|“||Axes ready, mon!||”|
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.
The wildlings are covered in mystery and occult forces, but their axes show deadly precision.
Totem of Weakness
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.
Totem of Spirits
Creates a totem that dispels all magic and silences spellcasters in range. (Cooldown: 8 seconds)
The ability affects the following enemies:
- Witch Doctor: healing aura
- Earth Shaman: armor aura
- Spirit Shaman: magic resistance aura
- Blood Trickster: revives dead Savages as Savage Zombies
- Saurian Nightscale: invisibility
- Saurian Savant: summons Saurians
- Blacksurge: disables towers
- Bluegale: summons thunderstorms
- Phantom Warrior: Death Aura
- Saurian Darter: Teleport
- 28% wider than the Level 1 Archer Tower
- 12% wider than the Level 2 Marksmen Tower
- 19% narrower than the Crossbow Fort
- 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.
- 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).
- Steady Hand (1 Star)
- Increases marksmen attack range (by 10%).
- Focused Aim (2 Stars)
- Increases marksmen attack damage. (Tribal Axethrowers' damage increases to 27-42.)
- Accuracy (2 Stars)
- Increases marksmen attack range (+5% from Steady Hand) and damage. (Tribal Axethrowers' damage increases to 30-47.)
- Twin Shot (3 Stars)
- Marksmen have a 10% chance of shooting two projectiles at the same time.
- "Axes ready, mon!"
- "Watch out for da vodou!"
- "The tribe has spoken, mon!"
- "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.
|Towers • Kingdom Rush|
|Standard||Archer Tower • Marksmen Tower • Sharpshooter Tower • Rangers Hideout • Musketeer Garrison • Militia Barracks • Footmen Barracks • Knights Barracks • Holy Order • Barbarian Mead Hall • Mage Tower • Adept Tower • Wizard Tower • Arcane Wizard • Sorcerer Mage • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • Big Bertha • Tesla x104|
|Special||Sylvan Elf Hall • Sasquatch • Sunray Tower|
|Towers • Kingdom Rush: Frontiers|
|Standard||Archer Tower • Marksmen Tower • Sharpshooter Tower • Crossbow Fort • Tribal Axethrowers • Militia Barracks • Footmen Barracks • Knights Barracks • Assassin's Guild • Knights Templar • Mage Tower • Adept Tower • Wizard Tower • Archmage Tower • Necromancer Tower • Dwarven Bombard • Dwarven Artillery • Dwarven Howitzer • DWAARP • Battle-Mecha T200|
|Special||Legion Archer • Mercenary Camp • SCUMM Bar • Pirate Cap • Spear Maiden • Dwarven Bastion • Dwarf Hall • Pirate Watchtower • Shrine of Regnos • Dark Forge|
|Towers • Kingdom Rush: Origins|
|Standard||Hunter Arbor • Watcher Arbor • Sentinel Arbor • Arcane Archers • Golden Longbows • Defender Barracks • Warden Barracks • Ranger Barracks • Bladesinger Hall • Forest Keepers • Mystic Dais • Arcanist Dais • Eldritch Dais • Wild Magus • High Elven Mage • Stone Circle • Boulder Circle • Menhir Circle • Arch-Druid Henge • Weirdwood|
|Special||Awok Hut • Gryphon Rider • Faery Dragon Aerie • Gnome Garden • Dragon Nest • Young Beresad • Renegade Post • Bastion|
|Towers • Kingdom Rush: Vengeance|
|Standard||Shadow Archers • Orc Warriors Den • Infernal Mage • Rocket Riders • Dark Knights • Melting Furnace • Specters Mausoleum • Goblirangs • Bone Flingers • Elite Harassers • Orc Shaman • Grim Cemetery • Rotten Forest • Blazing Gem • Deep Devil's Reef • Wicked Sisters • Swamp Thing • Goblin War Zeppelin|
|Special||Troll Mercenaries • Spider Nest • Caravan|