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This article is about the level in Kingdom Rush. For the level in Kingdom Rush: Vengeance, see Vez'nan's Tower.

"Our troops gather around the dread wizard Vez'nan’s tower. It is time for a reckoning... time for the final fray. This is the ultimate battle for our kingdom's safety. Every step has brought us to this moment, and there is no turning back.
Now it's time to show our mettle!"

The Dark Tower is the twelfth stage in Kingdom Rush, and the final one in the main campaign. Beating it unlocks Sarelgaz's Lair, Ruins of Acaroth, Rotten Forest, Hushwood, Glacial Heights, Rotwick and Pit of Fire.

Upon completion, the end credits will play.

Campaign[]

Set-Up[]

Wave Composition[]

Wave Enemies
(Northwest)
Enemies
(Northeast)
Number of
Towers Disabled
Income Income with Skeletons on Casual/Normal/Veteran Difficulty
1 Demon Hound x2
Demon Spawn x4
Necromancer x1
Bandit x6
Brigand x6
0 318 360/360/392
2 Demon Imp x1
Gargoyle x5
Demon Imp x1
Gargoyle x5
0 170 170/170/170
3 Demon Lord x1
Demon Spawn x10
0 260 290/290/370
4 Dark Knight x6
Shadow Archer x4
0 214 234/266/266
5 Bandit x16
Marauder x2
Brigand x4
Bandit x16
Marauder x2
Brigand x4
0 536 928/928/928
6 Bandit x6
Brigand x3
Dark Knight x2
Shadow Archer x3
Bandit x6
Brigand x3
Dark Knight x2
Shadow Archer x3
0 382 438/470/470
7 Rocket Rider x6 Rocket Rider x6 0 360 360/360/360
8 Worg x6
Necromancer x3
Worg x6
Necromancer x3
0 444 504/504/504
9 Spider Matriarch x8
Giant Spiders x25
Spider Matriarch x8
Giant Spiders x25
2 620 620/620/620
10 Demon Lord x1
Demon Hound x3
Demon Spawn x5
Dark Slayer x1
Dark Knight x3
Shadow Archer x5
3 490 536/560/600
11 Demon Imp x8 Demon Imp x8 4 400 400/400/400
12 Magma Elemental x2 Magma Elemental x2 5 400 400/400/400
13 Demon Lord x2
Demon Hound x6
Demon Spawn x12
Dark Slayer x2
Dark Knight x6
Shadow Archer x12
6 1052 1152/1200/1296
14 Demon Spawn x24 Dark Knight x8
Shadow Archer x6
Necromancer x2
7 876 972/1036/1228
15 Demon Lord x4
Demon Spawn x8
Magma Elemental x3
Dark Slayer x4
Dark Knight x4
Magma Elemental x3
8 1500 1664/1696/1760

Vez'nan will start to disable some of your towers starting at Wave 9 at an interval of 16 seconds. The number listed is based on the maximum number of strategic points being used.

After the final wave, Vez'nan will step down from his tower to attack personally. This is not counted as a wave.

Summoning Circles[]

Vez'nan will summon enemies out from the circle at an interval of 10 seconds, starting from Wave 6. He will do this up to 3 times per wave.

At Wave 6, Vez'nan will start summoning Demons from one of the three Summoning Circles (never the one closest to the exit). Summoned Demons will grant players gold for killing them, and will be reanimated at the Graveyard.

At Wave 8, Vez'nan will start summoning Demons from the top two Summoning Circles.

At Wave 12, Vez'nan will start to utilize the bottommost Summoning Circle.

On Wave 14, Vez'nan will utilize ALL three Summoning Circles.

Circle Enemies Income
Top Demon Spawn x6 120
Demon Hound x3 75
Center Demon Spawn x3 60
Demon Hound x2 50
Bottom Demon Spawn x3 60

Strategy

General[]

  • The left side mainly spawns magic-resistant demons while the right side mainly spawns heavily armored Dark Knights, Marauders, and Brigands alongside magic-resistance Shadow Archers
    • This level is very hostile to allied units so be very careful with how you try to stall the enemies
    • Demon Lords can protect other demons so be vigilant to kill them fast
  • When wave 15 ends, Vez'nan exits the tower on the left side
  • When Vez'nan disables towers, you can tap on them to stop them from being disabled
    • It's not always possible to stop all towers from being disabled, so be vigilant to only prevent the most important towers from being disabled
  • The map combines all the wave's enemies in the horizontal area just above the bottom path
  • The massive hordes of enemies from the waves can create large groups of skeletons and skeleton knights especially if the humanoid enemies are killed all at once such as with the Rain of Fire
    • Necromancers & Matriarchs are both spawning enemies that can easily overwhelm your defenses if not dealt with quickly (Matriarchs summon Spiderlings and Necromancers summon Skeletons)
    • Additionally. the summoning circles, especially the one on the bottom, can overwhelm your defenses with demons if you're bottom is not really
      • Always have allied units such as barracks, your hero, or Reinforcements ready for any enemies that could leak at the end
    • The best way to deal with the massive hordes of enemies is using area damage
  • Never forget the flying enemies as they can fly through your defenses if you overfocus on artillery

