever they get close enough to each other.



%%* BadassBeard
%%* CoolCrown

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%%* BadassBeard
%%* CoolCrown
* BadassBeard: The God of the Sea has some awesome facial hear.
* CoolCrown: Regnos is implied to have one been a king, and he has the crown to match.



%%* {{Cyborg}}: Frankie's last upgrade invokes this.%%Invokes what? How?

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%%* * {{Cyborg}}: Frankie's last upgrade invokes this.%%Invokes what? How?this, with cybernetic arms and an eye to match.



%%* EinsteinHair: The scientists have these.

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%%* * EinsteinHair: The Both of the scientists have these.



%%* HulkSpeak: Frankie talks like this.

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%%* * HulkSpeak: Frankie talks like this.this, bumbling and talking in the third-person.



%%* ShockAndAwe

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%%* ShockAndAwe* ShockAndAwe: It has a lightning and electricity based ability, which are useful with large crowds of enemies.



%%* BlueIsHeroic

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%%* BlueIsHeroic* BlueIsHeroic: Silvery-blue elite archers that fight for the Queen.



%%* BadassCape
%%* ColdSniper

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%%* BadassCape
%%* ColdSniper
* BadassCape: They wear billowing red ones that look awesome.



* FriendlySniper: On the side of good, and with a ong range and deadly accuracy.



%%* RedIsHeroic

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%%* RedIsHeroic
* RedIsHeroic: Their red an gold colour scheme is matched by their heroic actions during the levels.



%%* RedIsHeroic

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%%* RedIsHeroic* RedIsHeroic: Their overall red colour scheme, and long red hair is indicative of the fact that they're on your side.



%%* WarriorMonk: It's in their title.

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%%* * WarriorMonk: It's in their title.
Their caption before purchase describes them as such.



* ArmorPiercingAttack: '''Ancient Oak Spear''' bypass enemies' defenses and deal true damage.

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* ArmorPiercingAttack: '''Ancient Oak Spear''' bypass enemies' defenses defences and deal true damage.



%%* GlowingEyes

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%%* GlowingEyes* GlowingEyes: Green ones, indiciative of their greenery-based powers.



%%* HornedHumanoid



%%* BadassLongRobe
%%* BlueIsHeroic

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%%* BadassLongRobe
%%* BlueIsHeroic
* BadassLongRobe: The only wizards that have them in ''Origins''
* BlueIsHeroic: They have a mystical blue colour scheme and they're on the side of the player.



%%* {{Druid}}: Obviously.
%%* HornedHumanoid: The main Druid has this.
%%* MagicStaff: Again, possessed by the main Druid.
%%* SplashDamage

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%%* * {{Druid}}: Obviously.
%%*
As their title says.
*
HornedHumanoid: The main Druid has this.
%%*
curled horns on its head.
*
MagicStaff: Again, possessed by the main Druid.
%%* SplashDamage
Druid has a magic staff that it uses to summon an hurl stones.
* SplashDamage: As with most Artillery Units.



%%* BadassAdorable

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%%* BadassAdorable* BadassAdorable: Baby dragons that are incredibly helpful in your battles against the enemy units.



%%* CrystalPrison: Essentially what they trap your enemies in.%%What is it?

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%%* * CrystalPrison: Essentially what they trap your enemies in.%%What is it?in, by [[BreathWeapon breathing on them and temporarily trapping them in a crystalline substance.



* GuestStarPartyMember: They only appear in The Crystal Lake.

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* GuestStarPartyMember: They only appear in The "The Crystal Lake.Lake".



%%* InnocentBlueEyes
%%* PintSizedPowerhouse
%%* PurpleIsPowerful

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%%* InnocentBlueEyes
%%* PintSizedPowerhouse
%%* PurpleIsPowerful
* InnocentBlueEyes: They have icy blue eyes, and their attacks deal no damage.
* PintSizedPowerhouse: Subverted, they are newborn dragonlings who's attacks don't deal any damage.
* PurpleIsPowerful: Subverted, since they themselves aren't powerful, and their attack deals no damage.



%%* AssistCharacter: What they essentially are.%%Is?

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%%* * AssistCharacter: What they essentially are.%%Is?are, with them using their tricks to stall the enemies in a variety of ways.



%%* BewareTheSillyOnes

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%%* BewareTheSillyOnes* BewareTheSillyOnes: They're silly gnomes, but their attacks can ''seriously'' harm enemy units, such as poisoning them and turning them into harmless bunnies that are easy to kill.



%%* MagicWand: What each gnome has on them.

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%%* * MagicWand: What each gnome has on them.them to cast a spell on an enemy unit.



%%* PurpleIsPowerful

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%%* PurpleIsPowerful* PurpleIsPowerful: Gnomes that wear purple, and are surprisingly powerful units.



%%* BadassAdorable
%%* BreathWeapon: Just like in ''Frontiers''.

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%%* BadassAdorable
%%*
* BadassAdorable: For a newly-hatched red dragon, he is surprisingly powerful against enemy units.
*
BreathWeapon: Just like grown-up Ashbite in ''Frontiers''.



%%* PintSizedPowerhouse
%%* PlayingWithFire
%%* RedIsHeroic

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%%* PintSizedPowerhouse
%%* PlayingWithFire
%%* RedIsHeroic
* PintSizedPowerhouse: A tiny, newly-hatched, and surprisingly powerful baby dragon.
* PlayingWithFire: Just like his future self (with the BreathWeapon variety, of course).
* RedIsHeroic: As with the future Ashbite.



%%* BadassAdorable

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%%* BadassAdorable* BadassAdorable: A young, powerful, and surprisingly powerful black dragon.



%%* DeathFromAbove: Like Ashbite above.
%%* DragonHoard: Has one even at this age.

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%%* * DeathFromAbove: Like Ashbite above.
%%*
above. Though his method involves flying to specific parts of the map in a specific order to achieve this.
*
DragonHoard: Has Beresad has one even at this relatively young age.



%%* RedEyesTakeWarning
%%* TechnicolourFire: Green, like in ''Frontiers''.
%%* TokenEvilTeammate

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%%* RedEyesTakeWarning
%%*
* RedEyesTakeWarning: As with future Beresad.
*
TechnicolourFire: Green, He breathes green fire, like he does in ''Frontiers''.
%%* TokenEvilTeammate
''Frontiers'' and later, ''Vengeance''.
* TokenEvilTeammate: Given your encounters with him in the future, he seems to be this for your troops in Arcane Quarters.



* MookPromotion: '''Captain Promotion''' promotes one of them into a Captain with higher health, damage, regeneration and armor.

to:

* MookPromotion: '''Captain Promotion''' promotes one of them into a Captain with higher health, damage, regeneration and armor.
armour.



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

to:

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



* AntiArmor: '''Affliction''' temporarily reduces the armor of enemies affected by it.

to:

* AntiArmor: '''Affliction''' temporarily reduces the armor armour of enemies affected by it.



* RecursiveAmmo: '''Defective Engines''' has the rocket explode in midair and rain down a shower of bombs in a manner similar to the Big Bertha's Cluster Launcher Xtreme.

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* RecursiveAmmo: '''Defective Engines''' has the rocket explode in midair mid-air and rain down a shower of bombs in a manner similar to the Big Bertha's Cluster Launcher Xtreme.



* EliteMooks: Only a maximum of two Dark Knights are spawned as compared to the Orc Warrior Den's three, but these two knights have much higher HP and armor. Their drawback is that their fewer numbers mean that they aren't as effective at blocking {{Zerg Rush}}es.
* GameplayAndStoryIntegration: You obtain them once Clockwork Factory is beaten. As the level intro suggests, Vez'nan wants to take over the metal smelting factory in his name, and once you succeed you're able to use the metalworking machines to mass-produce the Dark Knights' armor.

to:

* EliteMooks: Only a maximum of two Dark Knights are spawned as compared to the Orc Warrior Den's three, but these two knights have much higher HP and armor.armour. Their drawback is that their fewer numbers mean that they aren't as effective at blocking {{Zerg Rush}}es.
* GameplayAndStoryIntegration: You obtain them once Clockwork Factory is beaten. As the level intro suggests, Vez'nan wants to take over the metal smelting factory in his name, and once you succeed you're able to use the metalworking machines to mass-produce the Dark Knights' armor.armour.



* TinTyrant: They have a set of black spiky armor at higher levels, and at the maximum level they definitely give off this vibe. The armor's not for show either, it gives them 75% physical armor.

to:

* TinTyrant: They have a set of black spiky armor armour at higher levels, and at the maximum level they definitely give off this vibe. The armor's armour's not for show either, it gives them 75% physical armor.
armour.



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

to:

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



* BrainwashedAndCrazy: '''Possession''' causes one of the specters to possess one of the enemies, turning them against their side for a short while.

to:

* BrainwashedAndCrazy: '''Possession''' causes one of the specters spectres to possess one of the enemies, turning them against their side for a short while.



* DemonicPossession: '''Possession''' has a specter possess an enemy and control it to fight its allies.

to:

* DemonicPossession: '''Possession''' has a specter spectre possess an enemy and control it to fight its allies.



* OurGargoylesRock: '''Guardian Gargoyles''' spawns a Gargoyle that can attack enemies and have high armor.

to:

* OurGargoylesRock: '''Guardian Gargoyles''' spawns a Gargoyle that can attack enemies and have high armor.armour.



* SoulPower: The mausoleum attacks by shooting specters at the enemies to deal magical damage.
* TookALevelInBadass: The gargoyles in the first game were the weakest flying enemy type. The '''Guardian Gargoyles''' are durable and have armor to defend against enemies.

to:

* SoulPower: The mausoleum attacks by shooting specters spectres at the enemies to deal magical damage.
* TookALevelInBadass: The gargoyles in the first game were the weakest flying enemy type. The '''Guardian Gargoyles''' are durable and have armor armour to defend against enemies.



* GlassCannon: Out of all the Barracks towers, these can output a good bit of damage but lack any armor. Most of their abilities are tailored to deal even more damage instead of tank, and they do have a chance of avoiding melee damage via dodging.

to:

* GlassCannon: Out of all the Barracks towers, these can output a good bit of damage but lack any armor.armour. Most of their abilities are tailored to deal even more damage instead of tank, and they do have a chance of avoiding melee damage via dodging.



->''From the depths of the sea, Bluegales emerge to zap enemies with their powerful magic while a couple of skillful Greenfins stop them in place.''

to:

->''From the depths of the sea, Bluegales emerge to zap enemies with their powerful magic while a couple of skillful skilful Greenfins stop them in place.''



* JackOfAllTrades: As the first hybrid tower in the series, they can perform the job of Barracks and Mage, although less proficiently compared to a fully-specialized tower. The mage deals less raw damage than the Infernal Mage, while the barracks don't hurt as much as the Elite Harassers nor have heavy armor like the Dark Knights.

to:

* JackOfAllTrades: As the first hybrid tower in the series, they can perform the job of Barracks and Mage, although less proficiently compared to a fully-specialized tower. The mage deals less raw damage than the Infernal Mage, while the barracks don't hurt as much as the Elite Harassers nor have heavy armor armour like the Dark Knights.



* BodyguardingABadass: They seem to be the closest thing that Lord Blackburn has to bodyguards, not that Blackburn needs to be guarded in any way.



* DarkIsEvil: One of the most interesting examples of this in the series. While they currently have the look of stereotypical eitches seen in popular culture, they were formerly LightIsGood, before Blackburn ordered the spell to be used on his lands in order to protect the lands from evil.



* DualModeUnit: The player can manage the type of hex they use (poison or damage+stun).

to:

* DualModeUnit: The player can manage the type of hex they use (poison or damage+stun).damage and stun).
* FallenHero: On the orders of Lord Blackburn, they cast an ancient spell that turned the Lord's land into a wasteland, the civilians into monsters, themselves included, and Lord Blackburn into what he [[HeWhoFightsMonsters originally fought against]].


Added DiffLines:

* PraetorianGuard: They are this to Blackburn in their current forms.


Added DiffLines:

* UndyingLoyalty: They had this to Lord Blackburn and his family, having served the family for centuries, and continue to follow him into the state of undeath that they currently inhabit.
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Added DiffLines:

* LongRangeFighter: Golden Longbows boast the largest range of all Archer towers. Although {{Downplayed}} as they can fire enemies close-by twice as fast like other Archer Towers at half of their normal damage.

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I think they restored it in the Steam version.


* ChainLightning: The tesla can damage the target and two other enemies. '''Supercharged Bolt''' extends the number of target two times.

to:

* ChainLightning: The tesla can damage the target and two other enemies. '''Supercharged Bolt''' extends the number of target two times.times, targeting up to 5 enemies.



* LightningGun: A dwarf-manned Tesla coil that generates lightning.



* GuestStarPartyMember: A rare double example, it is only available in Stormcloud Temple, and even then only on the Flash version of the game.

to:

* GuestStarPartyMember: A rare double example, it is only available in Stormcloud Temple, and even then it is only on unavailable in the Flash version of the game.iOS version.


Added DiffLines:

* SupportPartyMember: Their '''Falconer''' ability allow nearby towers to have extended range and critical hit chance, making them useful to be placed in the center of tower fortifications.

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* BowAndSwordInAccord: In ''Origins'', Wardens and Rangers are equipped with bows alongside their swords, allowing them to attack enemies at range and even target airborne enemies.



* BowAndSwordInAccord: In ''Origins'', Wardens and Rangers are equipped with bows alongside their swords, allowing them to attack enemies at range and even target airborne enemies.

to:

* BowAndSwordInAccord: In ''Origins'', Wardens and Rangers are equipped with bows alongside their swords, allowing them to attack enemies at range and even target airborne enemies.
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to:

* BowAndSwordInAccord: In ''Origins'', Wardens and Rangers are equipped with bows alongside their swords, allowing them to attack enemies at range and even target airborne enemies.

Added: 1258

Changed: 3858

Removed: 5110

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rangers, musketeers etc... are not towers in KRV, also misuse (throwing axes are an actual weapon IRL)



!Towers






* BoringButPractical: They may not appear to be something but they are your main source of damage as the Mage and Artillery Towers are too slow and the Barrack Tower are meant to slow down the enemies. Many of the upgrades for the Archer Tower boost its damage and range, as well as some complimentary like '''Salvage''' in ''Kingdom Rush'', which set their sell value to 90%, and '''Lumbermill''' in ''Frontiers'', which lower their cost.

to:

* BoringButPractical: They may not appear to be something but they are your main source of damage as the Mage and Artillery Towers are too slow and the Barrack Tower are Barracks is meant to slow down the enemies. Many of the upgrades for the Archer Tower boost its damage and range, as well as some complimentary like '''Salvage''' in ''Kingdom Rush'', which set their sell value to 90%, and '''Lumbermill''' in ''Frontiers'', which lower their cost.



* AntiAir: In ''Origins'', the soldiers can attack flying units with their ranged attacks upon upgrading to Warden Barracks.



* DishingOutDirt: The druids in ''Origins'' created the rocks from the circle they stand in and use them to throw the large rock to damage the enemies.
* {{Druid}}: The thrower in ''Origins'' are muscular old druids that throw rock at the enemy.

to:

* DishingOutDirt: The druids in ''Origins'' created create the rocks from the circle they stand in and use them to throw the large rock to damage the enemies.
* {{Druid}}: The thrower in ''Origins'' In ''Origins'', artillery are re-flavoured into Druid Towers, muscular old druids that throw rock rocks at the enemy.



* HeroAntagonist: Dwarf Bombardiers riding Gryphons are enemies in ''Vengeance'', and they throw explosives from above to attack groups of your troops.



