Ranged Towers, also known as Archer Towers, are one of the four main tower types in the Kingdom Rush series. These towers launch a constant stream of projectiles on to enemy troops. While they may be the most basic of the four towers, they can quickly become a powerful force and are not to be underestimated.
- See also: Melee Towers, Magic Towers, Artillery Towers
Tower Properties[]
All ranged towers share the following properties:
- Ability to target both air and ground units.
- Higher shooting rate on average compared to other towers
- Physical damage: Ignores magical armor
- They are generally the cheapest towers
Ranged Towers do the least damage out of all the towers, but their fast attack rates makes up for it. Their cheap cost allows for large numbers of these towers to be built. Ranged Towers are generally good at fighting against multiple enemies. Their fast rates allows them to target slow enemies and flying creatures, making them essential for nearly every level. However, their attacks can be significantly reduced by armored enemies. Ranged Towers are not known for their accuracy, and fast creatures can dodge the arrows.
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.
Tower Summary[]
Kingdom Rush[]
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Archer Tower (Level 1) |
4-6 | 0.8s | 280 | 70 | None |
Marksmen Tower (Level 2) |
7-11 | 0.6s | 320 | 110 | None |
Sharpshooter Tower (Level 3) |
10-16 | 0.5s | 360 | 160 | None |
Rangers Hideout (Level 4.a) |
13-19 | 0.4s | 400 | 230 | Poison Arrows Wrath of the Forest |
Musketeer Garrison (Level 4.b) |
35-65 | 1.5s | 470 | 230 | Sniper Shot Shrapnel Shot |
Archer, Marksmen and Sharpshooter are the basic Ranged Towers in Kingdom Rush. They have the characteristics of all the archer towers, but without any outstanding qualities, the only difference between them is the basic statistics and the appearance
Rangers Hideout It has one of the fastest attack rates in the series, and has good crowd control with its abilities. It is also good against enemies with regeneration and low life regardless of armor.
- Poison Arrows Poisons enemies, causing them to take additional damage over time
- Wrath of the Forest Summons thorns and vines that trap enemies in range, dealing damage every second
Musketeer Garrison The Musketeers are one of the towers with the greatest range in the entire saga (and the one with the most range in Kingdom Rush). They attack slowly and have more damage compared to other archers, being better for strong enemies. They are not good hordes, although their ability shrapnel shot helps him in this.
- Sniper Shot A longer range shot with a chance of instantly killing an enemy or inflicting high-damage.
- Shrapnel Shot A short range shot that blasts an area with shrapnel, dealing explosive damage to all nearby enemies
Other Towers[]
- The Barbarian Mead Hall can add a ranged attack via a special ability
Special Towers[]
- The Sylvan Elf Hall has a ranged attack
Kingdom Rush: Frontiers[]
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Archer Tower (Level 1) |
4-6 | 0.8s | 280 | 70 | None |
Marksmen Tower (Level 2) |
7-11 | 0.6s | 320 | 110 | None |
Sharpshooter Tower (Level 3) |
10-16 | 0.5s | 360 | 160 | None |
Crossbow Fort (Level 4.a) |
15-23 | 0.5s | 396 | 230 | Barrage Falconer |
Tribal Axethrowers (Level 4.b) |
25-40 | 0.8s | 358 | 230 | Totem of Weakness Totem of Spirits |
Archer, Marksmen and Sharpshooter are the basic Ranged Towers in Kingdom Rush: Frontiers. Their stats remain unchanged from Kingdom Rush, with only a cosmetic redesign standing them apart.
Crossbow Fort The Crossbow has a long range and a good attack rate, being able to stop groups of enemies with low-medium health. For powerful enemies, its Barrage ability will help it.
- Barrage Shoots bolts in quick succession. It can change to a new target within a limited angle.
- Falconer Gains a chance to deal double damage and improves the attack range of all towers in its own range.
Tribal Axethrowers Axethrowers have high damage, but a lower attack rate and range than Crossbow Fort, its abilities are what help it stand out, making it fill a great support role.
