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8Character page for the towers in ''VideoGame/KingdomRush.'' Note that these entries are only for their appearance as towers; tropes relating to their role as enemies in other games should go on Characters/KingdomRushTowers or Characters/KingdomRushEnemies.
9
10Return to the main character page [[Characters/KingdomRush here]].
11
12[[foldercontrol]]
13[[folder:General Towers]]
14!Archer Tower
15[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_archer_tower_50.png]]
16[[caption-width-right:172:"'''''Dodge this"''''']]
17[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/hunter_arbor_50.png]]
18[[caption-width-right:172:'''''"Hunting season begins!"''''']]
19->'''Upgrades in the first game:''' Salvage, Eagle Eye, Piercing Shots, Far Shots, Precision\
20'''Upgrades in ''Frontiers'':''' Improved Aim, Lumbermill, Focused Aim, Accuracy, Twin Shots\
21'''Upgrades in ''Origins'':''' Master Shooter, Treesinged Bow, Obsidian Heads, Elven Training, Bloodletting Shot
22
23The 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.
24----
25* AnnoyingArrows: Their main weakness is their inability to do meaningful damage to heavily-armored enemies. The '''Piercing Shots''' upgrade in ''Kingdom Rush'' remedies that.
26* AntiAir: They can fire on both ground and flying enemies.
27* ArmorPiercingAttack: The '''Piercing Shots''' upgrade ignores portion of the enemies' armor.
28* ATeamFiring: Their arrows have the chance of missing their targets.
29* 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 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.
30* DamageOverTime: '''Bloodletting Shot''' in ''Origins'' gives their arrows a chance to inflict bleeding, which damages the enemies for every second.
31* MultiShot: The '''Twin Shot''' upgrade in ''Frontiers'' gives them a chance to fire two arrows at once.
32* RainOfArrows: Their low damage is made up for their high attack speed, so they fire their arrows a lot.
33
34!Barracks Towers
35[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_barracks_50.png]]
36[[caption-width-right:172:'''''"For honor and glory!"''''']]
37[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/defender_barracks_50.png]]
38[[caption-width-right:172:'''''"By the light of the moon!"''''']]
39->'''Upgrades in the first game:''' Toughness Training, Better Armor, Improved Deployment, Endurance Training, Spiked Armor\
40'''Upgrades in ''Frontiers'':''' Defensive Stance, Boot Camp, Esprit de Corps, Veteran Squad, Courage\
41'''Upgrades in ''Origins'':''' Elven Fencing, Expert Tactician, Enchanted Armor, Moon Forged Blades, Blessing of Elynie
42
43The 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.
44----
45* AttackReflector: In ''Kingdom Rush'', the '''Spiked Armor''' upgrade allow the damage from enemies to be reflected at them.
46* 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.
47* HoldTheLine: Their main purpose. They are to fight against the ground enemies and slow them down until either one of them is dead.
48* LastChanceHitPoint: The '''Blessing of Elynie''' upgrade in ''Origins'' gives the soldiers the chance to survive a fatal attack.
49* StoneWall: In general, soldiers don't do so much damage on their own, but they draw enemies to stop and fight them.
50
51!Mage Tower
52[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_mages_guild_50.png]]
53[[caption-width-right:172:'''''"I put a spell on you."''''']]
54[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/mystic_dais_50.png]]
55[[caption-width-right:172:'''''"I've got that power."''''']]
56->'''Upgrades in the first game:''' Spell Reach, Arcane Shatter, Hermetic Study, Empowered Magic, Slow Curse\
57'''Upgrades in ''Frontiers'':''' Rune of Power, Spell Penetration, Eldritch Power, Wizard Academy, Brilliance\
58'''Upgrades in ''Origins'':''' Crystal Focus, Empowered Magic, Crystal Gazing, Unstable Magic, Alter Reality
59
60The 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.
61----
62* ActionGirl: All the mage towers in ''Origins'' (except the High Elven Mage) are operated by sorceresses.
63* ArmorPiercingAttack: '''Spell Penetration''' in ''Frontiers'' give their bolts the chance to ignore magical resistance.
64* 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.
65* RobeAndWizardHat: The mages on the towers are wearing the typical wizard robe and hat in ''Kingdom Rush'' and ''Frontiers''.
66* StatusEffects: '''Slow Curse''' in ''Kingdom Rush'' gives their attack a slowing effect to enemy that receive damage from them.
67* 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, especially if it's an Ettin or Ogre Mage with RegeneratingHealth.
68* WeaponizedTeleportation: '''Alter Reality''' in ''Origins'' gives their attack a chance to teleport enemies back.
69
70!Artillery Tower
71[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_dwarven_bombard_50.png]]
72[[caption-width-right:172:'''''"Fully loaded!"''''']]
73[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/stone_circle_50.png]]
74[[caption-width-right:172:'''''"Quiver and quake!"''''']]
75->'''Upgrades in the first game:''' Concentrated Fire, Range Finder, Field Logistic, Industrialization, Smart Targeting\
76'''Upgrades in ''Frontiers'':''' Smoothbore, Alchemical Powder, Improved Ordnance, Gnomish Tinkering, Shock and Awe\
77'''Upgrades in ''Origins'':''' Hardened Boulders, Sharp Splinters, Earth Mastery, Heavy Load, Shocking Impact
78
79The 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.
80----
81* ArmorPiercingAttack:
82** Their attacks by default ignore half of enemy armor.
83** '''Heavy Load''' upgrade in ''Origins'' allows their explosion to ignore physical armor.
84* BambooTechnology: Not counting ''Origins'', all tier 4 upgrades for artilleries look very high tech compared to the fantasy setting.
85* DishingOutDirt: The druids in ''Origins'' create the rocks from the circle they stand in and use them to throw the large rock to damage the enemies.
86* {{Druid}}: In ''Origins'', artillery are re-flavoured into Druid Towers, muscular old druids that throw rocks at the enemy.
87* HerdHittingAttack: Their main purpose is to deal spread damage against a horde of enemies. Useful against weak but numerous horde of enemies.
88* LudicrousGibs: When an enemy is killed by an Artillery Tower, they explode into red chunks of gore.
89* OurDwarvesAreAllTheSame: Dwarves are miners and are the explosive crew for the Artillery Towers.
90* SplashDamageAbuse: It can damage enemies that it couldn't target directly like invisible and flying enemies.
91* StatusEffects:
92** '''Shock and Awe''' upgrade in ''Frontiers'' may cause stun to any enemies that receive damage from the artillery.
93** '''Shocking Impact''' upgrade in ''Origins'' adds a slowing effect to their explosions.
94[[/folder]]
95
96[[folder:Kingdom Rush Towers]]
97!!Rangers Hideout
98[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_rangers_hideout_50.png]]
99[[caption-width-right:172:'''''"Like a whisper."''''']]
100->''Legendary masters of the bow, they can unleash a hail of arrows faster and further than any other force in the realm.''
101->'''Abilities:''' Poison Arrows, Wrath of the Forest
102
103One 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.
104----
105* DamageOverTime: The '''Poison Arrows''' ability does this to enemy units.
106* {{Druid}}: When '''Wrath of the Forest''' is upgraded, an old man appears next to the tower and is responsible for activating the ability.
107* GreenThumb: When '''Wrath of the Forest''' is used, enemies are immobilised for a few seconds by vines.
108* HerdHittingAttack: '''Wrath of the Forest''' stuns and damages multiple enemies, making it useful against hordes.
109* MagicStaff: The {{Druid}} who stands next to the tree wields a staff which he uses to activate '''Wrath of the Forest'''.
110* 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 armoured enemies.
111* RainOfArrows: They shoot extremely quickly.
112
113!!Musketeer Garrison
114[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_musketeer_garrison_50.png]]
115[[caption-width-right:172:'''''"Locked and loaded."''''']]
116->''Patient, careful, and deadly accurate long-range deadeye shooters, with advanced weaponry.''
117->'''Abilities:''' Sniper Shot, Sharpnel Shot
118
119One of the two Tier 4 Archer 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.
120----
121* BlueIsHeroic: The Musketeers wear blue on both themselves and the tower itself.
122* FriendlySniper: Adept at taking down enemies from far away with little fuss, and with a jolly Cockney accent to boot.
123* HerdHittingAttack: '''Shrapnel Shot''' lets them blast an area with shrapnel, dealing damage to all enemies within the area.
124* OneHitKill: '''Sniper Shot''' has a chance to instantly kill its target.
125
126!!Holy Order
127[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_holy_order_50.png]]
128[[caption-width-right:172:'''''"Justice serves!"''''']]
129->''Trains Paladin, an order of Holy Warriors. They are paragons of divine protection and heavenly defense.''
130->'''Abilities:''' Healing Light, Shield of Valor, Holy Strike
131
132One 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 armour, and '''Holy Strike''', which give them a chance to unleash a shockwave to deal damage to nearby enemies.
133----
134%%* BlueIsHeroic
135%%* CoolHelmet
136%%* CoolSword
137* {{Foil}}: To the Dark Knights from ''Vengeance'', in a fitting ThePaladin vs. BlackKnight contrast. Both of them are barracks troops with 75% 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.
