Magic Towers or Mages are one of the four main tower types in Kingdom Rush, representing the more elusive side of Linirea's forces. They fire magic bolts that tear through armored enemies with ruthless efficiency. In-game; the terms mage, mage tower and wizard are often used to designate all magic towers.
Tower Properties[]
Magic Towers share a number of characteristics:
- Attacks ignore creature physical armor, while being reduced by magical resistance
- High damage, the highest of all towers, but a slow attack speed
- Targets both air and ground units
These properties make mages very suited to deal with hard-to kill monsters.
There are five Mage Towers in the first three Kingdom Rush games:
- Three non-specialized towers
- Two specialized towers
The three non-specialized towers differ in each game but have the same purpose. Each upgrades a stage further before offering a split choice between two new towers with additional upgrades to further boost their offensive and defensive capabilities.
Tower Summary[]
Kingdom Rush[]
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Mages Guild (Level 1) |
9-17 (11-20) |
1.5s | 280 (308) |
100 (90) |
None |
Adept Tower (Level 2) |
23-43 (27-50) |
1.5s | 320 (352) |
160 (144) |
None |
Wizard Tower (Level 3) |
40-74 (46-86) |
1.5s | 360 (396) |
240 (216) |
None |
Arcane Wizard (Level 4.a) |
76-140 (88-161) |
2.0s | 400 (440) |
300 (270) |
• Death Ray • Teleport |
Sorcerer Mage (Level 4.b) |
42-78 (49-90) |
1.5s | 400 (440) |
300 (270) |
• Polymorph • Summon Elemental |
- Damage and cost values in parentheses are due to Hermatic Study (10% cost reduction) and Empowered Magic (damage increase) upgrades.
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. The first skill unlocked by this tower is Death Ray, a guaranteed instakill that turns an enemy into fine dust, although for a significant cost and a moderately long cooldown. The other skill, Teleport, slightly makes up for the Arcane Wizard's lack of crowd control. Every ten seconds, it can teleport a few enemies back down the path. Compared to the other specialized mage tower, the Sorcerer Mage, the Arcane Wizard offers superior damage but worse crowd control.
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 - 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. The first skill unlocked by this tower is Polymorph, a spell that turns an enemy into a sheep, halving its health and removing it's damage and abilities. Sheep cannot be blocked, however polymorphed enemies can be clicked/tapped to death. The second skill, Earth Elemental, summons a durable golem-like creature to block and fight enemies, dealing physical area damage.
Kingdom Rush: Frontiers[]
Towers (Level) |
Damage | Fire Rate | Range | L | Specials |
---|---|---|---|---|---|
Mages Guild (Level 1) |
9-17 (10-19) |
1.5s | 280 (308) |
100 | None |
Adept Tower (Level 2) |
23-43 (26-48) |
1.5s | 320 (352) |
160 | None |
Wizard Tower (Level 3) |
40-74 (44-82) |
1.5s | 360 (396) |
240 | None |
Archmage Tower (Level 4.a) |
60-120 (66-132) |
1.5s | 396 (436) |
300 | • Twister • Critical Mass |
Necromancer Tower (Level 4.b) |
20-70 (22-77) |
1.0s | 396 (436) |
300 | • Pestilence • Summon Death Rider |
- Damage values in parentheses are due to Eldritch Power (10% damage increase) upgrade.
- The following table shows the effects of Brilliance upgrade.
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[]
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Mystic Dais (Level 1) |
8-12 (10-14) |
1.5s | 280 (308) |
100 | None |
Arcanist Dais (Level 2) |
18-30 (22-36) |
1.5s | 320 (352) |
160 | None |
Eldritch Dais (Level 3) |
34-56 (40-66) |
1.5s | 360 (396) |
250 | None |
Wild Magus (Level 4.a) |
8-16 (10-19) |
0.3s | 360 (396) |
300 | • Eldritch Doom • Ward of Disruption |
High Elven Mage (Level 4.b) |
41-74 (46-83) |
1.5s | 360 (396) |
300 | • Timelapse • Arcane Sentinel |
- Damage values in parentheses are due to upgrades.
Below is information on every tower.