* {{Druid}}: Upon upgrading '''Wrath of the Forest''', an old man with a staff in his hand appears by the tower, which allows him to summon vines.
* HeroAntagonist: Elven Rangers are enemies in ''Vengeance'' and they attack from range with rapid-fire arrows.
* HerdHittingAttack: '''Wrath of the Forest''' stun and damages all enemies entrapped, making it useful against a horde of enemies.
* MagicStaff: One is in possession of the {{Druid}} at the base of the tree when the '''Wrath of the Forest''' ability is bought, which allows it to instil said ability.
* PoisonedWeapons: '''Poison Arrows''' let their attack inflict poison on any enemies, dealing true damage per seconds. It is their only reliable source of damage against armored enemies.

to:

* {{Druid}}: Upon upgrading When '''Wrath of the Forest''', Forest''' is upgraded, an old man with a staff in his hand appears by next to the tower, which allows him to summon vines.
tower and is responsible for activating the ability.
* HeroAntagonist: Elven Rangers are GreenThumb: When '''Wrath of the Forest''' is used, enemies in ''Vengeance'' and they attack from range with rapid-fire arrows.
are immobilised for a few seconds by vines.
* HerdHittingAttack: '''Wrath of the Forest''' stun stuns and damages all enemies entrapped, multiple enemies, making it useful against a horde of enemies.
hordes.
* MagicStaff: One is in possession of the The {{Druid}} at the base of who stands next to the tree when the wields a staff which he uses to activate '''Wrath of the Forest''' ability is bought, which allows it to instil said ability.
Forest'''.
* PoisonedWeapons: '''Poison Arrows''' let their attack inflict poison on any enemies, dealing true damage per seconds.second. It is their only reliable source of damage against armored enemies.



* WhenTreesAttack: '''Wrath of the Forest''' allows the old man to appear by the tower to entrap a group of enemies with vines, preventing them from moving for a few seconds.

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* WhenTreesAttack: '''Wrath of the Forest''' allows the old man to appear by the tower to entrap a group of enemies with vines, preventing them from moving for a few seconds.



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

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



* HeroAntagonist: Musketeers are enemies in ''Vengeance'', they attack from a distance with powerful rifle shots, and can use Sniper Shot to deal massive damage from an even longer distance.



* OneHitKill: '''Sniper Shot''' gives them a chance to instantly-kill a single target, or at least deal massive damage to them.

to:

* OneHitKill: '''Sniper Shot''' gives them has a chance to instantly-kill a single target, or at least deal massive damage to them.
instantly kill its target.



* HeroAntagonist: Paladins are enemies in ''Vengeance'' and they attack groups of your units with Holy Strike.



* StoneWall: Paladins are very durable with their medium (high if upgraded with '''Shield of Valor''') armor and healing abilities, though while their attack is strong through '''Holy Strike''', Paladins are not reliable for offense and are meant to hold the line.

to:

* StoneWall: Paladins are very durable with their medium (high if upgraded with '''Shield of Valor''') armor and healing abilities, though while their attack is strong through but they need '''Holy Strike''', Paladins are not reliable for offense and are meant Strike''' if they want to hold the line.
deal reasonable damage.



* HeroAntagonist: Barbarians are enemies in ''Vengeance''. The Berserkers use a Whirlwind attack to hit groups your troops while Northern Huntresses use throwing axes to attack from range.



* HeroAntagonist: Arcane Magi are enemies in ''Vengeance'', and they use Teleport to teleport their allies forward on the path.



* WeaponizedTeleportation: '''Teleport''' allows them to send a group of enemies back, slowing their progress down. In ''Vengeance'', they use this to teleport their allies ''forwards'' instead.

to:

* WeaponizedTeleportation: '''Teleport''' allows them to send a group of enemies back, slowing their progress down. In ''Vengeance'', they use this to teleport their allies ''forwards'' instead.
down.



* DamageIncreasingDebuff: Their bolts can lower the enemy's armor so that other towers besides Mage Towers can deal more damage against them.
* DamageOverTime: Their attack also gives them the effect of taking damage for every few seconds.

to:

* DamageIncreasingDebuff: Their bolts can lower the enemy's armor so that other non-Mage towers besides Mage Towers can deal more damage against them.
* DamageOverTime: Their attack also gives them the effect of taking deals additional damage to the target for every the next few seconds.



* HeroAntagonist: High Sorcerers are enemies in ''Vengeance'', they ride a durable elemental Golem that deals AreaOfEffect damage and cast Polymorph to turn your troops into sheep enemies.



* CoolButInefficient: They are reduced to this in the ''Fungal Forest'' DLC due to the enemies either poisoning them, overwhelming them, or using their ranged attack.
* DoubleWeapon: Two examples:
** The weapon that they use for melee combat has a blade on each end.
** The weapon is used as both a melee weapon and as a means of firing arrows at enemy units.
* GuestStarPartyMember: They are only available in the ''Silveroak Forest'' level on the Campaign and the ''Fungal Forest'' level on the Premium.

to:

* CoolButInefficient: They CantCatchUp: Sylvan Elves are reduced to this very useful in the ''Fungal Forest'' DLC due to Silveroak Forest, but nearly useless in Fungal Forest, since the enemies either poisoning them, overwhelming them, or using in the latter are too strong for them to be worth their ranged attack.
cost.
* DoubleWeapon: Two examples:
**
The weapon that they use for melee combat has a blade on each end.
** The weapon is used as both a melee weapon and as a means of firing arrows at enemy units.
* GuestStarPartyMember: They are only available in the ''Silveroak Forest'' level on the Campaign two levels: Silveroak Forest and the ''Fungal Forest'' level on the Premium.Fungal Forest.



* HeroAntagonist: They are your enemies in ''Vengeance'', in that the Elven Rangers bare a striking resemblance to them.



* AwesomeButImpractical: It may be powerful, but it has a lot of factors required that it may not be a worthy investment. First, it had to be freed with using '''Rain of Fire''' ability, which should be used for emergencies or other purposes. Second, you must pay 400 strategic points to recruit one (it was 500 in Flash). Finally, the Sasquatch has a limit of one, can only target one enemy at a time, and can be killed by ranged attacks. Also, you have to pay again to get another one. The absolute kicker is that this beast's location and rally range is just barely past a shortcut in the path, which enemies are more likely to take than the normal path. Still, if you want to use this beast, it'll need a lot of protection as its high health and area of effect attack can be useful.

to:

* AwesomeButImpractical: It may be powerful, but it has a lot of factors required that it may not be a worthy investment. First, it had to be freed with using '''Rain of Fire''' ability, which should be used for emergencies or other purposes. Second, you must pay 400 strategic points gold to recruit one (it was 500 in Flash). Finally, the Sasquatch has a limit of one, can only target one enemy at a time, and can be killed by ranged attacks. Also, you have to pay again to get another one. The absolute kicker is that this beast's location and rally range is just barely past a shortcut in the path, which enemies are more likely to take than the normal path. Still, if If you want to use this beast, it'll need a lot of protection as its high health and area of effect attack can be useful.



* GuestStarPartyMember: It is only available in Level 8: ''Icewind Pass'' in ''Kingdom Rush''.

to:

* GuestStarPartyMember: It is only available in Level 8: ''Icewind Pass'' in ''Kingdom Rush''.Icewind Pass.



* GuestStarPartyMember: A rare double example, it is only available on ''Stormcloud Temple'', and even then only on the Flash version of the game (on the Armour Games website).

to:

* GuestStarPartyMember: A rare double example, it is only available on ''Stormcloud Temple'', in Stormcloud Temple, and even then only on the Flash version of the game (on the Armour Games website).game.



* NobleBirdOfPrey: The falcon from the '''Falconer''' ability.
* SupportPartyMember: '''Falconer''' gives range to this and any nearby towers, making it valuable to have them boost as many tower as possible. The achievement "Hawkeye" is rewarded upon boosting at least four tower (excluding Barracks).



%%* AnAxeToGrind: It's in their title.



* AnAxeToGrind: It's in their name, they throw axes at enemies.



* ThrowingYourSwordAlwaysWorks: They throw their axes at their enemies.



* GlassCannon: They are dodgy and can survive waves through '''Sneak Attack''', but they lack armor and can die from powerful foes.

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* GlassCannon: They are dodgy can dodge attacks, deal good damage and can survive waves through instantly kill enemies with '''Sneak Attack''', but they lack armor and can die from powerful foes.



%%* KnightInShiningArmour



* {{Plaguemaster}}: They can unleash '''Pestilence''' which deal true damage to any enemies within its area of effect. However, it doesn't affect flying enemies.

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* {{Plaguemaster}}: They can unleash '''Pestilence''' which deal deals true damage to any ground enemies within its area of effect. However, it doesn't affect flying enemies.effect.



%%* AssistCharacter: Its main function.%%Is?
* GuestStarPartyMember: As aforementioned, it's only available on the first two stages: ''Hammerhold'' and ''Sandhawk Hamlet''.

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%%* AssistCharacter: Its main function.%%Is?
* GuestStarPartyMember: As aforementioned, it's Legion Archers only available on appear the first two stages: ''Hammerhold'' Hammerhold and ''Sandhawk Hamlet''.Sandhawk Hamlet.



%%* LightIsGood: They wear white uniforms.%%And?



* BalefulPolymorph: The genies turn enemies into dancing frogs, treasure chests, and golden harps.

to:

* BalefulPolymorph: The genies Genies turn enemies into dancing frogs, treasure chests, and golden harps.



* BladeOnAStick: The tower they spawn from has these as part of the structure.



* GuestStarPartyMember: They are only available on Level 4: ''The Dunes of Despair''.

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* GuestStarPartyMember: They are only available on Level 4: ''The in Dunes of Despair''.Despair.



* KryptoniteFactor: The genies are susceptible to the poison from scorpions.
* MeatShield: The Legionnaires, with no armour at all, act as these. They are cheap though.



* OneHitKill: Genies can instantly kill enemies by turning them into harmless objects; unlike the Sorcerer's ability in the first game, these enemies are can no longer reach the exit and removed from the game for good.



* WalkingShirtlessScene: The legionnaires don't were shirts.

to:

* WalkingShirtlessScene: The legionnaires don't were wear shirts.



* GlassCannon: The Buccaneers, since they have high (ranged) damage output, but no armour.
* GuestStarPartyMember: The tower only appears on three different levels out of the entire game: ''Buccaneers Den'', ''Snapvine Bridge'' (both main campaign), and ''Port Tortuga'' (Rising Tides Mini-Campaign). In detail, the Corsairs are available on all three levels, the Buccaneers on the first two, and the Boatswains on ''Port Tortuga''.

to:

* GlassCannon: The Buccaneers, since they Buccaneers have high (ranged) damage output, but no armour.
* GuestStarPartyMember: The tower only appears on SCUMM Bars appear in three different levels out of the entire game: ''Buccaneers Den'', ''Snapvine Bridge'' (both main campaign), levels: Buccaneer's Den, Snapvine Bridge and ''Port Tortuga'' (Rising Tides Mini-Campaign). In detail, the Port Tortuga. Corsairs are available on for hire in all three levels, the three, Buccaneers on in the first former two, and the Boatswains on ''Port Tortuga''.in the last one.



%%* MolotovCocktail: The Buccaneers' grog.

to:

%%* * MolotovCocktail: The Buccaneers' grog.Buccaneer's ranged attack involves throwing bottles of booze lit on fire.



* GoodCounterpart: To the ship that your enemies come out of.
* GuestStarPartyMember: It's only available on ''Buccaneer's Den''.

to:

* GoodCounterpart: To the ship that your enemies come out of.
* GuestStarPartyMember: It's The Pirate Cap's service is only available on ''Buccaneer's Den''.in Buccaneer's Den.



* GuestStarPartyMember: They are only available on the ''Crimson Valley'' level in the Jungle Stage.

to:

* GuestStarPartyMember: They are only available on the ''Crimson Valley'' level in the Jungle Stage.Crimson Valley.



* TheAce: It has the longest range in the game, more than any tower you're able to build, and matched only by the Pirate Watchtowers in ''Port Tortuga''. '''Full Mithril Jacket''' helps to increase their damage output to nearly double.



%%* {{BFG}}



* GuestStarPartyMember: It (or they since there is more than one on the levels) is only available on the second-to-last level of the Main Campaign mode, ''The Dark Descent''.
* HeroOfAnotherStory: The description for ''The Dark Descent'' suggests that they (and the soldiers of the Dwarf Hall), says that they had been barricading themselves from the Saurians for quite a while.

to:

* GuestStarPartyMember: It (or they since there is more than one on the levels) is Dwarven Bastions only available on the second-to-last level of the Main Campaign mode, ''The appear in The Dark Descent''.
* HeroOfAnotherStory: The description for ''The Dark Descent'' suggests that they (and the soldiers of the Dwarf Hall), says that they had been barricading themselves from the Saurians for quite a while.
Descent.



* TheAlcoholic: The '''Dwarfweiser''' ability allows them to chug down bear to heal themselves.



* BoozeBasedBuff: The '''Dwarfweiser''' ability allows them to chug down bear to heal themselves.



* GuestStarPartyMember: They only appear on two levels, ''The Dark Descent'' (Main campaign) and ''Darklight Depths'' (Standalone after you beat the game).
* HeroOfAnotherStory: The description for ''The Dark Descent'' says that they and those at the Dwarven Bastion have barricaded themselves and fought off against the Saurian for quite some time.

to:

* GuestStarPartyMember: They Dwarf Halls only appear on two levels, ''The in The Dark Descent'' (Main campaign) Descent and ''Darklight Depths'' (Standalone after you beat the game).
* HeroOfAnotherStory: The description for ''The Dark Descent'' says that they and those at the Dwarven Bastion have barricaded themselves and fought off against the Saurian for quite some time.
Darklight Depths.



* GuestStarPartyMember: It only appears on ''Port Tortuga''.

to:

* GuestStarPartyMember: It only appears on ''Port Tortuga''.in Port Tortuga.



* GrandpaGod: Regnos has the appearance of one.
* GuestStarPartyMember:
** It only appears in its damaged form (that you must repair) in ''Storm Atoll'' and ''The Sunken Citadel'' in the Rising Tides Mini-campaign.
** In ''The Sunken Citadel'', it's [[PutOnABus absent]] from the Heroic Challenge, but three come back in the Iron Challenge with a first-level upgrade.

to:

* GrandpaGod: Regnos, the God of the Seas, is depicted as an old man with a prominent beard.
* GuestStarPartyMember: Shrines of
Regnos has the appearance of one.
* GuestStarPartyMember:
** It
only appears appear in its damaged form (that you must repair) in ''Storm Atoll'' Storm Atoll and ''The The Sunken Citadel'' in the Rising Tides Mini-campaign.
** In ''The Sunken Citadel'', it's [[PutOnABus absent]] from the Heroic Challenge, but three come back in the Iron Challenge with a first-level upgrade.
Citadel.



* SuspiciouslySimilarSubstitute: It's similar to the Sunray Tower from The ''Stormcloud Temple'', but available on all platforms KRF is on, is more expensive, and much more powerful.

to:

* SuspiciouslySimilarSubstitute: It's Being a manually-controlled tower that can fire anywhere on the screen and has a long cooldown, the Shrine of Regnos is very similar to the Sunray Tower from The ''Stormcloud Temple'', in the original game, but is available on all platforms KRF is on, platforms, is more expensive, and much more powerful.



* ChainLightning: It's default state allows this, starting from being able to zap up to three enemies, and then up to five as you upgrade its '''Lightning Strike''' ability.

to:

* ChainLightning: It's default state allows this, starting from being able to zap up By default, the Dark Forge's bolt can arc to three enemies, and then up can be upgraded to five as you upgrade its with '''Lightning Strike''' ability.Strike'''.



* FleshGolem: One of its abilities is summoning one.

to:

* FleshGolem: One of its abilities FrankensteinsMonster: Frankie the Flesh Golem is summoning one.sewn together from body parts and animated by electricity.



