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Overview[]

Krum'Thak Ragestorm is the first boss encountered in Legends of Kingdom Rush, found in the final node at the end of the first Adventure, Krum'Thak's Dominion. He is an Orc Shaman that uses lightning spells to attack, preferring to keep his distance and rely on magic and grunts to do the dirty work for him.

Traits[]

Lokr Boss Trait Leader : Defeating this unit finishes the fight.

Skills[]

Name Cooldown Type Range Effect
LokR Nme Thunderbolt Thunderbolt 0 Regular Global Marks several areas in the playing field, marking a center hex and adjacent hexes with sparks. A lighting strike will then strike each of the areas. The attack deals 5 LokR Magic Icon to the center and 3 LokR Magic Icon and knock-back in the adjacent hexes.

Strategy[]

First Wave[]

  • Three Orc Archers, two Orc Warriors, one Orc Champion and one Orc Shaman must be defeated before Krum'Thak enters the fray and can be attacked directly.
  • Krum'Thak always attacks last in the round, marking three hexes and the six around each as targets for his Thunderbolt attack. Any unit, player or enemy that are within the hexes when they strike will be damaged and knocked back (including any Status Effects#Rooted). It is possible to lure enemy units into the hexes by positioning units where enemies will try to approach them. Damage dealt by the thunderbolts will bypass armor so giving an extra boost to overall damage dealt each round.
  • Focus on defeating the Archers and Shaman first, as the former can attack from afar and the latter has healing on top of long ranged magic.
  • When all the green-skins are defeated, Krum'Thak will use his Thunderbolt attack one more time before teleporting on to the battlefield.

Second Wave[]

  • Krum'Thak teleports to one of the three hexes marked with a symbol, that is farthest away from the player's units. Though not listed in his abilities, he will teleport each turn.
  • Each turn Krum'Thak continues to create landing sites for Thunderbolts, this time creating five instead of the three previous. His summoned allies are still at risk of damage from the attack, but he will not take any damage himself if caught within them.
  • He is immune to any Status Effects that cause Immobilization (Stun, Root, Sleep and Freeze), but not those that cause Weakness (Bleeding, Poison, Burning).
  • Despite having an attack stat, he does not have any melee attacks. As there are only a few other units in the second wave of the encounter, it leaves the player with many tactical options. A combination of melee and ranged attacks is usually able to take out Krum'Thak a few turns after he enters the fray.
    • At the end of the first wave against the green-skins, try and maneuver your units into the center of the arena, where all three hex symbols are accessible. This makes it easier to target Krum'Thak straight away.
  • Two each of Unblinded Acolytes and Unblinded Priests show up when Krum'Thak comes down to the arena. A few turns later, an Unblinded Abomination is also summoned. It would be best to defeat Krum'Thak before the abomination appears, although if it does appear, it’s not hard to avoid, as abominations are slow.
  • If left alone, Krum'Thak will continue to summon Unblinded reinforcements a further four times. After the first Abomination is defeat he will summon two Unblinded Priests and one Unblinded Acolyte, then another Unblinded Abomination. He repeats these summons one more time, then will not summon any further units until he is defeated.


Trivia[]

  • As the successor to Gul'Thak as leader of the Greenskins, he carries the same staff the former leader carried when he appeared in Ruins of Acaroth.

Appearances[]

Lore[]

Krum'Thak the Shaman: Shocking, huh?

Krum'Thak flexed his muscles, feeling a rush of energy flow through his strengthened form. These newly acquired powers felt amazing. When he had first returned to the village, no one had recognized him. His body, once puny and frail, was now a mass of bulging, hardened muscles. Surges of energy fueled by dark magic ran through his veins, its overwhelming power intoxicating him. Though he had already been a powerful shaman, the abilities he had once earned through years of dedicated study and practice were worthless compared to what he could achieve now.

He recalled a time when his loyalty to Veruk had no limits. No matter how ambitious or absurd the task was, Krum’Thak would’ve stood beside him. He would have followed him into battle even at the gates of hell itself. However, that time was over now. Veruk had been summoned back to Linirea by the Dark Lord some time ago. After all they had been through together, it only seemed right to Krum’Thak that he should lead the Warmonger Tribe in Veruk’s absence. But despite all he had done for him, his offer to lead was met with the sting of mockery. Like all Orcs, the Warmongers followed strength. Krum’Thak was told that no one would ever see a weakling like him as a leader.

He remembered clearly the day he left the camp in shame and wandered the lands aimlessly until a storm forced him to find refuge in some devastated castle ruins. That night a dark fate would smile upon him and open his eyes to the truth. Suddenly, it all became so clear to him. He knew now, beyond a shadow of a doubt, he was destined to lead his people to greatness. Without reservations, he embraced the power that was granted to him surrendering himself to its glory.

Now he just had to do one simple task: destroy his rivals in the arena. He would crush everyone who had looked down on him, claim his rightful place as chieftain of the Warmongers, and finally fulfill his glorious destiny. As Krum’Thak advanced with thunderous steps, the darkened skies roared above. The Warmonger Tribe would be rightfully his, and none would dare oppose him. After all, he was the strongest and most powerful greenskin that ever existed.


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