*********UPDATE********** Royal archers are A tier. Multi Shot is great. Elven Stargazer is NOT A Tier. WAY TOO expensive, and they don't perform well. Their explosive star ability is very cool, but only good for weak enemies. And their damage just isn't good. C tier. Arborean Emissary is A tier. Great support and damage multiplication, but trickier to use. Put it at a choke point by your DPS towers. Stunning is great. Flamespitter is good. Hard to rank. So many flying enemies, but very expensive. B+ maybe... Necromancer got nerfed. I'd put it in A tier now. I still think Eldritch is best due to melting 4 enemies at once constantly. It kills every enemy quickly, big and small, and it kills the final boss quicker than any tower.
Dude this tier list is spot on, and that is rare. Necromancers are a win button, royal archers shoot slow and cost too much and can't counter threatening flying enemies, thus being out classed. Great job!!
@@npquanh30402 do you even listen to what he said in the demon pit section? he re-recorded and re-edited the video because he find it much better than what he initially tought, moving the demon pit into B-Tier, is just that in the last segment he haven’t re-placed the demon pits into B-Tier
Good list, i agree with most of the placements. My personal tierlist after playing trough the game on veteran: S-Tier: Royal Archers: There is no other tower in the game that is as gold efficient as this one. They can hit everything, can even pierce armor. The armor piercer-skill is one of the best in the entire game, aslo very cheap. Eldritch Channeler: They are not that cheap, but the dps is incredible. The upgrade that chains to further units makes this one of the best towers. A-Tier: Necromancer: The fact that even the low-lvl. tower spawns skelletons is insane. Fair price, can charge its damage and it has good upgrades. The only reason why thi is not s-tier is the fact that its only decent against flying targets. Dune Sentinals: Against big groups of light- or unarmored enemies this is one of the best options in the game. The upgrades are mediocre, but the base-attacks potencial dps is very high for its gold price. But they are relly bad against single targets. Arborean Emissary: This tower really surprised me. Its mainly a support tower, but a very good one. The vines-upgrade is like wrath of the forest and thats all that you need to know. Luckily its also the cheapest mage tower and it has the highest range of all towers. The only reason i dont put it even higher is that this tower is not very strong on its own, so fitting it into one of the five tower slots is bit akward because you still need other towers to deal the damage. B-Tier: Paladin Covenant: Cheap and reliable. The best baracks it the game. The tier 3 tower is most of the time enough to do what its supposed to which is good, so you can spend more gold on ranged towers Arcane Wizard: Pretty good tower. Good against bosses and minibosses or single high armored units. Both upgrades are usefull, its just that the competition is a little cheaper and better against groups of enemies. Grim Wraiths: As you said, they have a lot of potencial because you can micro them and save some gold this way. Especially in the early game of a level with mutiple paths they can be very good. High skillcap tho. Ballista Outpost: I understand why some people like them, but i personally prefer the normal archers. The Ballista Outpost is a little bit more expensive and from my experience it tends to waste a lot of its damage. Its also too unreliable against groups of fast units. But its not bad C-Tier: Rocket gunners: They can attack flying enemies. But they are pretty expensive and in combat they dont prioritize the flying enemies. So in most cases you just want to build normal ranged towers and maybe a low level paladin tower anyway. Dwarven Flamespitter, Battle Brewmasters & the Tri-Cannon: All artillery-towers are unfortunately only C-tier which is sad. You can not invest this much gold and then have no attack option against flying enemies. Esspecially not on so many maps with 2 or even 3 paths. I really hope they add so additional levels with very little to no flying enemies so those towers can shine a little bit more. Demon Pit: Its ok, but not reliable enough. In most levels you have to hold a chokepoint because of the enviromental design. With upgrades - yes, not bad, but its too expensive to get to. D-Tier: Elven Stargazer: I really wanted to like this tower but its really not good. Too expensive. It only starts to become good at level 3 or 4 and only with the starburst upgrade. Against the small, fast enemies in the third area it can kinda be niche, but even then there are better and cheaper options. It also doesnt help that the other 4 mage-towers are very strong, cheaper and deal more reliable damage against armored and flying enemies. m
I played it on veteran too, and I agree with almost everything. My changes to your tier-list (my opinion): Arborean Emissary: I considered it to be B or C-tier due to its cost-benefit. It's too expensive to be just a good support imo. Paladin Convenant: I'd move it up to A-tier because it's the best at its role of stopping enemies. Arcane Wizard: it's S or A-tier for me. It's normal-bad for groups of enemies, but it's one of the best towers for high-health ones. I agree with everything else.
Quick note about the arberian emmisary: Enemies hit by it appear to take more damage, and it's noticeable, and it prioritizes enemies it hasn't debuffed. This means it does a great job of at least tagging flying enemies, meaning that the towers or heros you have at the back have a much easier time dealing with them. Great for corrupted stalkers since when it hits them, they just teleport in front of every other enemy and immediately get targeted by your other towers. Also holy cow does this game have so many flying enemies, gone are the days where a single crossbow fort would solo every wave of flying enemies.
Yeah but its easy to get overwhelmed especially when the head thing appears and spawn the flying thing. You need to micro your heroes or reinforcement immediately to prevent it from overwhelm your defenses.
Imo (only have the free towers) this is the most balanced set of towers so far. I really like the design! No towers are truly bad, or at the very least all towers have their own unique nieche
All towers are awesome! Each having their own usage to utilize the gameplay. And thank you for giving Stargazer and Paladin a good spot on the list. Can't wait to see more challenges 👍
The Eldritch Channelers are crazy. With the upgrade that lets you target 3 additional enemies for 75% of the damage, you just straight up multiply your damage by 3.25, and for only 450 gold Always the first upgrade you should get, and makes this a pseudo AoE tower too. Absolutely nuts
Honestly, the mage towers in this game just outclass anything else. The Arcane Mage with a 40% buff to towers is also crazy. If you can buff 3 towers, which is reasonable on most maps, that is 120% of a tower, passively, in addition to all the damage the tower can deal on its own. And ofc necromancers are necromancers
I'd say no for single targets. Good for 40% of levels for weaker swarms. But those are never a threat anyway. The crazy scatter ability is nice. But investing gold in that tower just means flying enemies will wreck
Missed Royal Archer pic in the end tierlist! But i agree on this lists. It feels spot on. I’m missing a tower like Swamp Thing from KRV in this game. Something super high range, super slow, high attack.
what unit deal high damage,got really great range,and slow. yes you guessed it,it's the DUSKAR! seriously,i want these guys as a tower. the shooter get the ability to deal true damage,and the spotter buff the range of nearby towers.