* GuestStarPartyMember: It's only available on the level ''Bonesburg'', the first level of the Shadowmoon mini-campaign.

to:

* GuestStarPartyMember: It's only available on the level ''Bonesburg'', in Bonesburg, the first level of the Shadowmoon mini-campaign.



* LongRangeFighter: Golden Longbows boast the largest range of all Archer towers. Although {{Downplayed}} as they can fire enemies close-by twice as fast like other Archer Towers for half the damage.



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

to:

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



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

to:

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



* GaiasVengeance: '''Eerie Gardener''' allows them to summon vines which slows down and damages enemies over time.

to:

* GaiasVengeance: GreenThumb: '''Eerie Gardener''' allows them to summon vines which slows down and damages enemies over time.



* JavelinThrower: This is their ranged attack animation.
* QualityVsQuantity: There are two units available from this tower instead of three, though they have a ranged attack, and are better at crowd control that the Bladesingers are.

to:

* JavelinThrower: This is their ranged Forest Keepers attack animation.
* QualityVsQuantity: There are two units available from this tower instead of three, though they have a ranged attack, and are better at crowd control
enemies that the Bladesingers are.
fly or are far away by throwing javelins.



* HerdHittingAttack: '''Eldritch Doom''', in addition to instantly killing one foe, deals damage to all enemies within range of the exploding enemy.

to:

* HerdHittingAttack: '''Eldritch Doom''', in addition to instantly killing one foe, deals damage to all enemies within range of the exploding enemy.standing nearby.



* MagicMissileStorm: Wild Magus's attacks aren't strong, but make up for it by fire it quickly.

to:

* MagicMissileStorm: The Wild Magus's individual attacks aren't strong, deal little damage, but make up for it by fire it quickly.the tower has one of the fastest attack speeds in the game.



* PopGoesTheHuman: Any enemy unkucky enough to be hit by '''Eldritch Doom''' gets a pulsating swelling effect before exploding into gibs.

to:

* PopGoesTheHuman: Any enemy unkucky unlucky enough to be hit by '''Eldritch Doom''' gets a pulsating swelling effect before exploding explodes into gibs.



%%* AntiAir



* GuestStarPartyMember: They only appear on ''Redwood Stand''.

to:

* GuestStarPartyMember: They only appear on ''Redwood Stand''.in Redwood Stand.



* GuestStarPartyMember: They only appear on ''Gryphon Point''.
* GuideDangIt: The achievement that they are a part of involves killing 20 Perythons, but any good layout of the stage would have them killed before the Gryphons could get to them.

to:

* GuestStarPartyMember: They only appear on ''Gryphon Point''.
* GuideDangIt: The achievement that they are a part of involves killing 20 Perythons, but any good layout of the stage would have them killed before the Gryphons could get to them.
in Gryphon Point.



* GuestStarPartyMember: They only appear on ''The Crystal Lake''.

to:

* GuestStarPartyMember: They only appear on ''The in The Crystal Lake''.Lake.



* GuestStarPartyMember: They only appear on ''The Unseelie Court''.
* InstantDeathBullet: They can disintegrate enemies when maxed out on '''Total Mischief'''.

to:

* GuestStarPartyMember: They only appear on ''The in The Unseelie Court''.
* InstantDeathBullet: They can disintegrate enemies when maxed out on '''Total Mischief'''.
Court.



* OneHitKill: They can disintegrate enemies when '''Total Mischief''' is maxed.



* PoisonedWeapon: They can poison their enemies with 120 damage, but it isn't lethal.

to:

* PoisonedWeapon: PoisonedWeapons: They can poison their enemies with enemies, dealing 120 damage, but it isn't lethal.cannot finish them off.



* GuestStarPartyMember: He only appears in ''Arcane Quarters''.

to:

* GuestStarPartyMember: He only appears in ''Arcane Quarters''.Arcane Quarters.



* FallenHero: While motivated by gold, he still helps you if you get him to do so, only to become your enemy many years later in both ''Frontiers'' and ''Vengeance''.



* GuestStarPartyMember: Only available on ''Arcane Quarters''.

to:

* GuestStarPartyMember: Only available on ''Arcane Quarters''.in Arcane Quarters.



* EleventhHourRanger: They join you on the very last level.



* GuestStarPartyMember: They only appear on ''The Shrine Of Elynie''.

to:

* GuestStarPartyMember: They only appear on ''The in Shrine Of Elynie''.of Elynie.



* GuestStarPartyMember: They only appear on ''Galadrians Wall''.

to:

* GuestStarPartyMember: They only appear on ''Galadrians Wall''.in Galadrian's Wall.



* QuantityVersusQuality: Compared to the Dark Knights and Twilight Harassers, they don't deal or tank as much damage or attack aerial enemies, but there's three of them instead of two and they can stall large numbers of enemies thanks to their numbers.

to:

* QuantityVersusQuality: Compared to the Dark Knights and Twilight Harassers, they don't deal or tank as much damage or attack aerial enemies, but there's three of them instead of two and they can stall large numbers of enemies thanks to their numbers.






* EliteMooks: Only a maximum of two Dark Knights are spawned as compared to the Orc Warrior Den's three, but these two knights have much higher HP and armor. Their drawback is that their fewer numbers mean that they aren't as effective at blocking {{Zerg Rush}}es.



* OneHitKill: '''Brutal Strike''' gives them a small chance of instantly killing an enemy on hitting them.
* QuantityVersusQuality: Only a maximum of two Dark Knights are spawned as compared to the Orc Warrior Den's three, but these two knights have much higher HP and armor. Their drawback is that their fewer numbers mean that they aren't as effective at blocking {{Zerg Rush}}es.

to:

* OneHitKill: '''Brutal Strike''' gives them a small chance of instantly killing an enemy on hitting them.
* QuantityVersusQuality: Only a maximum of two Dark Knights are spawned as compared to the Orc Warrior Den's three, but these two knights have much higher HP and armor. Their drawback is that their fewer numbers mean that they aren't as effective at blocking {{Zerg Rush}}es.
when attacking.



* EliteMooks: Elite Harassers are the only barracks towers who can take on flying foes, and they can deal pretty good damage to grounded ones. Their drawback is that their fewer numbers mean that they aren't as effective at blocking {{Zerg Rush}}es.



* QuantityVersusQuality: Elite Harassers are the only barracks towers who can take on flying foes, and they can deal pretty good damage to grounded ones. Their drawback is that their fewer numbers mean that they aren't as effective at blocking {{Zerg Rush}}es.



* AntiAir: At the final level, the Greenfins are replaced by Redspines with Javelin-throwing capabilities, allowing them to hit AirborneMooks that the Greenfins could not.



* EliteMooks: As a barracks, the Swamp Thing has a staggeringly high amount of health and good attack power, but it can only block one enemy due to being a single unit.



* QuantityVersusQuality: As a barracks unit, the Swamp Thing has a staggeringly high amount of health and good attack power, but it can only block one enemy due to being a single unit.



* ToServeMan: Its '''Carnivore''' ability allows this to happen to the enemies it consumes, healing it in the process.

to:

* ToServeMan: Its '''Carnivore''' ability allows this to happen to the enemies it consumes, Swamp Thing to eat enemies, healing it in the process.



* ArtEvolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.



* ArtEvolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.



* GuestStarPartyMember: They only appear in ''Silveroak Outpost''.
* PerspectiveFlip: In the first game, ''Silveroak Forest'' was the level where the Rangers Hideout first became playable, the Sylvan Elves were a GuestStarPartyMember, and the Spider and Spider Matriarch enemies debuted. In ''Vengeance'', ''Silveroak Outpost'' is the level where the Spiders are a GuestStarPartyMember and the Elven Rangers are one of the enemies debuting in the level.

to:

* GuestStarPartyMember: They only appear in ''Silveroak Outpost''.
Silveroak Outpost.
* PerspectiveFlip: In the first game, ''Silveroak Forest'' Silveroak Forest was the level where the Rangers Hideout first became playable, the Sylvan Elves were a GuestStarPartyMember, and the Spider and Spider Matriarch enemies debuted. In ''Vengeance'', ''Silveroak Outpost'' Silveroak Outpost is the level where the Spiders are a GuestStarPartyMember and the Elven Rangers are one of the enemies debuting in the level.



* CoolHelmet : The Marauder and Raider, like before.

to:

* CoolHelmet : CoolHelmet: The Marauder and Raider, like before.



* GuestStarPartyMember: They only appear in ''Lightseeker Camp''.
* HiredGuns: They're hired mercenaries from Hushwood.

to:

* GuestStarPartyMember: They only appear in ''Lightseeker Camp''.
Lightseeker Camp.
* HiredGuns: PrivateMilitaryContractors: They're hired mercenaries from Hushwood.

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%%
%%




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



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







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



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







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



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







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



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
















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



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




* TheAce: Among archers.

to:

\n* %%* TheAce: Among archers.







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



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




* ATeamFiring: Averted, unlike other Archer towers.



* NiceHat

to:

* %%* NiceHat







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



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




* BlueIsHeroic
* CoolHelmet
* CoolSword

to:

\n* %%* BlueIsHeroic
* %%* CoolHelmet
* %%* CoolSword



* KnightInShiningArmour

to:

* %%* KnightInShiningArmour










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



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






* FieryRedhead

to:

* %%* FieryRedhead







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



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




* BadassLongRobe

to:

\n* %%* BadassLongRobe



* KlaatuBaradaNikto: One of its quotes.
* NiceHat

to:

* %%* KlaatuBaradaNikto: One of its quotes.
* %%* NiceHat







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



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




* BadassLongRobe

to:

\n* %%* BadassLongRobe



* NiceHat

to:

* %%* NiceHat







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



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




* BadassBeard

to:

\n* %%* BadassBeard







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



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




* BadassBeard

to:

\n* %%* BadassBeard



[[caption-width-right:150:'''''"By the light of the moon."''''']]

to:

[[caption-width-right:150:'''''"By the light of the moon."''''']]
"''''']


















* HornedHumanoid

to:

* %%* HornedHumanoid



[[caption-width-right:179:'''''"Ashes to Ashes"''''']]

to:

[[caption-width-right:179:'''''"Ashes to Ashes"''''']]
ashes."''''']]









* PowerCrystal

to:

* %%* PowerCrystal













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



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










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



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




* AnAxeToGrind: It's in their title.

to:

\n* %%* AnAxeToGrind: It's in their title.







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



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






* InTheHood

to:

* %%* InTheHood







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



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






* CoolSword

to:

* %%* CoolSword



* KnightInShiningArmour

to:

* %%* KnightInShiningArmour







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



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










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



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







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



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




* BadassBeard

to:

\n* %%* BadassBeard







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



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



* BadassBeard

to:

* %%* BadassBeard







* AssistCharacter: Its main function.

to:

\n* %%* AssistCharacter: Its main function.%%Is?



* LightIsGood: They wear white uniforms.
* NiceHat

to:

* %%* LightIsGood: They wear white uniforms.
*
uniforms.%%And?
%%*
NiceHat



[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_mercenary_camp.PNG]]
[[caption-width-right:344:'''''"Yes Master"''''']]

to:

[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_mercenary_camp.PNG]]
[[caption-width-right:344:'''''"Yes Master"''''']]
PNG]].
[[caption-width-right:344:'''''"Yes, master."''''']]




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



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






* FieryRedhead: The Genies have red hair.

to:

* %%* FieryRedhead: The Genies have red hair.%%Fiery how?







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



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






* BadassBeard: The Corsairs have these.
* BadassMustache: Boatswains have these.

to:

* %%* BadassBeard: The Corsairs have these.
* %%* BadassMustache: Boatswains have these.



* GuestStarPartyMember: The tower only appears on three different levels out of the entire game: ''Buccaneers Den'', ''Snapvine Bridge'' (both main campaign), and ''Port Tortuga'' (Rising Tides Mini-Campaign).
** In detail, the Corsairs are available on all three levels, the Buccaneers on the first two, and the Boatswains on ''Port Tortuga''.

to:

* GuestStarPartyMember: The tower only appears on three different levels out of the entire game: ''Buccaneers Den'', ''Snapvine Bridge'' (both main campaign), and ''Port Tortuga'' (Rising Tides Mini-Campaign).
**
Mini-Campaign). In detail, the Corsairs are available on all three levels, the Buccaneers on the first two, and the Boatswains on ''Port Tortuga''.



* MolotovCocktail: The Buccaneers' grog as explained above.
* NiceHat: All three units have them.
* {{Pirate}}

to:

* %%* MolotovCocktail: The Buccaneers' grog as explained above.
*
grog.
%%*
NiceHat: All three units have them.
* %%* {{Pirate}}







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




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






* BadassBeard

to:

* %%* BadassBeard



* NiceHat
* {{Pirate}}: It's in the name.

to:

* %%* NiceHat
* {{Pirate}}: It's in the name.
%%* {{Pirate}}:












* AmazonBrigade: Read above.

to:

* AmazonBrigade: Read above.%%* AmazonBrigade:



* HairOfGoldHeartOfGold
* ProudWarriorRaceGuy: As the above quote suggests.
* SpinAttack: Their Whirlwind ability.


to:

* %%* HairOfGoldHeartOfGold
* ProudWarriorRaceGuy: As the above quote suggests.
*
%%* ProudWarriorRaceGuy:
%%*
SpinAttack: Their Whirlwind ability.

ability.%%Is?







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



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






* BadassBeard
* {{BFG}}

to:

* %%* BadassBeard
* %%* {{BFG}}



* CoolHelmet: Winged ones.

to:

* %%* CoolHelmet: Winged ones.



* ThrowABarrelAtIt: Their '''Explosive Keg''' ability is this.

to:

* %%* ThrowABarrelAtIt: Their '''Explosive Keg''' ability is this.
ability.




-> ''Khazâd ai-mênu!''

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

to:

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



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






* BadassBeard

to:

* %%* BadassBeard



* CoolHelmet: Winged ones.

to:

* %%* CoolHelmet: Winged ones.



* ShoutOut: Their quote, ''Khazâd ai-mênu!'', is the battle cry of the Dwarves from ''Literature/TheLordOfTheRings''.







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



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






* {{BFG}}

to:

* %%* {{BFG}}



* NiceHat
* {{Pirate}}

to:

* %%* NiceHat
* %%* {{Pirate}}



* HerdHittingAttack

to:

* %%* HerdHittingAttack







* BadassBeard
* CoolCrown

to:

\n* %%* BadassBeard
* %%* CoolCrown



* GuestStarPartyMember: It only appears in its damaged form (that you must repair) in ''Storm Atoll'' and ''The Sunken Citadel'' in the Rising Tides Mini-campaign.

to:

* GuestStarPartyMember: GuestStarPartyMember:
**
It only appears in its damaged form (that you must repair) in ''Storm Atoll'' and ''The Sunken Citadel'' in the Rising Tides Mini-campaign.







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



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




* BlueIsHeroic

to:

\n* %%* BlueIsHeroic



* {{Cyborg}}: Frankie's last upgrade invokes this.

to:

* %%* {{Cyborg}}: Frankie's last upgrade invokes this.%%Invokes what? How?



* EinsteinHair: The scientists have these.

to:

* %%* EinsteinHair: The scientists have these.



* HulkSpeak: Frankie talks like this.

to:

* %%* HulkSpeak: Frankie talks like this.



* ShockAndAwe

to:

* ShockAndAwe
%%* ShockAndAwe










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



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




* BlueIsHeroic

to:

\n* %%* BlueIsHeroic







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



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




* BadassCape
* ColdSniper

to:

\n* %%* BadassCape
* %%* ColdSniper



* RedIsHeroic

to:

* %%* RedIsHeroic







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



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



* CoolSword / DualWielding: They wield a pair of curved swords, ditching the bow and arrow all together.



* DualWielding: They wield a pair of curved swords.