138* HealThyself: '''Healing Light''' allows the Paladins to heal themselves and remove any negative effects while injured.
139* HolyHandGrenade: '''Holy Strike''' allows them to deal true damage in an area.
140%%* KnightInShiningArmour
141* LightIsGood: They're Paladins who use light powers to heal themselves and smite evil.
142* ThePaladin: Warriors of the light who could heal themselves and use their holy powers to smite evil.
143* StoneWall: Paladins are very durable with their medium (high if upgraded with '''Shield of Valor''') armor and healing abilities, but they need '''Holy Strike''' if they want to deal reasonable damage.
144
145!!Barbarian Mead Hall
146[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_barbarian_hall_50.png]]
147[[caption-width-right:172:'''''"To the death!"''''']]
148->''Barbarians are savage warriors that will quickly clear a battlefield, usually at the cost of their own lives.''
149->'''Abilities:''' Throwing Axes, Hunting Nets (flash only), Whirlwind Attack (non-flash only), More Axes
150
151One 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.
152----
153* BarbarianHero: Barbarians who seek battle, whose thankfully are fighting for you...for now.
154* BrutishCharacterBrutishWeapon: They wield axes to show their barbaric nature, and can wield [[DualWielding two axes]] with '''More Axes'''.
155* DiscardAndDraw: They lose armour compared to Knights, but gain a ranged attack and much higher damage output.
156* DualWielding: '''More Axes''' allows them to wield a second axe in their free hand. Subsequent upgrades increase their attack power.
157* FieryRedhead: Brutal, high-damaging soldier units who are quote: "savage warriors".
158* GlassCannon: Barbarians can deal a lot of damage with their abilities, but because of their lack of armour, they'll die very quickly without support.
159* HerdHittingAttack: '''Whirlwind Attack''' is strong against a horde of enemies as the Barbarian can kill them when many of them activates it at once.
160* InescapableNet: In the Flash version, Barbarians can use '''Hurling Nets''' to slow down flying enemies.
161* SpinAttack: '''Whirlwind Attack''' allows Barbarians to spin attack to deal damage to any enemies around them.
162* ThrowingYourSwordAlwaysWorks: '''Throwing Axes''' allows them to throw their axes to attack ground enemies at range and can hit flying enemies.
163
164!!Arcane Wizard
165[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_arcane_wizard_50.png]]
166[[caption-width-right:172:'''''"Klaatu Barada Nikto!"''''']]
167->''Arcane wizards focus on altering reality; as well as shooting the deadliest magical ray known to man.''
168->'''Abilities:''' Death Ray, Teleport
169
170One 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.
171----
172%%* BadassLongRobe
173* DeathRay: ExactlyWhatItSaysOnTheTin. It can instantly kill a foe.
174* KlaatuBaradaNikto: It says this as one of its many quotes.
175* PowerCrystal: A purple one that is used to attack enemy units.
176* PurpleIsPowerful: The first example in the game.
177* 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.
178* RealityWarper: The text describing it when it's unlocked at ''The Citadel'', seems to heavily suggest this.
179* WeaponizedTeleportation: '''Teleport''' allows them to send a group of enemies back, slowing their progress down.
180
181!!Sorcerer Mage
182[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_sorcerer_mage_50.png]]
183[[caption-width-right:172:'''''"Ashes to ashes!"''''']]
184->''Sorcerers handle forces that are close to darkness, weaving spells that temporary lower enemy armor and deal damage.''
185->'''Abilities:''' Polymorph, Summon Elemental
186
187One 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.
188----
189%%* BadassLongRobe
190* DamageIncreasingDebuff: Their bolts can lower the enemy's armor so that non-Mage towers can deal more damage against them.
191* DamageOverTime: Their attack deals additional damage to the target for the next few seconds.
192* DarkIsNotEvil: Their bio states that they ''handle forces that are close to darkness'', but they are firmly on your side.
193* ForcedTransformation: '''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.
194* {{Golem}}: The Earth Elemental of the '''Summon Elemental''' ability is this.
195* PowerCrystal: Orange ones that jut out of the sides of it, giving the tower its power.
196* 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.
197* SupportPartyMember: They are not very strong towers compared to the Arcane Wizard, but the tower makes up for it with its crowd control.
198
199!!Big Bertha
200[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_500mm_big_bertha_50.png]]
201[[caption-width-right:172:'''''"Say hello to my little friend!"''''']]
202->''The 500mm siege gun, AKA "Big Bertha," is the biggest, baddest piece of artillery in the block.''
203->'''Abilities:''' Dragonbreath Launcher, Cluster Launcher Xtreme
204
205One 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.
206----
207* BambooTechnology: It has MISSILES in a MEDIEVAL setting... need we say more?
208* BigBulkyBomb: Both the regular ammunition, and the '''Cluster Launcher Xtreme'''.
209* 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.
210* RecursiveAmmo: '''Cluster Launcher Xtreme''' fires a ball of payload which open to release mini-explosives to deal damage to a path of enemies.
211* SoundEffectBleep: Upon upgrading the '''Dragonbreath Launcher'''.
212--->'''"Big Bertha"''': Yippee-ki-yay, mother-***!
213* XtremeKoolLetterz: '''Cluster Launcher Xtreme'''.
214
215!!Tesla x104
216[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_tesla_x104_50.png]]
217[[caption-width-right:172:'''''"Charged and ready."''''']]
218->''Dwarven engineering at its finest, harnessing the power of a thousand thunderstorms. Who should we aim it at?''
219->'''Abilities:''' Overcharge, Supercharged Bolt
220
221One 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.
222----
223* BambooTechnology: Similar to the Big Bertha, though this time it uses electricity to attack enemy units.
224* ChainLightning: The Tesla x104's bolt can arc from the primary target to two others by default, and four when fully upgraded.
225* HerdHittingAttack: '''Overcharge''' allows them to generate a static field around them every time they attack, damaging nearby enemies.
226* LightningGun: A dwarf-manned Tesla coil that deliver lightning strikes at enemies.
227
228!!Sylvan Elf Hall
229[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/sylvan_elf.png]]
230[[caption-width-right:150:'''''"By the light of the moon."''''']]
231->''Sylvan Elves are masters of bow and blade. They will join your cause... for a price.''
232
233A 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.
234----
235* BowAndSwordInAccord: ''Masters of bow and blade''.
236* CantCatchUp: Sylvan Elves are very useful in Silveroak Forest, but nearly useless in Fungal Forest, since the enemies in the latter are too strong for them to be worth their cost.
237* DoubleWeapon: The weapon that they use for melee combat has a blade on each end.
238* GuestStarPartyMember: They are only available in two levels: Silveroak Forest and Fungal Forest.
239* HairOfGoldHeartOfGold: Though you do have to pay them to come to your side, they are ultimately good.
240* JackOfAllStats: They are capable of both ranged and melee attacks.
241* OurElvesAreDifferent: Guardians of the forest who fight BowAndSwordInAccord.
242
243!!Sasquatch
244[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/sasquatch_50.png]]
245->''The legendary sasquatch will help you for an offering in food, gold, and sometimes women.''
246
247A giant, legendary beast trapped in ice. It will fight for you upon being freed.
248----
249* 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 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. While the Sasquatch's high health and area of effect attack can be useful, it'll need a lot of protection.
250* BigfootSasquatchAndYeti: The Sasquatch's appearance and stats are similar to the Yeti enemy.
251* GuestStarPartyMember: It is only available in "Icewind Pass".
252* HornedHumanoid: A rare example for a Sasquatch.
253* HumanPopsicle: It is encased in ice which can only be freed with '''Rain of Fire'''.
254
255!!Sunray Tower
256[[quoteright:179:https://static.tvtropes.org/pmwiki/pub/images/sunraytower_4.png]]
257[[caption-width-right:179:'''''"Ashes to ashes."''''']]
258
259A 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.
260----
261* 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.
262* BadassLongrobe
263* ChargedAttack: The sorcerers need to charge it up in order for it to be used. The more sorcerers there are, the faster it charges.
264* GuestStarPartyMember: A rare double example, it is only available in Stormcloud Temple, and it is only unavailable in the iOS version.
265* 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.
266* LightIsGood: They're good guys who use the power of the sun's rays to destroy evil.
267* PowerCrystal: One that sits atop its tower, which the sorcerers use to vapourise youe enemies.
268* PowerGlows: When it's ready to be used, the gem on top of it glows to signify it.
269* ThePowerOfTheSun: It channels the sun's rays (hence the name) and strike your enemies with its beams.
270[[/folder]]
271
272[[folder:Frontier Towers]]
273!!Crossbow Fort
274[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_crossbow_fort_50.png]]
275[[caption-width-right:172:'''''"Time for target practice!"''''']]
276->''Trained under monastic discipline, these crossbow furies are masters of their craft.''
277->'''Abilities:''' Barrage, Falconer
278
279One 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.
280----
281* ActionGirl: The archers in the fort are female.
282* AutomaticCrossbow: With the '''Barrage''' ability, they can fire their crossbow in quick succession.
283* FieryRedhead: The archers manning the tower have red hair.
284* 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.
285* PurpleIsPowerful: The archers were purple uniforms.