Upgrades and Hero[]

  • Both of Malik Hammerfury's skills (Hammer Smash & Earthquake) deal area damage
    • Additionally, Earthquake can stun affected enemies for 2 seconds
  • Gerald Lightseeker's Courage buffs allies near him with defense, making them more durable against the demons' explosions and the enemies' strong attacks
  • Hacksaw's Tiiimber can instakill the Lava Elementals and Dark Slayer
  • Thor's Mjolnir & Thunderclap deal True area damage with Thunderclap able to stun enemies
  • Fully upgraded Reinforcements can deal with flying enemies using spears
  • Fully upgraded Rain of Fire can be easily used to eliminate massive groups of enemies because of the fast cooldown
  • Fully upgraded artillery faces no reduction in splash damage of chain damage

Towers[]

  • Tesla x104's high-damage, chaining main attack can easily kill groups of tough enemies especially if Supercharge is upgraded
    • Overcharge is good at dealing with groups of weak enemies such as spiderlings from Matriarchs or Skeletons from the graveyard & necromancers
    • Artillery ignores 50% of armor
    • Tesla's main attack as well as its overcharge can hit flying enemies, making it a great choice for killing them
  • The poison from Rangers Hideout's Poison Arrows ignores armor, giving killing power against armored enemies
    • Wrath of the Forest is great for killing groups of skeletons
  • Sorcerer Mage's main attack can halve enemies' armor, making it a great combo with Rangers & Tesla
  • Arcane Wizard's Teleport can prevent enemies from leaking & the Death Ray can instakill tough enemies such as Lave Elementals & Dark Slayers

Heroic Challenge[]

Set-Up[]

Wave Composition[]

Wave Enemies
(Northwest)
Enemies
(Northeast)
Income Income with Skeletons on Casual/Normal/Veteran Difficulty
1 Wulf x12
Gargoyle x14
Wulf x12
Gargoyle x14
456 456/456/456
2 Wulf x12
Demon Imp x14
Gargoyle x18
Worg x3
Wulf x12
Demon Imp x10
Gargoyle x16
Worg x3
1200 1200/1200/1200
3 Demon Hound x4
Demon Spawn x16
Demon Lord x1
Worg x8
Dark Knight x16
Dark Slayer x1
1076 1160/1288/1416
4 Wulf x30
Marauder x12
Shadow Archer x4
Bandit x7
Wulf x30
Marauder x12
Shadow Archer x4
Bandit x7
1500 1810/1810/1810
5 Worg x12
Shadow Archer x60
Dark Slayer x2
Dark Knight x24
Worg x12
Shadow Archer x60
Dark Slayer x2
Dark Knight x24
3808 3832/4216/4248
6 Demon Spawn x36
Demon Hound x8
Demon Lord x3
Necromancer x4
Magma Elemental x8
2100 2322/2322/2610

Strategy

General[]

Upgrades and Hero[]

Towers[]

There are differences in the waves in some flash versions:

Wave Enemies
(Northwest)
Enemies
(Northeast)
Income Income with Skeletons on Casual/Normal/Veteran Difficulty
4 Wulf x30
Ogre x9
Shaman x8
Goblin x23
Wulf x30
Ogre x9
Shaman x8
Goblin x23
1498 1802/1802/1802
5 Worg x12
Troll Champion x20
Troll Chieftain x2
Troll x24
Worg x12
Troll Champion x20
Troll Chieftain x2
Troll x24
3768 4304/4304/4688

Iron Challenge[]

Set-Up[]

Wave Composition[]

Wave Enemies
(Northwest)
Enemies
(Northeast)
Income Income with Skeletons on Casual/Normal/Veteran Difficulty
1 Demon Spawn x74
Demon Lord x11
Gargoyle x14
Demon Imp x5
Demon Hound x8
Magma Elemental x5
Marauder x4
Brigand x29
Necromancer x4
Dark Slayer x8
Dark Knight x10
Shadow Archer x12
Worg x10
Magma Elemental x5
5790 6410/6490/7082

On flash, wave composition is a little different.

Flash[]

Wave Enemies
(Northwest)
Enemies
(Northeast)
Income Income with Skeletons on Casual/Normal/Veteran Difficulty
1 Demon Spawn x67
Shaman x14
Demon Lord x11
Gargoyle x14
Demon Imp x5
Demon Hound x8
Magma Elemental x5
Marauder x4
Brigand x29
Necromancer x4
Dark Slayer x8
Dark Knight x10
Shadow Archer x12
Worg x10
Magma Elemental x5
5790 6424/6504/7040

Strategy

General[]

Upgrades and Hero[]

Towers[]


Related Achievements[]

Achievement This is the End! THIS IS THE END! Defeat Vez'nan.

Trivia[]

  • The Dark Tower itself is probably a reference to Barad-dûr, the Dark Tower of Sauron in Mordor in The Lord of the Rings.
  • In the Heroic and Iron Challenges, there is a 'For Sale' sign in Vez'nan's tower.


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