Kingdom Rush Wiki
Advertisement


"While your men celebrate your victory over the goblinoid and orcish troops, a messenger bears bad news.
The township of Pagras is under siege by an overwhelmingly superior force.
This is clearly an attack on the kingdom: war is upon us!"

Pagras is the third level in the game comprised of eleven waves. The player starts with twelve Strategic Points to build on. The map features two entry points to the east and north-east.


Campaign[]

Set-Up[]

Wave Composition[]

Wave Enemies
(Northeast)
Enemies
(East)
Income
1 Goblin x24 72
2 Goblin x5
Orc x5
60
3 Wulf x6 Wulf x6 60
4 Goblin x20 Goblin x20 120
5 Wulf x10 Goblin x25 125
6 Orc x5 Orc x5 90
7 Orc x9
Shaman x2
Goblin x20 161
8 Orc x12
Shaman x2
Goblin x25 203
9 Goblin x30 Orc x6
Shaman x2
Goblin x15
Wulf x10
259
10 Goblin x20
Shaman x2
Ogre x1
130
11 Goblin x10
Orc x8
Shaman x2
Ogre x1
Goblin x10
Orc x8
Shaman x2
Ogre x1
344

Strategy

Upgrades and Hero[]

  • Damage upgrades may be useful to help take down the Ogres. Use barracks to slow them down!

General[]

  • Waves are quite numerous. Either cover the path well or use well assisted Artillery.
  • Shamans make enemies much tougher and are best taken down early. Use Reinforcements to separate them from other enemies and let your towers focus.

Towers[]

  • The path joint is a good place to put Artillery and Barracks.
  • Mages are almost useless against Shamans. Archers are the best against them, due to high firing rate. 
  • Towers between the paths are able to attack both paths, but can be easily overwhelmed. Fast towers are generally better there, such as archers. 


Heroic Challenge[]

Set-Up[]

Wave Composition[]

Wave Enemies
(Northeast)
Enemies
(East)
Income
1 Wulf x5 Wulf x5 50
2 Goblin x25
Orc x2
Shaman x1
Goblin x25
Orc x2
Shaman x1
206
3 Goblin x18
Orc x8
Shaman x2
Goblin x18
Orc x8
Shaman x2
292
4 Orc x3
Shaman x2
Ogre x1
Orc x3
Shaman x2
Ogre x1
194
5 Goblin x30
Orc x4
Shaman x2
Ogre x2
Goblin x30
Orc x4
Shaman x2
Ogre x2
492
6 Ogre x5 Shaman x15 400

Strategy

Upgrades and Hero[]

  • You will need a lot of firepower. Upgrade towers damage and Rain of Fire.
  • Upgrading Barracks and Reinforcements may be useful.

General[]

  • Scorched Earth instantly kills Goblins.
  • There are just too many Ogres in waves 5 and 6. Mage is the best to deal with ogres, but use soldiers to slow them down! Also, use archers as there are Shamans approaching!

Towers[]

  • It's difficult to build enough sheer firepower to beat all the Ogres in waves 5 and 6. Try building several Barracks for assistance.
  • Make the most of your towers, you will need them attacking as much as they can.


Iron Challenge[]

Set-Up[]

Wave Composition[]

Wave Enemies
(Northeast)
Enemies
(East)
Income
1 Goblin x80
Shaman x6
Ogre x2
Orc x45
Ogre x2
905

Strategy

Upgrades and Hero[]

  • Archer, Barracks and Mage upgrades are recommended.
  • If being overwhelmed by the numbers, consider Rain of Fire Scorched Earth.

General[]

  • Consider selling the towers that are no longer useful to handle the Ogres. Mages are the best to deal with Ogres. 

Towers[]

  • The two paths have different types of enemies. Make use of that!
  • Building towers between the paths may not be ideal because you can't control the enemies focus. It's advised to build towers and hold off enemies before they can pass and made a rotation toward southeast. 

Events[]

New Enemy
Wave 7
Shaman
K6 Tribal healers resistant to magic attacks.


  • High magic resistance
  • Can heal allies
  • Average speed
Magic Resistant Enemies

KR MagicRes
Some enemies enjoy different levels of magic resistance that protects them against magical attacks. Magic resistant enemies take less damage from Wizards

New Enemy
Wave 8
Ogres
K7 Big, ugly and tough humanoids, they'll obliterate everything in their path.


  • Very high health
  • Very slow speed
  • Costs 3 lives
Advertisement