Two best towers in this game can be a good combination as well. The Bladesingers will clear crowds and stall big enemies While the Forest Keepers will heal and assist them with their sexy true damage spears. Origins has the best Barracks no cap.
my top is: 1 - Arcane Archers 2 - Bladesingers (or Forest Keepers) 3- Forest Keepers (or Bladesingers!) 4 - Wild Magus 5 - Golden Longbows 6 - Weirdwood 7 - High Elven Mage 8 - Arch-Druid Henge but you know, my favourite tower in KRO is Golden Longbows. Crimson Sentence ability is so sweet and I love this tower's insane range. both advanced barracks in this game are so strong. you can use Bladesingers as crazy as you can use Forest Keepers. they're just made for some different tasks.
Druids are a good support tower and man there is a lot of spiders and dark elves with magic resistance. Complete opposite of Frontiers, that had tons of armored enemies. At least origins didn't have to deal with fish folk. These guys are the worst
@@Its_me_Stolas origins in my opinion is very easy if you don't use Artillery because they cust a lot of money and just use barracks, archers and mages is pretty easy, all of them have some kind of area attack. This is why i don't like origins that much.
In my case needed Forest Keepers are my go to units, I add the blade singers into the mix if I want a perfect defense because if theres ranged enemies they will shoot the singers while the keepers spears do the job and then they get healed. Nice ranking, couldn't agree more.
4:20 Actually, I think that they're actually one of the low-tier towers, that's because not having a ranged attack is one of their biggest flaws. I think even level 3 baracks are better than them. Used them only in one level (the level, where they're unlocked)
Even t3 barracks are already quite strong, i rarely get them upgraded to t4. And when i do i always go for bladesingers. The archer tower in this game is quite OP to deal with anything anyway
Ok is it bad that i like to use EVERY TOWER in this game? Including the bottom 3? I honestly love origins so much I keep switching my playstyle every single time.
@@Daavas don’t worry, prahant asked devs about the returning towers will come in update not the already exited towers in the game. What I’m talking about is the some towers will return in updates for post campaigns 😉
@@Daavaswe’re in future (October 2023) and guess what? Weirdwood and barracks from KRO are back. Hopefully other towers like wild magus, bladesinger, forest keepers and other towers from KRO are coming back
@@Daavasand let’s not forget about the heroes, Bonehart is back and we know that since a few months ago. Not only that but Eriadan and Arivan are return too except plot twist is that arivan is a boss in undying fury campaign
Try arch druid with forest keeper and you'll have the ultimate squad with tank, heal, and TRUE damage dps, and also 5 blocking units in total, 6 if you count the hero too, but yeah it kinda pricey
Best is Arcane Archers easy. They deal insane damage at base, with star upgrades, and magic burst is an amazing skill. They’re extremely spammable early game and can contribute to easy kills against any enemy. Forest Keepers I think require too much investment to be good, and they can’t be used in melee combat well unless it’s for catching a few stragglers. But overall not bad I guess, I’d bring Forest Keepers down below Wild Magus. Also about Golden Longbows, the Hunters Mark is way cheaper than Crimson Sentence.
You think wild magus are better than forest Keepers considering how many magic resistance enemies there are in the game they are very good but in the wrong game same as HEM 1- arcane archer 2- bladesinger hall 3- forest Keepers 4- wild magus 5- weirwood 6- golden longbow 7- arch-druid henge 8- high elven mage My opinion!
Hi, Bladesingers Lover. I'm always glad to hear your opinion. I really like your top, but some positions are different from mine. Tell me, why do you consider High Elven Mage to be the worst? Yes, Origins has the most enemies with magical protection, but damn it, ADH offers you to buy BEARS, each for 350 gold (!!!) which have little HP, armor, and a 20-second respawn. The Sylvan Curse only works well if it curses a tough enemy (and this ability is also expensive). This tower is completely outclassed by Weirdwood (that is not so strong inself, but definiately stronger than ADH). The High Elven mage, in turn, can deal frenzied magical damage on enemies with good physical armor (Twilight Golems, Shadow Champions, etc.) with the help of Arcane Sentinels, which give a tangible bonus to DPS. Timelapse is a weak ability. This tower is good against small groups of enemies such as Twilight Harassers, Cloud Stalkers, and Blood Gnolls... The only, but no less obvious drawback of this tower is that it ONLY deals magical damage. It sucks. That's why Wild Magus is much better. So in my top ADH takes 8th position and HEM takes 7th position.
