
Magic Towers or Mages are one of the four main tower types in Kingdom Rush. They fire magic bolts that tear through enemies with ruthless efficiency. In-game; the terms mage, mage tower and wizard are often used to designate all magic towers.
- See also: Ranged Towers, Melee Towers, Artillery Towers
Tower Properties[]
All Magic Towers share the following properties:
- Ability to target both air and ground units.
- High damage, typically the highest of all towers, but a slow attack speed
- Attacks ignore creature physical armor, while being reduced by magical resistance
- The most expensive towers
Magic towers have a low fire rate, making them unsuited to deal with speedy foes or large masses of enemies, forcing them to be dealt with one-by-one and giving them enough time to pass through. Soldiers can help to slow down enemies, giving the mages time to unleash their magical barrage. While physical armor poses no challenge for mages, magical resistance can render creatures virtually impervious to magical attacks. Magic Towers are the second most expensive to upgrade. However, their damage increases dramatically when this is done, making it money well spent.
Tower Summary[]
In Kingdom Rush, Kingdom Rush: Frontiers and Kingdom Rush: Origins, towers are non specialised for the first three stages of their build. These basic towers have no additional special features, and only gain a specialized status on the fourth and final stage where special abilities are also unlocked.
In Kingdom Rush: Vengeance and Kingdom Rush 5: Alliance, towers are specialised at all stages of their build. Some towers have additional special abilities that are available at every level, but all towers gain special abilities on their fourth and final stage.
Kingdom Rush[]
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
![]() Mage Tower (Level 1) |
9-17 | Slow 1.5s |
Short 280 |
100 | None |
![]() Adept Tower (Level 2) |
23-43 | Slow 1.5s |
Average 320 |
160 | None |
![]() Wizard Tower (Level 3) |
40-74 | Slow 1.5s |
Long 360 |
240 | None |
![]() Arcane Wizard (Level 4.a) |
76-140 | Very Slow 2.0s |
Great 400 |
300 | Death Ray Teleport |
![]() Sorcerer Mage (Level 4.b) |
42-78 | Slow 1.5s |
Great 400 |
300 | Polymorph Summon Elemental |
Mage, Adept and Wizard Tower are the basic Magic Towers in Kingdom Rush. They have the characteristics of all the magic towers, but without any outstanding qualities, the only difference between them is the basic statistics and the appearance.
Arcane Wizard trades a bit of firing speed for the highest maximum damage of any Kingdom Rush tower. It specializes in dealing with single, durable enemies. However because of this it is even weaker against hordes of enemies than other mages. Compared to the Sorcerer Mage, the Arcane Wizard offers superior damage but worse crowd control.
- Death Ray instantly kills an enemy
- Teleport Teleports groups of enemies back down the path
Sorcerer Mage focuses more on support than dealing damage directly, having similar damage per shot to the Wizard Tower. However, it has a unique ability - a cursing attack. The curse deals true damage over time and halves enemy armor. This makes the sorcerer better at crowd control (dealing damage to multiple targets at once) and stronger against magic resistant enemies than other mages, due to the curse's true damage.
- Polymorph Transforms an enemy into a weak sheep
- Summon Elemental Summons an Earth Elemental to engage with enemies.
Kingdom Rush: Frontiers[]
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
Mage Tower (Level 1) |
9-17 | Slow 1.5s |
Short 280 |
100 | None |
Adept Tower (Level 2) |
23-43 | Slow 1.5s |
Average 320 |
160 | None |
Wizard Tower (Level 3) |
40-74 | Slow 1.5s |
Long 360 |
240 | None |
![]() Archmage Tower (Level 4.a) |
60-120 | Slow 1.5s |
Long 396 |
300 | Twister Critical Mass |
![]() Necromancer Tower (Level 4.b) |
20-70 | Average 1.0s |
Long 396 |
300 | Pestilence Summon Death Rider |
Mage Tower, Adept and Wizard are the basic Magic Towers in Kingdom Rush: Frontiers. Their stats remain unchanged from Kingdom Rush, with only a cosmetic redesign standing them apart.
Archmage Tower The Archmage has attack close to the Arcane Wizard, with a faster attack speed. This gives it a better chance at attacking enemies in groups, along with two skills that work to aid its control of groups.