Mystic, Arcanist , Eldricht Dais: Are the basic magic tower en KIngdom Rush: Origins, compared to previous games they deal more damage than the other mages, but unlike the other towers, this one didn't get more range or less cost, which makes them worse compared to other basic mages
Wild Magus: unlike other mages, the wild magus, he attacks pretty fast having excellent DPS, and even better, with each conscutive hit on a target, his damage increases, he can easily destroy hordes of non-magic resist enemies with Eldrich Doom, and with Ward Of Disruption:
- Eldritch Doom: (325/185/185 gold) Detonates an enemy, causing 80/180/260 magic damage to all other nearby enemies (damage area: 175).(Cooldown: 28 seconds)
- Ward of Disruption: (225/225/225 gold) Silences 1/3/6 enemies in range, blocking their magical (example:Twilight Harassers shadowjump) abilities for 10 seconds. (Cooldown: 11 seconds)
High Elven Mage: This tower throws not one, but 3 magic bolts at enemies, one with low damage (shown in the table) and two others with only 5-10, but they will help damage weak enemies that accompany the main target. Habilities
- Timelapse (225/225/225 gold): Phases 2/3/4 enemies out of the battlefield for 5 seconds, dealing 100/135/150 magical damage. (Cooldown: 16 seconds)
- Arcane Sentinel (300/300 gold): Summons 1/2 sentinels that seek and attack nearby enemies at range twice the range of the High Elven Mage itself. First, Sentinels start circling around the mage for 4 seconds to charge energy. Charged Sentinels start to seek and attack targets, shooting 10 bolts (16-32 (1-31 ios) damege)over 5 seconds. This takes 10 seconds.
Kingdom Rush: Vengeance[]
Infernal Mage | Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Infernal Mage I |
5-16 (5-17) |
1.8s | 300 | 100 | None |
Infernal Mage II |
16-49 (17-53) |
1.8s | 315 | 180 | None |
Infernal Mage III |
33-100 (36-110) |
1.8s | 330 | 250 | None |
Infernal Mage IV |
49-146 (53-160) |
1.8s | 350 | 300 | • Affliction • Lava Fissure • Infernal Portal |
Specters Mausoleum | Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Specters Mausoleum I |
5-8 (5-8) |
1.45s | 350 | 110 | None |
Specters Mausoleum II |
13-20 (14-22) |
1.45s | 350 | 130 | None |
Specters Mausoleum III |
26-38 (28-41) |
1.45s | 350 | 170 | None |
Specters Mausoleum IV |
48-71 (52-78) |
1.45s | 350 | 230 | • Guardian Gargoyles • Spectral Communion • Possession |
Orc Shaman | Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Orc Shaman I |
4-20 (4-22) |
2.3s | 370 | 130 | None |
Orc Shaman II |
10-55 (11-60) |
2.3s | 370 | 190 | None |
Orc Shaman III |
20-110 (22-121) |
2.3s | 370 | 260 | None |
Orc Shaman IV |
35-190 (38-209) |
2.3s | 370 | 320 | • Healing Roots • Meteor Shower • Static Shock |
Blazing Gem | Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Blazing Gem I |
2-4 (2-4) |
0.4s | 320 | 130 | None |
Blazing Gem II |
6-9 (6-9) |
0.4s | 320 | 210 | None |
Blazing Gem III |
10-16 (11-17) |
0.4s | 320 | 240 | None |
Blazing Gem IV |
16-24 (17-26) |
0.4s | 320 | 300 | • Gem of Amplification • Destructo-Ray • Unstable Power |
Wicked Sisters | Magic Damage • Poison Damage |
Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Wicked Sisters I |
11-25 (12-27) • 7 (7) |
2.5s | 250 | 120 | None |
Wicked Sisters II |
27-63 (29-69) • 17 (18) |
2.5s | 250 | 160 | None |
Wicked Sisters III |
48-112 (52-123) • 30 (33) |
2.5s | 250 | 200 | None |
Wicked Sisters IV |
78-182 (85-200) • 50 (55) |
2.5s | 250 | 250 | • Froggification • Hex Totem • Nimbus 4000 |
Deep Devil's Reef | Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Deep Devil's Reef I |
4-12 (4-13) |
1.5s | 300 | 120 | None |
Deep Devil's Reef II |
11-34 (12-37) |
1.5s | 300 | 170 | None |
Deep Devil's Reef III |
23-68 (25-74) |
1.5s | 300 | 240 | None |
Deep Devil's Reef IV |
40-120 (44-132) |
1.5s | 300 | 330 | • Chosen by the Sea • Net Throw • Perfect Storm |
Tower Tactics[]
General Tips[]
- 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. Use physical attacks to break these enemies.
- Magic Towers are the second most expensive to upgrade. However, their damage increases dramatically when this is done, making it money well spent.
- Arcane Wizards focus more on destruction, making them very effective when dealing with single strong mobs. Sorcerer mages are more suitable for enhancing damage done by other towers and stalling the enemies. Thus, it often pays off to have 1-2 Sorcerers on the map to curse enemies and Arcane Wizards elsewhere to get rid of mobs quickly.
- Also, Sorcerers have a higher fire rate than the Arcane Wizards, making them somewhat more suitable for dealing with multiple enemies than its counterpart.