Dune sentinels are immensly helpfull in later levels,their attack bounce back and forth between flying and ground enemies,which ensures that the flying eye that paralyze your troops gets taken out as well,they shred through glarelings on the ground,and require little stalling to take out their bigger kin as well. i also like how it keep bouncing back and fortg between 2 enemies. i don't give them the razor upgrade,only the money shot,which considering how many glarelings are there,you get both profits and crowd control. definitely A tier for me.
for a micro rts goblin like me, grim wraiths were a dream come true! they let me mold my defenses on the fly whitout losing any gold, i use them and the paladins because they arent really stalls, they are dps! using them and paladins together is amazing
I think the wraiths are the most broken tower given the implementation you can provide. A significant portion of the game relies on focuses your defenses on different paths which is supposed to helped by the fact you have two heros. Not all heros are created equally and move fast enough to actually support a lane thats under a lot of pressure. Wraiths break the game because there are common situations where you literally only need a single fully upgraded tower to be your entire defense, it basically turns any tower into a bona-fide hero. My favorite combination with the wraiths have to be dune sentinels. Its a great all rounder tower, max out the cash glaive and warp it everywhere so there's never any down time for it. This is all without mentioning the wraiths themselves. Yea it sucks not having 3 units but the extra hero helps with that, additionally, due to the fact that It can carry strong towers to where they're needed lowering the need for extreme stalling power.
I actually think when it comes to passive damage/support the arborean emissionary is the best tower in the game. Its the only tower that has selective targeting and increases all damage enemies take. By about 1.5 i believe. The vines are also nice and on a short cooldown. Them combined with arcane wizard and some kind of artillery makes for a nasty combo
I think alliance is the best game, better balancing than origins, fun level design, unique ability’s of towers and heroes, the only thing it misses is post game + endless mode, but I think that will come later.
I think the Tricannon's DPS is fucking insane especially with that quickdraw ability. Those things melt minibosses, and they're supposed to be an AOE tower. Easily S tier pick for me though yeah flying enemies suck :/ but running 2 ranged heroes with ranged reinforcements allow me to focus more on upgrading the cannons with that quickdraw. Also, the napalm bomb ability makes the cannon pause so I don't buy it often- just the quickdraw, which melts through fodder enemies, and heavily cripples heavier ones. I even found it a good boss killer.
Quick draw is amazing honestly. Just too many flying enemies
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ive been watchin u for so long thx for showin me alliance i cant buy it tho :( next can u do heroes tier list? i just enjoy watching ur tier lists thx bye
I gotta love the Arcane Wizard’s aoe buff that it also affects barracks units. I was hoping for it to come when attack buff tower power appeared. I’ve paired it with arborian and paladin/imp for spiciness and staying power.
dune riders deserve an A tier, that guys can deal with a lot of enemies when there are 2 of that tower near, yeah they deal not much damage but against crowds of enemies they do a lot and i mean a lot, they are carrying me soo hard on the cultist levels
@@therealmorganofficial I think the bouncing dmg is pretty balanced but the abilities is underwhelming. The tower already does AoE dmg and they introduce 2 more AoE abilities instead of buff or passive or CC effect. They should make a stacking dmg passive effect instead like each bounce incrementally ups dmg taken by 1-3 from the blade making it lethal even if there's only 2 targets. And to not make it like just another artillery tower is limit the bounce. And the second ability is debuffing or CC. Maybe an AoE dmg that slows down. Maybe a high single target dmg which deals AoE afterwards. Its certainly better than having 2 more AoE type abilities.
Ok, buying necro now :) Personally, I really like Tricannons. Maybe I just dislike playing without artillery, but I have found that they really made my run easier
What I like about Tricannon is it can spread its dmg to different targets making them really efficient and minimal DPS waste but also able to focus fire when there's no other target meaning they're still good even if not placed on chokepoint. The Flamespitter is only useful on chokepoint where it can hit multiple enemies from a good angle. Meanwhile, I don't really know what Battle Brewmaster does. Does it deal AoE dmg? Or treated as Archer towers? I don't even know what supposedly the effect does. Necro was quite good but the amount of flying enemies doesn't do it justice. I was kinda hoping a controllable Death Rider that stays momentarily after the initial true dmg. It would be so cool.
Spectral wraiths are insane, the are much more robust than paladins and actually can deal a ton of damage. They have higher respawn rate compared to paladins. With upgrades they solo minibosses easily. If they die, they let out a heavy dmg nuke and quickly respawn, if they live, they ramp up damage like crazy. And on top of that the tower can be repositioned to clear space for other towers, to manage a sudden leak on another lane or to focus the walking boss all the way through. A at least IMO
I really love the Flamespitters, they are at least A for me. One thing that I wished was for more Good Guys barracs, cause 3 out of the four we have are from the bad guys.
For the final zone, I'm finding the dune sentinels are really the GOAT personally. Great AOE damage that can target flying enemies. Buff them up with and arcane wizard and it feels pretty good.
Another thing about the grim wraiths is you can also switch places with any tower aswell on the map. I like that so if i can move any tower anywhere on the map something you did not see in the previous games.
Very helpful thanks. I think it's a bummer that the only thing in this game that affects other towers in the vicinity is Arcane Wizard (no hero does it either). That's a bit poor. Finally, no tower with massive range (like Golden Longbows or Swamp Thing). I have to say I'm just a little bit disappointed. By the way, do you think that if you put multiple Arcane Wizards next to each other and use empowerment on all of them, that they compound each other?
I wholeheartedly believe in my boys the Tricannons. Sure, they do have a problem with flying enemies, but that issue is attached to all artillery towers. Their bombardment ability is really good, mostly due to its insane uptime. Usually the ability activates again after only 2~3 main attacks. I don’t bother upgrading the burning ability because I feel like it decreases the uptime of the bombardment. Really though, this tower is the ultimate ground enemy cheat sheet, especially for those final few levels, and personally, I feel like it outclasses all other artillery towers (lol). Even with its flying enemy problem, all it takes is one ground enemy for the ability to launch and deal collateral damage to all flying enemies in a huge area. I play on Veteran if that matters.
@@therealmorganofficial The Paladin tower 'lead by example' upgrade. It's supposed to give nearby allies a 20% damage buff. I've been keeping units close by and they don't seem to get a buff.