- Twister Moves enemies back down the path and inflicts further damage
- Critical Mass Attacks have a chance to explode and deal more damage
Necromancer Tower While the Necromancer has a lower attack than the Archmage, is has a unique ability that summons units in the form of Skeletons. This utility gives it excellent crowd control as the melee units can stall enemies enough for a brief moment, allowing the Necromancer time to attack large groups.
- Pestilence Creates a patch of land that poisons enemies.
- Summon Death Rider Summons a Death Rider that will fight enemies and empower skeletons.
Kingdom Rush: Origins[]
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
![]() Mystic Dais (Level 1) |
8-12 | Slow 1.5s |
Short 280 |
100 | None |
![]() Arcanist Dais (Level 2) |
18-30 | Slow 1.5s |
Average 320 |
160 | None |
![]() Eldritch Dais (Level 3) |
34-56 | Slow 1.5s |
Long 360 |
250 | None |
Wild Magus (Level 4.a) |
8-16 | Very Fast 0.3s |
Long 360 |
300 | Eldritch Doom Ward of Disruption |
High Elven Mage (Level 4.b) |
41-74 | Slow 1.5s |
Long 360 |
300 | Timelapse Arcane Sentinel |
Mystic, Arcanist, and Eldritch Dais Are are the basic Magic Towers in Kingdom Rush: Frontiers. Compared to previous games they deal more damage than the other mages (with upgrades), but didn't gain any extra range or price cuts.
Wild Magus While its apparent damage output is low, it attacks at high speed and each consecutive hit deals more damage than the last. Combined with its abilities it has some of the best crowd control of any Magic Tower.
- Eldritch Doom: Instantly kills an enemy causing additional damage to nearby enemies
- Ward of Disruption: Creates a ward that silences nearby enemies and stops the use of special abilities
High Elven Mage A much slower attacker than the Wild Mage, it fires three bolts at the same time, with the following two being weaker than the first.
- Timelapse Damages enemies and takes them out of battle temporarily
- Arcane Sentinel Summons an autonomous sentinel that shoots less powerful magic at enemies.
Kingdom Rush: Vengeance[]
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
Infernal Mage (Level 1) |
8-15 | Slow 1.8s |
Short 300 |
100 | None |
Infernal Mage (Level 2) |
24-44 | Slow 1.8s |
Short 315 |
180 | None |
Infernal Mage (Level 3) |
48-86 | Slow 1.8s |
Average 330 |
250 | None |
Infernal Mage (Level 4) |
78-134 | Slow 1.8s |
Average 350 |
300 | Affliction Lava Fissure Infernal Portal |
- Affliction Places a rune on the path that reduces enemy armor and magic resistance
- Lava Fissure Causes lava to erupt dealing magic damage in an area
- Infernal Portal Teleports groups of enemies back down the path
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
Specters Mausoleum (Level 1) |
5-8 | Slow 1.45s |
Average 350 |
110 | None |
Specters Mausoleum (Level 2) |
13-20 | Slow 1.45s |
Average 350 |
130 | None |
Specters Mausoleum (Level 3) |
26-38 | Slow 1.45s |
Average 350 |
170 | None |
Specters Mausoleum (Level 4) |
48-71 | Slow 1.45s |
Average 350 |
230 | Guardian Gargoyles Spectral Communion Possession |
- Guardian Gargoyles Summons a Gargoyle to engage with enemies.