- Totem of Weakness Creates a totem that weakens nearby enemies and makes them suffer more damage
- Totem of Spirits Creates a totem that silences nearby enemies and stops the use of special abilities
Special Towers[]
- The Legion Archer, SCUMM Bar, Dwarven Bastion and Pirate Watchtower have a ranged attack
Kingdom Rush: Origins[]
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Hunter Arbor (Level 1) |
2-5 | 0.7s | 320 | 70 | None |
Watcher Arbor (Level 2) |
4-9 | 0.6s | 360 | 110 | None |
Sentinel Arbor (Level 3) |
5-11 | 0.4s | 400 | 160 | None |
Arcane Archers (Level 4.a) |
22-36 | 0.8s | 400 | 230 | Burst Arrows Slumber Arrows |
Golden Longbows (Level 4.b) |
45-60 | 1.5s | 600 | 275 | Crimson Sentence Hunter's Mark |
Hunter Arbor, Watcher Arbor and Sentinel Arbor are the basic Ranged Towers in Kingdom Rush: Origins. Compared to previous games, these have more range and attack speed, but do less damage.
Arcane Archers Elf archers with the ability to fire 2 arrows at once, which lower the enemy's magic resistance, making Mages more viable on multiple occasions.
- Burst Arrows: Shoots an explosive magical arrow that deals additional area magic damage
- Slumber Arrows: Shoots an arrow that puts an enemy to sleep
Golden Longbows: Master marksmen, that work similar to Musketeers; long range, high damage and slow attack. However, it attacks faster and will do less damage if enemies are close. It also has a slim chance to hit that deals True Damage. Due to its strange properties and its abilities, this tower is perfect for any type of enemy, but will have to be positioned well. It is more expensive compared to other archers.
- Crimson Sentence: Every shot has a chance of slaying its victim.
- Hunter's Mark: Marks a target, causing it to suffer double damage from all sources
Other Towers[]
- The Forest Keepers have a ranged attack
Special Towers[]
- The Awok Hut and Renegade Post have a ranged attack
Kingdom Rush: Vengeance[]
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Shadow Archers (Level 1) |
3-4 | Fast 0.7s |
Short 300 |
80 | None |
Shadow Archers (Level 2) |
7-12 | Fast 0.7s |
Average 330 |
120 | None |
Shadow Archers (Level 3) |
14-22 | Fast 0.7s |
Long 360 |
190 | None |
Shadow Archers (Level 4) |
24-36 | Fast 0.7s |
Great 400 |
280 | Shadow Mark Blade of Demise Crow's Nest |
Shadow Archers are the only Ranged Tower that works just like ranged towers in other games, constantly shooting arrows that deal light damage to enemies at medium range.
- Shadow Mark Shoots an arrow that marks a target, making it suffer extra damage from all sources for 5 seconds.
- Blade of Demise The Archer stabs an enemy in the back and kills it instantly
- Crow's Nest Summons a crow to attack nearby enemies.
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Goblirangs (Level 1) |
3-5 | Average 1.4s |
Long 350 |
90 | None |
Goblirangs (Level 3) |
7-14 | Average 1.4s |
Long 350 |
140 | None |
Goblirangs (Level 3) |
14-26 | Average 1.4s |
Long 350 |
200 | None |
Goblirangs (Level 4) |
25-47 | Average 1.4s |
Long 350 |
270 | Biggarangs Headbang Angry Bees |
Goblirangs is a simple and complex tower at the same time. It throws boomerangs that deal low damage to enemies, then they travel to the maximum range of the tower and then return. This tower is very good as a pseudo-artillery; however, it deals much less damage and is more likely to miss.
- Biggarang: Throws a massive boomerang which deals damage in an area
- Headbang: Goblirang attacks have a chance to stun the target
- Angry Bees: Throws a beehive, dealing physical damage in a small area to all enemies exposed
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Bone Flingers (Level 1) |
2-4 | Fast 0.6s |
Short 300 |
60 | None |
Bone Flingers (Level 3) |
5-11 | Fast 0.6s |
Short 300 |
110 | None |
Bone Flingers (Level 3) |
9-20 | Fast 0.6s |
Short 300 |
150 | None |
Bone Flingers (Level 4) |
14-34 | Fast 0.6s |
Short 300 |
180 | The Walking Dead Got Milk? Summon Bonem |
Bone Flingers are a highly versatile tower. It has random targeting, attacking any enemy in range instead of only focusing on one until it is out of range, and requires small amounts of gold to fully upgrade.
- The Walking Dead Spawns a clumsy Skeleton that walks through the path engaging with enemies.
- Got Milk? Increases base attack damage
- Summon Bonem Summons a giant skeleton golem that will fight and shoot enemies
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Swamp Thing (Level 1) |
19-21 | Very Slow 2.1s |
Long 370 |
120 | None |
Swamp Thing (Level 3) |
38-42 | Very Slow 2.1s |
Great 430 |
150 | None |
Swamp Thing (Level 3) |
65-71 | Very Slow 2.1s |
Great 500 |
210 | None |
Swamp Thing (Level 4) |
90-100 | Very Slow 2.1s |
Great 600 |
290 | Smash! Blinding Liquid Carnivore |
Swamp Thing has two roles it can change between, functioning as either a Ranged Tower or a Melee Tower.