@@legendaryjoker325 well I do respect your opinion and yeah the comparison is pretty close between ADH and HEM but ADH are overall better The bears are pretty bad and 100% not worth buying but they are an option in case you want to play with ADH only challenge they will come pretty handy while the curse is just a big no for me Well the reason I think ADH are better not BC of the abilities but BC of the main attack and star upgrades Artillery star upgrades give ADH true damage on each attack and slow down briefly and BC ADH attack speed are twice as fast than weirwood they benefit more from the star upgrades so besides the abilities the base tower itself gives you area true damage with some kind of stalling power with the slowdown and hold three stones at once for even more burst damage HEM main attack is very bad separating into 3 projectiles means the enemy will live for longer and the fact this tower is pure magic tower make it even worst and it's pretty much Outclassed by wild magus in pretty much everything Why would I go for HEM to deal with high tier enemies when wild magus exist And by a little bit of calculation you will notice that wild magus itself has more dps> than HEM with the Arcane Sentinel combined and surprisingly it also has better crowd control than HEM with the eldritch doom explosion which means there is not a single reason that makes you pick HEM Over wild magus which is why I think ADH are overall better Long explanation sorry about that but hope you understand now🙂💚
believe it or not the druid aoe towers are actually fucking useless in this game, you can legit just beat the whole stage even the extras with just arrows and mages with Eridan
I very like Magic Archers, because they can do hight phys and magic damage. First location i completed with only archers and 1-2 barracks. Anyway i dont like archer towers in any kingdom rush games exclude Frontiers and Origins. Because in Frontiers you need archers and Origins have Magic Archers.
I disagreed with this tier list . Kingdom Rush is a strategy game , and there hasn't to be terrible or overpowered towers , each of them has pros and cons , and could be useful or useless depending on your strategy , situation and the way you use or combine them . But still some towers is more universal and easy to use , and others are not . That's why opinions of gamers is so different . Here's my opinion for every tower : Thanks to upgrades druids could ignore physical armor same as mages , but don't suffer from magical armor as mages . Meanwhile druid can't target flying enemies like tesla from original KR , that's why they aren't overpowered and have limited use . Weirdwood - the ugliest looking tower in game and too pricy , that's why i don't use it and think that this is the worst tower , of course theirs skills aren't terrible but still . Archdruid - i like it's design , their bears aren't as good as baracks , but they aren't have to , same as golems from original KR ( i mean golem is more powerful , but he is only one and very pricy , so both golems and bears have pros and cons ) . Even though bears could be useful ( with forrest keepers for example ) . Curse skill is similar to longbow mark skill - it has potential against powerful enemies , but hard to find out how good it on practice ( I'm not experienced with it , so I can't judge ) . Barracks : i like design of tier 3 tower's soldiers , but their use is limited . Forest keepers - also has a bit ugly look ( but that's just my opinion , just never mind ) . There only two of them , and they are has low armor , and that's pretty crucial for me . Their skills are quite good , but they aren't good as solo barack unit , they simply can't hold against strong enemies ( and or especially agains large amount of enemies ) . I think that best is to use them combined with bladesingers or bears , yes their skills and damage is good , and they have ranged attack , but it's not so easy to use them as bladesingers . That's why forrest keapers required knowledge how to use them . Bladesingers : best barracks in my opinion , with perfect parry could hold against large groups and powerful enemies . Blade dance skill allows them to deal quite good damage . But honestly it's hard to judge their skill that upgrades their basic attack , because i don't know how it affects the damage of other two skills , if it boosts other two skills than great , if not then it's mostly useless . And yes bladesngers can't attack flying enemies , which is fair enough . Archers : arcane archers are one of the best tower in game , their main damage ignores armor ( if I'm correct ) , and their skills are pretty good too , as author of video mentioned ( i have nothing to add honestly ) . Longbows : unfortunately not as good as other towers , although has potential . I don't understand why their instakill ability is less good than musketeers one , if I'm not mistaken that skill gives to main attack instakill ability , i know it depends on random ( and possibly didn't choose more strong and troublesome enemy as target as musketeers skill , and that could be a major flaw ) , but it also didn't have cooldown and work more often and thats definitely an