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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:

  1. Ability to target both air and ground units.
  2. High damage, typically the highest of all towers, but a slow attack speed
  3. Attacks ignore creature physical armor, while being reduced by magical resistance
  4. 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

Infernal Mage

  • 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

Specters Mausoleum

  • 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

Orc Shaman

  • 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

Blazing Gem

  • 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


Wicked Sisters'

  • 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

Arcane Wizard

  • 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

Arborean Emissary

  • 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

Eldritch Channeler

  • 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

Elven Stargazer

  • 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

Necromancer

  • 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

Bog Hermit

  • 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.
  • 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).

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!".)
  • 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)

Kingdom Rush 5: Alliance[]

  • SCOPING MECHANISM (2 upgrade point): Increases the attack range of all towers by 10%
  • WISE INVESTMENT (1 upgrade point): Towers now reimburse 90% of their cost when sold
  • FAVORITE CUSTOMER (3 upgrade point): There is a 25% chance for tower skills to cost 60% less when bought
  • BATTLE FERVOR (4 upgrade point): Reduces the cooldown of all tower skills by 20%
  • 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


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