* RedIsHeroic

to:

* %%* RedIsHeroic



* WarriorMonk: It's in their title.

to:

* %%* WarriorMonk: It's in their title.







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



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






* GlowingEyes

to:

* %%* GlowingEyes



* HornedHumanoid

to:

* %%* HornedHumanoid







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



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










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



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




* BadassLongRobe
* BlueIsHeroic

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\n* %%* BadassLongRobe
* %%* BlueIsHeroic







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



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



* {{Druid}}: Obviously.
* HornedHumanoid: The main Druid has this.
* MagicStaff: Again, possessed by the main Druid.
* SplashDamage

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* %%* {{Druid}}: Obviously.
* %%* HornedHumanoid: The main Druid has this.
* %%* MagicStaff: Again, possessed by the main Druid.
* %%* SplashDamage







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



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






* SlasherSmile: Has one before throwing its '''Fiery Acorn'''.

to:

* SlasherSmile: Has It sports one before throwing its '''Fiery Acorn'''.






* AntiAir

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* %%* AntiAir






* FieryRedhead: The elves that ride them.

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* %%* FieryRedhead: The elves that ride them.



* OurGryphonsAreDifferent

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* %%* OurGryphonsAreDifferent










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




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




* BadassAdorable

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\n* %%* BadassAdorable



* CrystalPrison: Essentially what they trap your enemies in.

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* %%* CrystalPrison: Essentially what they trap your enemies in.%%What is it?
* FairyDragons: Small purple-blue dragons with insect wings instead of forelegs, and which can trap foes in crystal.



* InnocentBlueEyes
* OurDragonsAreDifferent
* PintSizedPowerhouse
* PurpleIsPowerful

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* %%* InnocentBlueEyes
* OurDragonsAreDifferent
*
%%* PintSizedPowerhouse
* %%* PurpleIsPowerful




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




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




* AssistCharacter: What they essentially are.

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\n* %%* AssistCharacter: What they essentially are.%%Is?



* BewareTheSillyOnes

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* %%* BewareTheSillyOnes



* MagicWand: What each gnome has on them.
* NiceHat

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* %%* MagicWand: What each gnome has on them.
* %%* NiceHat



* PurpleIsPowerful

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* %%* PurpleIsPowerful










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




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




* BadassAdorable
* BadassDecay / LaterInstallmentWeirdness: For some reason, his stats are much higher than in his ''Frontiers'' incarnation.
* BreathWeapon: Just like in ''Frontiers''.

to:

\n* %%* BadassAdorable
* BadassDecay / LaterInstallmentWeirdness: For some reason, his stats are much higher than in his ''Frontiers'' incarnation.
*
%%* BreathWeapon: Just like in ''Frontiers''.



* PintSizedPowerhouse
* PlayingWithFire
* RedIsHeroic

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* %%* PintSizedPowerhouse
* %%* PlayingWithFire
* %%* RedIsHeroic








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




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




* BadassAdorable
* BreathWeapon: Being a dragon, this is to be expected.
* DeathFromAbove: Like Ashbite above.
* DragonHoard: Has one even at this age.

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\n* %%* BadassAdorable
* BreathWeapon: Being a dragon, this is to be expected.
*
He breathes green fire.
%%*
DeathFromAbove: Like Ashbite above.
* %%* DragonHoard: Has one even at this age.



* RedEyesTakeWarning
* TechnicolourFire: Green, like in ''Frontiers''.
* TokenEvilTeammate

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* %%* RedEyesTakeWarning
* %%* TechnicolourFire: Green, like in ''Frontiers''.
* %%* TokenEvilTeammate







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




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










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




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
















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



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










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



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










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



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







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



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










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



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










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



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







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




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










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



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










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



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







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



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










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



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










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



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










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



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



* TheTreesHaveFaces: A grove of malevolent trees with glowing green eyes.







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



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






->'''Abilities:''' Chosen by the Sea, Net Throw, Perfect Storm




->'''Abilities:''' Chosen by the Sea, Net Throw, Perfect Storm










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



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






[[caption-width-right:350:'''''"I will cede no ground"''''']]

to:

[[caption-width-right:350:'''''"I will cede no ground"''''']]
ground."''''']]




A giant swamp creature who can either fight on the road or stay in its tower and throw rocks at enemies. They have three abilities: '''Smash!''', which increases the chance of instantly killing an enemy with each hit, '''Blinding Liquid''', which increases the chance of stunning enemies with each hit, and '''Carnivore''', which heals the monster every time it kills an enemy.



A giant swamp creature who can either fight on the road or stay in its tower and throw rocks at enemies. They have three abilities: '''Smash!''', which increases the chance of instantly killing an enemy with each hit, '''Blinding Liquid''', which increases the chance of stunning enemies with each hit, and '''Carnivore''', which heals the monster every time it kills an enemy.







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



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










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



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










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



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



* ArtEvolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.
** As part of this, the spider matriarch now has a purple colour scheme to it.

to:

* ArtEvolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.
**
now. As part of this, the spider matriarch now has a purple colour scheme to it.







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



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




[[/folder]]

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\n[[/folder]][[/folder]]
----

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* WarriorMonk: Or, more accurately, Warrior Nun. Their description refers to them having been trained under "monastic discipline."



* MalevolentMaskedMen: Averted, they are on your side, and are the enemies of the real Masked Men, the Ma'Qwa tribe.
* SupportPartyMember: Their main role, which is to deter the enemies by making them take more damage and prevent them from casting spells.

to:

* MalevolentMaskedMen: Averted, they are on your side, and are the enemies of the real Masked Men, the Ma'Qwa tribe.
tribe. They're actually quite jovial.
* SupportPartyMember: Their main role, which is to They are far outclassed in damage by the Crossbow Fort, but their special abilities deter the enemies by making them take more damage and prevent them from casting spells.




!!DWAARP

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\n!!DWAARP* SupportPartyMember: They lack the raw damage of the Archmage, but they can heavily bolster Barracks troops with their undead minions and death knights.

!!D.W.A.A.R.P.
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* DiscardAndDraw: They lose armor compared to Knights, but gain a ranged attack and much higher damage output.
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* LawOfChromaticSuperiority: When '''Smash!''' is purchased, it gets a small chance to throw OneHitKill projectiles in its ranged mode. Said projectiles are differentiated from normal ones by having a reddish tint.
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* PopGoesTheHuman: Any enemy unkucky enough to be hit by '''Eldritch Doom''' gets a pulsating swelling effect before exploding into gibs.
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* StoneWall: At maximum level, it gets stats on par with it's enemy counterpart in the first game, including its gargantuan 3000 HP, allowing it to tank even bosses. Most of your troops only have 200-300. While its attack as a barracks unit is certainly impressive, it's held back by a slow attack rate.

to:

* StoneWall: At maximum level, it gets stats on par with it's its enemy counterpart in the first game, including its gargantuan 3000 HP, allowing it to tank even bosses. Most of your troops only have 200-300. While its attack as a barracks unit is certainly impressive, it's held back by a slow attack rate.
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* StoneWall: At maximum level, it gets stats on par with it's enemy counterpart in the first game, including its gargantuan 3000 HP, allowing it to tank even bosses. Most of your troops only have 200-300. While its attack as a barracks unit is certainly impressive, it's held back by a slow attack rate.

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* ArmorPiercingAttack: '''Spell Penetration''' in ''Frontiers'' give their bolts the chance to ignore magical resistance.

to:

* ArmorPiercingAttack: ArmorPiercingAttack:
** Their main purpose is to damage {{Heavily Armored Mook}}s by bypassing armor.
**
'''Spell Penetration''' in ''Frontiers'' give their bolts the chance to ignore magical resistance.



* UnwantedAssistance: '''Alter Reality''' in ''Origins'' is a double-edged sword at times as it can teleport the more troublesome enemies back... out of the range of your tower killzone.

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* UnwantedAssistance: '''Alter Reality''' in ''Origins'' is a double-edged sword at times as it can teleport the more troublesome enemies back... out of the range of your tower killzone.killzone, especially if it's an Ettin or Ogre Mage with RegeneratingHealth.



* ArmorPiercingAttack: '''Heavy Load''' upgrade in ''Origins'' allows their explosion to ignore physical armor.

to:

* ArmorPiercingAttack: ArmorPiercingAttack:
** Their attacks by default ignore half of enemy armor.
**
'''Heavy Load''' upgrade in ''Origins'' allows their explosion to ignore physical armor.
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* MythologyGag: At maximum level, it has 3000 HP, attacks with melee at a rate of 2.5s, dealing 40-100 base damage. These are exactly the stats it had as an enemy in the original game on Normal mode.
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* QuantityVersusQuality: As a barracks unit, the Swamp Thing has a staggeringly high amount of health and good attack power, but it can only block one enemy due to being a single unit.
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* UnwantedAssistance: '''Alter Reality''' in ''Origins'' is a double-edged sword at times as it can teleport the more troublesome enemies back... out of the range of your tower killzone.
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* CrutchCharacter: While the one functioning Bastion is very powerful at taking down the swarms of enemies, the player should not rely on it as a Gnoll Burner will destroy it at the start of wave 5.

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Can someone get a PROPER picture for the Swamp Thing tower? I've tried a hundred times and it's getting on my nerves that it's THIS BIG!!!



to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/swamp_thing_tower.jpg]]
[[caption-width-right:350:'''''"I will cede no ground"''''']]

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Most of the towers are former enemies Promoted to Playable, it's redundant in this context. Also, someone get an image for Swamp Thing please, I'm unsuccessful at getting a decent one.


* AHandfulForAnEye: Averted, '''Blinding Liquid''' doesn't actually blind them, but instead stuns the enemy.
* CardCarryingVillain: '''''"I am not your friend."'''''
* DishingOutDirt: It throws large balls of vegetative earth at the enemies on the paths.



* GreenAndMean: Described as such in the tower selection tab.



* MuckMonster



* PromotedToPlayable: They were enemies in the first game, but now they can be deployed as towers.

to:

* PromotedToPlayable: They PoisonIsEvil: The balls that it throws are rather toxic.
* RedEyesTakeWarning: Just as they
were enemies back in the first game, but now they can be deployed as towers.
game.
* StandYourGround: Its quote '''''"I will cede no ground"''''', invokes this.
* ToServeMan: Its '''Carnivore''' ability allows this to happen to the enemies it consumes, healing it in the process.


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* SkeletonMotif: It's covered in the skulls of various creatures.

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* DualModeUnit: They can function as either a long range tower, or as a heavy duty barracks unit.
* LongRangeFighter: When in ranged mode, they have the longest range in the entire game.
* MightyGlacier: They hit hard but at a slow rate.
* OneHitKill: '''Smash!''' gives them a chance to one-shot an enemy they hit.
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!!Swamp Thing

->''A monster from the deepest swamps, he throws toxic balls and can fight on the road.''

A giant swamp creature who can either fight on the road or stay in its tower and throw rocks at enemies. They have three abilities: '''Smash!''', which increases the chance of instantly killing an enemy with each hit, '''Blinding Liquid''', which increases the chance of stunning enemies with each hit, and '''Carnivore''', which heals the monster every time it kills an enemy.

->'''Abilities:''' Smash!, Blinding Liquid, Carnivore

----

* PromotedToPlayable: They were enemies in the first game, but now they can be deployed as towers.
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* DiscardAndDraw: Bladesingers loses their ability to attack enemies from the distance with bows in exchange for more melee offense.
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[[foldercontrol]]
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Character page for the towers in ''VideoGame/KingdomRush.''

Return to the main character page [[Characters/KingdomRush here]].

!Towers
[[folder:General Towers]]

!Archer Tower
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_archer_tower_50.png]]
[[caption-width-right:172:"'''''Dodge this"''''']]
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/hunter_arbor_50.png]]
[[caption-width-right:172:'''''"Hunting season begins!"''''']]

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

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

----

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

!Barracks Towers
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_barracks_50.png]]
[[caption-width-right:172:'''''"For honor and glory!"''''']]
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/defender_barracks_50.png]]
[[caption-width-right:172:'''''"By the light of the moon!"''''']]

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

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

----

* AntiAir: In ''Origins'', the soldiers can attack flying units with their ranged attacks upon upgrading to Warden Barracks.
* AttackReflector: In ''Kingdom Rush'', the '''Spiked Armor''' upgrade allow the damage from enemies to be reflected at them.
* HoldTheLine: Their main purpose. They are to fight against the ground enemies and slow them down until either one of them is dead.
* LastChanceHitPoint: The '''Blessing of Elynie''' upgrade in ''Origins'' gives the soldiers the chance to survive a fatal attack.
* PhysicalMysticalTechnological: The other of two Physical towers, which deals melee physical damage.
* StoneWall: They don't do so much damage on their own, but they draw enemies to stop and fight them. Many of the upgrades in the games improve their durability and damage.

!Mage Tower
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_mages_guild_50.png]]
[[caption-width-right:172:'''''"I put a spell on you."''''']]
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/mystic_dais_50.png]]
[[caption-width-right:172:'''''"I've got that power."''''']]

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

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

----

* ActionGirl: All the mage towers in ''Origins'' (except the High Elven Mage) are operated by sorceresses.
* ArmorPiercingAttack: '''Spell Penetration''' in ''Frontiers'' give their bolts the chance to ignore magical resistance.
* ProjectileSpell: They fire magic bolt which deals strong damage but have the weakness of having slow attack speed. In ''Origins'', they are weaker than the previous Mage Towers but can fire two bolts.
* PhysicalMysticalTechnological: The Magical tower, which deals magical damage to enemies, especially those with high Armor.
* RobeAndWizardHat: The mages on the towers are wearing the typical wizard robe and hat in ''Kingdom Rush'' and ''Frontiers''.
* StandardStatusEffect: '''Slow Curse''' in ''Kingdom Rush'' gives their attack a slowing effect to enemy that receive damage from them.
* WeaponizedTeleportation: '''Alter Reality''' in ''Origins'' gives their attack a chance to teleport enemies back.

!Artillery Tower
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_dwarven_bombard_50.png]]
[[caption-width-right:172:'''''"Fully loaded!"''''']]
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/stone_circle_50.png]]
[[caption-width-right:172:'''''"Quiver and quake!"''''']]

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

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

----

* ArmorPiercingAttack: '''Heavy Load''' upgrade in ''Origins'' allows their explosion to ignore physical armor.
* BambooTechnology: Not counting ''Origins'', all tier 4 upgrades for artilleries look very high tech compared to the fantasy setting.
* DishingOutDirt: The druids in ''Origins'' created the rocks from the circle they stand in and use them to throw the large rock to damage the enemies.
* {{Druid}}: The thrower in ''Origins'' are muscular old druids that throw rock at the enemy.
* HerdHittingAttack: Their main purpose is to deal spread damage against a horde of enemies. Useful against weak but numerous horde of enemies.
* HeroAntagonist: Dwarf Bombardiers riding Gryphons are enemies in ''Vengeance'', and they throw explosives from above to attack groups of your troops.
* LudicrousGibs: When an enemy is killed by an Artillery Tower, they explode into red chunks of gore.
* OurDwarvesAreAllTheSame: Dwarves are miners and are the explosive crew for the Artillery Towers.
* PhysicalMysticalTechnological: The Technological tower, which deals SplashDamage to enemies in groups via explosives or electricity.
* SplashDamageAbuse: It can damage enemies that it couldn't target directly like invisible and flying enemies.
* StandardStatusEffect:
** '''Shock and Awe''' upgrade in ''Frontiers'' may cause stun to any enemies that receive damage from the artillery.
** '''Shocking Impact''' upgrade in ''Origins'' adds a slowing effect to their explosions.

[[/folder]]

[[folder:Kingdom Rush Towers]]

!!Rangers Hideout
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_rangers_hideout_50.png]]
[[caption-width-right:172:'''''"Like a whisper."''''']]

