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Bloodshells are a giant crab-like Deep Devil, encountered in the Rising Tides mini-campaign. They have the highest physical armor of any enemy in Kingdom Rush: Frontiers (excluding Ghosts and Phantom Warriors).

Overview[]

Formidable warriors, their steel-like spiked carapace renders them invulnerable!

Bloodshells lack the unstoppable true damage power of Saurian Brutes. Rather, their specialty is to shrug off almost all kinds of damage: Artillery (including Core Drill, Dynamite, Fat Boy) is absolutely harmless to them due to their passive ability, and their great physical armor makes it so they are effectively immune to physical damage (With 64000 EHP on veteran). Even a fully upgraded Rain of Fire can't kill them due to their extremely high HP. Basically, Bloodshells can be considered a stronger Dark Slayer that forces the player to use Wizard Towers, which are useless against the Bluegales.

Strategy[]

  • Archmage Towers are the go-to tower to kill Bloodshells due to them doing the highest magic DPS of any tower. Their Twister spell is also very good at delaying Bloodshells because they are very slow and will take very long to recover the ground lost from Twister.
  • The Shrine of Regnos is useful for clearing weaker enemies surrounding a Bloodshell so Archmage Towers can prioritize the Bloodshell.
  • To stall Bloodshells, strong melee heroes like Alric, Grawl or Kutsao, Assassins with high-level Dodge, or Templars with high-level Toughness are best. Masses of weak troops like skeletal minions or low level barracks are less effective due to the Bloodshell's high attack rate.
  • Templars can damage Bloodshells with their true damage ability. Assassins should try to use the instant kill chance of their Sneak Attack. Dodge should still be upgraded first or Assassins won't survive long enough to reliably instakill before they are all killed.
  • Multiple heroes can very effectively counter Bloodshells. Using Dante’s Relic of Power can completely negate the armor of the Bloodshell, and is highly recommended. Others have instakills such as Sha'tra's Abduction or Ashbite's Feast. Alric reflects part of the damage he takes (before his armor reduction) as true damage, doing on average 66 damage to the Bloodshell each time it hits Alric. When Alric is low on health, his sand warriors or reinforcements can stall the Bloodshell while he steps back and heals.

Notes[]

  • Crossbow Fort deals only 1 damage per shot to them. Even Barrage deals the same 1 damage per bolt.
  • Bloodshells are still affected by Furnace Blast, Battle-Mecha T200's Waste Disposal and the Shock and Awe upgrade. This can make Wasp Missile Battle Mecha Spam incredibly effective at stalling the Bloodshells
  • DWAARP's Core Drill doesn't affect Bloodshells (more specifically, they aren't considered a target fot it by the DWAARP). Furnace Blast won't be used either when the Bloodshell is the only enemy in range.

Appearances[]


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