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TribalAxethrowersIcon Axes ready, mon!


The Tribal Axethrowers is a Level 4 Archer Tower in Kingdom Rush: Frontiers. The totem contains two tribesmen who throw axes which deal heavy damage, but have limited range and attack rate.

Compared to its counterpart, the Crossbow Fort, the Tribal Axethrowers fulfills a more supportive role, with its abilities concentrating on weakening enemies for other towers rather than dealing direct damage.

Description

The wildlings are covered in mystery and occult forces, but their axes show deadly precision.

Abilities

Totem of Weakness

TotemWeakness Begone weaklings! TotemofWeakness

Creates a totem that weakens* nearby enemies and makes them suffer 40% more damage from all sources. It also halves the melee damage of afflicted foes. (Cooldown: 10 seconds)

*: Excludes bosses.

Level Cost Duration
1 250 3 seconds
2 200 6 seconds
3 200 9 seconds

Totem of Spirits

TotemSpirit Fight magic with magic..... TotemofSpirit

Creates a totem that dispels all magic and silences spellcasters in range. (Cooldown: 8 seconds)

Level Cost Duration
1 150 4 seconds
2 150 6 seconds
3 150 8 seconds

The ability affects the following enemies:

Range

Strategy

  • As a support tower, Tribal Axethrowers work best when placed near a chokepoint.
  • Totem of Spirits can be inconsistent, as it will often be placed near enemies which it has no effect on, and any enemy spellcasters affected by it can often move out of its radius. To maximize its impact it is recommended to use Barracks or Reinforcements to contain enemy spellcasters in its area of effect.
  • Ranged enemies are vulnerable to the totems because they often get grouped up easily and will not move if they have a target.
  • The Totem of Weakness is very effective when used with Barracks, Reinforcements, Heroes or Necromancer Towers, as they help create a chokepoint where towers can deal extra damage, and allow friendly units to stall for longer as the enemies deal reduced damage.
  • Totem of Weakness is particularly useful against high-HP enemies such as Bosses and Bloodshells as they require the most firepower to kill and do a lot of damage.

Additional Stats

  • DPS: 31.25 to 50 (average 40.63)
  • Total Cost: 570 G (540 G with Lumbermill)
  • Cost Efficiency: 14.03 gold per point of DPS (13.29 with Lumbermill)
  • The Focused Aim and Accuracy upgrades increase base damage to 30 to 47, and the Twin Shot upgrade increases DPS by 10%: 41.25 to 64.63 (average 52.94)
  • Totem of Weakness Level 3 increases DPS by 36%: 56.1 to 87.89 (average 72)*
  • Total Cost with abilities fully upgraded: 1670 G (1640 G with Lumbermill)
  • DPS with max abilities and upgrades (single target): 56.1 to 87.89 (average 72)

*Note: Totem of Weakness Level 3 is active for 9 seconds with a 10 second cooldown. This gives an average DPS boost of 1.36× (0.9×1.4+0.1).

Related Upgrades

  • Up KRF ImpAim Steady Hand (1 Star)
    • Increases marksmen attack range (by 10%).
  • Up KRF FocusAim Focused Aim (2 Stars)
    • Increases marksmen attack damage. (Tribal Axethrowers' damage increases to 27-42.)
  • Up KRF Accuracy Accuracy (2 Stars)
    • Increases marksmen attack range (+5% from Steady Hand) and damage. (Tribal Axethrowers' damage increases to 30-47.)
  • Up KRF TwinShot Twin Shot (3 Stars)
    • Marksmen have a 10% chance of shooting two projectiles at the same time.

Related Achievements

1sielnce SILENCE PLEASE! Silence 70 spellcasters with the Spirit Totem.

2cull CULL THE WEAK Weaken 100 enemies with the Totem of Weakness.

Quotes

  • "Axes ready, mon!"
  • "Watch out for da vodou!"
  • "The tribe has spoken, mon!"

Trivia

  • "The tribe has spoken, mon"
    • A line spoken in the reality-TV series Survivor, used when a contestant is being voted off the show.
  • Fight magic with magic
    • Similar to the idiom 'Fight fire with fire', meaning the best response to attack is with a similar or equal attack.

Gallery


View All Towers
Towers • Kingdom Rush
Standard Archer TowerMarksmen TowerSharpshooter TowerRangers HideoutMusketeer GarrisonMilitia BarracksFootmen BarracksKnights BarracksHoly OrderBarbarian Mead HallMage TowerAdept TowerWizard TowerArcane WizardSorcerer MageDwarven BombardDwarven ArtilleryDwarven HowitzerBig BerthaTesla x104
Special Sylvan Elf HallSasquatchSunray Tower
Towers • Kingdom Rush: Frontiers
Standard Archer TowerMarksmen TowerSharpshooter TowerCrossbow FortTribal AxethrowersMilitia BarracksFootmen BarracksKnights BarracksAssassin's GuildKnights TemplarMage TowerAdept TowerWizard TowerArchmage TowerNecromancer TowerDwarven BombardDwarven ArtilleryDwarven HowitzerDWAARPBattle-Mecha T200
Special Legion ArcherMercenary CampSCUMM BarPirate CapSpear MaidenDwarven BastionDwarf HallPirate WatchtowerShrine of RegnosDark Forge
Towers • Kingdom Rush: Origins
Standard Hunter ArborWatcher ArborSentinel ArborArcane ArchersGolden LongbowsDefender BarracksWarden BarracksRanger BarracksBladesinger HallForest KeepersMystic DaisArcanist DaisEldritch DaisWild MagusHigh Elven MageStone CircleBoulder CircleMenhir CircleArch-Druid HengeWeirdwood
Special Awok HutGryphon RiderFaery Dragon AerieGnome GardenDragon NestYoung BeresadRenegade PostBastion
Towers • Kingdom Rush: Vengeance
Standard Shadow ArchersOrc Warriors DenInfernal MageRocket RidersDark KnightsMelting FurnaceSpecters MausoleumGoblirangsBone FlingersElite HarassersOrc ShamanGrim CemeteryRotten ForestBlazing GemDeep Devil's ReefWicked SistersSwamp ThingGoblin War Zeppelin
Special Troll MercenariesSpider NestCaravan
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