286* 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.
287* WarriorMonk: Or, more accurately, Warrior Nun. Their description refers to them having been trained under "monastic discipline."
288
289!!Tribal Axethrowers
290[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_tribal_axethrowers_50.png]]
291[[caption-width-right:172:'''''"Axes ready, mon!"''''']]
292->''The wildlings are covered in mystery and occult forces, but their axes show deadly precision.''
293->'''Abilities:''' Totem of Weakness, Totem of Spirits
294
295One 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.
296----
297* AntiMagic: '''Totem of Spirits''' disables any enemies' magical capabilities, such as defense buffs, zombification, or invisibility.
298* 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.
299* DamageIncreasingDebuff: '''Totem of Weakness''' amplifies the damage received by enemies by 40% in an area, weakening the foe to be easily killed.
300* HollywoodVoodoo: They are spiritual and shamanistic in nature and use totems to weaken their enemies.
301--->'''Tribal Axethrowers:''' (upon upgrading '''Totem of Weakness''') "Watch out for da voodoo!"
302* MalevolentMaskedMen: Averted, they are on your side, and are the enemies of the real Masked Men, the Ma'Qwa tribe. They're actually quite jovial.
303* SupportPartyMember: They are far outclassed in damage by the Crossbow Fort, but their special abilities deter enemies by making them take more damage and prevent them from casting spells.
304* TipisAndTotemPoles: Their totems invoke this.
305
306!!Assassin's Guild
307[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_assassins_guild_50.png]]
308[[caption-width-right:172:'''''"Requiescat in pace"''''']]
309->''Trains agile and deadly assassins to ambush and rob enemies.''
310->'''Abilities:''' Sneak Attack, Counterattack, Pickpocket
311
312One 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.
313----
314* BladeBelowTheShoulder: They wield blades on their wrists, and use them as their primary weapons.
315* CounterAttack: Upon upgrading '''Counterattack''', they will counterattack upon dodging an enemy's attack, dealing true damage against them.
316* FlashStep: They do this when activating their '''Counterattack''' ability.
317* GlassCannon: They can dodge attacks, deal good damage and instantly kill enemies with '''Sneak Attack''', but they lack armor and can die from powerful foes.
318* InTheHood: They wear hoods as part of their "uniform" to attack your enemies.
319* {{Invisibility}}: When idling, the Assassins will turn invisible, allowing them to avoid being seen and attacked.
320* OneHitKill: '''Sneak Attack''' gives them a chance to assassinate a single target, instantly killing them. Upgrading this ability will improve the chance. They still keep this ability when your forces fight against them in '"Vengeance'', allowing them to one-shot your troops (but not heroes).
321* VideoGameStealing: '''Pickpocket''' gives them a chance to steal one gold for each strike.
322
323!!Knights Templar
324[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_knights_templar_50.png]]
325[[caption-width-right:172:'''''"Rise a knight."''''']]
326->''Seasoned resilient warriors, the templars are a force to be reckoned!''
327->'''Abilities:''' Toughness, Arterial Strike, Holy Grail
328
329One 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.
330----
331* 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.
332* ChestInsignia: The templar cross.
333* CoolSword: They have large broadswords, as befitting knights of such prowess.
334* DamageOverTime: '''Arterial Strike''' gives them the ability to inflict bleeding on a foe and deal damage over a few seconds.
335* 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.
336
337!!Archmage Tower
338[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_archmage_tower_50.png]]
339[[caption-width-right:172:'''''"A wise choice."''''']]
340->''Wizards specialized in warfare that can charge homing magical bolts of deadly magic.''
341->'''Abilities:''' Twister, Critical Mass
342
343One 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.
344----
345* BlowYouAway: The archmage can summon '''Twister''' which takes a parade of enemies and force them back.
346* 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.
347* DoNotTouchTheFunnelCloud: The '''Twister''' ability.
348* HerdHittingAttack: '''Critical Mass''' gives the bolt a chance to deal extra damage against a small group of enemies.
349* LockedOutOfTheFight: Enemies that are sucked into '''Twister''' are deemed untargetable until the end of the duration.
350* RuleOfThree: It can charge up to three bolts before firing them at any unlucky enemy.
351
352!!Necromancer Tower
353[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_necromancer_tower_50.png]]
354[[caption-width-right:172:'''''"With me, I bring death!"''''']]
355->''Dark magic adepts that can raise undead minions from the corpses of fallen enemies.''
356->'''Abilities:''' Pestilence, Summon Death Rider
357
358One 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.
359----
360* DemBones: The Skeleton and Skeleton Warrior minions.
361* HeelFaceTurn: They were originally enemies in ''Kingdom Rush''. In ''Frontier'', they joined you to oppose Malagar's plans.
362* {{Necromancer}}: They can summon Skeletons and Skeleton Warrior minions from corpses of dead enemies within his range.
363* {{Plaguemaster}}: They can unleash '''Pestilence''' which deals true damage to ground enemies within its area of effect.
364* 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.
365* PromotedToPlayable: The skeletons and skeleton knights.
366* SkeletonMotif: Being a necromancer, this is a given.
367* 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.
368* SupportPartyMember: They lack the raw damage of the Archmage, but they can heavily bolster Barracks troops with their undead minions and death knights.
369
370!!D.W.A.A.R.P.
371[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_dwaarp_50.png]]
372[[caption-width-right:172:'''''"Rrrready to rrrrumble!"''''']]
373->''The pinnicale of dwarven mining, its quakes damage and slow all enemies around it.''
374->'''Abilities:''' Core Drill, Furnace Blast
375
376One 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.
377----
378* BigRedButton: One is placed on the tower (though one must look closely to see it).
379* EarthquakeMachine: The platform causes a localized earthquake, damaging and slowing enemies in the tower's radius.
380* FunWithAcronyms: '''D'''rilling '''W'''eaponised '''A'''uto-'''A'''ttack '''R'''umble '''P'''latform.
381* OneHitKill: '''Core Drill''' delivers a drill to instantly-kill a single target.
382* PlayingWithFire: The '''Furnace Blast''' sets any enemy that walks over the affected area on fire.
383* RedEyesTakeWarning: Not eyes, but a red light appears on top whenever an ability is ready to be used.
384* ThisIsADrill: A drill platform used for mining. It can summon a drill with its '''Core Drill''' ability.
385
386!!Battle-Mecha T200
387[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/pedia_tower_battle_mecha_t200_50.png]]
388[[caption-width-right:172:'''''"Battle-Mecha online!"''''']]
389->''A controllable towering unstoppable mobile artillery mecha! Also known as the 'big boy'.''
390->'''Abilities:''' Wasp Missiles, Waste Disposal
391
392One 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.
393----
394* 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?
395* ChickenWalker: The robot's legs has backward knees.
396* 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.
397* 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.
398* 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.
399* OilSlick: '''Waste Disposal''' cause the Battle-Mecha to dump oil onto the ground, slowing down any enemies that is in its radius.
400
401!! Legion Archer
402[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_legionarch.PNG]]
403
404A special ranged tower available on the first two levels of ''Kingdom Rush Frontiers'', consisting of a single archer shooting at enemies.
405----
406* GuestStarPartyMember: As aforementioned, Legion Archers only appear the first two stages: Hammerhold and Sandhawk Hamlet.
407* HeroOfAnotherStory: In the storyline, some of them were damaged before the player could get to them, while mounting a defense.
408
409!! Mercenary Camp
410[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_mercenary_camp.PNG]].
411[[caption-width-right:344:'''''"Yes, master."''''']]
412-> ''For the Legion!''
413-> '''Hire''': Legionnaire, Genie.
414
415A 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.
416----
417* BenevolentGenie: The genie units are on your side.
418* BloodKnight: The legionnaires are described as this.
419* ForcedTransformation: Genies turn enemies into dancing frogs, treasure chests, and golden harps.
420* GoodCounterpart: The genies are these to the efreets you battle at ''Nazeru's Gate''.
421* GuestStarPartyMember: They are only available in Dunes of Despair.
422* JackOfAllTrades: The genies are capable of every mode of combat.
423* 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.
424* PowerFloats: The Genies, the more powerful of the two units, float above the ground.
425* WalkingShirtlessScene: The legionnaires don't wear shirts.
426
427!! SCUMM Bar
428[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/scumm_bar.PNG]]
429[[caption-width-right:344:'''''"Yaaarr!"''''']]
430-> ''Ayyye! Salty, matey!''
431-> '''Hire''': Corsair, Buccaneer, Boatswain.
432
433A Mercenary tower that allows the player to train up to three different types of pirate mercenary: Corsairs, Buccaneers and Boatswains.
434----
435* TheAlcoholic: The Buccaneers like their grog.
436* AnchorsAway: The Boatswains wield anchors.
437* BoozeFlamethrower: The Buccaneers light their grog on fire as they spit it out onto enemy units.
438* TheBigGuy: The Boatswains, being reasonably priced and durable.
439* GlassCannon: The Buccaneers have high (ranged) damage output, but no armour.
440* GuestStarPartyMember: SCUMM Bars appear in three levels: Buccaneer's Den, Snapvine Bridge and Port Tortuga. Corsairs are available for hire in all three, Buccaneers in the former two, and Boatswains in the last one.