advantage . About marking skill i said earlier , it has potential against powerful enemies , but i don't know how it works on practice ( so it's hard to understand how good or bad it is ) . Mages : I don't know why author didn't mention that mages has a chance to deal triple damage and teleport back an enemy ( it is an upgrade/skill that could be unlocked at the upgrade room ) . If i understand it correctly , it depends on numbers of attack , which means that mage tower with more frequent attack can use this skill more frequently ( it counters more frequently ) . And that is major advantage to all mage towers , especially to wild magus , because their base attack is the fastest one . Also I don't understand why author of this video says that silencing is useless . Silence skill allows to block powerful skill of an powerful enemy that has magic resistance . And that makes those enemies useless , because now enemies with high magic resistance ( that didn't die because of resistance ) can't boost other enemies or cast powerful magic attacks . Silencing is the best way to deal with such enemies ( if you use mage layout ) . If wild magus would be in original KR , they would be able to stop shamans from healing their allies and legions wouldn't be able to duplicate themselves , and that would make those annoying enemies useless , in this case wild magus would be even more overpowered than teslas . That's why I think that wild magus is the best tower in KR origins . About that triple arcane wizards - they aren't too bad basiclly , but their skills is questionable . Chrono skill could freeze a couple of enemies and deal some damage to them , but in the meantime , other towers can't attack that trapped enemy , if the number of enemies is small , than that's a huge disadvantage . About sentinel , it boosts tower's damage a little bit , but that boost is too small ( as for me ) . I think it would be better , if those sentinels would be like bears - they would stand on route and block some enemies . So my final tier list is : 1.wild magus 2.arcane archers 3.bladesingers 4.forrest keepers 5.archdruid 6.longbow 7.archmage 8.weirdwood
Two best towers in this game can be a good combination as well.
The Bladesingers will clear crowds and stall big enemies
While the Forest Keepers will heal and assist them with their sexy true damage spears.
Origins has the best Barracks no cap.
Best is the GNOME HOUSE!
What the heck is that??😅😅
those annoying little guys who makes tricks like polymorph@@realwhiteaniki
Oh those little folks in unseelie court? I would've used them more often if they weren't so expensive
my top is:
1 - Arcane Archers
2 - Bladesingers (or Forest Keepers)
3- Forest Keepers (or Bladesingers!)
4 - Wild Magus
5 - Golden Longbows
6 - Weirdwood
7 - High Elven Mage
8 - Arch-Druid Henge
but you know, my favourite tower in KRO is Golden Longbows. Crimson Sentence ability is so sweet and I love this tower's insane range.
both advanced barracks in this game are so strong. you can use Bladesingers as crazy as you can use Forest Keepers. they're just made for some different tasks.
Agreed. Bladesingers are the best at stalling, arcane archers can deal magic damage if needed so yeah
Druids are a good support tower and man there is a lot of spiders and dark elves with magic resistance. Complete opposite of Frontiers, that had tons of armored enemies. At least origins didn't have to deal with fish folk. These guys are the worst
@@Its_me_Stolas origins in my opinion is very easy if you don't use Artillery because they cust a lot of money and just use barracks, archers and mages is pretty easy, all of them have some kind of area attack.
This is why i don't like origins that much.
@@Daavasagree😅
@@Daavas they made battle mecha op as hell in frontiers. I think they made artillery more balanced in origin
Honestly I never once felt like I needed Forest Keepers. Bladesingers are my go to units everytime paired up with both archer towers.
yes lol same. mostly just archers and blade singers
They're the best stalling barracks
i love weirdwood, it's my favorite tower, but yeah they are hella expensive 😭😭
When i was testing origins towers, i was surprised archers became somewhat good
In my case needed Forest Keepers are my go to units, I add the blade singers into the mix if I want a perfect defense because if theres ranged enemies they will shoot the singers while the keepers spears do the job and then they get healed. Nice ranking, couldn't agree more.
best strategy is a few barracks, and the blue mage, then spam arcane archers
4:20 Actually, I think that they're actually one of the low-tier towers, that's because not having a ranged attack is one of their biggest flaws. I think even level 3 baracks are better than them. Used them only in one level (the level, where they're unlocked)
Worse tower means more challenge😎
Even t3 barracks are already quite strong, i rarely get them upgraded to t4. And when i do i always go for bladesingers. The archer tower in this game is quite OP to deal with anything anyway
Nice tier list. Now I've to to this run from the beginning with it👍👀
Ok is it bad that i like to use EVERY TOWER in this game? Including the bottom 3?
