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UpTier Barracks

Melee Towers, also known as Barracks Towers, are one of the four main tower types in the Kingdom Rush series. Instead of firing projectiles, most Melee Towers send three soldiers out onto the path to attack enemies. Melee Towers have a unique strategic role compared to other towers.

Tower Properties

Some characteristics shared by all Melee towers are:

  1. Melee Tower units do relatively minor physical damage.
  2. Melee Tower units cannot attack flying units directly, with the exception of a few towers.
  3. The maximum number of soldiers active at once from a tower is three, with the exception of four towers that can only send out two soldiers at a time.

Soldiers don't do much damage but instead serve to block enemies and allow other towers to deal out the real punishment. If a soldier is killed, he will re-spawn within a certain period of time. You can deploy your troops at a point of your choosing within a radius of their barracks by using a rally point. This point can be set by selecting the blue flag from the melee tower menu.


There are five Melee Towers in the first three Kingdom Rush games:

  • Three non-specialized towers
  • Two specialized towers

Plus, additional melee towers unique to individual levels.

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 Health Armor Respawn Build
Cost
Specials
Pedia tower Barracks

Militia Barracks
(Level 1)
1-3 50
(60)
None
(10%)
10s
(8s)
70 None
Pedia tower Footmen Barracks

Footmen Barracks
(Level 2)
3-4 100
(120)
15%
(25%)
10s
(8s)
110 None
Pedia tower Knights Barracks

Knights Barracks
(Level 3)
6-10 150
(180)
30%
(40%)
10s
(8s)
160 None
Pedia tower Holy Order

Holy Order
(Level 4.a)
12-18 200
(240)
50%
(60%)
14s
(11s)
230 • Healing Light
• Shield of Valor
• Holy Strike
Pedia tower Barbarian Hall

Barbarian Mead Hall
(Level 4.b)
16-24 250
(300)
None
(10%)
10s
(8s)
230 • Throwing Axes
• Hunting Nets
• More Axes

Values in parentheses are due to Upgrades.

The Holy Order trains the mighty Paladins, which focus on survival and defense. Paladins have the highest armor of all allied troops and a set of skills which greatly increase their durability. These skills include Healing Light, which restores the HP of the Paladin, and Shield of Valor, which raises Paladin armor even further. But the pious warriors can also smite using their last ability, Holy Strike, dealing area damage. Unfortunately, Paladins are slower to re-spawn than most other melee units, at 14 seconds versus 10 seconds for other soldiers.

The Barbarian Mead Hall, or simply Barbarian Hall, trains savage Barbarians. Remarkably, Barbarians carry not even the little armor of level two and three troops. Since the best defense is a good offence, Barbarians focus on dealing massive damage to enemies. Barbarians can learn to wield More Axes, increasing their damage output. The Throwing Axes upgrade enables them to both attack from a distance and harm flying enemies. The Whirlwind Attack enables Barbarians to deal extra damage to adjacent foes. In the original Flash version, Hunting Nets further boost the anti-flying enemy capability by enabling Barbarians to slow down fliers.


Kingdom Rush: Frontiers

Towers
(Level)
Damage Health Armor Respawn Build
Cost
Specials
TowSqr KRF Militia

Militia Barracks
(Level 1)
1-3 50
(55)
None
(20%)
10s
(8s)
70 None
TowSqr KRF Footmen

Footmen Barracks
(Level 2)
3-4 100
(110)
15%
(35%)
10s
(8s)
110 None
TowSqr KRF Knights

Knights Barracks
(Level 3)
6-10 150
(165)
30%
(50%)
10s
(8s)
160 None
Assassins-guild

Assassin's Guild
(Level 4.a)
10-14 200
(220)
None
(20%)
10s
(8s)
230 • Pickpocket
• Counterattack
• Sneak Attack
Templars

Knights Templar
(Level 4.b)
20-30 250
(275)
40%
(60%)
15s
(13s)
230 • Toughness
• Arterial Strike
• Holy Grail

Values in parentheses are due to Upgrades.