441* ImprobableWeaponUser: The Buccaneers and Boatswains use glass bottles and anchors, respectively.
442* MolotovCocktail: The Buccaneer's ranged attack involves throwing bottles of booze lit on fire.
443* {{Pirate}}: Quite blatantly so.
444* StoneWall: The Boatswains will act as these, having the highest HP.
445* VideoGameStealing: Corsairs have the ability to steal 2-5 gold from their enemies.
446
447!! Pirate Cap
448[[quoteright:295:https://static.tvtropes.org/pmwiki/pub/images/tower_piratecap.jpg]]
449-> ''Hire pirates cannons and blast enemies.''
450-> '''Abilities''': One shot, Two shots, Three shots.
451
452A 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).
453----
454* AssistCharacter: Its purpose is to assist you in return for a small amount of gold.
455* CastFromMoney: The Pirate Cap's cannons cost money to fire, and unlike nearly every single use of gold in the game, the benefit is very much ''not'' permanent.
456* CoolButInefficient: It's inefficient against big enemies like Executioners, but great for other lone enemies or dense groups.
457* GuestStarPartyMember: The Pirate Cap's service is only available in Buccaneer's Den.
458* {{Pirate}}: It's in the name.
459
460!! Spear Maiden Hut
461[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_spearhut.PNG]]
462[[caption-width-right:344:'''''"Spears ready!"''''']]
463-> ''A tribe of proud warrior women ready for battle. The maidens are known across the jungle for their unorthodox but deadly fighting style.''
464
465A mercenary tower that allows the player to train up to three Spear Maidens that will hold the line against just about anything.
466----
467* 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.
468* ActionGirl: An all-female Mercenary tower.
469* AmazonBrigade: Among the best of the mercenary units in the game, and comprised entirely of women.
470* ContinuityNod: They have the Whirlwind attack of the Barbarians from the first game.
471* GuestStarPartyMember: They are only available in Crimson Valley.
472* HairOfGoldHeartOfGold: They've all got blonde hair, and a fighting for you against Malagar and the Maq'wa tribe.
473* ProudWarriorRaceGuy: As the quote says: ''A tribe of proud warrior women reday for battle.''
474* SpinAttack: Their Whirlwind ability, which involves them spining around to deal more damage to the enemy units.
475
476!! Dwarven Bastion
477[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_dwarfbastion.PNG]]
478[[caption-width-right:344:'''''"Lock stock and barrel!"''''']]
479-> ''Lets get shooting!''
480->'''Abilities:''' Explosive Keg, Full Mithril Jacket.
481
482A 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).
483----
484* 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.
485* CoolButInefficient: '''Explosive Keg''', while cheaper (at first) than '''Full Mithril Jacket''', has a long cooldown, and isn't affected by any upgrades.
486* CoolHelmet: They were winged helmets, as seen in the image above.
487* GuestStarPartyMember: Dwarven Bastions only appear in The Dark Descent.
488* SuspiciouslySimilarSubstitute: It is very similar to the Musketeer Garrison from the original game, firing slowly, but dealing high damage.
489* ThrowABarrelAtIt: Their '''Explosive Keg''' ability, where one of the dwarves throws an explosive barrell at an enemy unit, dealind SplashDamage.
490
491!! Dwarf Hall
492[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_dwarfhall.PNG]]
493[[caption-width-right:344:'''''"Let them come!"''''']]
494->''Khazâd ai-mênu!''
495->'''Abilities:''' Mithril Armour, Mithril Hammers, Dwarfweiser.
496
497A 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).
498----
499* BoozeBasedBuff: The '''Dwarfweiser''' ability allows them to chug down bear to heal themselves.
500* CannonFodder: They ultimately become this in ''Darklight Depths'', being at the Mercy of the [[ColdSniper Saurian Deathcoils]].
501* CoolHelmet: They were winged helmets, as seen in the image above.
502* GuestStarPartyMember: Dwarf Halls only appear in The Dark Descent and Darklight Depths.
503* ShoutOut: Their quote, ''Khazâd ai-mênu!'', is the battle cry of the Dwarves from ''Literature/TheLordOfTheRings''.
504* StoneWall: When used properly in ''The Dark Descent''.
505* 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''').
506
507!! Pirate Watchtower
508[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_piratewatch.PNG]]
509[[caption-width-right:344:'''''"Savvy."''''']]
510-> ''Avast ye, landlubbers!''
511-> '''Abilities:''' Rapid Reload, Parrot Bomber.
512
513A 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).
514----
515* 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''.
516* {{BFG}}: The firearm it carries is '''big'''.
517* 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]]).
518* GuestStarPartyMember: It only appears in Port Tortuga.
519* LudicrousGibs: The fate of any enemy killed by '''Parrot Bomber'''.
520* MightyGlacier: It has a heavy-hitting, but very slow attack.
521* 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).
522* {{Pirate}}: As its title suggests.
523* PirateParrot: '''Parrot Bomber''' allows the tower to have one or two (depending on the upgrade).
524* HerdHittingAttack: Its shots will deal a lot of damage to large groups of enemies whenever they get close enough to each other.
525* SuspiciouslySimilarSubstitute: To the Dwarven Bastion. It has a slow but heavy-hitting attack, has its units holding large firearms and 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).
526
527!! Shrine of Regnos
528[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_shrineofregnos.PNG]]
529
530A 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.
531----
532* CoolCrown: Regnos is implied to have one been a king, and he has the crown to match.
533* GrandpaGod: Regnos, the God of the Seas, is depicted as an old man with a prominent beard.
534* GuestStarPartyMember: Shrines of Regnos only appear in Storm Atoll and The Sunken Citadel.
535* ProngsOfPoseidon: It shoots from a Trident it holds up in the air.
536* SkeletonMotif: The area that it targets is marked with a Skull and Crossbones.
537* ShockAndAwe
538* SuspiciouslySimilarSubstitute: 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 in the original game, but is available on all platforms, is more expensive, and much more powerful.
539
540!! Dark Forge
541[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/tower_darkforge.PNG]]
542[[caption-width-right:344:'''''"Electric funeral!"''''']]
543-> ''It's electrifying''
544-> '''Abilities''': Lightning Strike, Flesh Golem
545
546The 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.
547----
548%%* BlueIsHeroic
549* BrainySpecs: One of the scientists manning the Forge have these.
550* 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).
551* ChainLightning: By default, the Dark Forge's bolt can arc to three enemies, and can be upgraded to five with '''Lightning Strike'''.
552* {{Cyborg}}: Frankie's last upgrade invokes this, with cybernetic arms and an eye to match.
553* DarkIsNotEvil: Despite having two [[MadScientist Mad Scientists]] manning it, and having a FleshGolem with them, they are entirely on your side.
554* EinsteinHair: Both of the scientists have these.
555* FieryRedhead: One of the scientists has bright red hair.
556* FrankensteinsMonster: Frankie the Flesh Golem is sewn together from body parts and animated by electricity.
557* GoodCounterpart: Frankie the FleshGolem is this to the Abominations that come through towards you in the Shadowmoon Campaign levels.
558* GroundPunch: Frankie can do this at level 3.
559* GuestStarPartyMember: It's only available in Bonesburg, the first level of the Shadowmoon mini-campaign.
560* HulkSpeak: Frankie talks like this, bumbling and talking in the third-person.
561* LawyerFriendlyCameo: It has a FleshGolem called [[Literature/{{Frankenstein}} Frankie]].
562* MadScientist: With lab coats and everything.
563* ShockAndAwe: It has a lightning and electricity based ability, which are useful with large crowds of enemies.
564[[/folder]]
565
566[[folder:Origins Towers]]
567!!Arcane Archers
568[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_arcane_archers_50.png]]
569[[caption-width-right:172:'''''"Hado i philinn."''''']]
570->''Arcane Archers shoot magical arrows that weaken their target's magic resistance.''
571->'''Abilities:''' Burst Arrows, Slumber Arrows
572
573One 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.
574----
575* BlueIsHeroic: Silvery-blue elite archers that fight for the Queen.
576* 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.
577* HerdHittingAttack: '''Burst Arrows''' deal damage to enemies within the area of effect.
578* MageMarksman: Though they are archers, they wield strong magical abilities in their arrows.
579* TranquilizerDart: '''Slumber Arrows''' functions as this.
580* TrickArrow: They are equipped with magical arrows to inflict certain effects.
581
582!!Golden Longbows
583[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_golden_longbows_50.png]]
584[[caption-width-right:172:'''''"Shoot to thrill, ready to kill."''''']]
585->''Golden Longbows are accurate, disciplined archers that deal death from far far away.''
586->'''Abilities:''' Crimson Sentence, Hunter's Mark
587
588One 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.
589----
590* BadassCape: They wear billowing red ones that look awesome.
591* DamageIncreasingDebuff: '''Hunter's Mark''' allows the Golden Longbows to mark one target to amplify the damage taken.
592* FriendlySniper: On the side of good, and with a ong range and deadly accuracy.
593* 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.
594* OneHitKill: '''Crimson Sentence''' allows them to instantly kill one target with a very low percentage. Upgrading it will increase the chance.