- Spectral Communion Allows the Mausoleum to store extra magic attacks
- Possession Takes possession of an enemy, making it fight on your side
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
Orc Shaman (Level 1) |
10-20 | Very Slow 2.3s |
Long 370 |
130 | None |
Orc Shaman (Level 2) |
30-55 | Very Slow 2.3s |
Long 370 |
190 | None |
Orc Shaman (Level 3) |
50-110 | Very Slow 2.3s |
Long 370 |
260 | None |
Orc Shaman (Level 4) |
110-160 | Very Slow 2.3s |
Long 370 |
320 | Healing Roots Meteor Shower Static Shock |
- Healing Roots Heals allied units in an area
- Meteor Shower Casts a meteor shower that deals magic damage in an area
- Static Shock Every attack deals additional magic damage
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
Blazing Gem (Level 1) |
2-4 4-7 6-10 |
Very Fast 0.4s |
Average 320 |
150 | None |
Blazing Gem (Level 2) |
6-9 11-17 16-25 |
Very Fast 0.4s |
Average 320 |
230 | None |
Blazing Gem (Level 3) |
10-15 20-30 30-45 |
Very Fast 0.4s |
Average 320 |
260 | None |
Blazing Gem (Level 4) |
14-22 30-44 44-65 |
Very Fast 0.4s |
Average 320 |
340 | Gem of Amplification Destructo-Ray Unstable Power |
- Gem of Amplification Adds a fourth level of damage to the tower's attack
- Destructo-Ray instantly kills an enemy
- Unstable Power Enemies killed by the tower explode, damaging nearby enemies
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
Wicked Sisters (Level 1) |
11-25 | Very Slow 2.5s |
Short 300 |
120 | None |
Wicked Sisters (Level 2) |
27-63 | Very Slow 2.5s |
Short 300 |
160 | None |
Wicked Sisters (Level 3) |
48-112 | Very Slow 2.5s |
Short 3000 |
200 | None |
Wicked Sisters (Level 4) |
78-182 | Very Slow 2.5s |
Short 300 |
250 | Froggification Hex Totem Nimbus 4000 |
- Froggification Transforms an enemy into a weak frog for a short period
- Hex Totem Summons a totem that silences nearby enemies and stops the use of special abilities
- Nimbus 4000 Extends the rally range of the Wicked Sister
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
Deep Devil's Reef (Level 1) |
6-12 | Slow 1.5s |
Short 300 |
120 | None |
Deep Devil's Reef (Level 2) |
17-30 | Slow 1.5s |
Short 300 |
170 | None |
Deep Devil's Reef (Level 3) |
30-64 | Slow 1.5s |
Short 300 |
240 | None |
Deep Devil's Reef (Level 4) |
60-105 | Slow 1.5s |
Short 300 |
330 | Chosen by the Sea Net Throw Perfect Storm |
Deep Devil's Reef has two roles, functioning as both a Magic Tower and a Melee Tower.
- Chosen by the Sea Improve the stats of the Redspines
- Net Throw Redspines can now throw nets to immobilize enemies
- Perfect Storm Summons a cloud over enemies that strikes them with lightning
Kingdom Rush 5: Alliance[]
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
![]() Arcane Wizard (Level 1) |
12-18 | Very Slow 2s |
Average | 110 | None |
![]() Arcane Wizard (Level 2) |
25-47 | Very Slow 2s |
Average | 150 | None |
![]() Arcane Wizard (Level 3) |
48-80 | Very Slow 2s |
Average | 220 | None |
![]() Arcane Wizard (Level 4) |
70-132 | Very Slow 2s |
Long | 280 | Disintegrate Empowerment |
- Disintegrate instantly kills an enemy
- Empowerment Nearby towers gain an attack boost
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
![]() Arborean Emissary (Level 1) |
3-6 | Average 1.8s |
Average | 100 | None |
![]() Arborean Emissary (Level 2) |
7-13 | Average 1.8s |
Long | 130 | None |
![]() Arborean Emissary (Level 3) |
11-20 | Average 1.8s |
Great | 170 | None |
![]() Arborean Emissary (Level 4) |
17-32 | Average 1.8s |
Great | 230 | Gift of Nature Bramble Grasp |
- Gift of Nature Heals allied units in an area
- Bramble Grasp Grows roots that stun enemies and deal damage
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
![]() Eldritch Channeler (Level 1) |
32-32 | Slow 4.7s |