The Assassin's Guild trains illustrious assassins. Permanently cloaked, these warriors rely on the element of surprise in order to inflict damage on their enemies. With no armor and the lowest amount of hit points of all level four melee towers, assassins do not attempt to fight blow-for-blow, but instead can counter attacks, avoiding damaging blows in the process. Conversely, assassins can be trained to make a sneak attack from the shadows, possibly killing even the mightiest foe in a single blow. Pickpocketing can also help to yield a bit of gold in the process of backstabbing your enemies. 

The Knights Templar train the tough Templars. These soldiers are the toughest, most seasoned warriors of Linirea, relying on a massive health pool to soak up damage rather than heavy armor or magic. Templars can be trained to be even tougher, further increasing their hit points. Offensively, they can use their slow but heavy-hitting claymores to make an arterial strike, letting the enemy bleed to death. Lastly, the discovery of the Holy Grail gives a fallen Templar the chance of instantaneous revival, letting them defend their homeland for another day. 


Kingdom Rush: Origins

Towers
(Level)
Damage Health Armor Respawn Build
Cost
Specials
Defender Barracks

Defender Barracks
(Level 1)
1-4
(3-5)
50 30%
(40%)
14s 100
(90)
none
Warden Barracks

Warden Barracks
(Level 2)
3-7
(5-9)
90 40%
(50%)
14s 160
(144)
None
Ranger Barracks

Ranger Barracks
(Level 3)
8-12
(11-14)
140 50%
(60%)
14s 250
(225)
None
KRO TowerBox Bladesinger Hall

Bladesinger Hall
(Level 4.a)
10-14
(14-18)
200 50%
(60%)
15s 275 • Perfect Parry
• Edge Mastery
• Blade Dance
KRO TowerBox Forest Keepers

Forest Keepers
(Level 4.b)
24-36
(30-42)
300 None
(10%)
12s 300 • Circle of Life
• Eerie Gardener
• Ancient Oak Spears

Values in parentheses are due to Upgrades.

The Bladesinger Hall trains agile Bladesingers, warriors having mastered the art of sword fighting. Their superior expertise with blades can be further reinforced, increasing both their attack speed and damage output. More, their survival in the fray is improved by their ability to parry even the heaviest of blows, while dealing True Damage to the attackers. And in order to finish off enemies, each Bladesinger can unleash a barrage of up to 4 slashes on multiple enemies, dealing great damage to them. 

The Forest Keepers trains dutiful Forest Keepers, centaurs wielding deadly spears and magic of nature to heal allies and disable foes. While there can only be a maximum of two active Forest Keepers per tower, they made up for the unique ability to heal other allies and themselves, while calling barbed vines to slow down ground foes and bombard them with their enhanced spears, dealing immense True Damage. They lack any kind of armor, but possess a good amount of hit points. Combined with their healing skill, Forest Keepers make for great supporters for other soldiers. 

Kingdom Rush: Vengeance

Orc Warriors Den Damage Health Armor Respawn Build
Cost
Specials
ODen I

Orc Warriors Den I
1-3
(1-3)
60
(78)
None 12s 70 None
ODen II

Orc Warriors Den II
3-4
(3-4)
100
(130)
10% 12s 110 None
ODen III

Orc Warriors Den III
5-7
(5-7)
150
(195)
15% 12s 160 None
ODen IV

Orc Warriors Den IV
9-14
(9-15)
200
(260)
20% 12s 230 • Lust For Combat
• Captain Promotion
• Seal of Blood
Dark Knights Damage Health Armor Respawn Build
Cost
Specials
DKnight I

Dark Knights I
2-3
(2-3)
100
(130)
40% 8s 110 None
DKnight II

Dark Knights II
4-10
(4-11)
130
(169)
50% 8s 160 None
DKnight III

Dark Knights III
7-20
(7-22)
180
(234)
60% 8s 220 None
DKnight IV

Dark Knights IV
12-36
(13-39)
240
(312)
75% 10s 260 • Brutal Strike
• Armor of Thorns
• Impervious
Elite Harassers Damage Health Armor Respawn Build
Cost
Specials
EHarass I