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

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

->'''Abilities:''' Poison Arrows, Wrath of the Forest

----

* TheAce: Among archers.
* DamageOverTime: The '''Poison Arrows''' ability does this to enemy units.
* {{Druid}}: Upon upgrading '''Wrath of the Forest''', an old man with a staff in his hand appears by the tower, which allows him to summon vines.
* HeroAntagonist: Elven Rangers are enemies in ''Vengeance'' and they attack from range with rapid-fire arrows.
* HerdHittingAttack: '''Wrath of the Forest''' stun and damages all enemies entrapped, making it useful against a horde of enemies.
* MagicStaff: One is in possession of the {{Druid}} at the base of the tree when the '''Wrath of the Forest''' ability is bought, which allows it to instil said ability.
* PoisonedWeapons: '''Poison Arrows''' let their attack inflict poison on any enemies, dealing true damage per seconds. It is their only reliable source of damage against armored enemies.
* RainOfArrows: They shoot extremely quickly.
* WhenTreesAttack: '''Wrath of the Forest''' allows the old man to appear by the tower to entrap a group of enemies with vines, preventing them from moving for a few seconds.

!!Musketeer Garrison
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_musketeer_garrison_50.png]]
[[caption-width-right:172:'''''"Locked and loaded."''''']]

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

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

->'''Abilities:''' Sniper Shot, Sharpnel Shot

----

* ATeamFiring: Averted, unlike other Archer towers.
* BlueIsHeroic: The Musketeers wear blue on both themselves and the tower itself.
* FriendlySniper: Adept at taking down enemies from far away with little fuss, and with a jolly Cockney accent to boot.
* HerdHittingAttack: '''Shrapnel Shot''' lets them blast an area with shrapnel, dealing damage to all enemies within the area.
* HeroAntagonist: Musketeers are enemies in ''Vengeance'', they attack from a distance with powerful rifle shots, and can use Sniper Shot to deal massive damage from an even longer distance.
* NiceHat
* OneHitKill: '''Sniper Shot''' gives them a chance to instantly-kill a single target, or at least deal massive damage to them.

!!Holy Order
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_holy_order_50.png]]
[[caption-width-right:172:'''''"Justice serves!"''''']]

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

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

->'''Abilities:''' Healing Light, Shield of Valor, Holy Strike

----

* BlueIsHeroic
* CoolHelmet
* CoolSword
* {{Foil}}: To the Dark Knights from ''Vengeance'', in a fitting ThePaladin vs. BlackKnight contrast. Both of them are barracks troops with 75% armor when fully upgraded, but while Holy Order paladins focus on longevity via '''Holy Light''' while having an AreaOfEffect attack in '''Holy Strike''', the Dark Knights have longevity via Impervious and focus on singular targets with Armor of Thorns and Brutal Strike.
* HealThyself: '''Healing Light''' allows the Paladins to heal themselves and remove any negative effects while injured.
* HeroAntagonist: Paladins are enemies in ''Vengeance'' and they attack groups of your units with Holy Strike.
* HolyHandGrenade: '''Holy Strike''' allows them to deal true damage in an area.
* KnightInShiningArmour
* LightIsGood: They're Paladins who use light powers to heal themselves and smite evil.
* ThePaladin: Warriors of the light who could heal themselves and use their holy powers to smite evil.
* StoneWall: Paladins are very durable with their medium (high if upgraded with '''Shield of Valor''') armor and healing abilities, though while their attack is strong through '''Holy Strike''', Paladins are not reliable for offense and are meant to hold the line.


!!Barbarian Mead Hall
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_barbarian_hall_50.png]]
[[caption-width-right:172:'''''"To the death!"''''']]

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

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

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

----

* AnAxeToGrind: They wield axes to show their barbaric nature, and can wield [[DualWielding two axes]] with '''More Axes'''.
* BarbarianHero: Barbarians who seek battle, whose thankfully are fighting for you...for now.
* DualWielding: '''More Axes''' allows them to wield a second axe in their free hand. Subsequent upgrades increase their attack power.
* FieryRedhead
* GlassCannon: Barbarians can deal a lot of damage with their abilities, but because of their lack of armor, they'll die very quickly without support.
* HerdHittingAttack: '''Whirlwind Attack''' is strong against a horde of enemies as the Barbarian can kill them when many of them activates it at once.
* HeroAntagonist: Barbarians are enemies in ''Vengeance''. The Berserkers use a Whirlwind attack to hit groups your troops while Northern Huntresses use throwing axes to attack from range.
* InescapableNet: In the Flash version, Barbarians can use '''Hurling Nets''' to slow down flying enemies.
* SpinAttack: '''Whirlwind Attack''' allows Barbarians to spin attack to deal damage to any enemies around them.
* ThrowingYourSwordAlwaysWorks: '''Throwing Axes''' allows them to throw their axes to attack ground enemies at range and can hit flying enemies.

!!Arcane Wizard
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_arcane_wizard_50.png]]
[[caption-width-right:172:'''''"Klaatu Barada Nikto!"''''']]

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

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

->'''Abilities:''' Death Ray, Teleport

----

* BadassLongRobe
* DeathRay: ExactlyWhatItSaysOnTheTin. It can instantly kill a foe.
* HeroAntagonist: Arcane Magi are enemies in ''Vengeance'', and they use Teleport to teleport their allies forward on the path.
* KlaatuBaradaNikto: One of its quotes.
* NiceHat
* PowerCrystal: A purple one that is used to attack enemy units.
* PurpleIsPowerful: The first example in the game.
* OneHitKill: '''Death Ray''' can turn any single enemy into dust for every 20 seconds. Upgrading it further can reduce down to 16 seconds at maximum level.
* RealityWarper: The text describing it when it's unlocked at ''The Citadel'', seems to heavily suggest this.
* WeaponizedTeleportation: '''Teleport''' allows them to send a group of enemies back, slowing their progress down. In ''Vengeance'', they use this to teleport their allies ''forwards'' instead.

!!Sorcerer Mage
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_sorcerer_mage_50.png]]
[[caption-width-right:172:'''''"Ashes to ashes!"''''']]

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

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

->'''Abilities:''' Polymorph, Summon Elemental

----

* BadassLongRobe
* BalefulPolymorph: '''Polymorph''' gives the Sorcerer Mage the ability to transform a foe into a sheep. While as a sheep, they cannot fight, they lose their ability (except for flying and running), lose their armor and halves their health. However, they can no longer be blocked so be careful when creating chokepoints as they can still take lives.
* DamageIncreasingDebuff: Their bolts can lower the enemy's armor so that other towers besides Mage Towers can deal more damage against them.
* DamageOverTime: Their attack also gives them the effect of taking damage for every few seconds.
* DarkIsNotEvil: Their bio states that they ''handle forces that are close to darkness'', but they are firmly on your side.
* {{Golem}}: The Earth Elemental of the '''Summon Elemental''' ability is this.
* HeroAntagonist: High Sorcerers are enemies in ''Vengeance'', they ride a durable elemental Golem that deals AreaOfEffect damage and cast Polymorph to turn your troops into sheep enemies.
* NiceHat
* PowerCrystal: Orange ones that jut out of the sides of it, giving the tower its power.
* SummonMagic: '''Summon Elemental''' creates a single golem that can fight like soldiers. They have high health, strong armor, and can deal area of effect damage. Upon death, they will respawn every 8 seconds.
* SupportPartyMember: They are not very strong towers compared to the Arcane Wizard, but the tower makes up for it with its crowd control.

!!Big Bertha
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_500mm_big_bertha_50.png]]
[[caption-width-right:172:'''''"Say hello to my little friend!"''''']]

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

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

->'''Abilities:''' Dragonbreath Launcher, Cluster Launcher Xtreme

----

* BadassBeard
* BambooTechnology: It has MISSILES in a MEDIEVAL setting... need we say more?
* BigBulkyBomb: Both the regular ammunition, and the '''Cluster Launcher Xtreme'''.
* MacrossMissileMassacre: '''Dragonbreath Launcher''' gives the Big Bertha the ability to fire a missile to damage any target (ground or flying) and deal splash damage. Have three of these things and expect a lot of missiles flying.
* RecursiveAmmo: '''Cluster Launcher Xtreme''' fires a ball of payload which open to release mini-explosives to deal damage to a path of enemies.
* SoundEffectBleep: Upon upgrading the '''Dragonbreath Launcher'''.
--->'''"Big Bertha"''': Yippee-ki-yay, mother-***!
* XtremeKoolLetterz: '''Cluster Launcher Xtreme'''.

!!Tesla x104
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_tesla_x104_50.png]]
[[caption-width-right:172:'''''"Charged and ready."''''']]

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

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

->'''Abilities:''' Overcharge, Supercharged Bolt

----

* BadassBeard
* BambooTechnology: Similar to the Big Bertha, though this time it uses electricity to attack enemy units.
* ChainLightning: The tesla can damage the target and two other enemies. '''Supercharged Bolt''' extends the number of target two times.
* HerdHittingAttack: '''Overcharge''' allows them to generate a static field around them every time they attack, damaging nearby enemies.
* ShockAndAwe: The tesla coil deliver lightning strikes at any targets.

!!Sylvan Elf Hall
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/sylvan_elf.png]]
[[caption-width-right:150:'''''"By the light of the moon."''''']]

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

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

----

* BowAndSwordInAccord: ''Masters of bow and blade''.
* CoolButInefficient: They are reduced to this in the ''Fungal Forest'' DLC due to the enemies either poisoning them, overwhelming them, or using their ranged attack.
* DoubleWeapon: Two examples:
** The weapon that they use for melee combat has a blade on each end.
** The weapon is used as both a melee weapon and as a means of firing arrows at enemy units.
* GuestStarPartyMember: They are only available in the ''Silveroak Forest'' level on the Campaign and the ''Fungal Forest'' level on the Premium.
* HairOfGoldHeartOfGold: Though you do have to pay them to come to your side, they are ultimately good.
* HeroAntagonist: They are your enemies in ''Vengeance'', in that the Elven Rangers bare a striking resemblance to them.
* JackOfAllStats: They are capable of both ranged and melee attacks.
* OurElvesAreDifferent: Guardians of the forest who fight BowAndSwordInAccord.

!!Sasquatch
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/sasquatch_50.png]]

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

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

----

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

!!Sunray Tower
[[quoteright:179:https://static.tvtropes.org/pmwiki/pub/images/sunraytower_4.png]]
[[caption-width-right:179:'''''"Ashes to Ashes"''''']]

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

----

* AllThereInTheManual: If the post made on who locked the Winter Queen is to be believed (on the [=IronHide=] Games website), then the Gem on top of the tower is the "Solar Heat Quartz". This may explain why it's destroyed in the every version except Flash, so that it couldn't be used to trap her again. The statues on the sides of the stairs of ''Stormcloud Temple'', are those of the wizards who faces the Winter Queen, erected in their honour.
* BadassLongrobe
* ChargedAttack: The sorcerers need to charge it up in order for it to be used. The more sorcerers there are, the faster it charges.
* GuestStarPartyMember: A rare double example, it is only available on ''Stormcloud Temple'', and even then only on the Flash version of the game (on the Armour Games website).
* HeroOfAnotherStory: It's revealed in Vengeance (on the [=IronHide=] Games website) that they're the ones who managed to [[SealedEvilInACan seal away the Winter Queen]] using the Solar Heat Quartz.
* LightIsGood: They're good guys who use the power of the sun's rays to destroy evil.
* PowerCrystal
* PowerGlows: When it's ready to be used, the gem on top of it glows to signify it.
* ThePowerOfTheSun: It channels the sun's rays (hence the name) and strike your enemies with its beams.

[[/folder]]

[[folder:Frontier Towers]]

!!Crossbow Fort
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_crossbow_fort_50.png]]
[[caption-width-right:172:'''''"Time for target practice!"''''']]

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

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

->'''Abilities:''' Barrage, Falconer

----

* ActionGirl: The archers in the fort are female.
* AutomaticCrossbow: With the '''Barrage''' ability, they can fire their crossbow in quick succession.
* FieryRedhead: The archers manning the tower have red hair.
* MoreDakka: In addition to their high attack speed, '''Barrage''' lets them fire bolts in quick succession. The achievement "Bolt Out the Sun" requires them to shoot 10,000 bolts.
* PurpleIsPowerful: The archers were purple uniforms.
* NobleBirdOfPrey: The falcon from the '''Falconer''' ability.
* SupportPartyMember: '''Falconer''' gives range to this and any nearby towers, making it valuable to have them boost as many tower as possible. The achievement "Hawkeye" is rewarded upon boosting at least four tower (excluding Barracks).

!!Tribal Axethrowers
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_tribal_axethrowers_50.png]]
[[caption-width-right:172:'''''"Axes ready, mon!"''''']]

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

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

->'''Abilities:''' Totem of Weakness, Totem of Spirits

----

* AnAxeToGrind: It's in their title.
* AntiMagic: '''Totem of Spirits''' disables any enemies' magical capabilities, such as defense buffs, zombification, or invisibility.
* ArchEnemy: Their sworn enemy is the Ma'qwa tribe, the tribe you are facing in the jungle. They joined your army in order to defeat them.
* DamageIncreasingDebuff: '''Totem of Weakness''' amplifies the damage received by enemies by 40% in an area, weakening the foe to be easily killed.
* HollywoodVoodoo: They are spiritual and shamanistic in nature and use totems to weaken their enemies.
--->'''Tribal Axethrowers:''' (upon upgrading '''Totem of Weakness''') "Watch out for da voodoo!"
* MalevolentMaskedMen: Averted, they are on your side, and are the enemies of the real Masked Men, the Ma'Qwa tribe.
* SupportPartyMember: Their main role, which is to deter the enemies by making them take more damage and prevent them from casting spells.
* ThrowingYourSwordAlwaysWorks: They throw their axes at their enemies.
* TipisAndTotemPoles: Their totems invoke this.

!!Assassin's Guild
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_assassins_guild_50.png]]
[[caption-width-right:172:'''''"Requiescat in pace"''''']]

->''Trains agile and deadly assassins to ambush and rob enemies.''

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

->'''Abilities:''' Sneak Attack, Counterattack, Pickpocket

----

* BladeBelowTheShoulder: They wield blades on their wrists, and use them as their primary weapons.
* CounterAttack: Upon upgrading '''Counterattack''', they will counterattack upon dodging an enemy's attack, dealing true damage against them.
* FlashStep: They do this when activating their '''Counterattack''' ability.
* GlassCannon: They are dodgy and can survive waves through '''Sneak Attack''', but they lack armor and can die from powerful foes.
* InTheHood
* {{Invisibility}}: When idling, the Assassins will turn invisible, allowing them to avoid being seen and attacked.
* OneHitKill: '''Sneak Attack''' gives them a chance to assassinate a single target, instantly killing them. Upgrading this ability will improve the chance.
* VideoGameStealing: '''Pickpocket''' gives them a chance to steal one gold for each strike.

!!Knights Templar
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_knights_templar_50.png]]
[[caption-width-right:172:'''''"Rise a knight."''''']]

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

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

->'''Abilities:''' Toughness, Arterial Strike, Holy Grail

----

* AutoRevive: '''Holy Grail''' gives them a chance to revive from a fatal attack and replenish health. Upgrading it further will give them a higher chance to revive.
* ChestInsignia: The templar cross.
* CoolSword
* DamageOverTime: '''Arterial Strike''' gives them the ability to inflict bleeding on a foe and deal damage over a few seconds.
* KnightInShiningArmour
* MightyGlacier: Templars are extremely durable, which can be taken to the limit with '''Toughness''', and can deal great damage with their attacks and '''Arterial Strike''', but their slow attack might hinder them against a horde of enemies.

!!Archmage Tower
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_archmage_tower_50.png]]
[[caption-width-right:172:'''''"A wise choice."''''']]

