Ranged Towers, more commonly known as Archer Towers, are one of the four main tower types in Kingdom Rush. Armed with two archers, these towers fire a constant stream of arrows into 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.
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.
There are five Ranged 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 the towers offensive and defensive capabilities.
In Kingdom Rush: Vengeance, there are five ranged towers, each with four levels. The fourth level unlocks abilities.
Tower Summary[]
Kingdom Rush[]
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Archer Tower (Level 1) |
4-6 | 0.8s | 280 (339) |
70 | None |
Marksmen Tower (Level 2) |
7-11 | 0.6s | 320 (387) |
110 | None |
Sharpshooter Tower (Level 3) |
10-16 | 0.5s | 360 (436) |
160 | None |
Rangers Hideout (Level 4.a) |
13-19 | 0.4s | 400 (484) |
230 | • Poison Arrows • Wrath of the Forest |
Musketeer Garrison (Level 4.b) |
35-65 | 1.5s | 470 (569) |
230 | • Sniper Shot • Shrapnel Shot |
Below is information on every tower.
Archer tower, Marksmen tower and Sharpshooter tower: Are the basic ranged towers in Kingdom rush, It has 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 Hideouts: It has one of the fastest attack rates in the series, also together with its abilities it manages to have good control of crowds, enemies with regeneration and low life regardless of armor. Abilities:
- Poison Arrows (250/250/250 gold): The rangers' arrows poison enemies causing them to take 5/10/15 true damage for 3 seconds. Spiders, undead enemies, and Magma Elemental are immune.
- Wrath of the Forest (300/150/150 gold): Creates vines that paralyze up to 8 non-boss enemies (minimum 2) for 1/2/3 seconds, dealing 40 physical damage every second. Spectral Knights are immune. (Cooldown: 8 seconds)
Musketeer Garrisons: The musketeers are one of the towers with the most 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, but not for hordes although their ability shrapnel shot helps him in this. Abilities:
- Sniper Shot (250/250/250 gold): Long range shot (for up to 1.5x range of the tower) with 20/40/60% of instantly killing; If it don't insta-kill the enemy, the enemy will take huge physical damage, Sniper Shot cannot IK or deal heavy damage to bosses or mini-bosses. (Cooldown: 14 seconds)
- Shrapnel Shot (300/300/300 gold): Short range shot that blasts an area with 6 shrapnel, dealing 10-40 / 20-80 / 30 - 120 area explosive damage each one to all nearby enemies (including flying enemies) within range. This ability, however, does not directly target flying enemies (Identical to artillery towers). Is affected "Smart Targeting" star artillery upgrade in non-flash versions. (Cooldown: 9 seconds)
Kingdom Rush: Frontiers[]
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Archer Tower (Level 1) |
4-6
(6-8) |
0.8s | 280 (323) |
70
(60) |
None |
Marksmen Tower (Level 2) |
7-11
(9-14) |
0.6s | 320 (370) |
110
(100) |
None |
Sharpshooter Tower (Level 3) |
10-16
(13-19) |
0.5s | 360 (416) |
160
(150) |
None |
Crossbow Fort (Level 4.a) |
15-23
(18-28) |
0.5s | 396 (458) |
230 | • Barrage • Falconer |
Tribal Axethrowers (Level 4.b) |
25-40
(30-47) |
0.8s | 358 (414) |
230 | • Totem of Weakness • Totem of Spirits |
- Damage and cost values in parentheses are due to upgrades.
Below is information on every tower
Archer tower, Marksmen tower and Sharpshooter tower: Are the basic ranged towers in Kingdom rush Frontiers, his stads are the same as the basic ones of the original, the only thing that changes is the appearance
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. Abilities:
- Barrage (250/150/150 gold): Shoots 6/8/10 bolts in quick succession that deal 30-40 damage each. It can change to a new target within a limited angle. (Cooldown: 5 seconds - once after 10 basic attacks)
- Falconer (200/200/200 gold):Gains 5/10/15% chance to deal double damage and improves 10/15/20% attack range of all towers (including itself) in its range. This effect does not stack.
Tribal Axethrowers: She has high damage, but a lower attack rate and range than Crossbow Fort, her abilities are what help her stand out, making her fill a great support role with them. Abilities:
- Totem of Weakness: Creates a totem that weakens* non-boss nearby enemies and makes them suffer 40% more damage from all sources for 3/6/9 seconds. It also halves the melee damage of afflicted foes. (Cooldown: 10 seconds)
Kingdom Rush: Origins[]
Towers (Level) |
Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Hunter Arbor (Level 1) |
2-5
(3-6) |
0.7s | 320 (352) |
70 | None |
Watcher Arbor (Level 2) |
4-9
(5-10) |
0.6s | 360 (396) |
110 | None |
Sentinel Arbor (Level 3) |
5-11
(6-12) |
0.4s | 400 (440) |
160 | None |
Arcane Archers (Level 4.a) |
22-36
(24-38) |
0.8s | 400 (440) |
230 | • Burst Arrows • Slumber Arrows |
Golden Longbows (Level 4.b) |
45-60
(48-63) |
1.5s | 600 (660) |
275 | • Crimson Sentence • Hunter's Mark |
- Values in parentheses are due to upgrades.