Elite Harassers I
5-7
(5-7)
70
(91)
None 12s 100 None
EHarass II

Elite Harassers II
10-13
(11-14)
130
(169)
None 12s 150 None
EHarass III

Elite Harassers III
15-25
(16-27)
160
(208)
None 12s 200 None
EHarass IV

Elite Harassers IV
25-35
(27-38)
220
(286)
None 12s 250 • Backstab
• Arrow Storm
• Fury of the Twilight
Grim Cemetry Damage Health Armor Respawn Build
Cost
Specials
GCemetery I

Grim Cemetery I
1-2 85
(110)
None 12s 110 None
GCemetery II

Grim Cemetery II
2-4 130
(169)
None 12s 160 None
GCemetery III

Grim Cemetery III
3-6 180
(234)
None 12s 220 None
GCemetery IV

Grim Cemetery IV
4-10 240
(312)
None 15s 260 • Cold Grip
• ZombieX Muscle-Gain
• Bloated Corpses

Tower Tactics

General Tips

  • Use the rally point to place your soldiers where the attack range of multiple towers converge. The soldiers will hold up the enemy exactly in the spot where they will receive the most damage.
  • When you upgrade a Melee Tower, any dead or wounded soldiers are immediately replaced with full strength soldiers. For optimal results, don't upgrade before a wave of enemies hits, but instead time your upgrade when an attack is underway, and the soldiers have just been killed. You will delay attacking enemies with both the previous soldiers and the new ones after the upgrade.
  • Units such as the Magma Elemental deal area damage. Avoid placing multiple soldiers near these creatures, as they will all receive damage from its attacks.
  • Ranged units like the Shadow Archer will try to toast your troops while staying out of range of your towers. If you aren't paying attention they can wipe out a set of soldiers without taking damage themselves. Fortunately, except for Twilight Harassers, the majority of ranged enemies are not smart enough to retreat and so a little micromanagement can defeat this tactic. To handle ranged enemies ideally, first retreat your troops until the ranged enemies are under fire from your towers, then move your troops forward again to engage them in hand to hand combat. If you have a tower covering the area well ahead of the rally point, the ranged enemy will at least be forced to come into your field of fire to engage your troops, even if you don't retreat then attack. In Kingdom Rush: Frontiers, Assassins are the best way to counter ranged enemies, as they cloak when idle, ranged enemies won't notice them until they come into melee range.
  • A vital blow to the damage dealing capability of the Melee Towers is soldier survivability. Especially against strong foes, soldiers will fall too quickly to deal any real damage. Especially against bosses, some have the ability to kill your soldiers in one move by crushing, eating or zapping them, instantly remove them out of play.
  • Unlike other kinds of Barracks, the Barbarians possess no armor nor any kind of self-defense. This leaves them vulnerable to damage, usually resulting in quick deaths while engaging enemies.
  • Remember that Polymorphed enemies cannot be blocked by any soldier. However, Barbarians can still throw axes at them. In Kingdom Rush: Frontiers, the Ghosts not only cannot be blocked but also possess complete immunity to physical damage, thus they cannot be harmed by soldiers.

Advantages

Soldiers all deal physical damage by default, but few of them can dish out real amounts of damage. From this perspective, only enemies with magical armor or no armor at all can be dealt with by the soldiers effectively. However, as both Ranged Towers and Artillery Towers both do way more physical damage than most soldiers, the offensive role of all melee towers can be considered negligible.

The real job of the melee tower is to slow down and block the forces of evil, leaving the other towers with an increased fire window. A barracks tower is particularly effective against fast enemies with low health or monsters who rely on numbers to pack a punch. These monsters include:

While most soldiers deal little damage to enemies, the following advanced units can cause decent injuries with certain skills of them upgraded. Still inferior to many towers in terms of offense, they should only be used as a secondary source of damage against foes.

  • Paladins, with Holy Strike. The chance of triggering for this attack is low, but it can deal great area True Damage to enemies.
  • Barbarians, with More Axes, Throwing Axes, and Whirlwind Attack.
  • Assassins, with Counterattack and Sneak Attack.
  • Bladesingers, with Blade Dance.
  • Forest Keepers, with Ancient Oak Spears.