595* RedIsHeroic: Their red an gold colour scheme is matched by their heroic actions during the levels.
596
597!!Bladesinger Hall
598[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_bladesinger_hall_50.png]]
599[[caption-width-right:172:'''''"Honor to serve."''''']]
600->''Warrior monks that take combat as an artform where perfection is just the beginning.''
601->'''Abilities:''' Perfect Parry, Edge Mastery, Blade Dance
602
603One of the two Tier 4 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.
604----
605* DiscardAndDraw: Bladesingers loses their ability to attack enemies from the distance with bows in exchange for more melee offense.
606* DualWielding: They wield a pair of curved swords.
607* 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.
608* MasterSwordsman: They are the master of the blades. They can upgrade '''Edge Mastery''' to improve their damage and attack speed.
609* MercyInvincibility: '''Perfect Parry''' gives them a chance to become invulnerable after being attacked.
610* ParryingBullets: '''Perfect Parry''' works on any attack, including ranged.
611* RedIsHeroic: Their overall red colour scheme, and long red hair is indicative of the fact that they're on your side.
612* SpinToDeflectStuff: The animation for '''Perfect Parry'''.
613* WarriorMonk: Their caption before purchase describes them as such.
614
615!!Forest Keepers
616[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_forest_keepers_50.png]]
617[[caption-width-right:172:'''''"Nature is calling!"''''']]
618->''Guardians of the forest, they command the powers of nature to help protect the realm.''
619->'''Abilities:''' Circle of Life, Eerie Gardener, Ancient Oak Spear
620
621One of the two Tier 4 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.
622----
623* ArmorPiercingAttack: '''Ancient Oak Spear''' bypass enemies' defences and deal true damage.
624* GreenThumb: '''Eerie Gardener''' allows them to summon vines which slows down and damages enemies over time.
625* GlowingEyes: Green ones, indiciative of their greenery-based powers.
626* HealingHands: '''Circle of Life''' gives them the ability to heal themselves and any allies.
627* JavelinThrower: Forest Keepers attack enemies that fly or are far away by throwing javelins.
628
629!!Wild Magus
630[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_wild_magus_50.png]]
631[[caption-width-right:172:'''''"Smokin'!"''''']]
632->''The Wild Magus wields magic in its purest most uncontrollable form. Raw magic power!''
633->'''Abilities:''' Eldritch Doom, Ward of Disruption
634
635One 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.
636----
637* GenkiGirl: Judging by their quotes, voice, and attack style, they seem to be this.
638* HerdHittingAttack: '''Eldritch Doom''', in addition to instantly killing one foe, deals damage to all enemies standing nearby.
639* LudicrousGibs: The fate off anyone struck by '''Eldritch Doom'''.
640* MagicMissileStorm: The Wild Magus's individual attacks deal little damage, but the tower has one of the fastest attack speeds in the game.
641* MysticalWhiteHair
642* OneHitKill: '''Eldritch Doom''' gives the magus a chance to instantly kill a single target.
643* PopGoesTheHuman: Any enemy unlucky enough to be hit by '''Eldritch Doom''' explodes into gibs.
644* PowerFloats: The entire tower seems to be floating.
645* StatusEffects: '''Ward of Disruption''' cast silence against a crowd of enemies, including Twilight Harasser's jump ability.
646
647!!High Elven Mage
648[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_high_elven_mage_50.png]]
649[[caption-width-right:172:'''''"Clear your mind."''''']]
650->''High elven mages cast awesome high energy triple bolts! A taste of Tel'Quesir magic.''
651->'''Abilities:''' Timelapse, Arcane Sentinel
652
653One 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.
654----
655* BadassLongRobe: The only wizards that have them in ''Origins''
656* BlueIsHeroic: They have a mystical blue colour scheme and they're on the side of the player.
657* LockedOutOfTheFight: '''Timelapse''' traps a group of enemies for a duration and deals damage to them during that time.
658* 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.
659* PowerCrystal: Their source of power.
660* 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.
661
662!!Arch-Druid Henge
663[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_arch_druid_henge_50.png]]
664[[caption-width-right:172:'''''"Into the wild."''''']]
665->''Arch-Druids have total control over nature, commanding earth, beast, and spirit alike.''
666->'''Abilities:''' Sylvan Curse, Runed Bears
667
668One 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.
669----
670
671* 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.
672* BadassLongRobe: A slightly shorter one worn by one of the Druids.
673* 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.
674* 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.
675* {{Druid}}: As their title says.
676* HornedHumanoid: The main Druid has curled horns on its head.
677* MagicStaff: Again, the main Druid has a magic staff that it uses to summon an hurl stones.
678* SplashDamage: As with most Artillery Units.
679* {{Synchronization}}: '''Sylvan Curse''' causes all enemies that are near the cursed enemy to receive a percentage of damage that the cursed enemy taken.
680
681!!Weirdwood
682[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_weirdwood_50.png]]
683[[caption-width-right:172:'''''"The forest awakens!"''''']]
684->''"This huge treant is of the very angry kind! It gives a whole new meaning to "wrath of the forest"!''
685->'''Abilities:''' Fiery Acorn, Clobber
686
687One 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.
688----
689* FieryRedhead: An almost literal example, where it uses its '''Fiery Acorn''' and having reddish leaves.
690* GroundPunch: '''Clobber''' allows them to slam the ground to deal damage and stun the enemy for a few seconds.
691* PlayingWithFire: Its '''Fiery Acorn''' ability sets the ground on fire for a short amount of time.
692* SlasherSmile: It sports one before throwing its '''Fiery Acorn'''.
693* {{Treants}}: A large tree that throws explosive nuts.
694* WhenTreesAttack: And they prefer throwing nuts at their enemies.
695
696!! Awok Hut
697[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_awokhut_50.png]]
698[[caption-width-right:172:'''''"Melonga!"''''']]
699-> ''"Friendly but fearsome furry furies that protect the great Redwood."''
700
701A special barrack in ''Redwood Stand''. For hundred gold, the barrack can spawn up to 4 Awoks and defend their home from the invaders.
702----
703* 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.
704* BearsAreBadNews: To the enemy units that is.
705* GuestStarPartyMember: They only appear in Redwood Stand.
706* LawyerFriendlyCameo: They are [[Franchise/StarWars the Ewoks]] in all but name.
707* 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.
708
709!! Gryphon Riders
710[[quoteright:268:https://static.tvtropes.org/pmwiki/pub/images/gryphon_rider1_8.png]]
711
712A 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.
713----
714* 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.
715* BeastOfBattle: The Gryphons.
716* ConvenientlyTimedGuard: They appear at key times on the levels, attacking parts of the paths that would most likely be crowded with enemies.
717* DeathFromAbove: What they deal to your enemies on the level.
718%%* FieryRedhead: The elves that ride them.
719* GuestStarPartyMember: They only appear in Gryphon Point.
720* MagicStaff: One that the elves riding them use to shoot down your enemies.
721%%* OurGryphonsAreDifferent
722* PlayingWithFire: The riders seem to shoot a fiery spell down on the path when flying over them.
723
724!! Faery Dragon Aerie
725[[quoteright:303:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_faerydragon1_1.png]]
726-> ''"Dragonlings with a crystallizing punch!"''
727-> '''Abilities''': Hatch a Dragon, Harder Crystal.
728
729Dragonlings that appear on ''The Crystal Lake'' level in the Enchanted Forest area of the main campaign.
730----
731* BadassAdorable: Baby dragons that are incredibly helpful in your battles against the enemy units.
732* 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.
733* CrystalPrison: Essentially what they trap your enemies in, by [[BreathWeapon breathing on them and temporarily trapping them in a crystalline substance.
734* FairyDragons: Small purple-blue dragons with insect wings instead of forelegs, and which can trap foes in crystal.
735* GuestStarPartyMember: They only appear in "The Crystal Lake".
736* HarmlessFreezing: Their crystalizing ability does absolutely no harm to your enemies, but stops them dead in their tracks.
737* InnocentBlueEyes: They have icy blue eyes, and their attacks deal no damage.
738
739!! Gnome Garden
740[[quoteright:294:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_gnome1_4.png]]
741 [[caption-width-right:287:'''''Expialidocious!''''']]
742-> ''"Blinking Gnomes ready for trickery!"''
743-> '''Abilities:''' Cream and Porridge, Total Mischief
744
745Some 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.
746----
747* AssistCharacter: What they essentially are, with them using their tricks to stall the enemies in a variety of ways.
748* 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.
749* ForcedTransformation: They can turn some of your enemies into harmless bunnies, though this reduces the amount of gold that they can give.
750* GuestStarPartyMember: They only appear in The Unseelie Court.
751* MagicWand: What each gnome has on them to cast a spell on an enemy unit.
752* OneHitKill: They can disintegrate enemies when '''Total Mischief''' is maxed.
753* OurGnomesAreDifferent: Surprisingly powerful humanoids that can do some serious harm to enemy units.
754* PoisonedWeapons: They can poison enemies, dealing 120 damage, but cannot finish them off.
755* PurpleIsPowerful: Gnomes that wear purple, and are surprisingly powerful units.