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

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

->'''Abilities:''' Twister, Critical Mass

----

* BadassBeard: As befitting the stereotypical-looking wizard that uses it.
* BlowYouAway: The archmage can summon '''Twister''' which takes a parade of enemies and force them back.
* ChargedAttack: The archmage can charge up his bolts up to 3 times. When a single target reaches his range, all three of the bolts will hit them, dealing massive damage.
* DoNotTouchTheFunnelCloud: The '''Twister''' ability.
* HerdHittingAttack: '''Critical Mass''' gives the bolt a chance to deal extra damage against a small group of enemies.
* LockedOutOfTheFight: Enemies that are sucked into '''Twister''' are deemed untargetable until the end of the duration.
* NiceHat: In the same vein as the Beard above.
* RuleOfThree: It can charge up to three bolts before firing them at any unlucky enemy.

!!Necromancer Tower
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_necromancer_tower_50.png]]
[[caption-width-right:172:'''''"With me, I bring death!"''''']]

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

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

->'''Abilities:''' Pestilence, Summon Death Rider

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

!!DWAARP
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_dwaarp_50.png]]
[[caption-width-right:172:'''''"Rrrready to rrrrumble!"''''']]

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

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

->'''Abilities:''' Core Drill, Furnace Blast

----

* BadassBeard
* BigRedButton: One is placed on the tower (though one must look closely to see it).
* EarthquakeMachine: The platform causes a localized earthquake, damaging and slowing enemies in the tower's radius.
* FunWithAcronyms: '''D'''rilling '''W'''eaponised '''A'''uto-'''A'''ttack '''R'''umble '''P'''latform.
* OneHitKill: '''Core Drill''' delivers a drill to instantly-kill a single target.
* PlayingWithFire: The '''Furnace Blast''' sets any enemy that walks over the affected area on fire.
* RedEyesTakeWarning: Not eyes, but a red light appears on top whenever an ability is ready to be used.
* ThisIsADrill: A drill platform used for mining. It can summon a drill with its '''Core Drill''' ability.

!!Battle-Mecha T200
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_battle_mecha_t200_50.png]]
[[caption-width-right:172:'''''"Battle-Mecha online!"''''']]

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

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

->'''Abilities:''' Wasp Missiles, Waste Disposal

----
* BadassBeard
* BambooTechnology: If you thought that the fourth tier towers of the previous game were complex, this is a HumongousMecha with the ability to act independently from the tower (as in it can't be disabled) and shoots missiles. Need we say more?
* ChickenWalker: The robot's legs has backward knees.
* HumongousMecha: A giant robot equipped with a mortar, a missile launcher, and oil dumping area. As it is piloted, it can be rallied to different areas like barracks, although it can't DrawAggro.
* MacrossMissileMassacre: '''Wasp Missiles''' fire two missiles at any target with its second level letting it fire two more missiles. Have more than three of them and expect to see a swarm of missiles fly everywhere.
* NoSell: The Walker is immune to tower-disabling effects as it acts as a separate unit independent from the platform. However, it can't be moved if its platform is disabled.
* OilSlick: '''Waste Disposal''' cause the Battle-Mecha to dump oil onto the ground, slowing down any enemies that is in its radius.

!! Legion Archer
[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_legionarch.PNG]]

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

----

* AssistCharacter: Its main function.
* GuestStarPartyMember: As aforementioned, it's only available on the first two stages: ''Hammerhold'' and ''Sandhawk Hamlet''.
* HeroOfAnotherStory: In the storyline, some of them were damaged before the player could get to them, while mounting a defense.
* LightIsGood: They wear white uniforms.
* NiceHat

!! Mercenary Camp
[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_mercenary_camp.PNG]]
[[caption-width-right:344:'''''"Yes Master"''''']]

-> ''For the Legion!''

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

-> '''Hire''': Legionnaire, Genie.

----

* BalefulPolymorph: The genies turn enemies into dancing frogs, treasure chests, and golden harps.
* BenevolentGenie: The genie units are on your side.
* BladeOnAStick: The tower they spawn from has these as part of the structure.
* BloodKnight: The legionnaires are described as this.
* FieryRedhead: The Genies have red hair.
* GoodCounterpart: The genies are these to the efreets you battle at ''Nazeru's Gate''.
* GuestStarPartyMember: They are only available on Level 4: ''The Dunes of Despair''.
* JackOfAllTrades: The genies are capable of every mode of combat.
* KryptoniteFactor: The genies are susceptible to the poison from scorpions.
* MeatShield: The Legionnaires, with no armour at all, act as these. They are cheap though.
* NiceHat: The legionnaires were some pretty cool hats.
* PowerFloats: The Genies, the more powerful of the two units, float above the ground.
* WalkingShirtlessScene: The legionnaires don't were shirts.

!! SCUMM Bar
[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/scumm_bar.PNG]]
[[caption-width-right:344:'''''"Yaaarr!"''''']]

-> ''Ayyye! Salty, matey!''

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

-> '''Hire''': Corsair, Buccaneer, Boatswain.

----

* TheAlcoholic: The Buccaneers like their grog.
* AnchorsAway: The Boatswains wield anchors.
* BadassBeard: The Corsairs have these.
* BadassMustache: Boatswains have these.
* BoozeFlamethrower: The Buccaneers light their grog on fire as they spit it out onto enemy units.
* TheBigGuy: The Boatswains, being reasonably priced and durable.
* GlassCannon: The Buccaneers, since they have high (ranged) damage output, but no armour.
* GuestStarPartyMember: The tower only appears on three different levels out of the entire game: ''Buccaneers Den'', ''Snapvine Bridge'' (both main campaign), and ''Port Tortuga'' (Rising Tides Mini-Campaign).
** In detail, the Corsairs are available on all three levels, the Buccaneers on the first two, and the Boatswains on ''Port Tortuga''.
* ImprobableWeaponUser: The Buccaneers and Boatswains use glass bottles and anchors, respectively.
* MeatShield: The Corsairs (and sometimes the Buccaneers) act as these, being little more than regular level 1 soldiers.
* MolotovCocktail: The Buccaneers' grog as explained above.
* NiceHat: All three units have them.
* {{Pirate}}
* StoneWall: The Boatswains will act as these, having the highest HP.
* VideoGameStealing: Corsairs have the ability to steal 2-5 gold from their enemies.

!! Pirate Cap
[[quoteright:295:https://static.tvtropes.org/pmwiki/pub/images/tower_piratecap.jpg]]

-> ''Hire pirates cannons and blast enemies.''

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

-> '''Abilities''': One shot, Two shots, Three shots.
----

* AssistCharacter: Its purpose is to assist you in return for a small amount of gold.
* BadassBeard
* CoolButInefficient: It's inefficient against big enemies like Executioners, but great for other lone enemies or dense groups.
* GoodCounterpart: To the ship that your enemies come out of.
* GuestStarPartyMember: It's only available on ''Buccaneer's Den''.
* NiceHat
* {{Pirate}}: It's in the name.

!! Spear Maiden Hut
[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_spearhut.PNG]]
[[caption-width-right:344:'''''"Spears ready!"''''']]

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

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

----

* TheAce: As the quote above proves, they are very good fighters, posses more HP than regular soldiers, cost very little, and have a decent damage output.
* ActionGirl: An all-female Mercenary tower.
* AmazonBrigade: Read above.
* BladeOnAStick: They have a spear for a weapon (obviously).
* ContinuityNod: They have the Whirlwind attack of the Barbarians from the first game.
* GuestStarPartyMember: They are only available on the ''Crimson Valley'' level in the Jungle Stage.
* HairOfGoldHeartOfGold
* ProudWarriorRaceGuy: As the above quote suggests.
* SpinAttack: Their Whirlwind ability.


!! Dwarven Bastion
[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_dwarfbastion.PNG]]
[[caption-width-right:344:'''''"Lock stock and barrel!"''''']]

-> ''Lets get shooting!''

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

->'''Abilities:''' Explosive Keg, Full Mithril Jacket.

----

* TheAce: It has the longest range in the game, more than any tower you're able to build, and matched only by the Pirate Watchtowers in ''Port Tortuga''. '''Full Mithril Jacket''' helps to increase their damage output to nearly double.
* BadassBeard
* {{BFG}}
* BoringButPractical: '''Full Mithril Jacket''' may not sound like much, but it is very useful in a level like this, since it increases the attack damage.
* CoolButInefficient: '''Explosive Keg''', while cheaper (at first) than '''Full Mithril Jacket''', has a long cooldown, and isn't affected by any upgrades.
* CoolHelmet: Winged ones.
* GuestStarPartyMember: It (or they since there is more than one on the levels) is only available on the second-to-last level of the Main Campaign mode, ''The Dark Descent''.
* HeroOfAnotherStory: The description for ''The Dark Descent'' suggests that they (and the soldiers of the Dwarf Hall), says that they had been barricading themselves from the Saurians for quite a while.
* SuspiciouslySimilarSubstitute: It is very similar to the Musketeer Garrison from the original game, firing slowly, but dealing high damage.
* ThrowABarrelAtIt: Their '''Explosive Keg''' ability is this.

!! Dwarf Hall
[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_dwarfhall.PNG]]
[[caption-width-right:344:'''''"Let them come!"''''']]

-> ''Khazâd ai-mênu!''

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

->'''Abilities:''' Mithril Armour, Mithril Hammers, Dwarfweiser.

----

* TheAlcoholic: The '''Dwarfweiser''' ability allows them to chug down bear to heal themselves.
* BadassBeard
* CannonFodder: They ultimately become this in ''Darklight Depths'', being at the Mercy of the [[ColdSniper Saurian Deathcoils]].
* CoolHelmet: Winged ones.
* DropTheHammer: Their WeaponOfChoice, and they can be upgraded with '''Mithril Hammers'''.
* GuestStarPartyMember: They only appear on two levels, ''The Dark Descent'' (Main campaign) and ''Darklight Depths'' (Standalone after you beat the game).
* HeroOfAnotherStory: The description for ''The Dark Descent'' says that they and those at the Dwarven Bastion have barricaded themselves and fought off against the Saurian for quite some time.
* StoneWall: When used properly in ''The Dark Descent''.
* SuspiciouslySimilarSubstitute: They are similar the Holy Order's Paladins from the first game, being tough (when maxed out on their '''Mithril Armour''' and '''Mithril Hammers''') and able to heal themselves (Holy Order has '''Healing Light''', the Dwarf Hall has '''Dwarfweiser''').

!! Pirate Watchtower
[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_piratewatch.PNG]]
[[caption-width-right:344:'''''"Savvy."''''']]

-> ''Avast ye, landlubbers!''

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

-> '''Abilities:''' Rapid Reload, Parrot Bomber.

----

* TheAce: It has the longest range in the game, more than any tower you're able to build, and matched only by the Dwarven Bastion in ''The Dark Descent''.
* {{BFG}}
* BoringButPractical: '''Rapid Reload''' is dirt cheap, and increases the attack speed, allowing you to deal a lot of damage to enemies coming from the water (including the [[UniqueEnemy Gunboat]]).
* GuestStarPartyMember: It only appears on ''Port Tortuga''.
* LudicrousGibs: The fate of any enemy killed by '''Parrot Bomber'''.
* MightyGlacier: It has a heavy-hitting, but very slow attack.
* MoreDakka: Upgrading '''Rapid Reload''' will allow the {{Pirate}} to shoot much faster than it would if not upgraded, and it's very cheap to boot (only 75 gold).
* NiceHat
* {{Pirate}}
* PirateParrot: '''Parrot Bomber''' allows the tower to have one or two (depending on the upgrade).
* HerdHittingAttack
* SuspiciouslySimilarSubstitute: To the Dwarven Bastion. It has a slow but heavy-hitting attack, has its units holding large firearms and [[NiceHat Nice Hats]], has an expensive bombing attack (Bastion has the Explosive Keg, Watchtower has Parrot Bombers), both have the longest range in the game, have a BoringButPractical ability, and their numbers vary depending on the level mode (both have 2 on the Campaign and Heroic Modes and 3 on the Iron Modes).

!! Shrine of Regnos
[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_shrineofregnos.PNG]]

A Shrine dedicated to Regnos, the in-game God of the Seas, which when upgraded, allows players to shoot a concentrated strike of [[PurpleIsPowerful purple lightning]] from its Trident at a group of enemies, dealing SplashDamage and acting as a sort of WaveMotionGun.

----

* BadassBeard
* CoolCrown
* GrandpaGod: Regnos has the appearance of one.
* GuestStarPartyMember: It only appears in its damaged form (that you must repair) in ''Storm Atoll'' and ''The Sunken Citadel'' in the Rising Tides Mini-campaign.
** In ''The Sunken Citadel'', it's [[PutOnABus absent]] from the Heroic Challenge, but three come back in the Iron Challenge with a first-level upgrade.
* ProngsOfPoseidon: It shoots from a Trident it holds up in the air.
* SkeletonMotif: The area that it targets is marked with a Skull and Crossbones.
* ShockAndAwe
* SuspiciouslySimilarSubstitute: It's similar to the Sunray Tower from The ''Stormcloud Temple'', but available on all platforms KRF is on, is more expensive, and much more powerful.

!! Dark Forge
[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_darkforge.PNG]]
[[caption-width-right:344:'''''"Electric funeral!"''''']]

-> ''It's electrifying''

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

-> '''Abilities''': Lightning Strike, Flesh Golem

----

* BlueIsHeroic
* BrainySpecs: One of the scientists manning the Forge have these.
* CompositeCharacter: It's a cross between the Tesla Coil x104 (having its ChainLightning ability) and the Sorcerer Mage (with its ability to summon one fairly good golem to block enemies).
* ChainLightning: It's default state allows this, starting from being able to zap up to three enemies, and then up to five as you upgrade its '''Lightning Strike''' ability.
* {{Cyborg}}: Frankie's last upgrade invokes this.
* DarkIsNotEvil: Despite having two [[MadScientist Mad Scientists]] manning it, and having a FleshGolem with them, they are entirely on your side.
* EinsteinHair: The scientists have these.
* FieryRedhead: One of the scientists has bright red hair.
* FleshGolem: One of its abilities is summoning one.
* GoodCounterpart: Frankie the FleshGolem is this to the Abominations that come through towards you in the Shadowmoon Campaign levels.
* GroundPunch: Frankie can do this at level 3.
* GuestStarPartyMember: It's only available on the level ''Bonesburg'', the first level of the Shadowmoon mini-campaign.
* HulkSpeak: Frankie talks like this.
* LawyerFriendlyCameo: It has a FleshGolem called [[https://tvtropes.org/pmwiki/pmwiki.php/Literature/Frankenstein Frankie]].
* MadScientist: With lab coats and everything.
* ShockAndAwe

[[/folder]]

[[folder:Origins Towers]]

!!Arcane Archers
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_arcane_archers_50.png]]
[[caption-width-right:172:'''''"Hado i philinn."''''']]

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

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

->'''Abilities:''' Burst Arrows, Slumber Arrows

----

* BlueIsHeroic
* DamageIncreasingDebuff: Their arrows gradually lower the enemies' magical resistance permanently, allowing mages to deal potential damage that they couldn't do otherwise against those foes.
* HerdHittingAttack: '''Burst Arrows''' deal damage to enemies within the area of effect.
* MageMarksman: Though they are archers, they wield strong magical abilities in their arrows.
* TranquilizerDart: '''Slumber Arrows''' functions as this.
* TrickArrow: They are equipped with magical arrows to inflict certain effects.

!!Golden Longbows
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_golden_longbows_50.png]]
[[caption-width-right:172:'''''"Shoot to thrill, ready to kill."''''']]