Average | 120 | None |
![]() Eldritch Channeler (Level 2) |
80-80 | Slow 4.7s |
Average | 170 | None |
![]() Eldritch Channeler (Level 3) |
146-146 | Slow 4.7s |
Average | 230 | None |
![]() Eldritch Channeler (Level 4) |
248-248 | Slow 4.7s |
Long | 330 | Power Overflow Mutation Hex |
- Power Overflow The magic ray spreads to three extra enemies, dealing a percentage of damage to them
- Mutation Hex Transforms an enemy into a weak sheep
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
![]() Elven Stargazer (Level 1) |
4-6 | Very Slow 2.65s |
Average | 130 | |
![]() Elven Stargazer (Level 2) |
11-18 | Very Slow 2.65s |
Average | 180 | None |
![]() Elven Stargazer (Level 3) |
22-32 | Very Slow 2.65s |
Long | 260 | None |
![]() Elven Stargazer (Level 4) |
34-52 | Very Slow 2.65s |
Great | 320 | Event Horizon Rising Star |
- Event Horizon Teleports groups of enemies back down the path
- Rising Star Enemies killed by the tower explode, damaging nearby enemies
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
![]() Necromancer (Level 1) |
4-8 | Slow 1.5s |
Average | 100 | None |
![]() Necromancer (Level 2) |
12-20 | Slow 1.5s |
Average | 140 | None |
![]() Necromancer (Level 3) |
20-36 | Slow 1.5s |
Long | 200 | None |
![]() Necromancer (Level 4) |
36-68 | Slow 1.5s |
Long | 260 | Rattling Beacon Death Rider |
- Rattling Beacon Places a totem on the path that curses enemies into taking more damage
- Death Rider Summons a Death Rider that runs along the path, trampling enemies
| Tower (Level) |
Damage | Speed Fire Rate |
Range Scope |
Build Cost |
Specials |
|---|---|---|---|---|---|
![]() Bog Hermit (Level 1) |
7-10 | Average 1.2 |
Average 320 |
120 | None |
![]() Bog Hermit (Level 2) |
17-22 | Average 1.2 |
Average 350 |
160 | None |
![]() Bog Hermit (Level 3) |
29-38 | Average 1.2 |
Long 380 |
240 | None |
![]() Bog Hermit (Level 4) |
47-63 | Average 1.2 |
Great 400 |
280 | Ground Pounder Sticky Tongue |
- Ground Pounder Ranged Area of Effect attack
- Sticky Tongue Instakills an enemy
Comparison[]
All Level 4 Magic Towers, without upgrades.
| Tower | Damage | Speed | Speed Fire Rate |
Damage p/Second |
Range Scope |
Scope | Build Cost |
Cumulative Cost |
|---|---|---|---|---|---|---|---|---|
| Arcane WizardKR | 76-140 | Very Slow | 2.0s | 54 | Great | 400 | 300 | 800 |
| Sorcerer Mage | 42-78 | Slow | 1.5s | 40 | Great | 400 | 300 | 800 |
| Archmage Tower | 60-120 | Slow | 1.5s | 60 | Long | 396 | 300 | 800 |
| Necromancer TowerKRF | 20-70 | Average | 1.0s | 45 | Long | 396 | 300 | 800 |
| Wild Magus | 8-16 | Very Fast | 0.3s | 40 | Long | 360 | 300 | 810 |
| High Elven Mage | 41-74 | Slow | 1.5s | 38.33 | Long | 360 | 300 | 810 |
| Infernal Mage | 78-134 | Slow | 1.8s | 58.88 | Short | 300 | 300 | 830 |
| Specters Mausoleum | 48-71 | Slow | 1.45s | 41.03 | Average | 350 | 230 | 640 |
| Orc Shaman | 110-160 | Very Slow | 2.3s | 58.70 | Long | 370 | 320 | 910 |
| Blazing Gem | 14-22 30-44 44-65 |
Very Fast | 0.4s | 45 92.5 136.25 |
Average | 320 | 340 | 980 |
| Wicked Sisters | 78-182 | Very Slow | 2.5s | 52 | Short | 300 | 250 | 730 |
| Deep Devil's Reef | 60-105 | Slow | 1.5s | 55 | Short | 300 | 330 | 860 |
| Arcane WizardKR5 | 70-132 | Very Slow | 2s | 50.5 | Average | 186 | 280 | 760 |
| Arborean Emissary | 17-32 | Average | 1.8s | 14.76 | Great | 220 | 230 | 630 |
| Eldritch Channeler | 248-248 | Slow | 4.7s | 52.77 | Long | 180 | 330 | 850 |
| Elven Stargazer | 34-52 | Very Slow | 2.65s | 81.13 | Great | 200 | 320 | 890 |
| Necromancer TowerKR5 | 36-68 | Slow | 1.5s | 34.67 | Great | 200 | 260 | 700 |
| Bog Hermit | 47-63 | Average | 1.2 | 45.83 | Great | 400 | 280 | 800 |
Related Upgrades[]
Kingdom Rush[]
Spell Reach (1 Star)
- Increases wizard's attack range (by 10%).