756* RuleOfThree: There are 3 gnomes available and 3 levels possible for the '''Total Mischief''' ability.
757* VideoGameStealing: Their passive ability involves pickpocketing from your enemies, in the same way as the [[CallForward Assassins would years later]].
758* WeaponizedTeleportation: They can teleport enemies backwards.
759
760!! Dragon Nest
761[[quoteright:287:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_dragonnest1_6.png]]
762-> ''"The egg of a red dragon, the mightiest and most feared kind."''
763-> '''Abilities:''' Blazing Breath, Fiery Mist.
764
765A 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.
766----
767* BadassAdorable: For a newly-hatched red dragon, he is surprisingly powerful against enemy units.
768* BreathWeapon: Just like grown-up Ashbite in ''Frontiers''.
769* FutureBadass: This is in fact Ashbite, with some of the same abilities as he would use years later.
770* GuestStarPartyMember: He only appears in Arcane Quarters.
771* InstantExpert: Seems to know how to use the '''Blazing Breath''' and '''Fiery Mist''' abilities only a short while after hatching from an egg.
772* PintSizedPowerhouse: A tiny, newly-hatched, and surprisingly powerful baby dragon.
773* PlayingWithFire: Just like his future self (with the BreathWeapon variety, of course).
774* RedIsHeroic: As with the future Ashbite.
775* SmokeShield: What the '''Fiery Mist''' does, which helps to slow down enemies.
776* WeaksauceWeakness: He is susceptible to AntiAir enemies, which become quite common on that level in particular.
777
778!! Young Beresad
779[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_yberesad1_3.png]]
780-> ''"This black sleeping dragon is very fond of gold."''
781-> '''Abilities:''' Conflagration
782
783A 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''.
784----
785* BadassAdorable: A young, powerful, and surprisingly powerful black dragon.
786* BreathWeapon: He breathes green fire.
787* CastFromMoney: Beresad must be paid 100 gold every time his Conflagration ability is activated.
788* DeathFromAbove: Like Ashbite above. Though his method involves flying to specific parts of the map in a specific order to achieve this.
789* DragonHoard: Beresad has one even at this relatively young age.
790* {{Greed}}: The flavour states that he's ''very fond of gold''.
791* GuestStarPartyMember: Only available in Arcane Quarters.
792* PromotedToPlayable: From being an obstacle in ''Frontiers'', to a playable tower in ''Origins''.
793* RedEyesTakeWarning: As with future Beresad.
794* TechnicolourFire: He breathes green fire, like he does in ''Frontiers'' and later, ''Vengeance''.
795* TokenEvilTeammate: Given your encounters with him in the future, he seems to be this for your troops in Arcane Quarters.
796
797!! Renegade Post
798[[quoteright:177:https://static.tvtropes.org/pmwiki/pub/images/kro_towerbox_renegade2.png]]
799[[caption-width-right:177:'''''No quarter!''''']]
800-> ''"Bring it on!!"''
801-> '''Abilities:''' Life Stealer Strike, Double Daggers, Blade Mail.
802
803A 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''.
804----
805* AttackBackfire: Their '''Blade Mail''' ability reflects a certain percentage of the damage they're dealt, back at the enemy units.
806* DefectorFromDecadence / EveryoneHasStandards: They turned against their own kind after their plans went too far for them, personally.
807* GuestStarPartyMember: They only appear in Shrine of Elynie.
808* HeelFaceTurn
809* JackOfAllTrades: They have decent armour, both close-quarter and ranged attacks, and can heal themselves with '''Life Stealer Strike'''.
810* LifeDrain: Their '''Life Stealer Strike''' ability allows them to both deal physical damage, and heal themselves thanks to them beating their enemies.
811* StormOfBlades: A mild example, wherein they can throw a blade at their enemies, and throw two when the '''Double Daggers''' ability is unlocked.
812
813!! Bastion
814[[quoteright:259:https://static.tvtropes.org/pmwiki/pub/images/tower_bastion1.png]]
815[[caption-width-right:259:'''''Fire for effect!''''']]
816-> ''"Ready, willing, and able!"''
817-> '''Upgrades:''' (top Bastion only) Razor Stars.
818
819Two 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.
820----
821* 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.
822* CoolHelmet: Worn by the elf manning the Bastion.
823* CripplingOverspecialization: While it does give good damage to enemy units, it's limited to one part of one path only, with very little leeway.
824* 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.
825* GuestStarPartyMember: They only appear in Galadrian's Wall.
826* HeroOfAnotherStory: One was destroyed and has to be rebuilt, most likely defending the Wall the Ogres are attacking.
827* RedShirt: One Bastion is destroyed by a Gnoll Burner at the start of wave 5.
828* StormOfBlades: It shoots razor stars that can do an alright amount of damage to enemy units.
829[[/folder]]
830
831[[folder: Vengeance Towers]]
832!! In General
833* TheBusCameBack: Most of them are enemies from the first three games who now make a reappearance as playable towers.
834* 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.
835* 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.
836* PromotedToPlayable: Enemies from the previous three games that are now playable as towers.
837* 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.
838* VillainProtagonist: All of them are on the Dark Army's side, and are all used by the player.
839
840!!Shadow Archers
841[[quoteright:221:https://static.tvtropes.org/pmwiki/pub/images/shadow_archer_9.jpg]]
842[[caption-width-right:221:'''''"An arrow to your knee!"''''']]
843->''Rigorously trained to be the deadliest of marksmen, these archers will easily take care of enemies before they get noticed.''
844->'''Abilities:''' Blade of Demise, Shadow Mark, Crow's Nest
845
846Shadow 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.
847----
848* 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.
849* DamageIncreasingDebuff: '''Shadow Mark''' allows the Shadow Archers to mark one target to amplify the damage taken.
850* 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.
851* KneeCapping: The quote upon upgraded to fourth level is a play on the memetic line from ''VideoGame/TheElderScrollsVSkyrim''.
852* NoArcInArchery: Unlike other Archer towers, their projectile shoot straight rather than an arc, making their shots much quicker.
853* OneHitKill: '''Blade of Demise''' allows the Shadow Archer on the tower to teleport and perform a BackStab that instantly kills a non-boss target.
854
855!! Orc Warrior Den
856[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/orc_warrior_2.jpg]]
857[[caption-width-right:222:'''''"We die, we live again!"''''']]
858->''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.''
859->'''Abilities:''' Lust for Combat, Captain Promotion, Seal of Blood
860
861A 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.
862----
863* EvilCounterpart: To the Barracks towers in general.
864* HealingFactor: '''Seal of Blood''' gives them a constant health regeneration to make them survive much longer.
865* MookPromotion: '''Captain Promotion''' promotes one of them into a Captain with higher health, damage, regeneration and armour.
866
867!! Infernal Mage
868[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/infernal_mage.jpg]]
869[[caption-width-right:222:'''''"From fire, reborn."''''']]
870->''Slow but powerful, these fiendish demons are able to harness magical infernal forces and blast away their enemies, turning them into fine ash.''
871->'''Abilities:''' Lava Fissure, Affliction, Infernal Portal
872
873Demon mages that throw fireballs at enemies. They have three abilities: '''Lava Fissure''', which causes eruptions beneath enemies, '''Affliction''', which reduces enemies' armour, and '''Infernal Portal''', which teleports enemies backwards in the path.
874----
875* DamageIncreasingDebuff: '''Affliction''' temporarily reduces the armour of enemies affected by it.
876* EvilCounterpart: To Mage towers.
877* 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.
878* WeaponizedTeleportation: '''Infernal Portal''' teleports enemies backwards on the path.
879
880!! Rocket Riders
881[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/rocket_rider.jpg]]
882[[caption-width-right:222:'''''"Prepare for trouble!"''''']]
883->''"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.''
884->'''Abilities:''' Minefield, Nitro Boosters, Defective Engines
885
886Goblins 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.
887----
888* 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.
889* RecursiveAmmo: '''Defective Engines''' has the rocket explode in mid-air and rain down a shower of bombs in a manner similar to the Big Bertha's Cluster Launcher Xtreme.
890* SuicideAttack: They attack by having a goblin [[RocketRide ride an explosive rocket]] into the air then crash and explode on a target area.
891* TrapMaster: '''Minefield''' allows them to drop mines on the path that explode on enemies walking by.
892
893!! Dark Knights
894[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/dark_knight.jpg]]
895[[caption-width-right:222:'''''"Come on, make my day!"''''']]
896->''These elite knights traded the taint of corruption for great power. Fighting in pairs, their full plates make them almost impervious to physical damage.''
897->'''Abilities:''' Brutal Strike, Armor of Thorns, Impervious
898
899A 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.
900----
901* 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.
902* 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.
903* ChainsawGood: Their level 4 upgrade gives them ''chainswords''. This is also the attack animation for '''Brutal Strike'''.
904* 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 armour. Their drawback is that their fewer numbers mean that they aren't as effective at blocking {{Zerg Rush}}es.
905* 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' armour.
906* {{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'''.
907* 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.
908* 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'''.
909* OneHitKill: '''Brutal Strike''' gives them a small chance of instantly killing an enemy when attacking.
