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Character page for the numerous other Characters in the Kingdom Rush franchise.

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Scenery

This section is for the active parts of the scenery that are a part of the levels in Kingdom Rush, both helpful and otherwise. Due to the lack of them, the Original and Frontiers are in one file, while Origins and Vengeance are in another file.

     Kingdom Rush and Frontiers 

Imperial Guard

https://static.tvtropes.org/pmwiki/pub/images/profile_imperialguardpng1.png
Seven guards who have been holding out against Vez'nan's forces at the capital throughout his invasion in the first stage of the game.
  • Guest-Star Party Member: They only appear on The Citadel.
  • Hero of Another Story: They have been holding out against Vez'nan's army throughout the entirety of the first stage, making sure that the Juggernaut doesn't get past them.
  • Luckily, My Shield Will Protect Me: Their shield really helps in boosting their armour.
  • Made of Iron: They are able to take a LOT of damage before being defeated.
  • Mauve Shirt: Not all of them will make it to the end of the level. At least 3 of them need to survive in order to get the achievement.
  • Purple Is Powerful: They all wear purple-coloured gear, and are much more powerful than the regular troops, as well as the paladins that appear on the same level.
  • Rule of Three: Three must survive in order to get an achievement for that level.
  • Straight for the Commander: The Juggernaut aims for them whenever he fires his missiles from his fist, most likely because they are the most powerful of the soldier units in the level.

The Duskar

https://static.tvtropes.org/pmwiki/pub/images/duskar1.png
The spotter and shooter
"The nomad tribes do not take kindly to trespassers, so don't provoke the desert's fiercest denizens, the Duskar!"
A nomadic desert tribe who are one of many that are protective of the water that the "Sape Oasis" provides for them and many others.
  • Anti-Villain: They are only trying to protect one of the fewer water sources in the desert from those that might take said water for no good reason.
  • Chaotic Neutral: They will shoot both enemy units, and your units in an effort to protect their water source.
  • Character Tic: Whenever they shoot, the spotter does a celebratory dance, raising a sniper above their head and bellowing.
  • Cold Sniper: They deal a good amount of damage to those they shoot at, and since they're part of the scenery, you can't get rid of them at all.
  • Lawyer-Friendly Cameo: Their appearance, mannerisms, and style of play is an obvious one to the Tusken Raiders.
  • Necessary Drawback: They only target when enemies and your troops are fighting. Also, they are only able to hit at one particular part of the path.

Sand Worm

https://static.tvtropes.org/pmwiki/pub/images/sand_worm.png
The worm upon consuming its meal
"Beware of the shifting sands, as the mysterious beasts crawling through them have caused the doom of many experienced explorers!"
A humongous worm that eats anything that is unlucky enough to cross its path in its home of "Dunes of Despair".
  • Alien Blood: It has purple blood.
  • The Dreaded: The briefing for Dunes of Despair invokes this.
  • Eating the Enemy: In this case, everything is its enemy, so it will eat troops, heroes and enemy units, and the mercenaries that can be hired throughout the level. You get an achievement for not losing any troops to it.
  • Instakill Mook: Will one-shot anything that it eats, be they hero or Mook.
  • Killed Offscreen: It apparently dies after the campaign mode of the level, as its corpse can be seen at the bottom of the map.
  • King Mook: It can be seen as one to the dune terrors that are also introduced in that level.
  • Mama Bear: The reason why it was Promoted to Playable in Vengeance? According to lore, a Hammerhold patrol stumbled upon its tunnels filled with Sandworm eggs, disturbing them.
  • One-Hit Kill: Any unit caught in its jaws is immediately removed from battle, be it ally, enemy, or hero.
  • Promoted to Playable: Vengeance allows you to play as them via the Sandworm Hollow tower. It can indeed eat enemies for a One-Hit Kill just like it did in Frontiers.
  • Sand Worm: It's a giant sand worm reminiscent to those from Dune.
  • Worm Sign: There will always be a mini sandstorm and a rumbling on the ground that signifies when it will come up to eat some of the units that may be on the path.