Good evening I didnt see in here a very interesting feature about wraiths, that you can swap with ANY turret the location. So with some ingenuity you can also swap all you turrets using wraiths as pivot
I’ve completed the game on impossible mode using only royal archers without losing any hearts They’re definitely s tier they just look and feel (basic) They have a massive dps
While the necro tower is obviously the best in the game, being able to hit flying enemies as well as having unrivaled AOE potential in doing 150 true damage to a whole lane on a relatively short cooldown, the channeler tower is garbage. Necro tower though, when I was doing impossible difficulty and all the heroic/iron challenges, I could do probably 80% of them using nothing but necro towers because it's just that good. Blazing gems were incredible because of their high single target damage output that let them kill almost anything while it was in range of them. The eldritch one doesn't do great damage, it's rather run of the mill. And it only becomes more worth it after you upgrade it to do 75% of its base damage to 4 targets which basically makes it a magic AOE tower. That WOULD be okay-ish, but the biggest issue with it is that it attacks the enemy closest to the goal rather than the enemy further from it. Blazing Gems always targeted the furthest enemy so they could hold that channel on the target as long as possible to maximize their damage. This one has such a wind up time to hit, and stops the instant something goes out of range, it is very easy to find yourself in a situation where the tower can literally deal zero damage while enemies run past because it keeps winding up to attack the one that is about to leave its attack range, then it leaves its attack range so it does nothing, then it repeats the process over and over again. Eldritch Channeler is awful and just because it looks vaguely similar to the superb god tower that is the Blazing Gem, they are incomparable in their functionality. Also, blazing gems had an insta-kill ability while the channeler just turns them into an UNBLOCKABLE sheep with 50% of their health still. The other ability the channelers have is basically mandatory to make the tower even semi-worth using, which just jacks up the price to insane cost, particularly for how little you get out of it. Never build these. The Elven Stargazer is an S-tier for me personally because of the unique way that it works, firing 5ish shots in rapid succession to random (or semi-random) targets in its range. This is incredible for 3 reasons. First is that it wastes almost no damage. Unlike other mage towers with long cooldowns and large damage hits, if it hits something with 1 hp, all that extra damage is completely wasted, but the Stargazer does more effective damage than any other mage tower because of that. None of its shots are ever wasted. Second reason is that it wastes the flying mantas blink ability. You stick a level 1 stargazer at the entrance of a lane that has those fliers coming down, it'll pop every one of them as soon as they go past so you don't have to worry about your defenses missing any of them or being bypassed. And finally, if there is only ONE target in range of the stargazer, it gets hit by all the beams which adds up to a lot of damage. I don't have much else to say about the others. Most of them seem pretty middle of the road, which I guess is good balancing. Except the royal archers. I found them very lackluster. They get the job done before you have anything better, but there is absolutely no reason to ever use them again once you get the ballista. They don't attack particularly fast, they don't do that much damage, their abilities kind of suck. They're just not good.
You are spot on with Necro and Elrich and Stargazer. However i think they are quite balanced, they all situational depends on the spot on the map. Necro is the best on its own, but combo of buff tower+ arcane is better than 2 Necro. Stargazers is so efficient but the cost is crazy. Elrich is inefficient, but if you place it frontline with buffs, its output is insane. The mage towers all very good and balanced, with the magic buff tower actually most essential and cost efficient. Next up the archers also better than you think because they're much cheaper than Xbow, i like to have archers in the back for cleanup and flyers, so cost is very important, they do the job so well no dmg wasted, even the crow can tracks down flyers. The Aoe towers are the only problem because of flyers. Cannons and Flamethrowers both do wonders for dmg and control, really good in some situations, anyways. I think they did amazing with the balancing of towers so far, i love it. You gotta play around and test alot to see good things from each one.
In hindsight rocket riders are a bit of a let down. I mean this is probably the first kingdom rush game in which flying enemies are this threatening and the first game with airborn barracks. They should be able to block flying creatures IMO. Same price, same stats, same abilities but make them block flying enemies. It would make them much more useful and much more interesting.
You guys need to really try out the elven stargazers. At first i didn't like them because other magic tower seeminigly dealt more damage, but after a human only run in the highest difficulty i changed my mind. The stargazers got me through the alien stages with 3 stars, almost no sweat. The fact that it can deal with both air and ground, squishy and tanky enemies, and can teleport for additional stalling, really shines in the alien stages. The fast moving small fries are difficult to get with any other tower in my opinion, since they just aren't fast enough. The explosion on kill skill is not really that useful, but you do need to spam the tower to build up the damage
Necromancers back in Frontiers was my favoriet since they were just so strong, it basically did everything, now in Alience when i unlocked it it became the only one i was using, the death knight riding down the path was such a strong ability it awnsered almost all my ground enemies Edit: Yea, Blazing Gem at home was really strong and powerful and Useful, but Necromancers are just way better. I also had selected Balista, Paladins, and Demons
They nerfed necro. Still good but not amazing. Necro in KRF is just really good at stalling, and it's okay at killing flying. Besides that the damage is bad
Flying Bois. Btw, surprised to see only 15 towers. They look fun, I'll try the game when I can, as long as it's better than vengeance it won't disappoint.
Emmisary and Outpost belong in S tier. I cleared the whole game with just the two of them. Most levels first try. Only the last 2 levels were challenging with this combo. Add some barracks and its perfect.
Hmmm that would work quite well. Emissary just doesn't seem enough to me. But yes it is very much a support. I'd rather just have a good 2 towers both doing DPS usually.
i mean there are more magic armored encounters than physical armored, now there are too many air enemies but overall ill say the flamethrowers are just as good as necromancer, mainly because those abilities helped me a lot
I almost agree with you all towers but Arborean Emissary should be A because it causes the target get more damage in other words it amplifies damage. And has a very good Synergy with heroes nearby and skeletons of the best tower.
Just beat the campaign. Jesus is the third world challenging. My opinions: Emissaries just don't do it for me. They are built to support the battle with slows, heals and death markers, but that damage... it's been more of a hinderance than a help Flamethrowers really aren't as bad. Lots of AOE true damage with burns, just gotta think about Goblinrangs and they should work Sentinels really were my go-to. The damage was good and they really can rack up some damage in the battle with their abilities Brewers might become my default for artillery. A lot of damage, a weakening effect, and a lot of goods that make the battlefield their own demon pit, wtf are you snorting? It's like a mix of the graveyard, bone flingers with big demon, and artillery with the demon explosions. It's dumb and I love it
Just my opinion. Hard to rank demon pit. Too many flying enemies to put them above C or B tier. True damage is good. And big boy walking through a whole lane is good. But a little expensive. And flying enemies go brrr
tricannon is really high tier for me , certainly above the brewery purely because of how strong it feels when maxed out and near the Arcane Wizards once they get their upgrade that helps other towers whilst more expensive they certainly heavily outdamage the brewery , i only ever used it just because it's funny , but after like 2 games of fully replacing tricannons , i full on gave up on using them seriously purely because of how big of a difference there is damage wise between them and it's not just because "tricannon hits more but..." no seriously , it doesn't matter of tricannon hits 3 different targets or 1 big one , it feels like it's outdamaging it heavily
@@therealmorganofficial yeah that is very fair Also after playing a bit more , yeah dune sentinels outrank them both- Oh also , i got a question What is your opinion on the reinforcements? Which are stronger and by how much?