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

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

->'''Abilities:''' Crimson Sentence, Hunter's Mark

----

* BadassCape
* ColdSniper
* DamageIncreasingDebuff: '''Hunter's Mark''' allows the Golden Longbows to mark one target to amplify the damage taken.
* LongRangeFighter: Golden Longbows boast the largest range of all Archer towers. Although {{Downplayed}} as they can fire enemies close-by twice as fast like other Archer Towers for half the damage.
* OneHitKill: '''Crimson Sentence''' allows them to instantly kill one target with a very low percentage. Upgrading it will increase the chance.
* RedIsHeroic

!!Bladesinger Hall
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_bladesinger_hall_50.png]]
[[caption-width-right:172:'''''"Honor to serve."''''']]

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

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

->'''Abilities:''' Perfect Parry, Edge Mastery, Blade Dance

----
* CoolSword / DualWielding: They wield a pair of curved swords, ditching the bow and arrow all together.
* FlashStep: '''Blade Dance''' allows the Bladesinger to strike many times against a wave of enemies. It shows them striking the enemies at a quick velocity.
* MasterSwordsman: They are the master of the blades. They can upgrade '''Edge Mastery''' to improve their damage and attack speed.
* MercyInvincibility: '''Perfect Parry''' gives them a chance to become invulnerable after being attacked.
* ParryingBullets: '''Perfect Parry''' works on any attack, including ranged.
* RedIsHeroic
* SpinToDeflectStuff: The animation for '''Perfect Parry'''.
* WarriorMonk: It's in their title.

!!Forest Keepers
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_forest_keepers_50.png]]
[[caption-width-right:172:'''''"Nature is calling!"''''']]

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

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

->'''Abilities:''' Circle of Life, Eerie Gardener, Ancient Oak Spear

----

* ArmorPiercingAttack: '''Ancient Oak Spear''' bypass enemies' defenses and deal true damage.
* GaiasVengeance: '''Eerie Gardener''' allows them to summon vines which slows down and damages enemies over time.
* GlowingEyes
* HealingHands: '''Circle of Life''' gives them the ability to heal themselves and any allies.
* HornedHumanoid
* JavelinThrower: This is their ranged attack animation.
* QualityVsQuantity: There are two units available from this tower instead of three, though they have a ranged attack, and are better at crowd control that the Bladesingers are.

!!Wild Magus
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_wild_magus_50.png]]
[[caption-width-right:172:'''''"Smokin'!"''''']]

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

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

->'''Abilities:''' Eldritch Doom, Ward of Disruption

----

* GenkiGirl: Judging by their quotes, voice, and attack style, they seem to be this.
* HerdHittingAttack: '''Eldritch Doom''', in addition to instantly killing one foe, deals damage to all enemies within range of the exploding enemy.
* LudicrousGibs: The fate off anyone struck by '''Eldritch Doom'''.
* MagicMissileStorm: Wild Magus's attacks aren't strong, but make up for it by fire it quickly.
* MysticalWhiteHair
* OneHitKill: '''Eldritch Doom''' gives the magus a chance to instantly kill a single target.
* PowerFloats: The entire tower seems to be floating.
* StandardStatusEffect: '''Ward of Disruption''' cast silence against a crowd of enemies, including Twilight Harasser's jump ability.

!!High Elven Mage
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_high_elven_mage_50.png]]
[[caption-width-right:172:'''''"Clear your mind."''''']]

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

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

->'''Abilities:''' Timelapse, Arcane Sentinel

----

* BadassLongRobe
* BlueIsHeroic
* LockedOutOfTheFight: '''Timelapse''' traps a group of enemies for a duration and deals damage to them during that time.
* PlotTailoredToTheParty: They are first made available in ''The Crystal Lake'', where there are several crystals both in and around said lake. Their source of power comes from crystals, and the brief in the beginning of the episode says that they are using these crystals to aid you in your campaign.
* PowerCrystal: Their source of power.
* SummonMagic: Upon upgrading '''Arcane Sentinel''', the mage will summon a ball of magic that damages any enemy within double of the mage's range. It can be upgraded to include two sentinels.

!!Arch-Druid Henge
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_arch_druid_henge_50.png]]
[[caption-width-right:172:'''''"Into the wild."''''']]

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

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

->'''Abilities:''' Sylvan Curse, Runed Bears

----

* AreaOfEffect: A strange one in the fact that the '''Sylvan Curse''' allows them to attack multiple enemies, as well as the regular SplashDamage done by all artillery towers.
* BadassBeard: Possessed by two of the Druids on the tower.
* BadassLongRobe: A slightly shorter one worn by one of the Druids.
* BearsAreBadNews: '''Runed Bears''' summon a rune bear which aren't strong or durable, but are good meat shield. And what's worst than one bear, upon upgrading it to level 2, there's two bears.
* ChargedAttack: The Arch-druid can charge up to three rocks when not attacking. When an enemy is in its range, he'll sling the rock to deliver three explosive damage.
* {{Druid}}: Obviously.
* HornedHumanoid: The main Druid has this.
* MagicStaff: Again, possessed by the main Druid.
* SplashDamage
* {{Synchronization}}: '''Sylvan Curse''' causes all enemies that are near the cursed enemy to receive a percentage of damage that the cursed enemy taken.

!!Weirdwood
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_weirdwood_50.png]]
[[caption-width-right:172:'''''"The forest awakens!"''''']]

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

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

->'''Abilities:''' Fiery Acorn, Clobber

----

* FieryRedhead: An almost literal example, where it uses its '''Fiery Acorn''' and having reddish leaves.
* GroundPunch: '''Clobber''' allows them to slam the ground to deal damage and stun the enemy for a few seconds.
* PlayingWithFire: Its '''Fiery Acorn''' ability sets the ground on fire for a short amount of time.
* SlasherSmile: Has one before throwing its '''Fiery Acorn'''.
* {{Treants}}: A large tree that throws explosive nuts.
* WhenTreesAttack: And they prefer throwing nuts at their enemies.

!! Awok Hut
[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_awokhut_50.png]]
[[caption-width-right:172:'''''"Melonga!"''''']]
-> ''"Friendly but fearsome furry furies that protect the great Redwood."''

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

* AnAxeToGrind: They carry stone axes.
* AntiAir
* AwesomeButImpractical: Having them on your side may sound cool, with their ability to attack the Perythons that appear on the stage, but they have very little health and armour, are situated near the end of the path, and cost 100 gold each to hire.
* BearsAreBadNews: To the enemy units that is.
* GuestStarPartyMember: They only appear on ''Redwood Stand''.
* LawyerFriendlyCameo: They are [[Franchise/StarWars the Ewoks]] in all but name.
* LuckilyMyShieldWillProtectMe: Subverted, their tiny wooden shield don't do much to help them.
* SuspiciouslySimilarSubstitute: To the Sylvan Elf Hall from the first game, being a run-down hut, on the fourth level, available to train up to 4 units, for 100 gold each, and having a ranged attack.

!! Gryphon Riders
[[quoteright:268:https://static.tvtropes.org/pmwiki/pub/images/gryphon_rider1_8.png]]

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

* AwesomeButImpractical: While they cost nothing, and do a fair amount of damage, they are also limited to certain parts of the map, and only come after a certain amount of time has passed.
* BeastOfBattle: The Gryphons.
* ConvenientlyTimedGuard: They appear at key times on the levels, attacking parts of the paths that would most likely be crowded with enemies.
* DeathFromAbove: What they deal to your enemies on the level.
* FieryRedhead: The elves that ride them.
* GuestStarPartyMember: They only appear on ''Gryphon Point''.
* GuideDangIt: The achievement that they are a part of involves killing 20 Perythons, but any good layout of the stage would have them killed before the Gryphons could get to them.
* MagicStaff: One that the elves riding them use to shoot down your enemies.
* OurGryphonsAreDifferent
* PlayingWithFire: The riders seem to shoot a fiery spell down on the path when flying over them.


!! Faery Dragon Aerie
[[quoteright:303:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_faerydragon1_1.png]]

-> ''"Dragonlings with a crystallizing punch!"''

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

-> '''Abilities''': Hatch a Dragon, Harder Crystal.
----

* BadassAdorable
* BoringButPractical: While they themselves don't do any harm to your enemies, their crystalizing ability becomes very useful for crowd control, especially on this particular level.
* CrystalPrison: Essentially what they trap your enemies in.
* GuestStarPartyMember: They only appear on ''The Crystal Lake''.
* HarmlessFreezing: Their crystalizing ability does absolutely no harm to your enemies, but stops them dead in their tracks.
* InnocentBlueEyes
* OurDragonsAreDifferent
* PintSizedPowerhouse
* PurpleIsPowerful

!! Gnome Garden
[[quoteright:294:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_gnome1_4.png]]
[[caption-width-right:287:'''''Expialidocious!''''']]
-> ''"Blinking Gnomes ready for trickery!"''

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

-> '''Abilities:''' Cream and Porridge, Total Mischief
----

* AssistCharacter: What they essentially are.
* BalefulPolymorph: They can turn some of your enemies into harmless bunnies, though this reduces the amount of gold that they can give.
* BewareTheSillyOnes
* GuestStarPartyMember: They only appear on ''The Unseelie Court''.
* InstantDeathBullet: They can disintegrate enemies when maxed out on '''Total Mischief'''.
* MagicWand: What each gnome has on them.
* NiceHat
* OurGnomesAreDifferent: Surprisingly powerful humanoids that can do some serious harm to enemy units.
* PoisonedWeapon: They can poison their enemies with 120 damage, but it isn't lethal.
* PurpleIsPowerful
* RuleOfThree: There are 3 gnomes available and 3 levels possible for the '''Total Mischief''' ability.
* VideoGameStealing: Their passive ability involves pickpocketing from your enemies, in the same way as the [[CallForward Assassins would years later]].
* WeaponizedTeleportation: They can teleport enemies backwards.


!! Dragon Nest
[[quoteright:287:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_dragonnest1_6.png]]

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

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

-> '''Abilities:''' Blazing Breath, Fiery Mist.
----

* BadassAdorable
* BadassDecay / LaterInstallmentWeirdness: For some reason, his stats are much higher than in his ''Frontiers'' incarnation.
* BreathWeapon: Just like in ''Frontiers''.
* FutureBadass: This is in fact Ashbite, with some of the same abilities as he would use years later.
* GuestStarPartyMember: He only appears in ''Arcane Quarters''.
* InstantExpert: Seems to know how to use the '''Blazing Breath''' and '''Fiery Mist''' abilities only a short while after hatching from an egg.
* PintSizedPowerhouse
* PlayingWithFire
* RedIsHeroic
* SmokeShield: What the '''Fiery Mist''' does, which helps to slow down enemies.
* WeaksauceWeakness: He is susceptible to AntiAir enemies, which become quite common on that level in particular.

!! Young Beresad
[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_yberesad1_3.png]]


-> ''"This black sleeping dragon is very fond of gold."''

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

-> '''Abilities:''' Conflagration
----

* BadassAdorable
* BreathWeapon: Being a dragon, this is to be expected.
* DeathFromAbove: Like Ashbite above.
* DragonHoard: Has one even at this age.
* FallenHero: While motivated by gold, he still helps you if you get him to do so, only to become your enemy many years later in both ''Frontiers'' and ''Vengeance''.
* {{Greed}}: The flavour states that he's ''very fond of gold''.
* GuestStarPartyMember: Only available on ''Arcane Quarters''.
* PromotedToPlayable: From being an obstacle in ''Frontiers'', to a playable tower in ''Origins''.
* RedEyesTakeWarning
* TechnicolourFire: Green, like in ''Frontiers''.
* TokenEvilTeammate

!! Renegade Post
[[quoteright:177:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_renegade2.png]]
[[caption-width-right:177:'''''No quarter!''''']]

-> ''"Bring it on!!"''

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

-> '''Abilities:''' Life Stealer Strike, Double Daggers, Blade Mail.
----

* EleventhHourRanger: They join you on the very last level.
* AttackBackfire: Their '''Blade Mail''' ability reflects a certain percentage of the damage they're dealt, back at the enemy units.
* BladeOnAStick: Their primary weapon.
* DefectorFromDecadence / EveryoneHasStandards: They turned against their own kind after their plans went too far for them, personally.
* GuestStarPartyMember: They only appear on ''The Shrine Of Elynie''.
* HeelFaceTurn
* JackOfAllTrades: They have decent armour, both close-quarter and ranged attacks, and can heal themselves with '''Life Stealer Strike'''.
* LifeDrain: Their '''Life Stealer Strike''' ability allows them to both deal physical damage, and heal themselves thanks to them beating their enemies.
* StormOfBlades: A mild example, wherein they can throw a blade at their enemies, and throw two when the '''Double Daggers''' ability is unlocked.

!! Bastion
[[quoteright:259:https://static.tvtropes.org/pmwiki/pub/images/tower_bastion1.png]]
[[caption-width-right:259:'''''Fire for effect!''''']]

-> ''"Ready, willing, and able!"''

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

-> '''Upgrades:''' (top Bastion only) Razor Stars.
----

* AwesomeButImpractical: While the one in the middle of the map is quite useful (until its destroyed) the one at the top of the map can only really harm a few low-level enemies, not to mention that its rather expensive to rebuild.
* CoolHelmet: Worn by the elf manning the Bastion.
* CripplingOverspecialization: While it does give good damage to enemy units, it's limited to one part of one path only, with very little leeway.
* GuestStarPartyMember: They only appear on ''Galadrians Wall''.
* HeroOfAnotherStory: One was destroyed and has to be rebuilt, most likely defending the Wall the Ogres are attacking.
* RedShirt: One Bastion is destroyed by a Gnoll Burner at the start of wave 5.
* StormOfBlades: It shoots razor stars that can do an alright amount of damage to enemy units.

[[/folder]]

[[folder: Vengeance Towers]]

!! In General
* TheBusCameBack: Most of them are enemies from the first three games who now make a reappearance as playable towers.
* CripplingOverspecialization: Unlike the previous games where tower specializations are determined at their fourth tiers, each and every one of these towers are specialized from the get-go, and you can bring up to 5 into a level. This of course means that certain towers will naturally be vulnerable to certain enemies from the get-go.
* DarkIsEvil: All of them are controlled by the Dark Army's monsters and evil humans, a number are {{Evil Counterpart}}s to the previous games' towers, and they're all working on the side of evil.
* PromotedToPlayable: Enemies from the previous three games that are now playable as towers.
* SummonMagic: Notably, a good number of the non-barracks towers have the ability to spawn minions that can block enemies or attack. These towers are Specters Mausoleum, Bone Flingers, Rotten Forest and Goblin War Zeppelin.
* VillainProtagonist: All of them are on the Dark Army's side, and are all used by the player.

!!Shadow Archers
[[quoteright:221:https://static.tvtropes.org/pmwiki/pub/images/shadow_archer_9.jpg]]
[[caption-width-right:221:'''''"An arrow to your knee!"''''']]

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

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

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

----

* CreepyCrows: '''Crow's Nest''' summons a crow that repeatedly attacks a targeted enemy in range and drains their health over time until they die or leave the range.
* DamageIncreasingDebuff: '''Shadow Mark''' allows the Shadow Archers to mark one target to amplify the damage taken.
* EvilCounterpart: To Golden Longbows from ''Origins''. Both Shadow Archers and Golden Longbows have a OneHitKill ability and another ability that marks a target for a DamageIncreasingDebuff.
* KneeCapping: The quote upon upgraded to fourth level is a play on the memetic line from ''VideoGame/TheElderScrollsVSkyrim''.
* NoArcInArchery: Unlike other Archer towers, their projectile shoot straight rather than an arc, making their shots much quicker.
* OneHitKill: '''Blade of Demise''' allows the Shadow Archer on the tower to teleport and perform a BackStab that instantly kills a non-boss target.

!! Orc Warrior Den
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/orc_warrior_2.jpg]]
[[caption-width-right:222:'''''"We die, we live again!"''''']]

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

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

->'''Abilities:''' Lust for Combat, Captain Promotion, Seal of Blood

----

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

!! Infernal Mage
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/infernal_mage.jpg]]
[[caption-width-right:222:'''''"From fire, reborn."''''']]