Snapvine

https://static.tvtropes.org/pmwiki/pub/images/snapvinepng1.png
Ready for a snack
"they [the Tuk'va tribe] warn us about the vegetation... it seems to have something of an appetite around these parts..."
Carnivorous plants that appear on the "Snapvine Bridge", living along the Za'golon River near the bridge built during the Barrington-Keynes Expedition decades before.
  • The Bus Came Back: Legends of Kingdom Rush has smaller versions of these in the first main campaign, which act as stage hazards that nip at any units in range.
  • Chaotic Neutral: These things will eat any that comes too close to them, hero, mercenary, enemy, troops, you name it.
  • Man-Eating Plant: What makes them both a blessing and a curse in this level is that they eat both enemies and troops that get near them. You get an achievement for letting them eat enough troops and enemies.
  • Meaningful Name: The bridge that was built over the river is named after their presence.
  • One-Hit Kill: Any unit in its range will be eaten, hero, ally or enemy. However, unlike the Sand Worm, it can't eat things that are too big, such as Gorillons, or flying units like Ashbite, Bonehart, or Giant Wasps (the last can be killed in collateral when it eats a grounded unit, however).
  • Suddenly-Harmful Harmless Object: There are five of them on the level, and they are awakened on different waves, starting with wave 2, and every 2 waves after that, until wave 10.

     Origins and Vengeance 

Awok Village

https://static.tvtropes.org/pmwiki/pub/images/awok_village2.png
"The treefolk are fighting valiantly to defend their home, but they are barely holding... "

A village built into one of the "great redwoods", lived in by the largely tree-dwelling race known as the Awok, who you assist in defending from the Gnoll invasion.


  • Annoying Arrows: Or rather, annoying spears that, like regular arrows, regularly miss, and do little damage to the enemy.
  • Death from Above: During the battle, they throw spears down from their village to try to damage the enemies rushing past.
  • Expy: They look identical to the Ewoks from Star Wars: Episode VI — Return of the Jedi, share the same name outside of a single phonetically similar letter, and share their habit of living in huts built on top of trees.
  • Treetop Town: They live in a village of simple huts built on the side of three giant trees.

Rangers

https://static.tvtropes.org/pmwiki/pub/images/ranger_camp1.png
The Ranger Camp at Galadrian's Wall.
"Gnoll tribes led by mysterious ogres are overrunning the few troops still defending the ruined wall."

The rangers of the Elven Kingdom act as its primary defense force, looking out for any enemies, and being the first to engage with them should ever they enter the kingdom's boundaries. They appear in the cutscenes for the game, and are an active part of the levels Gryphon Point and Galadrian's Wall.


  • Annoying Arrows: They fire arrows at the enemies that make their way down the paths.
  • Bodyguarding a Badass: In Gryphon Point they are on the platform with Alleria, making sure that the enemies are kept at bay while she makes her escape.
  • Hero of Another Story: They are always at the front lines of the kingdom, defending it from invaders and marauders alike, and the ones here are no exception.
  • In the Hood: They all wear hooded green robes.
  • Kill It with Fire: The Rangers in the encampement in "Galadrian's Wall" are burned by a Gnoll Burner who pops out of a bush, which also creates a path for other enemies to go through.
  • Mauve Shirt: The Rangers at "Galadrian's Wall", only last until Wave 10 before being incinerated by a Gnoll Burner.

Crystal Serpent

https://static.tvtropes.org/pmwiki/pub/images/crystalserpenthead1.jpg
The serpent upon emerging.
"I have heard them whisper about the Grootslang, but they refuse to speak further about the issue."
The creature that dwells within "The Crystal Lake", and is a minor hinderance to the player due to its dual ability to temporarily encase towers in a hard crystal, and creating new paths for enemies.
  • Breath Weapon: It will breathe a violet mist onto any towers on the shores of the lake that you can't break yourself, and will have to wait before you can use your towers again.
  • Crystal Prison: Essentially what it traps your towers in.
  • The Dreaded: The level briefing states that troops are uneasy about crossing the lake, due to its presence.
  • No Name Given: While it's hinted that it's a Grootslang, this is never confirmed in-game and it has no official name.
  • Purple Is Powerful: It has purple fins along its back and face.
  • Shark Fin of Doom: See Worm Sign below.
  • Snakes Are Sinister: A giant serpent that is of a hinderance to you and your troops.
  • Super-Scream: It will rise up twice from the water to scream at a high-pitch, creating new paths for the enemy units to use.
  • Worm Sign: It will show a part of its body out of the lake from time to time, but it's only when it shows two parts of its body coming out of the lake that shows that it's about to rise out of the lake and do something.