It gets old after a while. Onagro can kill lots of flying alone though, and therien and Nyru. Maybe when we discover better ways to kill flying enemies then we'll use more artillery
Have you ever try tricannon with first skill only? It deals massive aoe dmg with very low cd, and yet dealing damage to the sky enemy. Never upgrade the second skill. There is a conflict cd between two of them. I have finished all campaigns in Impossible difficulty on mobile ver ( which means there is only limited tower and hero ) Trust me, tricannon with only first skill is the one of the key towers. It deserve a A tier at least Thanks me after you tried 😉
In my opinion, ballista should be S tier it has stuns,slows and great DPS so it can be placed nearby necro or eldritch to act as both a support and and great DPS
I am surprised that this game has such a good balance. Most of the previous games in the series had towers that were just completely unprofitable or extremely powerful, here basically every option makes some sense. What disappointed me, however, was how poorly designed some of the towers are. In KRV we had much more variety - most towers had a different use, a different idea and design, etc. - In KRA, not only do we have only 2 upgrades, but I have the impression that each tower basically stands out for nothing. The artillery is a joke - the flamethrower has to be placed in a good place otherwise its useless, the Tricanon simply fires at several targets at once, but its final area damage is poor, and Brewmasters are the classiest artillery known from any previous games. The same goes for barracks. Paladins are cool, but they have no competition. Rocket Guners are useless because they're too expensive, and their damage isn't at all amazing (let's not forget that they're completely unsuitable for roadblocking due to their basically zero health points), and Grim Wraths are too expensive and not at all very durable (and I don't see reason to use its special ability). In KRV we had artillery for every occasion (furnace, rotten forest, balloon, volcano, etc.), the same with barracks (3 weaker orcs, 2 powerful knights, elves who had dodge, something resilient and could shoot). Therefore, I think the good balance of this game is due to the fact that no tower is somehow super amazing (skipping maybe two three). I hope that in the upcoming updates the developers will slightly change some towers to make these towers an actual alternative rather than an optional replacement, and that the new towers will be more unique and useful
Personally I think that blazing gems is A tier because it is quite expensive and isn't as good as Necromancers at lower tiers. Necro is good starting at level 1 because it summons blockers.
I think wraith, tri-cannon and dune glaive thrower are the worst. Demon tower is amazing against bosses, summoners, ranged enemies. They just stop all the time and prevent them from doing their thing.
*********UPDATE**********
Royal archers are A tier. Multi Shot is great.
Elven Stargazer is NOT A Tier. WAY TOO expensive, and they don't perform well. Their explosive star ability is very cool, but only good for weak enemies. And their damage just isn't good. C tier.
Arborean Emissary is A tier. Great support and damage multiplication, but trickier to use. Put it at a choke point by your DPS towers. Stunning is great.
Flamespitter is good. Hard to rank. So many flying enemies, but very expensive. B+ maybe...
Necromancer got nerfed. I'd put it in A tier now.
I still think Eldritch is best due to melting 4 enemies at once constantly. It kills every enemy quickly, big and small, and it kills the final boss quicker than any tower.
What nerf did necro get
@@massimohack4747they nerfed death rider. Used to do 200 damage, now does 150
@@therealmorganofficial so you put Necro in A just because of that minus 50 damage?
Royal Archers are S tier. The last 5 levels you beat by putting Archer in every slot
@@peapercola9481you clearly don’t know how game balance works if that’s a legit question you felt the need to ask
Dude this tier list is spot on, and that is rare. Necromancers are a win button, royal archers shoot slow and cost too much and can't counter threatening flying enemies, thus being out classed. Great job!!
Thabks!! Idk how people are saying necro is bad. It's like 2-3 towers combined. The death rider hitting 15 enemies is 3000 true damage lol
The fact that your tierlist just have 1 C tier tower (isn't even bad), show how balanced the tower it was
Yes! Way more balance. If they introduce more swarms and less flying enemies then that would help artillery. And have more big enemies for insta kills
He put 2 towers in C tier, not 1.
@@npquanh30402🤓
@@npquanh30402 do you even listen to what he said in the demon pit section? he re-recorded and re-edited the video because he find it much better than what he initially tought, moving the demon pit into B-Tier, is just that in the last segment he haven’t re-placed the demon pits into B-Tier
@JrdnKritz Well, at least he watched till the end, and saw the final tierlist 😂
Good list, i agree with most of the placements.
My personal tierlist after playing trough the game on veteran:
S-Tier:
Royal Archers:
There is no other tower in the game that is as gold efficient as this one. They can hit everything, can even pierce armor. The armor piercer-skill is one of the best in the entire game, aslo very cheap.
Eldritch Channeler:
They are not that cheap, but the dps is incredible. The upgrade that chains to further units makes this one of the best towers.
A-Tier:
Necromancer:
The fact that even the low-lvl. tower spawns skelletons is insane. Fair price, can charge its damage and it has good upgrades. The only reason why thi is not s-tier is the fact that its only decent against flying targets.
Dune Sentinals:
Against big groups of light- or unarmored enemies this is one of the best options in the game. The upgrades are mediocre, but the base-attacks potencial dps is very high for its gold price.
But they are relly bad against single targets.
Arborean Emissary:
This tower really surprised me. Its mainly a support tower, but a very good one. The vines-upgrade is like wrath of the forest and thats all that you need to know. Luckily its also the cheapest mage tower and it has the highest range of all towers. The only reason i dont put it even higher is that this tower is not very strong on its own, so fitting it into one of the five tower slots is bit akward because you still need other towers to deal the damage.
B-Tier:
Paladin Covenant:
Cheap and reliable. The best baracks it the game. The tier 3 tower is most of the time enough to do what its supposed to which is good, so you can spend more gold on ranged towers
Arcane Wizard:
Pretty good tower. Good against bosses and minibosses or single high armored units. Both upgrades are usefull, its just that the competition is a little cheaper and better against groups of enemies.
Grim Wraiths:
As you said, they have a lot of potencial because you can micro them and save some gold this way. Especially in the early game of a level with mutiple paths they can be very good. High skillcap tho.
Ballista Outpost:
I understand why some people like them, but i personally prefer the normal archers. The Ballista Outpost is a little bit more expensive and from my experience it tends to waste a lot of its damage.
Its also too unreliable against groups of fast units. But its not bad
C-Tier:
Rocket gunners: They can attack flying enemies. But they are pretty expensive and in combat they dont prioritize the flying enemies. So in most cases you just want to build normal ranged towers and maybe a low level paladin tower anyway.
Dwarven Flamespitter, Battle Brewmasters & the Tri-Cannon:
All artillery-towers are unfortunately only C-tier which is sad. You can not invest this much gold and then have no attack option against flying enemies. Esspecially not on so many maps with 2 or even 3 paths. I really hope they add so additional levels with very little to no flying enemies so those towers can shine a little bit more.
Demon Pit:
Its ok, but not reliable enough. In most levels you have to hold a chokepoint because of the enviromental design. With upgrades - yes, not bad, but its too expensive to get to.
D-Tier:
Elven Stargazer:
I really wanted to like this tower but its really not good.
Too expensive. It only starts to become good at level 3 or 4 and only with the starburst upgrade. Against the small, fast enemies in the third area it can kinda be niche, but even then there are better and cheaper options. It also doesnt help that the other 4 mage-towers are very strong, cheaper and deal more reliable damage against armored and flying enemies.
m
I played it on veteran too, and I agree with almost everything.
My changes to your tier-list (my opinion):
Arborean Emissary: I considered it to be B or C-tier due to its cost-benefit. It's too expensive to be just a good support imo.
Paladin Convenant: I'd move it up to A-tier because it's the best at its role of stopping enemies.
Arcane Wizard: it's S or A-tier for me. It's normal-bad for groups of enemies, but it's one of the best towers for high-health ones.