Advantages[]
Magic towers are generally strong against slow and/or heavily armored creatures such as:
- Abomination
- Anurian Warden
- Bandersnatch
- Blood Gnoll
- Bloodshell
- Blood Trickster
- Brigand
- Cerberus
- Crystal Demolisher
- Dark Knight
- Dark Slayer
- Demon Legion
- Drider
- Dune Raider
- Ettin
- Executioner
- Forest Troll
- Frost Giant
- Frozen Soul
- Fungus Breeder
- Ghost
- Giant Scorpion
- Gnoll Gnawer
- Gorillon
- Gunboat
- High Sorcerer
- Husk
- Immortal
- Magma Elemental
- Marauder
- MechaDwarf MK.9
- Nanoq Warbear
- Ogre
- Orc
- Orc Champion
- Phantom Warrior
- Raider
- Razorboar
- Redspine
- Saurian Brute
- Saurian Myrmidon
- Shieldbearer
- Skeleton Knight
- Sand Wraith
- Satyr Hoplite
- Savage Zombie
- Spectral Knight
- Swamp Thing
- Tainted Treant
- Troll Breaker
- Twilight Avenger
- Twilight Golem
- Twilight Harasser
- Valkyrie
- Winter Lord
- Yeti
- Son of Sarelgaz
Disadvantages[]
Enemies with magic resistance, enemies travelling in groups and fast creatures should be dealt with by other towers, as magic towers do not have the fire speed or power to deal with these mobs, including:
- Anurian Channeller
- Anurian Erudite
- Anurian Infuser
- Apex Shard
- Apex Stalker
- Arcane Magus
- Bat
- Black Hag
- Blacksurge
- Bluegale
- Clockwork Spider
- Cavalier
- Demon Spawn
- Demon Lord
- Demon Hound
- Demon Imp
- Draugr
- Fallen Knight
- Flareon
- Gargoyle
- Giant Spider
- Greenfin
- Gulaemon
- Desert Archer
- Dune Terror
- Giant Wasp
- Giant Wasp Queen
- Ghoul
- Glacial Wolf
- Jungle Spider
- Jungle Matriarch
- Lycan
- Mutated Hatchling
- Noxious Creeper
- Paladin
- Parasyte
- Pillager
- Reaper
- Sand Hound
- Savage Hunter
- Saurian Nightscale
- Saurian Darter
- Saurian Razorwing
- Saurian Blazefang
- Saurian Savant
- Shadow Archer
- Shaman
- Son of Sarelgaz
- Spider Hatchling
- Spider Matriarch
- Spirit Shaman
- Sulfur Alchemist
- Vampiresa
- War Hound
- Watchdog
- Werewolf
- Winter Wolf
- Worg
- Wulf
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% |
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)
- GUILD OF MERCHANTS (2 souls)
- Costs of towers' special skills is now reduced. (15% cost reduction)
- MASTER ARCHITECTS (2 souls)
- All towers gain extra bonus damage. (10% additional basic attack damage)
Towers • Kingdom Rush | |
Standard | Archer Tower • Marksmen Tower • Sharpshooter Tower • Rangers Hideout • Musketeer Garrison • Militia Barracks • Footmen Barracks • Knights Barracks • Holy Order • Barbarian Mead Hall • Mage Tower • Adept Tower • Wizard Tower • Arcane Wizard • Sorcerer Mage • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • Big Bertha • Tesla x104 |
Special | Sylvan Elf Hall • Sasquatch • Sunray Tower |
Towers • Kingdom Rush: Frontiers | |
Standard | Archer Tower • Marksmen Tower • Sharpshooter Tower • Crossbow Fort • Tribal Axethrowers • Militia Barracks • Footmen Barracks • Knights Barracks • Assassin's Guild • Knights Templar • Mage Tower • Adept Tower • Wizard Tower • Archmage Tower • Necromancer Tower • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • DWAARP • Battle-Mecha T200 |
Special | Legion Archer • Mercenary Camp • SCUMM Bar • Pirate Cpt. • Spear Maiden • Dwarven Bastion • Dwarf Hall • Pirate Watchtower • Shrine of Regnos • Dark Forge |
Towers • Kingdom Rush: Origins | |
Standard | Hunter Arbor • Watcher Arbor • Sentinel Arbor • Arcane Archers • Golden Longbows • Defender Barracks • Warden Barracks • Ranger Barracks • Bladesinger Hall • Forest Keepers • Mystic Dais • Arcanist Dais • Eldritch Dais • Wild Magus • High Elven Mage • Stone Circle • Boulder Circle • Menhir Circle • Arch-Druid Henge • Weirdwood |
Special | Awok Hut • Gryphon Rider • Faery Dragon Aerie • Gnome Garden • Dragon Nest • Young Beresad • Renegade Post • Bastion |
Towers • Kingdom Rush: Vengeance | |
Standard | Shadow Archers • Orc Warriors Den • Infernal Mage • Rocket Riders • Dark Knights • Melting Furnace • Specters Mausoleum • Goblirangs • Bone Flingers • Elite Harassers • Orc Shaman • Grim Cemetery • Rotten Forest • Blazing Gem • Deep Devil's Reef • Wicked Sisters • Swamp Thing • Shaolin Temple • Ignis Altar • Goblin War Zeppelin • Sandworm Hollow |
Special | Troll Mercenaries • Spider Nest • Caravan • Ancient Sarcophagus |
All items (19)