War Wagons, Footmen, Gryphons and Shieldbearer will come through during this wave with nothing particularly special. Magic and artillery towers will do the most damage while melee towers will help slow the troops down. Shieldbearers, Paladins and Cavaliers will be the focus. Gryphon Bombardiers and Elven Rangers will also show up so level up the magic and ranged attack towers to take both down as they will absolutely punish melee towers. ![]() Troops will come out of the wagon as it makes its way down the path, and it takes a lot of damage to take one down. War Wagons are heavy-duty troops carriers. The last new enemy troop will show up in this wave. As long as you're not overwhelmed, the doggies should fall quickly. By now, most towers would be at least at level 2. ![]() Watchdogs will start showing up in this wave via the third path. Make use of Demon Goonies and Ultimate Skills to take down Musketeers who will keep their distance from melee fighters. Wave 2Īlong with the previously mentioned enemies, stronger troops such as the Arcana Magnus, Shieldbearers and Musketeers will start showing up. Since the original 1,500 gold will be just enough to pay for all the towers, use the gold gained in this wave to upgrade melee towers first so they will be able to hold their own against the enemies. Recruits, Footmen and Troop Captains will make up the first wave. Stick with Rocket Riders to blast those groups of enemeis. As for artillery towers, place them near melees since ground troops can delay enemies causing them to pool up leading to a great damage zone. Orc Shamans deal heavy magic damage, but Infernal Mages can also work. Magic towers should be used as much as possible since there are a few enemies that can only take damage from magic, and the towers can take down flying troops. Go with Elite Harassers as their ranged attacks are helpful in taking down flying enemies that sneak through the previous towers. It's also helpful to place one or two melees at the corners where they can be moved to guard multiple paths. Shadow Archers are ideal considering their damage and range, but Goblirangs can also work although they fire a little slower than the archers.įor melee towers, get them next to the ranged towers at the goal so they can hold off enemies about to cross the line leading to reduced hearts. Ranged towers should be placed at the spots next to the entryways for the enemies as well as the goal in order to land some hits right when they enter the path and leave it. ![]() This is a strong attack that has an average cooldown time so make use of it as much as possible. To help with that, Lord Vez'nan is on the right and available to unleash a magic spell that will take down one-hit kill most enemies. This final level will also be the first time when players will have to deal with a constant stream of damage from enemy archers on the wall on the left. Damage takes priority over crowd control in this final level as enemies will need to be hit hard and quickly. The ideal towers to use will be a mix of ranged, melee, magic and artillery towers. It's also split into two stages with the stage one being the first eight waves and stage two comprised of the following 10 waves.įor stage one, players will receive 1,5000 gold to build towers along three paths and will have to defend only two of them. The final level of Kingdom Rush: Vengeance has 18 waves, which is three more than previous levels. This guide will break down the last stage wave-by-wave with advice on how to take down King Denas and to claim the kingdom for evil. As one would expect from a Kingdom Rush game, the final level of Kingdom Rush: Vengeance tests a player's endurance while throwing in something unconventional.
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