I agree with everything else.
Quick note about the arberian emmisary:
Enemies hit by it appear to take more damage, and it's noticeable, and it prioritizes enemies it hasn't debuffed. This means it does a great job of at least tagging flying enemies, meaning that the towers or heros you have at the back have a much easier time dealing with them. Great for corrupted stalkers since when it hits them, they just teleport in front of every other enemy and immediately get targeted by your other towers.
Also holy cow does this game have so many flying enemies, gone are the days where a single crossbow fort would solo every wave of flying enemies.
Yep. Thanks for the clarification! I figured they did exactly that. It seems to only tag them for like 5 seconds though
Yeah but its easy to get overwhelmed especially when the head thing appears and spawn the flying thing. You need to micro your heroes or reinforcement immediately to prevent it from overwhelm your defenses.
Demon Pit is actually good. Crazy. Great list, me! lol
That's why we edited it yes
but its at c tier
@@ilovewagnerBruh, did you guys just skipped to End to see the List or what?
@@aro_ger_ my bad
The Demon Pit is a good tower in my opinion, but its potential is revealed when you fully upgrade it and improve the summon of the big guy.
SUBSCRIBE TO MY BAND!!!!!!!
youtube.com/@crappybanjos?si=ICkwhS-C0B1KRzSG
you guys are legit awesome
Like I said I love you guys. Here before you go off!
So beautiful.
Next hero tier list
@@darwinesguerra8883I don't know
Now give us early rushed hero tier list ❤❤❤❤🥰
Imo (only have the free towers) this is the most balanced set of towers so far. I really like the design!
No towers are truly bad, or at the very least all towers have their own unique nieche
Are you the med student?
All towers are awesome!
Each having their own usage to utilize the gameplay.
And thank you for giving Stargazer and Paladin a good spot on the list.
Can't wait to see more challenges 👍
Thanks!
Necromancer, Ballista Outpost, and Paladins. All you need. But all you really need is Necromancers
Yep.
The Eldritch Channelers are crazy.
With the upgrade that lets you target 3 additional enemies for 75% of the damage, you just straight up multiply your damage by 3.25, and for only 450 gold
Always the first upgrade you should get, and makes this a pseudo AoE tower too. Absolutely nuts
Honestly, the mage towers in this game just outclass anything else.
The Arcane Mage with a 40% buff to towers is also crazy. If you can buff 3 towers, which is reasonable on most maps, that is 120% of a tower, passively, in addition to all the damage the tower can deal on its own.
And ofc necromancers are necromancers
Well said! Wow yeah they do go brrrr. Without the multi target they'd be mid
heroes tier list next?? I feel like it was just yesterday this game was announced lol
I just may!
@@therealmorganofficialKosmyr is GOD TIER, change my mind
@@VergilEditswell obviously, dragons are notoriously known for being op in the KR saga
What are your thoughts on doing a single tower or no tower run?
I will try something like this 😀
The tricannon is great. Its good for crowd control and is surprisingly good at single targets
I'd say no for single targets. Good for 40% of levels for weaker swarms. But those are never a threat anyway. The crazy scatter ability is nice. But investing gold in that tower just means flying enemies will wreck
I didn’t realize death rider ability goes through the whole lane. So op😂
Yep. It does fade out after a bit, but it hits almost an entire lane. So if it hits 15 enemies its doing 3000 true DPS lolllll
Missed Royal Archer pic in the end tierlist!
But i agree on this lists. It feels spot on.
I’m missing a tower like Swamp Thing from KRV in this game. Something super high range, super slow, high attack.
what unit deal high damage,got really great range,and slow.
yes you guessed it,it's the DUSKAR!
seriously,i want these guys as a tower.
the shooter get the ability to deal true damage,and the spotter buff the range of nearby towers.
Yeah I miss it too. Those archers are in B tier
@@therealmorganofficialthat's top 1 tower bro
Dune sentinels are immensly helpfull in later levels,their attack bounce back and forth between flying and ground enemies,which ensures that the flying eye that paralyze your troops gets taken out as well,they shred through glarelings on the ground,and require little stalling to take out their bigger kin as well.
i also like how it keep bouncing back and fortg between 2 enemies.
i don't give them the razor upgrade,only the money shot,which considering how many glarelings are there,you get both profits and crowd control.
definitely A tier for me.
They're probably around there yeah
Man, I can't believe that they make eldritch channeler as free tower and make elven stargazer as premium one
It is delicious.
i love the stargazer.
Final boss would be impossible without them
@@Anoobis108That's not true.
@danijelmilosevic3565 your right. However, I didn't know that then so my mistake
Bro is fast
YEP
Rolling at the speed of sound
for a micro rts goblin like me, grim wraiths were a dream come true! they let me mold my defenses on the fly whitout losing any gold, i use them and the paladins because they arent really stalls, they are dps! using them and paladins together is amazing
They are good for micro!
I think the wraiths are the most broken tower given the implementation you can provide. A significant portion of the game relies on focuses your defenses on different paths which is supposed to helped by the fact you have two heros. Not all heros are created equally and move fast enough to actually support a lane thats under a lot of pressure. Wraiths break the game because there are common situations where you literally only need a single fully upgraded tower to be your entire defense, it basically turns any tower into a bona-fide hero. My favorite combination with the wraiths have to be dune sentinels. Its a great all rounder tower, max out the cash glaive and warp it everywhere so there's never any down time for it.
This is all without mentioning the wraiths themselves. Yea it sucks not having 3 units but the extra hero helps with that, additionally, due to the fact that It can carry strong towers to where they're needed lowering the need for extreme stalling power.
I actually think when it comes to passive damage/support the arborean emissionary is the best tower in the game. Its the only tower that has selective targeting and increases all damage enemies take. By about 1.5 i believe. The vines are also nice and on a short cooldown. Them combined with arcane wizard and some kind of artillery makes for a nasty combo
I see it. I just would rather have 2 DPS towers usually.
2 eldritch seems better than one with an emissary. I'll have to test it out
I think alliance is the best game, better balancing than origins, fun level design, unique ability’s of towers and heroes, the only thing it misses is post game + endless mode, but I think that will come later.
I'm curious what comes next too
Well, The Ability to move Reinforcements Is Great on PC but TERRIBLE On Mobile.
Nah I was a bit dissapointed with it as it just didnt 'feel' like Kingdom Rush. Origins had more towers to choose from by having a pathway to select
@@MH-jg6vkalliance is very forgettable
Nah
How many of these towers are free to use? Just to know?
Or are just the hero's that you can buy?
80%
@@therealmorganofficial ty but I would like to know exactly,I want to know when I would get an offer
I think the Tricannon's DPS is fucking insane especially with that quickdraw ability. Those things melt minibosses, and they're supposed to be an AOE tower. Easily S tier pick for me
though yeah
flying enemies suck :/ but running 2 ranged heroes with ranged reinforcements allow me to focus more on upgrading the cannons with that quickdraw. Also, the napalm bomb ability makes the cannon pause so I don't buy it often- just the quickdraw, which melts through fodder enemies, and heavily cripples heavier ones. I even found it a good boss killer.