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

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

->'''Abilities:''' Lava Fissure, Affliction, Infernal Portal

----

* AntiArmor: '''Affliction''' temporarily reduces the armor of enemies affected by it.
* EvilCounterpart: To Mage towers.
* PlayingWithFire: The demon attacks by throwing fireballs at enemies and causing fire eruptions under them with '''Lava Fissure'''. Interestingly enough, none of their attacks actually set enemies on fire.
* WeaponizedTeleportation: '''Infernal Portal''' teleports enemies backwards on the path.

!! Rocket Riders
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/rocket_rider.jpg]]
[[caption-width-right:222:'''''"Prepare for trouble!"''''']]

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

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

->'''Abilities:''' Minefield, Nitro Boosters, Defective Engines

----

* EvilCounterpart: To the Big Bertha from the first game. They fire in a similar fashion, gain a RecursiveAmmo attack similar to Cluster Launcher Xtreme, and have a long distance attack similar to the Dragonbreath Missile.
* LandMineGoesClick: '''Minefield''' allows them to drop mines on the path that explode on enemies walking by.
* RecursiveAmmo: '''Defective Engines''' has the rocket explode in midair and rain down a shower of bombs in a manner similar to the Big Bertha's Cluster Launcher Xtreme.
* SuicideAttack: They attack by having a goblin [[RocketRide ride an explosive rocket]] into the air then crash and explode on a target area.

!! Dark Knights
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/dark_knight.jpg]]
[[caption-width-right:222:'''''"Come on, make my day!"''''']]

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

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

->'''Abilities:''' Brutal Strike, Armor of Thorns, Impervious

----

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

!! Melting Furnace
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/furnace.jpg]]
[[caption-width-right:222:'''''"So hot right now."''''']]

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

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

->'''Abilities:''' Abrasive Heat, Burning Fuel, Red Hot Coal

----

* AreaOfEffect: Like the DWAARP, it hits all enemies in an area around it and stuns them for a brief while.
* DamageOverTime: '''Red Hot Coal''' drops coals onto the path that constantly damage enemies walking on it.
* EarthquakeMachine: Similar to the DWAARP, it smashes the ground to create a shockwave that damages and stuns enemies around it.
* EvilCounterpart: To the DWAARP from ''Frontiers''. It hits all enemies in an area around itself by making a quake and temporarily stuns them. Like the DWAARP's Furnace Blast, it also gains a similar DamageOverTime burning ability in '''Red Hot Coal'''.
* MagikarpPower: The Melting Furnace is rather weak at lower levels. However, once it gets to the maximum level, it deals great damage to hordes of weak enemies and can further increase that via '''Burning Fuel''' and '''Red Hot Coal'''.
* PlayingWithFire: '''Red Hot Coal''' drops some of the coals on the ground to deal constant damage to enemies walking on it.
* {{Overdrive}}: '''Burning Fuel''' allows it to go into overdrive every 30 seconds, making it attack at twice the rate for 10 seconds.
* StandardStatusEffects: Its basic attack allows it to stun enemies they hit for a short while.
* StatusBuff: '''Abrasive Heat''' boosts the damage of towers near it.

!! Spectres' Mausoleum
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/spectre_1.jpg]]
[[caption-width-right:222:'''''"No rest for the wicked."''''']]

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

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

->'''Abilities:''' Spectral Communion, Possession, Guardian Gargoyles
----

* BrainwashedAndCrazy: '''Possession''' causes one of the specters to possess one of the enemies, turning them against their side for a short while.
* ChargedAttack: Can store up to 3 souls and unleash them all at once at the first enemy that enters its range. Upgrading it with '''Spectral Communion''' allows it to increase that number up to 5.
* DemonicPossession: '''Possession''' has a specter possess an enemy and control it to fight its allies.
* EvilCounterpart: Of the Archmage Tower from ''Frontiers''. Both are capable of charging up to three shots before unleashing them on an enemy, and both have an ability that sends enemies backwards up the path.
* OurGargoylesRock: '''Guardian Gargoyles''' spawns a Gargoyle that can attack enemies and have high armor.
* SetAMookToKillAMook: '''Possession''' temporarily turns an enemy over to your side, and they will not only attack their allies but can also use their special abilities against them.
* SoulPower: The mausoleum attacks by shooting specters at the enemies to deal magical damage.
* TookALevelInBadass: The gargoyles in the first game were the weakest flying enemy type. The '''Guardian Gargoyles''' are durable and have armor to defend against enemies.

!!Goblirangs
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/goblin_1.jpg]]
[[caption-width-right:222:'''''"What goes around comes around!"''''']]

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

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

->'''Abilities:''' Headbang, Biggarangs, Angry Bees

----

* BattleBoomerang: They throw boomerangs which hits anyone that were in a line and return back. '''Biggarangs''' allows them to throw a giant one for more damage every now and then.
* BeeBeeGun: The '''Angry Bees''' skill allows them to throw a beehive on the ground which causes a lingering cloud of bees to spawn. Enemies walking into it take continuous DamageOverTime.
* HerdHittingAttack: Unusually for an archer tower, they specialize in this even with their basic attacks. Their boomerangs and '''Biggarangs''' hit multiple units in a row, while '''Angry Bees''' affects an area around a target for area DamageOverTime.
* OneHitPolykill: Unlike most archer tower variants whose basic attacks generally hit a single unit, the Goblirangs' boomerangs can hit multiple units in a line.
* StandardStatusEffects: '''Headbang''' allows them to have a chance to stun enemies they hit.

!! Bone Flingers
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/bone_thrower.jpg]]
[[caption-width-right:222:'''''"Got a bone to pick!?"''''']]

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

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

->'''Abilities:''' Summon Bonem, The Walking Dead, Got Milk?

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

!! Elite Harassers
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/twi_elves.jpg]]
[[caption-width-right:222:'''''"Ours is your last breath."''''']]

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

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

->'''Abilities:''' Backstab, Arrow Storm, Fury of the Twilight

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


!! Orc Shaman
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/orc_shaman.jpg]]
[[caption-width-right:222:'''''"One with the storm!"''''']]

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

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

->'''Abilities:''' Healing Roots, Meteor Shower, Static Shock

----

* AreaOfEffect: '''Healing Roots''' allows them to heal allies around them, '''Meteor Shower''' allows them to hit a group of enemies for heavy magic damage, and '''Static Shock''' makes all their basic attacks consistently have a residual area of effect.
* DeathFromAbove: '''Meteor Shower''' calls down meteors over an area that deal heavy damage.
* HealingHands: '''Healing Roots''' gives them the ability to heal allies.
* RandomizedDamageAttack: Their main attack has a very large damage range, sometimes doing little but sometimes doing a lot. At maximum level, it ranges from 35-190.
* ShockAndAwe: Their basic attack is a lightning strike that stuns enemies it directly hits.
* SplashDamage: '''Static Shock''' causes their attack to deal a bit of splash damage to enemies around it when it hits.
* StandardStatusEffects: Their attack briefly stuns enemies that are hit.

!! Grim Cemetery
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/zombie_4.jpg]]
[[caption-width-right:222:'''''"Join us."''''']]

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

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

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

----

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

!! Rotten Forest
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/rotten_forest.jpg]]
[[caption-width-right:222:'''''"The forest has eyes."''''']]

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

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

->'''Abilities:''' Evil Treants, Roots of Evil, Fog of Despair

----
* GradualGrinder: Deals extremely low damage constantly to enemies standing on the roots.
* OminousFog: '''Fog of Despair''' causes a fog to generate around it which makes enemies within have a chance to miss their attacks.
* StandardStatusEffects: Causes a stun with '''Roots of Evil''' in a manner similar to the Rangers Hideout's Wrath of the Forest.
* WhenTreesAttack: '''Evil Treants''' spawns treants to combat enemies standing on the area of effect.

!! Blazing Gem
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/blazing_gem.jpg]]
[[caption-width-right:222:'''''"No man should have this power."''''']]

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

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

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

----

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

!! Deep Devil's Reef
[[quoteright:221:https://static.tvtropes.org/pmwiki/pub/images/deepdevil.png]]
[[caption-width-right:221:'''''"We come... from the deep!"''''']]
->''From the depths of the sea, Bluegales emerge to zap enemies with their powerful magic while a couple of skillful Greenfins stop them in place.''
A hybrid Barracks/Mage tower in a series' first. It consists of a reef that spawns Greenfins (Redspines when leveled up), and has a Bluegale on top casting magic on enemies in range.

->'''Abilities:''' Chosen by the Sea, Net Throw, Perfect Storm

----

* AntiAir: At the final level, the Greenfins are replaced by Redspines with Javelin-throwing capabilities, allowing them to hit AirborneMooks that the Greenfins could not.
* BladeOnAStick: The Greenfins/Redspines throw javelins at enemies allowing them to attack from range.
* {{Cthulhumanoid}}: The Bluegale on top appears to be a mindflayer crossed with a fish.
* FishPeople: The Barracks units are Greenfins that later on become Redspines when fully upgraded. They get more buff-looking after '''Chosen by the Sea''' is bought.
* InescapableNet: Downplayed. '''Net Throw''' allows them to throw nets over enemies to keep them temporarily LockedOutOfTheFight, just like what they did to your troops in ''Frontiers''.
* JackOfAllTrades: As the first hybrid tower in the series, they can perform the job of Barracks and Mage, although less proficiently compared to a fully-specialized tower. The mage deals less raw damage than the Infernal Mage, while the barracks don't hurt as much as the Elite Harassers nor have heavy armor like the Dark Knights.
* JavelinThrower: At the final upgrade level, the Greenfins are replaced with Redspines who throw javelins that can hit enemies at range and also attack airborne enemies.
* LockedOutOfTheFight: '''Net Throw''' temporarily removes enemies from the battlefield.
* SleepingWithTheFishes: The trope is referenced with one of their quotes, where they say this exact term.
* SwissArmyWeapon: In a series first, it's the first hybrid Barracks/Magic tower that can perform both its roles from the get-go, unlike the Specters Mausoleum which needs to be maxed out to spawn Gargoyles.
* WeatherManipulation: Just like in ''Frontiers'', '''Perfect Storm''' allows the Bluegale on top of the tower to summon a lightning cloud over an enemy to zap them.

!! Wicked Sisters
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/wicked_sisters.jpg]]
[[caption-width-right:222:'''''"So you wanna play with magic?"''''']]

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

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

->'''Abilities:''' Froggification, Nimbus 4000, Hex Totem

----

* AntiMagic: '''Hex Totem''' silences magic users near it but also affects certain non-magi users such as Quarry Workers and Smokebeard Engineers.
* BalefulPolymorph: '''Froggification''' turns enemies into harmless frogs that cannot be blocked and die when tapped on enough.
* CompositeCharacter: They're kind of a cross between the Axethrowers and the Sorcerer Mage, by having a silencing totem and the ability to polymorph enemies into harmless animals.
* DevolutionDevice: Against the [[FrogMen Anurians]] who are already frogs to begin with, '''Froggification''' essentially does this by turning them into a non-sentient frog.
* DualModeUnit: The player can manage the type of hex they use (poison or damage+stun).
* NoSell: The broomstick witch is immune to tower disabling effects since she moves as a separate unit.
* PoisonIsEvil: One of the capabilities of these {{Wicked Witch}}es is poisoning enemies.
* StandardStatusEffects: Depending on which one is used, they can either poison or stun enemies. '''Hex Totem''' causes silence to enemies nearby.
* WickedWitch: They're the Black Hags from the Castle Blackburn campaign and they have an assortment of nasty spells including the one that turns enemies into frogs.

!! Goblin War Zeppelin
[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/war_zeppelin.jpg]]
[[caption-width-right:222:'''''"Gimme fuel!"''''']]

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

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

->'''Abilities:''' Tar Bomb, Goblin Scout, Paratroopers

----

* CoolAirship: It starts out as a hot air balloon that drops bombs, but at its final level it gets replaced with a Zeppelin.
* EvilCounterpart: To the Battle-Mecha T200. It's an invulnerable Artillery unit that can be controlled around a rally point, and its '''Tar Bomb''' slows down enemies on the path similar to the Battle-Mecha's Waste Disposal.
* ICanSeeMyHouseFromHere: The FlavorText for '''Goblin Scout''' is this word-for-word. The goblin can also say a similar quote when it's upgraded anywhere from level 1-3.
* ItsRainingMen: '''Paratroopers''' allows the zeppelin to drop a Goblin Sapper who throws bombs. He's immune to melee combat but has very low HP and can be targeted by ranged enemies.
* LightningBruiser: Attacks for very heavy SplashDamage at a moderate rate, and the blimp is immune to tower-disabling effects.
* NecessaryDrawback: They have extremely high DPS for an artillery tower, and can be moved anywhere within its rally range. To compensate, they're also the most expensive tower in the series.
* NoSell: The blimp is immune to tower disabling effects since the balloon acts as a unit independent of the tower. However, it can't be moved if the tower is disabled.
* SquishyWizard: The Goblin Sapper summoned via '''Paratroopers''' has very low HP but is immune to being engaged in melee combat, and he throws bombs that deal some SplashDamage every second.
* StickySituation: '''Tar Bomb''' drops a barrel of tar on the ground that slows grounded enemies walking on it.

!! Troll Mercenaries
[[quoteright:149:https://static.tvtropes.org/pmwiki/pub/images/troll_mercenaries.png]]

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

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

-> '''Hire:''' Troll, Troll Champions

----
* AnAxeToGrind: The Troll Champions throw these from afar at enemies.
* ArtEvolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.
* BladeOnAStick: Or rather, a stone on a stick for the regular trolls.
* EvilRedhead
* GuestStarPartyMember: They appear in certain levels and challenges in the Northern areas, and all but one of the appearance are on Heroic and Iron challenges (the one regular campaign mode they're on is the ''Northerners' Outpost'').
* HealingFactor: The Trolls are capable of regenerating health quickly just like they did in the first game.


!! Spider Nest
[[quoteright:149:https://static.tvtropes.org/pmwiki/pub/images/spider_nest.png]]

-> ''Spider nest, spider nest...''

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

-> '''Abilities:''' Sticky Web, Spiderlings

----
* ArtEvolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.
** As part of this, the spider matriarch now has a purple colour scheme to it.
* GiantSpider: Consists of a large Spider Matriarch that lays spiderling eggs.
* GuestStarPartyMember: They only appear in ''Silveroak Outpost''.
* PerspectiveFlip: In the first game, ''Silveroak Forest'' was the level where the Rangers Hideout first became playable, the Sylvan Elves were a GuestStarPartyMember, and the Spider and Spider Matriarch enemies debuted. In ''Vengeance'', ''Silveroak Outpost'' is the level where the Spiders are a GuestStarPartyMember and the Elven Rangers are one of the enemies debuting in the level.
* RedEyesTakeWarning: The Spider Matriarch that lays the eggs has red eyes.
* StickySituation: '''Sticky Web''' puts a web around the nest, slowing down grounded foes that walk on it.

!! Caravan
[[quoteright:149:https://static.tvtropes.org/pmwiki/pub/images/caravan.png]]

-> ''Hire some mercenaries, my friend!''

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

-> '''Deals:''' Small Pack, Large Pack

----
* ArmyOfThievesAndWhores: They consist of the Bandit, Marauder and Raider from the first game.
* ArtEvolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.
* CoolHelmet : The Marauder and Raider, like before.
* DiscardAndDraw: Their stats have gone through several changes. For example, the Bandit is now a FragileSpeedster instead of a GlassCannon, dealing lower damage compared to what they did in the original game.
* GuestStarPartyMember: They only appear in ''Lightseeker Camp''.
* HiredGuns: They're hired mercenaries from Hushwood.

[[/folder]]

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