910* 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.
911* 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.
912* TinTyrant: They have a set of black spiky armour at higher levels, and at the maximum level they definitely give off this vibe. The armour's not for show either, it gives them 75% physical armour.
913
914!! Melting Furnace
915[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/furnace.jpg]]
916[[caption-width-right:222:'''''"So hot right now."''''']]
917->''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.''
918->'''Abilities:''' Abrasive Heat, Burning Fuel, Red Hot Coal
919
920A 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.
921----
922
923* AreaOfEffect: Like the DWAARP, it hits all enemies in an area around it and stuns them for a brief while.
924* DamageOverTime: '''Red Hot Coal''' drops coals onto the path that constantly damage enemies walking on it.
925* EarthquakeMachine: Similar to the DWAARP, it smashes the ground to create a shockwave that damages and stuns enemies around it.
926* 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'''.
927* 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'''.
928* PlayingWithFire: '''Red Hot Coal''' drops some of the coals on the ground to deal constant damage to enemies walking on it.
929* {{Overdrive}}: '''Burning Fuel''' allows it to go into overdrive every 30 seconds, making it attack at twice the rate for 10 seconds.
930* StatusBuff: '''Abrasive Heat''' boosts the damage of towers near it.
931* StatusEffects: Its basic attack allows it to stun enemies they hit for a short while.
932
933!! Spectres' Mausoleum
934[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/spectre_1.jpg]]
935[[caption-width-right:222:'''''"No rest for the wicked."''''']]
936->''An ancient mausoleum infused by dark magical forces. Dreadful ghosts gather around it, attacking and inspiring fear on any enemies that dare get close.''
937->'''Abilities:''' Spectral Communion, Possession, Guardian Gargoyles
938
939A haunted mausoleum housing spectres that gather around and launch themselves at enemies. They have three abilities: '''Spectral Communion''', which increases the amount of spectres stored when idle, '''Possession''', which sends out a spectre to possess enemies, making them go back and attack other enemies, and '''Guardian Gargoyles''', which summons gargoyles to stall enemies.
940----
941* BrainwashedAndCrazy: '''Possession''' causes one of the spectres to possess one of the enemies, turning them against their side for a short while.
942* 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.
943* DemonicPossession: '''Possession''' has a spectre possess an enemy and control it to fight its allies.
944* 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.
945* OurGargoylesRock: '''Guardian Gargoyles''' spawns a Gargoyle that can attack enemies and have high armour.
946* 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.
947* SoulPower: The mausoleum attacks by shooting spectres at the enemies to deal magical damage.
948* TookALevelInBadass: The gargoyles in the first game were the weakest flying enemy type. The '''Guardian Gargoyles''' are durable and have armour to defend against enemies.
949
950!!Goblirangs
951[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/goblin_1.jpg]]
952[[caption-width-right:222:'''''"What goes around comes around!"''''']]
953->''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!''
954->'''Abilities:''' Headbang, Biggarangs, Angry Bees
955
956A 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.
957----
958* 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.
959* 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.
960* 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.
961* OneHitPolykill: Unlike most archer tower variants whose basic attacks generally hit a single unit, the Goblirangs' boomerangs can hit multiple units in a line.
962* StatusEffects: '''Headbang''' allows them to have a chance to stun enemies they hit.
963
964!! Bone Flingers
965[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/bone_thrower.jpg]]
966[[caption-width-right:222:'''''"Got a bone to pick!?"''''']]
967->''The only thing more terrifying than their hideous laughter is the incredible speed at which these skeletons fling bones at random enemies.''
968->'''Abilities:''' Summon Bonem, The Walking Dead, Got Milk?
969
970Skeletons 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.
971----
972* 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.
973* 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.
974* DeathIsCheap: The Bonem doesn't fade when killed, but collapses into a pile which simply reanimates at full HP after a bit of time.
975* 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.
976* 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.
977* 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.
978* 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.
979* 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.
980
981!! Elite Harassers
982[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/twi_elves.jpg]]
983[[caption-width-right:222:'''''"Ours is your last breath."''''']]
984->''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.''
985->'''Abilities:''' Backstab, Arrow Storm, Fury of the Twilight
986
987A 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.
988----
989* AdaptationDyeJob: Their skin color is pale as opposed to the dark blue skin they had in ''Origins''.
990* AntiAir: They're the only barracks troops who can attack aerial units.
991* BowAndSwordInAccord: They use both a bow and blade. One of the quotes they say is even "Bow and Blade".
992* 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.
993* 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.
994* 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.
995* 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.
996* GlassCannon: Out of all the Barracks towers, these can output a good bit of damage but lack any 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.
997* SpamAttack: '''Arrow Storm''' allows them to shoot a rapid-fire hail of arrows at enemies.
998
999!! Orc Shaman
1000[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/orc_shaman.jpg]]
1001[[caption-width-right:222:'''''"One with the storm!"''''']]
1002->''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.''
1003->'''Abilities:''' Healing Roots, Meteor Shower, Static Shock
1004
1005An 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.
1006----
1007* 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.
1008* DeathFromAbove: '''Meteor Shower''' calls down meteors over an area that deal heavy damage.
1009* HealingHands: '''Healing Roots''' gives them the ability to heal allies.
1010* 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.
1011* ShockAndAwe: Their basic attack is a lightning strike that stuns enemies it directly hits.
1012* SplashDamage: '''Static Shock''' causes their attack to deal a bit of splash damage to enemies around it when it hits.
1013* StatusEffects: Their attack briefly stuns enemies that are hit.
1014
1015!! Grim Cemetery
1016[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/zombie_4.jpg]]
1017[[caption-width-right:222:'''''"Join us."''''']]
1018->''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.''
1019->'''Abilities:''' Zombiex Muscle-Gain, Bloated Corpses, Cold Grip
1020
1021A 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.
1022----
1023* ActionBomb: '''Bloated Corpses''' causes zombies to explode when killed.
1024* CameBackWrong: Most enemies that die near this cemetery will be raised as zombies.
1025* EliteZombie: '''[=ZombieX=] Muscle-Gain''' turns the zombies stronger and more muscular, with more health and attack damage.
1026* EvilCounterpart: To the Necromancer tower from ''Frontiers''. Enemies that die within its range will be raised as zombies that fight for your side.
1027* 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.
1028
1029!! Rotten Forest
1030[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/rotten_forest.jpg]]
1031[[caption-width-right:222:'''''"The forest has eyes."''''']]
1032->''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.''
1033->'''Abilities:''' Evil Treants, Roots of Evil, Fog of Despair
1034
1035Corrupted 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.
1036----
1037* OminousFog: '''Fog of Despair''' causes a fog to generate around it which makes enemies within have a chance to miss their attacks.
1038* StatusEffects: Causes a stun with '''Roots of Evil''' in a manner similar to the Rangers Hideout's Wrath of the Forest.
1039* TheTreesHaveFaces: A grove of malevolent trees with glowing green eyes.
1040* WhenTreesAttack: The Rotten Forest is a tree whose roots deal constant damage to enemies inside the area of effect, and can be upgraded with '''Evil Treants''' to spawn treants on the path to block enemies.
1041
1042!! Shaolin Temple
1043[[caption-width-right:221:'''''"Expand Your Senses."''''']]
1044->''Highly trained in martial arts, the monks of this temple have transcended to use their skills for all eternity.''
1045->'''Abilities:''' Dragon Warrior, Lion of Abundance, Shaolin Monks
1046
1047Monks of an ancient temple who strike up to three enemies in range, pausing them for a short while. They have three abilities: '''Dragon Warrior''', which spawns a powerful melee unit on the battlefield, '''Lion of Abundance''', which gives a MoneyMultiplier to enemies killed within range, and '''Shaolin Monks''', which increases the number of Monks that can attack at once.
1048----
1049* AntiAir: Unlike most artillery, they are capable of damaging and even stalling AirborneMooks.
1050* 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.
1051* {{Shoryuken}}: They use this against AirborneMooks to hit them.
1052* MechanicallyUnusualClass: The Shaolin Monks are an odd cross between an artillery 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 soldiers. '''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.
1053* MoneyMultiplier: '''Lion of Abundance''' causes enemies that die in its range to give 10% extra money. This effect stacks multiplicatively.
1054* 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.
1055
1056!! Blazing Gem
1057[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/blazing_gem.jpg]]
1058[[caption-width-right:222:'''''"No man should have this power."''''']]
1059->''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.''
1060->'''Abilities:''' Gem of Amplification, Unstable Power, Destructo-Ray
1061
1062A 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.
1063----
1064* DeathRay: '''Destructo-Ray''' allows it to shoot one that instantly kills enemies.
1065* 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.
1066** 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.
1067** 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.
1068* 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.
1069* 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.
1070* OneHitKill: '''Destructo-Ray''' allows it to periodically shoot a DeathRay that disintegrates enemies similar to the Arcane Wizard's.
1071* PurpleIsPowerful: Once '''Gem of Amplification''' is purchased, its ray will change from red to purple once it gets to the fourth level of power.
1072* SplashDamage: '''Unstable Power''' causes enemies that are killed by it to explode and deal damage to nearby enemies.