Quick draw is amazing honestly. Just too many flying enemies
ive been watchin u for so long thx for showin me alliance i cant buy it tho :( next can u do heroes tier list? i just enjoy watching ur tier lists thx bye
I may do that! And thanks!!
I gotta love the Arcane Wizard’s aoe buff that it also affects barracks units. I was hoping for it to come when attack buff tower power appeared. I’ve paired it with arborian and paladin/imp for spiciness and staying power.
Oooo
Necromancer and elven stargazers are my favourite. They're just too good
Yessir
dune riders deserve an A tier, that guys can deal with a lot of enemies when there are 2 of that tower near, yeah they deal not much damage but against crowds of enemies they do a lot and i mean a lot, they are carrying me soo hard on the cultist levels
Yeah. I think the bouncing damage is weak, and their abilities aren't great and are kinda expensive
@@therealmorganofficial I think the bouncing dmg is pretty balanced but the abilities is underwhelming. The tower already does AoE dmg and they introduce 2 more AoE abilities instead of buff or passive or CC effect.
They should make a stacking dmg passive effect instead like each bounce incrementally ups dmg taken by 1-3 from the blade making it lethal even if there's only 2 targets. And to not make it like just another artillery tower is limit the bounce.
And the second ability is debuffing or CC. Maybe an AoE dmg that slows down. Maybe a high single target dmg which deals AoE afterwards. Its certainly better than having 2 more AoE type abilities.
Ok, buying necro now :)
Personally, I really like Tricannons. Maybe I just dislike playing without artillery, but I have found that they really made my run easier
It's just hard with the insane flying enemies is all
What I like about Tricannon is it can spread its dmg to different targets making them really efficient and minimal DPS waste but also able to focus fire when there's no other target meaning they're still good even if not placed on chokepoint. The Flamespitter is only useful on chokepoint where it can hit multiple enemies from a good angle. Meanwhile, I don't really know what Battle Brewmaster does. Does it deal AoE dmg? Or treated as Archer towers? I don't even know what supposedly the effect does.
Necro was quite good but the amount of flying enemies doesn't do it justice. I was kinda hoping a controllable Death Rider that stays momentarily after the initial true dmg. It would be so cool.
@@illusion5739 I mostly use Brewmasters atm. It does good AoE damage and debuffs enemy, reducing their damage (I think by half but I am not sure)
What I like about the wraiths is that you can actually move other towers with it and change positions where you might need it
Yeah...
Spectral wraiths are insane, the are much more robust than paladins and actually can deal a ton of damage. They have higher respawn rate compared to paladins. With upgrades they solo minibosses easily. If they die, they let out a heavy dmg nuke and quickly respawn, if they live, they ramp up damage like crazy. And on top of that the tower can be repositioned to clear space for other towers, to manage a sudden leak on another lane or to focus the walking boss all the way through. A at least IMO
Maybe. Maybe.
Is it worth buying the game? I wanna know if I'll get my money's worth of will i expect disappointment with needing to buy heroes and towers
It's worth it! Best value is on steam
What would be your go to loadout for f2p player? Possibly with one premium tower
Necro for paid. Royal archers, paladins, ballista, emissary, or arcane or dune.
@@therealmorganofficial and what would u switch Necro for?
Just go royal archers, eldtrich, paladins, arcane and emissary. More or less meta
Eldritch Channeler is S Tier a gain since it’s best magic tower since KR Vengeance
Yep
I really love the Flamespitters, they are at least A for me.
One thing that I wished was for more Good Guys barracs, cause 3 out of the four we have are from the bad guys.
True
the game released yesterday what a goat
;))))
It feels weird not having anything shoot fast or very fast
I fully agree
I wish they made the Royal Archer shoot faster or abilities that increase atk spd, maybe aura that also affect nearby towers
hopefully in later updates they add a fast firing tower. the question is will it be a light army tower or dark army tower
For the final zone, I'm finding the dune sentinels are really the GOAT personally. Great AOE damage that can target flying enemies. Buff them up with and arcane wizard and it feels pretty good.
your video was an eye-opener, thanks for the great insights!️
I don't understand Paladins armor. Are they High or Medium?
Medium, but they're closer to high when maxed...I think
Another thing about the grim wraiths is you can also switch places with any tower aswell on the map. I like that so if i can move any tower anywhere on the map something you did not see in the previous games.
When I saw necromancers I got flashbacks to frontiers and knew it was gonna be such a powerful tower, only tower I paid for.
Very helpful thanks. I think it's a bummer that the only thing in this game that affects other towers in the vicinity is Arcane Wizard (no hero does it either). That's a bit poor. Finally, no tower with massive range (like Golden Longbows or Swamp Thing). I have to say I'm just a little bit disappointed.
By the way, do you think that if you put multiple Arcane Wizards next to each other and use empowerment on all of them, that they compound each other?
They don't compound. I'd like bigger range too. More towers to come!
Therien has an ability that buffs the range if all towers actually
@@therealmorganofficial very cool. I didn't know that, thanks SO much for that tip!!! ❤️
With Grim Wraiths, "Overseer" is just a name:)))))
I wholeheartedly believe in my boys the Tricannons. Sure, they do have a problem with flying enemies, but that issue is attached to all artillery towers. Their bombardment ability is really good, mostly due to its insane uptime. Usually the ability activates again after only 2~3 main attacks. I don’t bother upgrading the burning ability because I feel like it decreases the uptime of the bombardment. Really though, this tower is the ultimate ground enemy cheat sheet, especially for those final few levels, and personally, I feel like it outclasses all other artillery towers (lol). Even with its flying enemy problem, all it takes is one ground enemy for the ability to launch and deal collateral damage to all flying enemies in a huge area. I play on Veteran if that matters.
They're growing on me. Flying enemies though :(
Is the Paladin 20% damage buff upgrade applied to allies? I've tried to test it and I don't see any change.
I don't think so. Do you mean the Arcane Mage AOE buff?
@@therealmorganofficial The Paladin tower 'lead by example' upgrade. It's supposed to give nearby allies a 20% damage buff. I've been keeping units close by and they don't seem to get a buff.
For Arborean Emissary, what does it mean by "...their magic to mark and weaken enemies"? Do they lower resistances?
They take extra damage
@@therealmorganofficial That's pretty dope. It sounds like a great support tower
Awesome video, thanks! Subbed! Now i just need to know which of the 2 Dragons should I buy? I'd like to get the best one, I'm guessing Kosmyr?
Yes Kosmyr is better!
I'm still hesitating tho, is the game worth $20 on steam tho ?
Yes. Plus lots of content will keep coming! If you liked the other games you'll love this one
Good evening
I didnt see in here a very interesting feature about wraiths, that you can swap with ANY turret the location. So with some ingenuity you can also swap all you turrets using wraiths as pivot
I love your content man. also, who is your favorite hero? Personality and design wise I love Torres! Gameplay wise, I don't know yet...