Toad House

https://static.tvtropes.org/pmwiki/pub/images/img_1487.png
Eyeing up its meal.
A Sentient House created by Magnus Spellbane to help in protecting the City of Lozagon. Unlike the other sentient houses that appear on the level, it is stuck in its current position and is thus, easy to avoid.
  • Crippling Overspecialisation: It can only eat troops/heroes that are directly in front of it. Given that it's located near the end of the top path, but stuck to one particular position of the top path, it's relatively easy to avoid.
  • Cyclops: It has one large eye that it uses to look for potential food.
  • Eating the Enemy: How it protects Lozagon from Vez'nan's forces.
  • Put on a Bus: It isn't present in the Heroic and Iron challenges for the City of Lozagon.

Citadel Archers

https://static.tvtropes.org/pmwiki/pub/images/scn_archers1.png
Making a stand.
Archers based on top of the walls of the Citadel at Denas' Castle and its first line of defence. The six of them will continuously fire arrows at your troops and heroes for a small amount of damage.
  • Annoying Arrows: Their arrows mainly act as this, since they do very little damage, and are constantly firing off across the screen at your units.
  • Red Shirt: They are only present during the first part of Denas' Castle, and are killed after Vez'nan's incredibly powerful Soul Impact attack destroys the Citadel walls.
  • Stupid Sacrifice: Symbolically standing on top of the walls while Vez'nan was destroying them did absolutely nothing to stop his advance into the castle and accomplishing his goal.
  • You Shall Not Pass!: They attempted to do this while Denas retreated further into the castle, but it did little to help (See above).

Courtyard Cannons

Two mortar cannons at the heart of the Citadel in front of Denas' Castle and its second line of defence. The two of them will periodically fire barrels to cover your towers in tar and feathers, making them unusable until 40 seconds pass (Campaign-only) or if gold is paid to remove it.
  • Achilles' Heel: Their tarring and feathering cannot fully disable the Wicked Sisters and the Goblin War Zeppelin, both of which attack independently from the tower's position. Though, it will prevent them from moving their rally point and from being upgraded.
  • Continuity Nod: They bare a striking resemblance to the 500mm Big Bertha Dwarf Bombard upgrades from the first game.
  • Status Effects: Causes a Paralyzed status on any tower covered in tar and feathers.
  • Tar and Feathers: The cannons fire barrels of tar and feathers onto towers, which disables them until the player pays gold to remove it or waits 40 seconds (Campaign mode only).
  • Throw a Barrel at It: They blast barrels of tar and feathers onto your towers.

Vez'nan's Archdemon

https://static.tvtropes.org/pmwiki/pub/images/unitbox_archdemonpng1.png
Vez'nan's latest trick.
An enourmous demon summoned by Vez'nan during the final wave of Denas' Castle, in order to succeed in taking down Denas once and for all.
  • Big Red Devil: It's a huge, red demon and the second-biggest demon in the series after Moloch.
  • Damage-Sponge Boss: It isn't able to do much, but it has a humongous health pool that makes it very durable.
  • Dem Bones: It decorates itself with a lot of skulls.
  • Escort Mission: You have to make sure that it survives its journey into Denas' Castle, or else you will fail and have to start the entire level again, which is far from an easy task to do.
  • Mighty Glacier: It's extremely slow, but its attack (including the above mentioned Megaton Stomp) is capable of doing a lot of damage.
  • Non-Standard Game Over: Letting the Archdemon die will cause you to automatically fail the level, no matter how many lives you have.
  • Perspective Flip: Instead of trying to prevent a boss from reaching your exit, you are now trying to get your own boss towards the enemies' entrance.
  • Shockwave Stomp: Is capable of doing this if you tap on Vez'nan after he's charged up with enough demonic energy.
  • Summon Bigger Fish: Vez'nan summoned it in order to finish off Denas' Castle remaining soldiers, and its 3 Paragons.

