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UpTier Archer

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:

  1. Ability to target both air and ground units.
  2. Higher shooting rate on average compared to other towers
  3. Physical damage: Ignores magical armor
  4. 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
Pedia tower Archer Tower

Archer Tower
(Level 1)
4-6 0.8s 280 70 None
Pedia tower Marksmen Tower

Marksmen Tower
(Level 2)
7-11 0.6s 320 110 None
Pedia tower Sharpshooter Tower

Sharpshooter Tower
(Level 3)
10-16 0.5s 360 160 None
Pedia tower Rangers Hideout

Rangers Hideout
(Level 4.a)
13-19 0.4s 400 230 Poison Arrows
Wrath of the Forest
Pedia tower Musketeer Garrison

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[]

Special Towers[]


Kingdom Rush: Frontiers[]

Towers
(Level)
Damage Fire Rate Range Build
Cost
Specials
TowSqr KRF Archer

Archer Tower
(Level 1)
4-6 0.8s 280 70 None
TowSqr KRF Marksmen

Marksmen Tower
(Level 2)
7-11 0.6s 320 110 None
TowSqr KRF SharpShooter

Sharpshooter Tower
(Level 3)
10-16 0.5s 360 160 None
Crossbow Fort

Crossbow Fort
(Level 4.a)
15-23 0.5s 396 230 Barrage
Falconer
Windwalkers-totem

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[]

Kingdom Rush: Origins[]

Towers
(Level)
Damage Fire Rate Range Build
Cost
Specials
Hunter Arbor

Hunter Arbor
(Level 1)
2-5 0.7s 320 70 None
KRO TowerBox Watcher Arbor

Watcher Arbor
(Level 2)
4-9 0.6s 360 110 None
Sentinel Arbor

Sentinel Arbor
(Level 3)
5-11 0.4s 400 160 None
KRO TowerBox Arcane Archers

Arcane Archers
(Level 4.a)
22-36 0.8s 400 230 Burst Arrows
Slumber Arrows
KRO TowerBox Golden Longbows

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[]

Special Towers[]

Kingdom Rush: Vengeance[]

Towers
(Level)
Damage Fire Rate Range Build
Cost
Specials
SArcher I

Shadow Archers
(Level 1)
3-4 Fast
0.7s
Short
300
80 None
SArcher II

Shadow Archers
(Level 2)
7-12 Fast
0.7s
Average
330
120 None
SArcher III

Shadow Archers
(Level 3)
14-22 Fast
0.7s
Long
360
190 None
SArcher IV

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
GRang I

Goblirangs
(Level 1)
3-5 Average
1.4s
Long
350
90 None
GRang II

Goblirangs
(Level 3)
7-14 Average
1.4s
Long
350
140 None
GRang III

Goblirangs
(Level 3)
14-26 Average
1.4s
Long
350
200 None
GRang IV

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
BFling I

Bone Flingers
(Level 1)
2-4 Fast
0.6s
Short
300
60 None
BFling II

Bone Flingers
(Level 3)
5-11 Fast
0.6s
Short
300
110 None
BFling III

Bone Flingers
(Level 3)
9-20 Fast
0.6s
Short
300
150 None
BFling IV

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
SThing I
Swamp Thing
(Level 1)
19-21 Very Slow
2.1s
Long
370
120 None
SThing II
Swamp Thing
(Level 3)
38-42 Very Slow
2.1s
Great
430
150 None
SThing III
Swamp Thing
(Level 3)
65-71 Very Slow
2.1s
Great
500
210 None
SThing IV
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
ShTemple I

Shaolin Temple
(Level 1)
3-4 Average
1.4s
Average
320
110 None
ShTemple II

Shaolin Temple
(Level 2)
6-10 Average
1.4s
Average
320
150 None
ShTemple III

Shaolin Temple
(Level 3)
11-17 Average
1.4s
Average
320
190 None
ShTemple IV

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
OShipwreck I

Ogre Shipwreck
(Level 1)
1 n/a n/a Short 130
OShipwreck II

Ogre Shipwreck
(Level 2)
2 n/a n/a Short 170
OShipwreck III

Ogre Shipwreck
(Level 3)
3 Melee 28-40 Slow Short 220
OShipwreck IV

Ogre Shipwreck
(Level 4)
4 Melee 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[]

Special Towers[]

Kingdom Rush 5: Alliance[]

Towers
(Level)
Damage Fire Rate Range Build
Cost
Specials
RArcher I
Royal Archers I
3-5 Average
0.8s
Average
300
70 None
RArcher II