1073
1074!! Deep Devil's Reef
1075[[quoteright:221:https://static.tvtropes.org/pmwiki/pub/images/deepdevil.png]]
1076[[caption-width-right:221:'''''"We come... from the deep!"''''']]
1077->''From the depths of the sea, Bluegales emerge to zap enemies with their powerful magic while a couple of skilful Greenfins stop them in place.''
1078->'''Abilities:''' Chosen by the Sea, Net Throw, Perfect Storm
1079
1080A 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.
1081----
1082* {{Cthulhumanoid}}: The Bluegale on top appears to be a mindflayer crossed with a fish.
1083* 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.
1084* 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''.
1085* 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 soldiers, despite only coming in two instead of three, don't hurt as much as the Elite Harassers nor have heavy armour like the Dark Knights.
1086* 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.
1087* LockedOutOfTheFight: '''Net Throw''' temporarily removes enemies from the battlefield.
1088* SleepingWithTheFishes: The trope is referenced with one of their quotes, where they say this exact term.
1089* 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.
1090* 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.
1091
1092!! Wicked Sisters
1093[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/wicked_sisters.jpg]]
1094[[caption-width-right:222:'''''"So you wanna play with magic?"''''']]
1095->''Double trouble, cauldron bubble! this pair of witches brings double jeopardy with their black magic allowing them to swap between poisoning or stunning targets.''
1096->'''Abilities:''' Froggification, Nimbus 4000, Hex Totem
1097
1098A 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.
1099----
1100* AntiMagic: '''Hex Totem''' silences magic users near it but also affects certain non-magi users such as Quarry Workers and Smokebeard Engineers.
1101* BodyguardingABadass: They seem to be the closest thing that Lord Blackburn has to bodyguards, not that Blackburn needs to be guarded in any way.
1102* 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.
1103* 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.
1104* DevolutionDevice: Against the [[FrogMen Anurians]] who are already frogs to begin with, '''Froggification''' essentially does this by turning them into a non-sentient frog.
1105* DualModeUnit: The player can manage the type of hex they use (poison or damage and stun).
1106* 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]].
1107* ForcedTransformation: '''Froggification''' turns enemies into harmless frogs that cannot be blocked and die when tapped on enough.
1108* NoSell: The broomstick witch is immune to tower disabling effects since she moves as a separate unit.
1109* PoisonIsEvil: One of the capabilities of these {{Wicked Witch}}es is poisoning enemies.
1110* PraetorianGuard: They are this to Blackburn in their current forms.
1111* StatusEffects: Depending on which one is used, they can either poison or stun enemies. '''Hex Totem''' causes silence to enemies nearby.
1112* 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.
1113* 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.
1114
1115!!Swamp Thing
1116[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/swamp_thing_tower.jpg]]
1117[[caption-width-right:350:'''''"I will cede no ground."''''']]
1118->''A monster from the deepest swamps, he throws toxic balls and can fight on the road.''
1119->'''Abilities:''' Smash!, Blinding Liquid, Carnivore
1120
1121A 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.
1122----
1123* AHandfulForAnEye: Averted, '''Blinding Liquid''' doesn't actually blind them, but instead stuns the enemy.
1124* CardCarryingVillain: '''''"I am not your friend."'''''
1125* DishingOutDirt: It throws large balls of vegetative earth at the enemies on the paths.
1126* DualModeUnit: They can function as either a long range tower, or as a heavy duty barracks unit.
1127* 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.
1128* GreenAndMean: Described as such in the tower selection tab.
1129* 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.
1130* LongRangeFighter: When in ranged mode, they have the longest range in the entire game.
1131* MightyGlacier: They hit hard but at a slow rate.
1132* MuckMonster
1133* 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.
1134* OneHitKill: '''Smash!''' gives them a chance to one-shot an enemy they hit.
1135* PoisonIsEvil: The balls that it throws are rather toxic.
1136* RedEyesTakeWarning: Just as they were back in the first game.
1137* StandYourGround: Its quote '''''"I will cede no ground"''''', invokes this.
1138* StoneWall: At maximum level, it gets stats on par with 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.
1139* ToServeMan: Its '''Carnivore''' ability allows the Swamp Thing to eat enemies, healing it in the process.
1140
1141!! Goblin War Zeppelin
1142[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/war_zeppelin.jpg]]
1143[[caption-width-right:222:'''''"Gimme fuel!"''''']]
1144->''The pinnacle of goblin warfare! This floating behemoth travels over its enemies, dropping bombs that cause mayhem and damaging all inside the blast.''
1145->'''Abilities:''' Tar Bomb, Goblin Scout, Paratroopers
1146
1147An 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.
1148----
1149* CoolAirship: It starts out as a hot air balloon that drops bombs, but at its final level it gets replaced with a Zeppelin.
1150* 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.
1151* 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.
1152* 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.
1153* LightningBruiser: Attacks for very heavy SplashDamage at a moderate rate, and the blimp is immune to tower-disabling effects.
1154* 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.
1155* NoSell: Since the tower itself only serves as air control for the zeppelin, the latter can still attack (but not move or upgrade) if the tower is disabled.
1156* SkeletonMotif: It's covered in the skulls of various creatures.
1157* 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.
1158* StickySituation: '''Tar Bomb''' drops a barrel of tar on the ground that slows grounded enemies walking on it.
1159
1160!! Troll Mercenaries
1161[[quoteright:149:https://static.tvtropes.org/pmwiki/pub/images/troll_mercenaries.png]]
1162-> ''Trolls that, for a little coin, will come to your aid.''
1163-> '''Hire:''' Troll, Troll Champions
1164
1165A Troll tent in the Northern areas that the player can hire Trolls or Troll Champions from.
1166----
1167* ArtEvolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.
1168* EvilRedhead
1169* 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'').
1170* HealingFactor: The Trolls are capable of regenerating health quickly just like they did in the first game.
1171
1172!! Spider Nest
1173[[quoteright:149:https://static.tvtropes.org/pmwiki/pub/images/spider_nest.png]]
1174-> ''Spider nest, spider nest...''
1175-> '''Abilities:''' Sticky Web, Spiderlings
1176
1177A spider nest in Silveroak Forest that houses a Spider Matriarch which lays eggs.
1178----
1179* 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.
1180* GiantSpider: Consists of a large Spider Matriarch that lays spiderling eggs.
1181* GuestStarPartyMember: They only appear in Silveroak Outpost.
1182* 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.
1183* RedEyesTakeWarning: The Spider Matriarch that lays the eggs has red eyes.
1184* StickySituation: '''Sticky Web''' puts a web around the nest, slowing down grounded foes that walk on it.
1185
1186!! Caravan
1187[[quoteright:149:https://static.tvtropes.org/pmwiki/pub/images/caravan.png]]
1188-> ''Hire some mercenaries, my friend!''
1189-> '''Deals:''' Small Pack, Large Pack
1190
1191A caravan on the outskirts of Lightseeker Camp that hires bandits. You can hire either two mercenaries for 60 gold, or three mercenaries for 120.
1192----
1193* ArmyOfThievesAndWhores: They consist of the Bandit, Marauder and Raider from the first game.
1194* ArtEvolution: Like several of the other now-playable enemies from the first game, their art is much more detailed now.
1195* CastFromMoney: Like other mercenaries, they cost money to hire, but unlike other mercenaries, they do not last until killed but will automatically leave when their duration expires.
1196* CoolHelmet: The Marauder and Raider, like before.
1197* 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.
1198* GuestStarPartyMember: They only appear in Lightseeker Camp.
1199* PrivateMilitaryContractors: They're hired mercenaries from Hushwood.
1200[[/folder]]
1201
1202[[folder: Alliance Towers]]
1203!!Royal Archers
1204[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/01_royal_archers_470x708.png]]
1205
1206!!Paladin Covenant
1207[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/02_paladin_covenant_470x708.png]]
1208
1209!! Arcane
1210[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/03_arcane_470x708.png]]
1211
1212!! Tricannon
1213[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/04_tricannon_470x708.png]]
1214
1215!! Arborean Emissary
1216[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/05_arborean_emissary_470x708.png]]
1217
1218!! Demon Pit
1219[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/06_demon_pit_470x708.png]]
1220
1221!!Ballista Outpost
1222[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/07_ballista_outpost_470x708.png]]
1223
1224!! Dwarven Flamespitter
1225[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/08_dwarven_flamespitter_470x708.png]]
1226
1227!! Rocket Gunners
1228[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/09_rocket_gunners_470x708.png]]
1229
1230!! Elven Stargazers
1231[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/10_elven_stargazers_470x708.png]]
1232
1233!! Necromancer
1234[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/11_necromancer_470x708.png]]
1235
1236!! Battle Brewmasters
1237[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/12_battle_brewmasters_470x708.png]]
1238
1239!! Dune Sentinels
1240[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/13_dune_sentinels_470x708.png]]
1241
1242!! Grim Wraiths
1243[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/14_grim_wraiths_470x708.png]]
1244
1245!! Eldritch Channeler
1246[[quoteright:470:https://static.tvtropes.org/pmwiki/pub/images/15_eldritch_channeler_470x708.png]]
1247[[/folder]]

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