I honestly love origins so much I keep switching my playstyle every single time.
Well i dislike some towers but is not bad use all of them, i just maded a tier list :P
@@Daavas i also love the KR origins , although i saw your tier list i will keep using all tower in the game , by the way nice video bro ❤
Devs said in prahant’s video qna that they said some towers will return in alliance
@@Destorydan whe alredy see some of them like paladins, arcanes and necromancers but bladesingers or forest keepers? Nothing so far.
@@Daavas don’t worry, prahant asked devs about the returning towers will come in update not the already exited towers in the game. What I’m talking about is the some towers will return in updates for post campaigns 😉
@@Destorydan well, we will see
@@Daavaswe’re in future (October 2023) and guess what? Weirdwood and barracks from KRO are back. Hopefully other towers like wild magus, bladesinger, forest keepers and other towers from KRO are coming back
@@Daavasand let’s not forget about the heroes, Bonehart is back and we know that since a few months ago. Not only that but Eriadan and Arivan are return too except plot twist is that arivan is a boss in undying fury campaign
Nice ranking, but I change 7th and 8th place I really don’t like eleven magic tower
Try arch druid with forest keeper and you'll have the ultimate squad with tank, heal, and TRUE damage dps, and also 5 blocking units in total, 6 if you count the hero too, but yeah it kinda pricey
4:20 I wanted to be that guy, but I decided not to for the greater good LOL
@@sajkvanek but you can be that guy, everyone here can have your own opinion :v
Like me, i think mirage is good k
@@Daavas k *throws up from hearing someome saying Mirage is good*
@@sajkvanek that insta-kill chance and hold up powerful enemies won me over 😓
@@Daavas Alric is the goat sry not sry
Best is Arcane Archers easy. They deal insane damage at base, with star upgrades, and magic burst is an amazing skill. They’re extremely spammable early game and can contribute to easy kills against any enemy. Forest Keepers I think require too much investment to be good, and they can’t be used in melee combat well unless it’s for catching a few stragglers. But overall not bad I guess, I’d bring Forest Keepers down below Wild Magus. Also about Golden Longbows, the Hunters Mark is way cheaper than Crimson Sentence.
@@anteaterhi is still 225 coins for only 5 seconds extra damage, i dislike that >-
You think wild magus are better than forest Keepers considering how many magic resistance enemies there are in the game they are very good but in the wrong game same as HEM
1- arcane archer
2- bladesinger hall
3- forest Keepers
4- wild magus
5- weirwood
6- golden longbow
7- arch-druid henge
8- high elven mage
My opinion!
Hi, Bladesingers Lover. I'm always glad to hear your opinion. I really like your top, but some positions are different from mine. Tell me, why do you consider High Elven Mage to be the worst?
Yes, Origins has the most enemies with magical protection, but damn it, ADH offers you to buy BEARS, each for 350 gold (!!!) which have little HP, armor, and a 20-second respawn. The Sylvan Curse only works well if it curses a tough enemy (and this ability is also expensive). This tower is completely outclassed by Weirdwood (that is not so strong inself, but definiately stronger than ADH).
The High Elven mage, in turn, can deal frenzied magical damage on enemies with good physical armor (Twilight Golems, Shadow Champions, etc.) with the help of Arcane Sentinels, which give a tangible bonus to DPS. Timelapse is a weak ability. This tower is good against small groups of enemies such as Twilight Harassers, Cloud Stalkers, and Blood Gnolls... The only, but no less obvious drawback of this tower is that it ONLY deals magical damage. It sucks. That's why Wild Magus is much better.
So in my top ADH takes 8th position and HEM takes 7th position.