Royal Archers II
8-11 Average
0.8s
Long
330
100 None
RArcher III

Royal Archers III
15-23 Average
0.8s
Great
360
160 None
RArcher IV

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
BOutpost I
Ballista Outpost I
3-5 Very Slow
3.2s
Average 90 None
BOutpost II

Ballista Outpost II
7-11 Very Slow
3.2ss
Average 130 None
BOutpost III

Ballista Outpost III
14-22 Very Slow
3.2s
Long 180 None
BOutpost IV

Ballista Outpost IV
25-38 Very Slow
3.2s
Great 260 Final Nail
Scrap Bomb

Ballista Outpost

  • 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
DSentinels I
Dune Sentinels I
3-5 Average
0.8s
Short 80 None
DSentinels II

Dune Sentinels II
6-10 Average
0.8s
Short 120 None
DSentinels III

Dune Sentinels III
10-14 Average
0.8s
Average 170 None
DSentinels IV

Dune Sentinels IV
16-25 Average
0.8s
Long 250 Bounty Hunt
Whirling Doom

Dune Sentinels

  • 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
TLongbows I
Twilight Longbows I
14-18 Very Slow
3.2s
Great 90 None
TLongbows II

Twilight Longbows II
35-48 Very Slow
3.2s
Extreme 130 None
TLongbows III

Twilight Longbows III
66-90 Very Slow
3.2s
Extreme 18 None
TLongbows IV

Twilight Longbows IV
106-142 Very Slow
3.2s
Extreme 240 Support Blades
Thrill of the Hunt

Twilight Longbows

  • 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[]

Special Towers[]

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[]

  • KR Up Salvage Salvage (1 Star)
    • Marksmen Towers return 90% of value when sold. (Normal rate of return is 60%.)
  • KR Up EagleEye Eagle Eye (1 Star)
    • Increases Marksmen attack range (by 10%).
  • KR Up PierSht Piercing Shots (2 Stars)
    • Piercing shots ignore a portion of the enemy's physical armor. (10%)
  • KR Up FarShot Far Shots (2 Stars)
    • Increases marksmen attack range (by 10%, stacks multiplicatively for 21% total).
  • KR Up Presc Precision (3 Stars)
    • Marksmen attacks have a chance of dealing double damage. (10%)

Kingdom Rush: Frontiers[]

  • Up KRF ImpAim Steady Hand (1 Star)
    • Increases marksmen attack range (by 10%).
  • Up KRF Lumbermill Lumbermill (1 Star)
    • Reduces basic archer construction costs. (-10 gold for level 1-3 archer towers).
  • Up KRF FocusAim Focused Aim (2 Stars)
    •  Increases marksmen attack damage (by 5%).
  • Up KRF Accuracy Accuracy (2 Stars)
    • Increases marksmen attack range (by 5%) and damage (by 10%).
  • Up KRF TwinShot Twin Shot (3 Stars)
    • Marksmen have a chance of shooting two projectiles at the same time. (10%)

Kingdom Rush: Origins[]

  • KRO Upgrade A 01 Level-1 Master Shooter (1 star)
    • Increases Archer attack damage (by 5%).
  • KRO Upgrade A 02 Level-2 Treesinged Bow (1 star)
    • Increases Archer attack range (by 10%).
  • KRO Upgrade A 03 Level-3 Obsidian Heads (2 stars)
    • Archers deal maximum damage against unarmored targets.
  • KRO Upgrade A 04 Level-4 Elven Training (2 stars)
    • Improves all Archer special abilities (by 10% of the ability's effect/chance).
  • KRO Upgrade A 05 Level-5 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[]

  • KRVUp GXR1 GXR-1 TARGETING SYSTEM (2 souls)
    • Improved with Goblin technology, Archery towers gain extra range. (5% additional range)
  • 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)

Kingdom Rush 5: Alliance[]

  • KR5AUp Scoping SCOPING MECHANISM (2 upgrade point): Increases the attack range of all towers by 10%
  • KR5AUp Investment WISE INVESTMENT (1 upgrade point): Towers now reimburse 90% of their cost when sold
  • KR5AUp Customer FAVORITE CUSTOMER (3 upgrade point): Get 50% refund on the third level of skills (20% for single-level skills)
  • KR5AUp Fervor BATTLE FERVOR (4 upgrade point): Reduces the cooldown of all tower skills by 20%
  • KR5AUp Friends FRIENDS OF THE CROWN (2 upgrade point): Each equipped Linirean hero reduces the cost of building and upgrading towers
  • KR5AUp Shady SHADY COMPANY (2 upgrade point): Each equipped Dark Army hero increases the Towers' attack damage


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