Disadvantages

Regarding the defensive role of the Melee tower, a few enemies are designed to kill off your troops quickly while receiving little to no damage themselves if the player is not paying attention. These monsters include ranged attackers, enemies with an area of effect strike (killing 3 soldiers for the cost of one) and enemies which deal massive damage while alive or explode on death. These enemies include:

A special group of creatures are the flying enemies. These avian foes cannot be targeted by your ground forces, save those who possess a ranged attack, as seen above.

Related Upgrades

On the main screen, passive upgrades can be purchased using stars acquired through completing stages as a currency. once purchased, these upgrades are constantly active and work on all Melee towers. 

Kingdom Rush

  • KR Up Tough Toughness Training (1 Star)
    • Barracks train soldiers with more health. (+10% health)
  • KR Up BetArmor Better Armor (1 Star)
    • Barracks train soldiers with improved armor. (+10% armor)
  • KR Up ImpDep Improved Deployment (2 Stars)
    • Improves rally point range (by 20%) and reduces soldier training time.
      • (Respawn time is reduced by 3 seconds for Holy Order, and by 2 seconds for the others.)
  • KR Up EndTrain Endurance Training (2 Stars)
    • Barracks train soldiers with even more health. (+20% health of the main one)
  • KR Up Spiked Spiked Armor (3 Stars)
    • When attacked, soldier's spiked armor return a 10% of the damage to the attacker. Spiked Armor also affects Reinforcements and Heroes. (dealt as True Damage)

Kingdom Rush: Frontiers

  • Up KRF Stance Defensive Stance (1 Star)
    • Barracks train soldiers with better armor. (+10% armor)
  • Up KRF BootCamp Boot Camp (1 Star)
    • Barracks train more resilient soldiers. [HP +10%]
  • Up KRF Espirt Esprit de Corps (2 Stars)
    • Increases barrack rally point range (+20%) and healing rate (+20% per second).
  • Up KRF Veteran Veteran Squad (2 Stars)
    • Soldiers are trained faster and with improved armor. (-2 seconds of respawn time, +10% armor of the main one)
  • Up KRF Courage Courage (3 Stars)
    • While in combat, soldiers, mercenaries & reinforcements regenerate 1% HP per second.

Kingdom Rush: Origins

  • KRO Upgrade B 01 Level-1 Elven Fencing (1 star)
    • Reduces basic barracks construction costs. (-10% for level 1-3 Barracks)
  • KRO Upgrade B 02 Level-2 Expert Tactician (1 star)
    • Increases barracks rally point range. (by 20%)
  • KRO Upgrade B 03 Level-3 Enchanted Armor (2 stars)
    • Barracks equip soldiers with improved armor. (+10%)
  • KRO Upgrade B 04 Level-4 Moon Forged Blades (2 stars)
    • Soldier attacks deal 15% additional magic damage.
Tower Damage without Upgrade (with Upgrade)
Defender Barracks 1-4 (3-5)
Warden Barracks 3-7 (5-9)
Ranger Barracks 8-12 (11-14)
Bladesinger Hall 11-14 (14-18)
Forest Keepers 24-36 (30-42)
  • KRO Upgrade B 05 Level-5 Blessing of Elynie (3 stars): Soldiers have a 10% chance of cheating death when dealt lethal damage. (Soldiers revive with full health when proced.)

Kingdom Rush: Vengeance

    • KRVUp Rations WAR RATIONS (1 upgrade point)
    • With a full belly, Barracks units have improved health. (30% additional HP)
  • KRVUp Guild GUILD OF MERCHANTS (2 souls)
    • Costs of towers' special skills is now reduced. (15% cost reduction)
  • KRVUp Master MASTER ARCHITECTS (2 souls)
    • All towers gain extra bonus damage. (10% additional basic attack damage)

Related Achievements

Achievement Tactician TACTICIAN Change soldiers rally point 200 times.

Achievement Die Hard DIE HARD Have your soldiers regenerate a total of 50,000 life.

Achievement G.I Joe G.I JOE Train 1,000 soldiers.

Achievement Cannon Fodder CANNON FODDER Send 1,000 soldiers to their deaths.


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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