Arcane Shatter (1 Star)
- Magic attacks destroy a potion of enemy physical armor on every hit.
- (-3% armor per hit, percentage points, doesn't work on enemies with physical damage immunity.)
- Magic attacks destroy a potion of enemy physical armor on every hit.
Hermetic Study (2 Stars)
- Mage Towers construction and upgrading costs are reduced by 10%.
Empowered Magic (2 Stars)
- Increases wizard's attack damage (by 15%).
Slow Curse (3 Stars)
- Magic attacks slow enemies by half their speed for a moment
- (half a second, Arcane Wizard the whole one-second beam duration. Also disables Rocket Rider Turbo boost).
- Magic attacks slow enemies by half their speed for a moment
Kingdom Rush: Frontiers[]
Rune of Power (1 Star)
- Increases mages' attack range (by 10%).
Spell Penetration (1 Star)
- Mages' bolts have a chance to ignore magic resistance. (10%)
Eldritch Power (2 Stars)
- Increases mages' attack damage (by 10%).
Wizard Academy (2 Stars)
- Reduces mages' special abilities costs by 10%.
Brilliance (3 Stars)
- For every mage tower built, each mage tower gets a bonus to damage
| Number of mage towers built | Damage increment of each mage tower |
| 1 | 0% |
| 2 | ~5% |
| 3 | ~10% |
| 4 | ~14% |
| 5 | ~18% |
| 6 | ~21% |
| 7 | ~24% |
| 8 | ~27% |
| 9+ | ~30% |
| Number of magic towers built | Mage Tower | Adept Tower | Wizard Tower | Archmage | Necromancer |
|---|---|---|---|---|---|
| 2 | 11-20 | 28-51 | 47-87 | 70-139 | 24-81 |
| 3 | 11-20 | 29-53 | 49-91 | 73-146 | 25-85 |
| 4 | 12-22 | 30-55 | 51-94 | 76-151 | 26-88 |
| 5 | 12-23 | 31-57 | 52-97 | 78-156 | 26-91 |
| 6 | 13-23 | 32-59 | 54-100 | 80-160 | 27-94 |
| 7 | 13-24 | 33-60 | 55-102 | 82-164 | 28-96 |
| 8 | 13-25 | 34-61 | 56-102 | 84-168 | 28-98 |
| 9+ | 13-25 | 34-63 | 58-107 | 86-172 | 29-101 |
Kingdom Rush: Origins[]
Crystal Focus (1 star)
- Increases Mage attack range (by 5%).
Empowered Magic (1 star)
- Increases Mage attack damage (by 15%).
Crystal Gazing (2 stars)
- Increases Mage attack range (by 5%, stacks multiplicatively).
Unstable Magic (2 stars)
- Mage attacks have a small chance of dealing triple damage.
- (Each bolt gets 5% chance and it is shown as a "BLAST!".)
- Mage attacks have a small chance of dealing triple damage.
Alter Reality (3 stars)
- Mage attacks have a chance of teleporting enemies 20 nodes back down the path. (Wild Magus: 1%, High Elven Mage: 3%, the others: 10%, can only trigger up to three times per enemy)
Kingdom Rush: Vengeance[]
RUNES OF POWER (2 souls): All mage towers have a slight chance of dealing double damage on each attack. (10% chance of double damage)
- Costs of towers' special skills is now reduced. (15% cost reduction)
- All towers gain extra bonus damage. (10% additional basic attack damage)
Kingdom Rush 5: Alliance[]
FRIENDS OF THE CROWN (2 upgrade point): Each equipped Linirean hero reduces the cost of building and upgrading towers
SHADY COMPANY (2 upgrade point): Each equipped Dark Army hero increases the Towers' attack damage
-
Sorcerer Mage -
Arcane Wizard -
Necromancer Tower -
Bamboo Masters -
Arborean Emissary -
Bog Hermit -
Archmage Tower -
Eldritch Channeler
All items (27)







