Below is information on every tower
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 resist (-3% per shot and 2 shots per volley) making mages more viable on multiple occasions. but if there is an enemy that is difficult for her to defeat, both skills will help her. Abilities
- Burst Arrows: (200/200/200 gold) Shoots an explosive magical arrow that deals additional 80/160/240'' area magic damage (damage area: 115). On the Android, Steam, and Switch versions, the initial arrow deals regular attack damage (half of the listed attack, since it fires two arrows at once) and is affected by Obsidian Heads. This has not been confirmed on iOS. (Cooldown: 12 seconds)
- Slumber Arrows: (180/180/180 gold) Shoots an arrow that puts an enemy to sleep for 4'' seconds, make him vulnerable. (Cooldown: 20/16/12s)
Golden Longbows: Master marksmen, work similar to musketeers, long range, high damage and slow attack, however, attacks faster and will do less damage if enemies are close, also has a 6% (1% at close range) chance to hit that deals double damage as true damage (crit). due to its strange properties and its abilities, this tower is perfect for any type of enemy, yes, you will have to position it well, and it is more expensive compared to other archers. Abilities:
- Crimson Sentence: (300/300/300 gold) Every shot has a chance 3/6/9%*'' of slaying its victim. This is shown as headshot. (*The percentage is halved in short range.)
- Hunter's Mark: (225/225/225)Marks a non-boss enemie, causing it to suffer 200%'' damage from all sources for 5/10/15 seconds. (Cooldown: 12 seconds)
''Please note that the percentages, damage, etc, of the specialized towers, are shown without the power of Elven Training, to see the effectiveness of the skills with Elven Training, see each page
Kingdom Rush: Vengeance[]
Shadow Archers | Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Shadow Archers I |
3-4
(3-4) |
0.7s | 300 (315) |
80 | None |
Shadow Archers II |
7-11
(7-12) |
0.7s | 330 (346) |
120 | None |
Shadow Archers III |
14-21
(15-23) |
0.7s | 360 (378) |
190 | None |
Shadow Archers IV |
23-34
(25-37) |
0.7s | 400 (420) |
280 | Shadow Mark Blade of Demise Crow's Nest |
- Values in parentheses are due to upgrades.
Below is information of this tower
This is 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. Abilities:
Shadow Mark: (120/120/120 gold)'' Shoots an arrow that marks a target, making it suffer extra 30/60/ 100% damage from all sources for 5 seconds. The arrow itself doesn't deal any damage.(Cooldown: 20 seconds)
Blade of Demise: (300/100/100 gold)'' Every 40/30/24 seconds stabs an enemy in the back and kills it instantly, can´t kill War wagon and bosses.
Crow's Nest: (200/200gold)'' Summons a crow to attack nearby enemies. The crow locks on to an enemy, dealing 1-2 physical damage.
''value without counting the improvement of GUILD OF MERCHANTS
Goblirangs | Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Goblirangs I |
3-5 (3-5) |
1.4s | 350 (368) |
90 | None |
Goblirangs II |
7-14 (7-15) |
1.4s | 350 (368) |
140 | None |
Goblirangs III |
14-26 (15-28) |
1.4s | 350 (368) |
200 | None |
Goblirangs IV |
25-47 (27-51) |
1.4s | 350 (368) |
270 | Biggarangs Headbang Angry Bees |
- Values in parentheses are due to upgrades.
Below is information of this tower
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 ( The boomerang deals a half of the listed damage on return.). This tower is very good as a pseudo-artillery , however, deals much less damage and is more likely to miss. Abilities:
Biggarang: (200/100/100 gold) Throws a massive boomerang which deals 27-49/32-60/43-81 damage in an area of 70. (Cooldown: 12 seconds)
Headbang: (130/130/130 gold) Goblirang attacks have a 5/10/15% chance to stun the target for 1.2 seconds on each hit.
Angry Bees: (200/200/200 gold) Throws a beehive, dealing physical damage (max damage: 120/230/345) in a small area (80) and nearby enemies over 7 seconds. (Cooldown: 18 seconds)
Bone Flingers | Damage | Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Bone Flingers I |
2-4 (2-4) |
0.6s | 300 (315) |
60 | None |
Bone Flingers II |
5-11 (5-12) |
0.6s | 300 (315) |
110 | None |
Bone Flingers III |
9-20 (9-22) |
0.6s | 300 (315) |
150 | None |
Bone Flingers IV |
14-34 (15-37) |
0.6s | 300 (315) |
180 | The Walking Dead Got Milk? Summon Bonem |
Swamp Thing | Damage (With Upgrades) |
Fire Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Swamp Thing I |
19-21 (20-23) |
Very Slow | Long | 120 | None |
Swamp Thing II |
38-42 (41-46) |
Very Slow | Great | 150 | None |
Swamp Thing III |
65-71 (71-78) |
Very Slow | Great | 210 | None |
Swamp Thing IV |
90-100 (99-110) |
Very Slow | Great | 290 | Smash! Blinding Liquid Carnivore |
Shaolin Temple | Damage | Attack Rate | Range | Build Cost |
Specials |
---|---|---|---|---|---|
Shaolin Temple I |
2-4 | Average | 110 | None | |
Shaolin Temple II |
5-9 | Average | 150 | None | |
Shaolin Temple III |
9-17 | Average | 190 | None | |
Shaolin Temple IV |
14-26 | Average | 230 | Dragon Warrior Lion of Abundance Shaolin Monks |
Tower Tactics[]
General Tips[]
- Archers are best left in the front so that they kill off lesser, armored or lonely foes so as to leave the tougher foes to be killed by the Magic towers.
- Arcane Archers especially apply to the previous tactic as they can not only kill foes with fairly high damaging arrows but can also lower the magic resistance of foes such as Twilight Evokers, Gnoll Blighters and Twilight Heretics so the Mages can kill them just as fast.
- Higher damaging archers such as the Tribal Axethrowers, Musketeer Garrisons and the Golden Longbows can also deal with armored foes and are quite recommended on Iron Challenges where Mages can't be used.
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)
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)