- Smash! Attacks have a chance of instantly killing enemies.
- Blinding Liquid Attacks have a chance of stunning enemies.
- Carnivore Swamp Thing regenerates HP every time it kills an enemy
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Shaolin Temple (Level 1) |
3-4 | Average 1.4s |
Average 320 |
110 | None |
Shaolin Temple (Level 2) |
6-10 | Average 1.4s |
Average 320 |
150 | None |
Shaolin Temple (Level 3) |
11-17 | Average 1.4s |
Average 320 |
190 | None |
Shaolin Temple (Level 4) |
14-26 | Average 1.4s |
Average 320 |
230 | Dragon Warrior Lion of Abundance Shaolin Monks |
Shaolin Temple is most effective against large numbers of low or unarmored enemies. Each attack it makes briefly stuns enemies, resulting in them being unable to activate their special abilities.
- Dragon Warrior Summons an elite Shaolin Monk to the path
- Lion of Abundance Enemies that die close to the tower reward additional gold.
- Shaolin Monks Increase the number of attacking monks
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials | |
---|---|---|---|---|---|---|
Ogre Shipwreck (Level 1) |
1 | n/a | n/a | Short | 130 | |
Ogre Shipwreck (Level 2) |
2 | n/a | n/a | Short | 170 | |
Ogre Shipwreck (Level 3) |
3 | 28-40 | Slow | Short | 220 | |
Ogre Shipwreck (Level 4) |
4 | 28-40 | Slow | Short | 280 | Better Crew Musket Rage Goblin Launcher |
Ogre Shipwreck starts as a Melee only tower for its first two stages, before adding Ranged damage at stage three.
- Better Crew Trains better units
- Musket Rage Fires a burst of heavy damage bullets
- Goblin Launcher Routinely sends a third unit to the path
Other Towers[]
- The Elite Harassers and Deep Devil's Reef have a ranged attack
Special Towers[]
- The Troll Mercenaries and Caravan have a ranged attack
Kingdom Rush 5: Alliance[]
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Royal Archers I |
3-5 | Average 0.8s |
Average 300 |
70 | None |
Royal Archers II |
8-11 | Average 0.8s |
Long 330 |
100 | None |
Royal Archers III |
15-23 | Average 0.8s |
Great 360 |
160 | None |
Royal Archers IV |
26-38 | Average 0.8s |
Great 400 |
250 | Armor Piercer Rapacious Hunter |
Royal Archers are the standard ranged tower, dealing light damage quickly and efficiently.
- Armor Piercer Shoots three empowered arrows that deal damage and ignore armor
- Rapacious Hunter Summons an eagle that attacks enemies on the path
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Ballista Outpost I |
3-5 | Very Slow 3.2s |
Average | 90 | None |
Ballista Outpost II |
7-11 | Very Slow 3.2ss |
Average | 130 | None |
Ballista Outpost III |
14-22 | Very Slow 3.2s |
Long | 180 | None |
Ballista Outpost IV |
25-38 | Very Slow 3.2s |
Great | 260 | Final Nail Scrap Bomb |
- Final Nail The last shot of the tower deals more damage and stuns the target
- Scrap Bomb Fires a scrap bomb that dealing damage, and leaves debris that slows enemies
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Dune Sentinels I |
3-5 | Average 0.8s |
Short | 80 | None |
Dune Sentinels II |
6-10 | Average 0.8s |
Short | 120 | None |
Dune Sentinels III |
10-14 | Average 0.8s |
Average | 170 | None |
Dune Sentinels IV |
16-25 | Average 0.8s |
Long | 250 | Bounty Hunt Whirling Doom |
- Bounty Hunt Throws a bouncing blade, that yields bonus gold if it kills enemies.
- Whirling Doom Launches two blades on the path that damage passing enemies.
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Twilight Longbows I |
14-18 | Very Slow 3.2s |
Great | 90 | None |
Twilight Longbows II |
35-48 | Very Slow 3.2s |
Extreme | 130 | None |
Twilight Longbows III |
66-90 | Very Slow 3.2s |
Extreme | 18 | None |
Twilight Longbows IV |
106-142 | Very Slow 3.2s |
Extreme | 240 | Support Blades Thrill of the Hunt |
- Support Blades Summons two Elite Harassers to the path
- Thrill of the Hunt Increases tower attack by 1-2 with each killing shot.
