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The Arcane Archers is an advanced Ranged Tower that appears in Kingdom Rush: Origins. It is first made available in the Redwood Stand. This tower has the distinction of shooting two arrows at the same time who weaken the magic resistance of enemies.

DescriptionEdit

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

In their enchanted tower, two magic archers shoot at the same time, being able to touch two enemies at the same time. Their magical knowledge allows them to weaken the magic resistance of their target until they die. (-3% per shot and 2 shots per volley) The Arcane Archers is the first advanced tower to be introduced in the game.

Burst Arrows reinforces their mastery of enemy groups exploding in their taget doing big damage and Slumber Arrow save time by putting an enemy to sleep.

AbilitiesEdit

Burst ArrowsEdit

Burst "Let's light 'em up!"

Shoots an explosive magical arrow that deals additional area magic damage (damage area: 115). (Cooldown: 12 seconds)

Level Cost Damage
1 200 80 (88)
2 200 160 (176)
3 200 240 (264)

Slumber ArrowsEdit

Slumber "Sweet dreams!"

Shoots an arrow that puts an enemy to sleep for 4 (4.4) seconds.

Level Cost Cooldown
1 180 20s
2 180 16s
3 180 12s

RangeEdit

StrategyEdit

Arcane Archer specializes in Crowd Control, wreaking havoc in groups of weak enemies with Burst Arrows, which deals magic damage and catch leaks effectively with Slumber Arrows. Their most notable asset is the ability to shoot at up to two targets in range simultaneously, dealing damage while reducing the magic resistance of those enemies. Arcane Archers should be placed in front, near lines of Mages, so they can thin out the coming horde with their skills, leaving stronger foes for the Mages to kill. This also allows the Arcane Archers's ability to reduce magic resistance to synergize with Mages.

Strengths Edit

  • Light crowd control: The Arcane Archers can handle small numbers of enemies quite well thanks to the dual targeting system; however, they fall short to Druids when larger hordes are concerned.
  • Multi-purpose: The Arcane Archers have something up their sleeves for any kind of situations, ranging from groups of weak foes to durable, lone ones, and can handle both armored and magic resistant enemies.
  • Inexpensive: Arcane Archers do not cost much gold compared to their usefulness. Thus, they are good towers to build first in any stages.

Weakness Edit

  • Diluted damage: While the Arcane Archers' arrows can deal huge damage on a single target, their damage output is diluted when more than one foe is within range, limiting their capability of directly killing enemies. This weakness can be fatal, as it leaves the tower more vulnerable to being overrun.

Additional stats Edit

  • DPS (total of the two arrows): 27.5 to 45 (average 36.25)
  • DPS (one arrow): 13.75 to 22.5 (average 18.125)
  • Total cost: 570 G
  • Cost efficienty: 15.7 G per point of DPS

Related UpgradesEdit

  • KRO Upgrade A 01 Level-1 Master Shooter (1 star)
    • Increases Archer attack damage.
  • KRO Upgrade A 02 Level-2 Treesinged Bow (1 star)
    • Increases Archer attack range (by 10%).
  • KRO Upgrade A 03 Level-3 Obsidian Heads (2 stars)
    • Archers deal maximum damage against unarmored targets.
  • KRO Upgrade A 04 Level-4 Elven Training (2 stars)
    • Improves all Archer special abilities.
  • KRO Upgrade A 05 Level-5 Bloodletting Shot (3 stars)
    • Archer attacks have a 15% chance of causing heavy bleeding and dealing extra 10% of the damage made by the arrow.
Tower Maximum Bloodletting Damage
Hunter Arbor 23 (22 iOS)
Watcher Arbor 23 (22 iOS)
Sentinel Arbor 46 (44 iOS)
Arcane Archers 46 (44 iOS)
Golden Longbows Long-range shot: 161 (154 iOS)
Long-range shot combined with a "crit": 299 (286 iOS)
Short-range shot: 69 (66 iOS)
Short-range shot combined with a "crit": 115 (110 iOS)

Related AchievementsEdit

OrAchP5 1Rambo RAMBO STYLE Defeat 50 flying enemies with Burst Arrows.

OrAchP5 2Lull LULLABY! Defeat 50 sleeping enemies.

Quotes Edit

Conclusion Edit

Arcane archers are very versatile and have a good crowd control because they shoot 2 arrows at the same time and can shoot a burst arrow who explode. They are the only towers able to weaken the magic resistance of their enemies.

GalleryEdit


View All Towers
Towers • Kingdom Rush
Standard Archer TowerMarksmen TowerSharpshooter TowerRangers HideoutMusketeer GarrisonMilitia BarracksFootmen BarracksKnights BarracksHoly OrderBarbarian Mead HallMage TowerAdept TowerWizard TowerArcane WizardSorcerer MageDwarven BombardDwarven ArtilleryDwarven HowitzerBig BerthaTesla x104
Special Sylvan Elf HallSasquatchSunray Tower
Towers • Kingdom Rush: Frontiers
Standard Archer TowerMarksmen TowerSharpshooter TowerCrossbow FortTribal AxethrowersMilitia BarracksFootmen BarracksKnights BarracksAssassin's GuildKnights TemplarMage TowerAdept TowerWizard TowerArchmage TowerNecromancer TowerDwarven BombardDwarven ArtilleryDwarven HowitzerDWAARPBattle-Mecha T200
Special Legion ArcherMercenary CampSCUMM BarPirate CapSpear MaidenDwarven BastionDwarf HallPirate WatchtowerShrine of RegnosDark Forge
Towers • Kingdom Rush: Origins
Standard Hunter ArborWatcher ArborSentinel ArborArcane ArchersGolden LongbowsDefender BarracksWarden BarracksRanger BarracksBladesinger HallForest KeepersMystic DaisArcanist DaisEldritch DaisWild MagusHigh Elven MageStone CircleBoulder CircleMenhir CircleArch-Druid HengeWeirdwood
Special Awok HutGryphon RiderFaery Dragon AerieGnome GardenDragon NestYoung BeresadRenegade PostBastion
Towers • Kingdom Rush: Vengeance
Standard Shadow ArchersOrc Warriors DenInfernal MageRocket RidersDark KnightsMelting FurnaceSpecters MausoleumGoblirangsBone FlingersElite HarassersOrc ShamanGrim CemeteryRotten ForestBlazing GemDeep Devil's ReefWicked SistersSwamp ThingGoblin War Zeppelin
Special Troll MercenariesSpider NestCaravan
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