Past Characters

These are characters that have either been mentioned within the games, or whose existence is confirmed via Word of God.

     Elynie 
The goddess that is responsible for the creation of the Elven race and the Tear of Elynie. She has somehow disappeared after creating the elves, with only her descendants in the form of the Royal Elven Family as proof of her physical existence.
  • Benevolent Precursors: She entrusted Faustus to protect the elves, and granted him immortality in order to do so.
  • Forged by the Gods: She created the Tear of Elynie before she disappeared, which supposedly protects her, and the elven race, and the soul of Faustus.
  • The Maker: To the Elves on the Southern Continent.
  • Oh, My Gods!: Many of the briefings before the start of the stages mention her in this format.
  • Posthumous Character: Zig-Zagged since she is supposedly a goddess, but tampering with the Tear of Elynie will supposedly put her in danger.
  • Thank the Maker: The elves do this to her, often in the level briefings.

     Scarlet Sultan 
A conqueror of the dunes over 20 years before the events of Frontiers, whose army left a trail death and despair in its wake before meeting its end at the mercy of the Great Desert Spirit.
  • The Caligula: He was a brutal tyrant who left death and despair in the wake of his conquest into the Azsare Desert.
  • The Empire: He once ruled over a now long-gone empire that attempted to conquer the Azsare Desert. He died attempting to do so.
  • Karmic Death: After slaughtering the desert tribes who stood against his tyrannical ways, he meets his end at the blade of the last member, of the last tribe to do so, Alric.
  • Posthumous Character: He died at the blade of Alric 20 years before Frontiers.
  • Sole Survivor: He was the only one remaining after his army was decimated by the Detek-en-Dil, and swallowed up by the Great Desert Spirit.
  • Walking Spoiler: Everything about him is incredibly important to Alric's backstory.

     Farcon Ironbeard 
https://static.tvtropes.org/pmwiki/pub/images/7bbfbb9a_a5dc_4be4_a94e_f6661fb232481.png
Forging the Hammer.
The first dwarf to have set foot upon the southern continent, Farcon's skills with metallurgy made him legendary, and one of the most important dwarves in the [now destroyed] city of Dwaraman. He was the one who forged the Hammer of Ages, and it was imbued with part of his soul by the Gods. This however, later cost him his life, while imprisoning Umbra in the Emberspike Mountains.
  • The Ace: He was one the greatest forgers ever to exist, he was the one to have created the Hammer of Ages.
  • Divine Assistance: He originally created the Hammer of Ages as a tribute to the dwarven gods, pouring his heart and soul into the runes and materials he used for it. The gods were so pleased by his work that they allowed him to infuse it with his soul, and made sure that if something was created by the hammer, only the hammer can destroy it.
  • Godzilla Threshold:
    • He was called on by the mages of Linirea in order to help take down Umbra.
    • In order to make sure that Umbra was imprisoned in the mountains, he used the power of the Hammer of Ages, which contained his soul, to imprison him.
  • Hero of Another Story: He was responsible for imprisoning Umbra centuries ago.
  • Heroic Sacrifice: To make sure that Umbra was imprisoned, he had to use the Hammer of Ages, which contained his soul to do so. It cost him his life, dying in the Azsare Desert on the way home.
  • Legendary Weapon: The Hammer of Ages, which was his most prized possession and greatest weapon. In Vengeance, Malik wields the Hammer of Ages against you, and it appears that the hammer can also destroy things beyond repair — as evidenced when Malik uses it to permanently destroy a tower along with its placement spot, preventing you from rebuilding there again.
  • Mysterious Past: It is stated that his origins are a mystery, and nobody truly knows about his past.
  • Our Founder:
    • His Hammer of Ages, and many of his other tools, were responsible for most of the structures that we see in Dwaraman, which are noted in the settlement itself.
    • Hammerhold was built in his memory, and the exact centre of the bastion is where he is buried, along with the Hammer of Ages.
  • Posthumous Character: He died centuries before the events of the games, and his weapon is the namesake of Hammerhold.
  • Takes One to Kill One: The dwarven gods made sure that if something is created by the Hammer of Ages, only the hammer could destroy it. Such as Umbra's prison.
  • Weapons of Their Trade: He forged the Hammer of Ages, and used it to great effect when imprisoning Umbra.