Thanks!! I like Nyru the most. Next is Therien. And I really like Onagro. He's the best flying defense!!
@@therealmorganofficial awesome dude 👍
I mostly disagree but it was nice to learn about your experince. Have a good day ❤
:)
i was going to buy the mega tower bundle but changed my mind after this, will only buy Necromancer and the dragons (already have Kosmyr)
Not a bad idea. I bought one hero like a dummy and then decided to buy the whole discount bundle
I’ve completed the game on impossible mode using only royal archers without losing any hearts
They’re definitely s tier they just look and feel (basic)
They have a massive dps
Maybe.
While the necro tower is obviously the best in the game, being able to hit flying enemies as well as having unrivaled AOE potential in doing 150 true damage to a whole lane on a relatively short cooldown, the channeler tower is garbage. Necro tower though, when I was doing impossible difficulty and all the heroic/iron challenges, I could do probably 80% of them using nothing but necro towers because it's just that good.
Blazing gems were incredible because of their high single target damage output that let them kill almost anything while it was in range of them. The eldritch one doesn't do great damage, it's rather run of the mill. And it only becomes more worth it after you upgrade it to do 75% of its base damage to 4 targets which basically makes it a magic AOE tower. That WOULD be okay-ish, but the biggest issue with it is that it attacks the enemy closest to the goal rather than the enemy further from it. Blazing Gems always targeted the furthest enemy so they could hold that channel on the target as long as possible to maximize their damage. This one has such a wind up time to hit, and stops the instant something goes out of range, it is very easy to find yourself in a situation where the tower can literally deal zero damage while enemies run past because it keeps winding up to attack the one that is about to leave its attack range, then it leaves its attack range so it does nothing, then it repeats the process over and over again. Eldritch Channeler is awful and just because it looks vaguely similar to the superb god tower that is the Blazing Gem, they are incomparable in their functionality. Also, blazing gems had an insta-kill ability while the channeler just turns them into an UNBLOCKABLE sheep with 50% of their health still. The other ability the channelers have is basically mandatory to make the tower even semi-worth using, which just jacks up the price to insane cost, particularly for how little you get out of it. Never build these.
The Elven Stargazer is an S-tier for me personally because of the unique way that it works, firing 5ish shots in rapid succession to random (or semi-random) targets in its range. This is incredible for 3 reasons. First is that it wastes almost no damage. Unlike other mage towers with long cooldowns and large damage hits, if it hits something with 1 hp, all that extra damage is completely wasted, but the Stargazer does more effective damage than any other mage tower because of that. None of its shots are ever wasted. Second reason is that it wastes the flying mantas blink ability. You stick a level 1 stargazer at the entrance of a lane that has those fliers coming down, it'll pop every one of them as soon as they go past so you don't have to worry about your defenses missing any of them or being bypassed. And finally, if there is only ONE target in range of the stargazer, it gets hit by all the beams which adds up to a lot of damage.
I don't have much else to say about the others. Most of them seem pretty middle of the road, which I guess is good balancing. Except the royal archers. I found them very lackluster. They get the job done before you have anything better, but there is absolutely no reason to ever use them again once you get the ballista. They don't attack particularly fast, they don't do that much damage, their abilities kind of suck. They're just not good.
I need to keep playing to get a better grasp
You are spot on with Necro and Elrich and Stargazer. However i think they are quite balanced, they all situational depends on the spot on the map. Necro is the best on its own, but combo of buff tower+ arcane is better than 2 Necro. Stargazers is so efficient but the cost is crazy. Elrich is inefficient, but if you place it frontline with buffs, its output is insane. The mage towers all very good and balanced, with the magic buff tower actually most essential and cost efficient.
Next up the archers also better than you think because they're much cheaper than Xbow, i like to have archers in the back for cleanup and flyers, so cost is very important, they do the job so well no dmg wasted, even the crow can tracks down flyers.
The Aoe towers are the only problem because of flyers. Cannons and Flamethrowers both do wonders for dmg and control, really good in some situations, anyways. I think they did amazing with the balancing of towers so far, i love it. You gotta play around and test alot to see good things from each one.
In hindsight rocket riders are a bit of a let down. I mean this is probably the first kingdom rush game in which flying enemies are this threatening and the first game with airborn barracks. They should be able to block flying creatures IMO. Same price, same stats, same abilities but make them block flying enemies. It would make them much more useful and much more interesting.
S - Necromancer, Balista, Wraiths, Arcane
A - Chaneller, Archer, Arberian Emmisary, Flamespitter, Paladin
B - Tricannon, Demon Pit
F - Dune Rider, Rocket Gunner, Brewmaster, Stargazer
Oh, you want to run Chaneller? Flamespitter? Tricannon? Dune Rider? Brewmaster? Here's your Necromancer!
I agree with about 70% of these, not bad!
Necro is good even tho they just nerfed it. Everyone keeps forgetting it has good damage and replaces barracks.
You guys need to really try out the elven stargazers. At first i didn't like them because other magic tower seeminigly dealt more damage, but after a human only run in the highest difficulty i changed my mind.
The stargazers got me through the alien stages with 3 stars, almost no sweat. The fact that it can deal with both air and ground, squishy and tanky enemies, and can teleport for additional stalling, really shines in the alien stages. The fast moving small fries are difficult to get with any other tower in my opinion, since they just aren't fast enough. The explosion on kill skill is not really that useful, but you do need to spam the tower to build up the damage
Hmmmm. On impossible?
@@therealmorganofficial Yeah. That's why it is good
Mage towers are never disappointing, especially most enemies in kra dont have magic res
Yes.
is it just me or does the game lack a bit of content? ( it’s goos tho)
It will get way more!
Necromancers back in Frontiers was my favoriet since they were just so strong, it basically did everything, now in Alience when i unlocked it it became the only one i was using, the death knight riding down the path was such a strong ability it awnsered almost all my ground enemies
Edit: Yea, Blazing Gem at home was really strong and powerful and Useful, but Necromancers are just way better.
I also had selected Balista, Paladins, and Demons
They nerfed necro. Still good but not amazing.
Necro in KRF is just really good at stalling, and it's okay at killing flying. Besides that the damage is bad
Will you do heroes next?
I think so. They're harder to do
Flying Bois.
Btw, surprised to see only 15 towers. They look fun, I'll try the game when I can, as long as it's better than vengeance it won't disappoint.
Lots of DLC coming
I dont like the change for necromancer turning the rider into skills. Still goated tower ngl
I dig variety
My guy you're fast! You have to do an updated one if we get dlc towers & heroes. 😌
YEP
are you gonna make heroes tier list?? i need it
Yes.
what towers and what heroes are free in the mobile version?
Good question...
Emmisary and Outpost belong in S tier.
I cleared the whole game with just the two of them. Most levels first try. Only the last 2 levels were challenging with this combo. Add some barracks and its perfect.