- Enemy Focus Swaps the targeted enemy between Max HP and Closest to Exit
Other Towers[]
- The Rocket Gunners have a ranged attack
Special Towers[]
- The Arborean Thornspears have a ranged attack
Comparison[]
All Level 4 Ranged Towers, without upgrades.
Tower | Damage | Speed | Fire Rate | Damage p/Second |
Range | Scope | Build Cost |
Cumulative Cost |
---|---|---|---|---|---|---|---|---|
Rangers Hideout | 13-19 | Very Fast | 0.4s | 56.25 | Great | 400 | 230 | 570 |
Musketeer Garrison | 35-65 | Slow | 1.5s | 33.33 | Extreme | 470 | 230 | 570 |
Crossbow Fort | 15-23 | Fast | 0.5s | 23.75 | Long | 396 | 230 | 570 |
Tribal Axethrowers | 25-40 | Average | 0.8s | 40.63 | Average | 358 | 230 | 570 |
Arcane Archers | 22-36 | Average | 0.8s | 36.25 | Great | 400 | 230 | 570 |
Golden Longbows | 45-60 | Slow | 1.5s | 35 | Extreme | 600 | 275 | 615 |
Shadow Archers | 24-36 | Fast | 0.7s | 42.86 | Great | 400 | 280 | 670 |
Goblirangs | 25-47 | Average | 1.4s | 25.71 | Long | 350 | 270 | 700 |
Bone Flingers | 14-34 | Fast | 0.6s | 40 | Short | 300 | 180 | 500 |
Swamp Thing | 90-100 | Very Slow | 2.1s | 45.24 | Great | 600 | 290 | 770 |
Shaolin Temple | 14-26 | Average | 1.4s | 14.29 | Average | 320 | 230 | 680 |
Royal Archers | 26-38 | Average | 0.8s | 40 | Great | 400 | 250 | 580 |
Ballista Outpost | 25-38 | Very Slow | 3.2s | 49.22 | Great | 210 | 260 | 660 |
Dune Sentinels | 16-25 | Average | 0.8s | 53.125 | Long | 180 | 250 | 620 |
Twilight Longbows | 106-142 | Very Slow | 3.2s | 38.75 | Extreme | 280 | 240 | 640 |
Related Upgrades[]
Kingdom Rush[]
- Salvage (1 Star)
- Marksmen Towers return 90% of value when sold. (Normal rate of return is 60%.)
- Eagle Eye (1 Star)
- Increases Marksmen attack range (by 10%).
- Piercing Shots (2 Stars)
- Piercing shots ignore a portion of the enemy's physical armor. (10%)
- Far Shots (2 Stars)
- Increases marksmen attack range (by 10%, stacks multiplicatively for 21% total).
- Precision (3 Stars)
- Marksmen attacks have a chance of dealing double damage. (10%)
Kingdom Rush: Frontiers[]
- Steady Hand (1 Star)
- Increases marksmen attack range (by 10%).
- Lumbermill (1 Star)
- Reduces basic archer construction costs. (-10 gold for level 1-3 archer towers).
- Focused Aim (2 Stars)
- Increases marksmen attack damage (by 5%).
- Accuracy (2 Stars)
- Increases marksmen attack range (by 5%) and damage (by 10%).
- Twin Shot (3 Stars)
- Marksmen have a chance of shooting two projectiles at the same time. (10%)
Kingdom Rush: Origins[]
- Master Shooter (1 star)
- Increases Archer attack damage (by 5%).
- Treesinged Bow (1 star)
- Increases Archer attack range (by 10%).
- Obsidian Heads (2 stars)
- Archers deal maximum damage against unarmored targets.
- Elven Training (2 stars)
- Improves all Archer special abilities (by 10% of the ability's effect/chance).
- Bloodletting Shot (3 stars)
- Archer attacks have a 15% chance of causing heavy bleeding over 3 seconds. This deals 23 ticks of damage, where each tick deals 10% of the arrow's damage (after armor), rounded up, as true damage. The bleeding can stack with itself and with other forms of bleeding.
Tower Maximum Bloodletting Damage Hunter Arbor 23 Watcher Arbor 23 Sentinel Arbor 46 Arcane Archers 46 Golden Longbows Long-range shot: 161
Long-range shot combined with a "crit": 299
Short-range shot: 69
Short-range shot combined with a "crit": 115
Kingdom Rush: Vengeance[]
- GXR-1 TARGETING SYSTEM (2 souls)
- Improved with Goblin technology, Archery towers gain extra range. (5% additional range)
- 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[]
- 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
All items (25)