     The Ancient Being 

Xoguieth

https://static.tvtropes.org/pmwiki/pub/images/er9bnkex0aep3gu2.jpg
An alien creature of unknown origin, who ended up in the caverns of the Emberspike mountains, it was in a grave situation until the Saurians helped it. In return, it taught them how to create and operate the technology it had, allowing the Saurians to became what they currently are. Its competition design was done by th3_individualist, which was taken by Ironhide Games and refurbished into what we see now.
  • Because You Were Nice to Me: After the Saurians tended to its wounds, it gave them the technology he had, and taught them how it worked, allowing the Saurians to create the technology that they possess in the game.
  • Cthulhumanoid
  • The Dying Walk: It would have been doing this, had the Saurians not tended to its wounds.
  • Going Native: It stayed in the caverns with the Saurians, teaching them how to create and operate advanced technology, which allowed the Saurians to become what they are.
  • Handicapped Badass: As Xyzzy had heard (and in some way, witnessed), even when it was gravely injured, it could easily destroy everyone in sight.
  • Powered Armor: One that has Tron Lines all over it, and acts as his suit.
  • Purple Is Powerful: It has purple eyes and is said to be a very powerful being.
  • Ray Gun: He carries one, and helped the Saurians to create their own models for their armies.
  • Sufficiently Advanced Alien: An alien who managed to travel to Linirea from another world and has an awful lot of advanced technology on hand to defend itself. It's the technology in its possession that gave Xyzzy the idea to keep him alive.
  • Third Eye: He's a three-eyed alien.

Non-Canon

These characters are from the Board Games created by Ironhide Games, and as act as the Bosses of their respective games.

    Time Mage 
The time mage is the primary antagonist of the board game Rift in Time. Not much is known about this mysterious figure, as she merely appeared in Linirea through a portal when time and space suddenly folded in upon themselves.
  • Badass Longrobe: She has worn one for a long time, which has become tattered and unkempt over her lifetime.
  • Cool Crown: Her past self wears a sleek, golden tiara as part of her get-up.
  • Dual Mode Unit: She has two forms: her present self, who's an old woman, and her past self, who will occasionally come through a portal from the past.
  • Evil Old Folks: Her present self is an old, dishevelled woman.
  • Evil Redhead: Her past self has a light shade of red hair.
  • Hand Blast: Her avatar shows both selves using this ability.
  • I Was Quite the Looker: Her past self wasn't bad looking, to say the least.
  • Magic Staff: She has wielded one for a long time, if its appearance with her past self is of any indication.
  • Never the Selves Shall Meet: Double Subverted. Her present and past self met after both of them cast time portals that eventually met up at a certain point in time, causing the two to team up as part of the story of the board game.
  • Only Known by Their Nickname: She is only ever known the Time Mage, her real name (if she has one) is unknown.
  • Portal to the Past: The younger, past self turns up through one.
  • Temporal Duplication: Due to one portal reaching far into the past, the past self comes through and meets the present self, teaming up for the story.
  • Time Master: She can control time and space, to the point when her past self is able to meet up with her.

     The Elemenace 
The Elemenace is the primary antagonist of the board game ''Elemental Uprising". It is a being made up of four different "menaces", each menace embodying a different element: Air, Earth, Water, Fire.
  • Animal Motif: The Air Menace takes the form of a bird, the Earth Menace a long-necked tortoise, the Fire Menace a lizard, and the Water Menace a whale.
  • Elemental Embodiment: Each of the four "menaces" embodies an element and a creature that is linked to that element in some way.
  • Extra Eyes: The Water Menace has six eyes.
  • Fusion Dance: It's made up of four different being, one of each of the four elements, and they merge and seperate at any given time.
  • Light Is Not Good: The Air Menace, which is pure white (with black eyes) and pure evil.
  • Long Neck: The Earth Menace possesses one.

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