Hmmm that would work quite well. Emissary just doesn't seem enough to me. But yes it is very much a support. I'd rather just have a good 2 towers both doing DPS usually.
i mean there are more magic armored encounters than physical armored, now there are too many air enemies but overall ill say the flamethrowers are just as good as necromancer, mainly because those abilities helped me a lot
There's little magic resistance yeah
ur timeline is so cool like so much story in it do u think u can update it with alliance
I would put the dwarven flamethrower in tier C, since it is one of the most expensive towers in the game. It is only good when fully pumped.
True. Lots of these are
I really wanted the archers to be great because I loved them in the other games
Royal Archers are good. Any tower that hits flying enemies is good in this game. Artillery struggles hard.
I almost agree with you all towers but Arborean Emissary should be A because it causes the target get more damage in other words it amplifies damage. And has a very good Synergy with heroes nearby and skeletons of the best tower.
Maybe. I think it's kinda weak over all, and you don't always need it. I'd rather have 2 DPS towers than one DPS tower and one support
fire 🔥
Two underdog artilleries from the first two games combined and all they get is C tier :(
Yeah. It's not as good as those. Just operates kinda similarly with burning and with the way it shoots. Too many flying enemies.
Great video. Can you make one for heroes please
I think so :)
@@therealmorganofficial goat
Thanks for the video,I'm on crack with this game now HAHA
Hahah so was I
Magic Damage is so OP in this game. 90% of enemies have physical armor not magical armor, making mage towers the only logical solution
Yep. Surprised not more ppl have noticed
I’m looking forward to buying the game. Gameplay looks terrific! I just want to know which heroes and towers are free on mobile.
Great video btw;)
Thanks!
i personally finnish whole campain only with red mage amazing tower may op
Yep
Could you make a hero tier list too?
Yes
Demon Pit is A tier, If you place it in the right place, the explosion easily takes out large groups of enemies.
Hmmmm
Expensive
@@therealmorganofficial Good point
I think the towers are more balanced in this game, is not a battle mecha spam anymore
Yep
Just beat the campaign. Jesus is the third world challenging. My opinions:
Emissaries just don't do it for me. They are built to support the battle with slows, heals and death markers, but that damage... it's been more of a hinderance than a help
Flamethrowers really aren't as bad. Lots of AOE true damage with burns, just gotta think about Goblinrangs and they should work
Sentinels really were my go-to. The damage was good and they really can rack up some damage in the battle with their abilities
Brewers might become my default for artillery. A lot of damage, a weakening effect, and a lot of goods that make the battlefield their own
demon pit, wtf are you snorting? It's like a mix of the graveyard, bone flingers with big demon, and artillery with the demon explosions. It's dumb and I love it
Just my opinion. Hard to rank demon pit. Too many flying enemies to put them above C or B tier. True damage is good. And big boy walking through a whole lane is good. But a little expensive. And flying enemies go brrr
tricannon is really high tier for me , certainly above the brewery purely because of how strong it feels when maxed out and near the Arcane Wizards once they get their upgrade that helps other towers
whilst more expensive they certainly heavily outdamage the brewery , i only ever used it just because it's funny , but after like 2 games of fully replacing tricannons , i full on gave up on using them seriously purely because of how big of a difference there is damage wise between them
and it's not just because "tricannon hits more but..." no seriously , it doesn't matter of tricannon hits 3 different targets or 1 big one , it feels like it's outdamaging it heavily
Yep. The one fact that matters to me is: overwhelmingly strong flying enemies
@@therealmorganofficial yeah that is very fair
Also after playing a bit more , yeah dune sentinels outrank them both-
Oh also , i got a question
What is your opinion on the reinforcements? Which are stronger and by how much?
Ballista slaps.
Yeah
Man You are quick as a bolt haahah the game not even relaeased yet
Early access go brrrr
Magic supremacy never disappoints eh?
It gets old after a while. Onagro can kill lots of flying alone though, and therien and Nyru. Maybe when we discover better ways to kill flying enemies then we'll use more artillery
Have you ever try tricannon with first skill only? It deals massive aoe dmg with very low cd, and yet dealing damage to the sky enemy. Never upgrade the second skill. There is a conflict cd between two of them.
I have finished all campaigns in Impossible difficulty on mobile ver ( which means there is only limited tower and hero ) Trust me, tricannon with only first skill is the one of the key towers.
It deserve a A tier at least
Thanks me after you tried 😉
It is best skill yes
And yes the burning skill needs to be avoided
In my opinion, ballista should be S tier it has stuns,slows and great DPS so it can be placed nearby necro or eldritch to act as both a support and and great DPS
It doesn't break the game and it isn't insane dominate though.
Good point
I was mast hyped for tricannon, sad it's kinda usless, i would use it more if there weren't soo many flying enemies
Actually the more I use it the better it seems. The crazy barrage ability is good.
Already ? Very fast , now I want a big sale for it right now 🤣
SO FAST
I am surprised that this game has such a good balance. Most of the previous games in the series had towers that were just completely unprofitable or extremely powerful, here basically every option makes some sense. What disappointed me, however, was how poorly designed some of the towers are. In KRV we had much more variety - most towers had a different use, a different idea and design, etc. - In KRA, not only do we have only 2 upgrades, but I have the impression that each tower basically stands out for nothing. The artillery is a joke - the flamethrower has to be placed in a good place otherwise its useless, the Tricanon simply fires at several targets at once, but its final area damage is poor, and Brewmasters are the classiest artillery known from any previous games. The same goes for barracks. Paladins are cool, but they have no competition. Rocket Guners are useless because they're too expensive, and their damage isn't at all amazing (let's not forget that they're completely unsuitable for roadblocking due to their basically zero health points), and Grim Wraths are too expensive and not at all very durable (and I don't see reason to use its special ability). In KRV we had artillery for every occasion (furnace, rotten forest, balloon, volcano, etc.), the same with barracks (3 weaker orcs, 2 powerful knights, elves who had dodge, something resilient and could shoot).
Therefore, I think the good balance of this game is due to the fact that no tower is somehow super amazing (skipping maybe two three).
I hope that in the upcoming updates the developers will slightly change some towers to make these towers an actual alternative rather than an optional replacement, and that the new towers will be more unique and useful
I heavily disagree
Great points
Wait it's already out?
Yep!
Personally I think that blazing gems is A tier because it is quite expensive and isn't as good as Necromancers at lower tiers. Necro is good starting at level 1 because it summons blockers.
Yeah that may be. There's a lot of people hating on necro lol. It is a barrack replacement! Even at low levels! I think it's amazing
I think wraith, tri-cannon and dune glaive thrower are the worst. Demon tower is amazing against bosses, summoners, ranged enemies. They just stop all the time and prevent them from doing their thing.
Pit is surprisingly good sometimes
I think the grim wraiths should be A-tier. They have a respawn time of only 6 seconds (paladins 10seconds) and deal damage on death and weaken enemys.
Yeah maybe. I just would rather not have 2 expensive units, I just want blockers for cheap
Best hero ?
Kosmyr
Please make a hero’s tier list 🙌🏻
I hope they add an endless mode to alliance
Yes