@@legendaryjoker325 well I do respect your opinion and yeah the comparison is pretty close between ADH and HEM but ADH are overall better
The bears are pretty bad and 100% not worth buying but they are an option in case you want to play with ADH only challenge they will come pretty handy while the curse is just a big no for me
Well the reason I think ADH are better not BC of the abilities but BC of the main attack and star upgrades
Artillery star upgrades give ADH true damage on each attack and slow down briefly and BC ADH attack speed are twice as fast than weirwood they benefit more from the star upgrades so besides the abilities the base tower itself gives you area true damage with some kind of stalling power with the slowdown and hold three stones at once for even more burst damage
HEM main attack is very bad separating into 3 projectiles means the enemy will live for longer and the fact this tower is pure magic tower make it even worst and it's pretty much Outclassed by wild magus in pretty much everything
Why would I go for HEM to deal with high tier enemies when wild magus exist
And by a little bit of calculation you will notice that wild magus itself has more dps> than HEM with the Arcane Sentinel combined and surprisingly it also has better crowd control than HEM with the eldritch doom explosion which means there is not a single reason that makes you pick HEM Over wild magus which is why I think ADH are overall better
Long explanation sorry about that but hope you understand now🙂💚
@@BladesingersLover you don't need to apologize. I understood you.
Can you beat Baljimen on Impossible using only Forest Keepers?
@@guiltyshoes i don't have impossible mode but should be very easy like in veteran.
believe it or not the druid aoe towers are actually fucking useless in this game, you can legit just beat the whole stage even the extras with just arrows and mages with Eridan
Yeah >-
You can beat the whole game with just raks and arcane archers from my experience. Including post main story.
Эльфы часовые имба, знаю на своём опыте
I very like Magic Archers, because they can do hight phys and magic damage. First location i completed with only archers and 1-2 barracks. Anyway i dont like archer towers in any kingdom rush games exclude Frontiers and Origins. Because in Frontiers you need archers and Origins have Magic Archers.
I disagreed with this tier list . Kingdom Rush is a strategy game , and there hasn't to be terrible or overpowered towers , each of them has pros and cons , and could be useful or useless depending on your strategy , situation and the way you use or combine them . But still some towers is more universal and easy to use , and others are not . That's why opinions of gamers is so different . Here's my opinion for every tower :
Thanks to upgrades druids could ignore physical armor same as mages , but don't suffer from magical armor as mages . Meanwhile druid can't target flying enemies like tesla from original KR , that's why they aren't overpowered and have limited use . Weirdwood - the ugliest looking tower in game and too pricy , that's why i don't use it and think that this is the worst tower , of course theirs skills aren't terrible but still . Archdruid - i like it's design , their bears aren't as good as baracks , but they aren't have to , same as golems from original KR ( i mean golem is more powerful , but he is only one and very pricy , so both golems and bears have pros and cons ) . Even though bears could be useful ( with forrest keepers for example ) . Curse skill is similar to longbow mark skill - it has potential against powerful enemies , but hard to find out how good it on practice ( I'm not experienced with it , so I can't judge ) .
Barracks : i like design of tier 3 tower's soldiers , but their use is limited . Forest keepers - also has a bit ugly look ( but that's just my opinion , just never mind ) . There only two of them , and they are has low armor , and that's pretty crucial for me . Their skills are quite good , but they aren't good as solo barack unit , they simply can't hold against strong enemies ( and or especially agains large amount of enemies ) . I think that best is to use them combined with bladesingers or bears , yes their skills and damage is good , and they have ranged attack , but it's not so easy to use them as bladesingers . That's why forrest keapers required knowledge how to use them . Bladesingers : best barracks in my opinion , with perfect parry could hold against large groups and powerful enemies . Blade dance skill allows them to deal quite good damage . But honestly it's hard to judge their skill that upgrades their basic attack , because i don't know how it affects the damage of other two skills , if it boosts other two skills than great , if not then it's mostly useless . And yes bladesngers can't attack flying enemies , which is fair enough .
Archers : arcane archers are one of the best tower in game , their main damage ignores armor ( if I'm correct ) , and their skills are pretty good too , as author of video mentioned ( i have nothing to add honestly ) . Longbows : unfortunately not as good as other towers , although has potential . I don't understand why their instakill ability is less good than musketeers one , if I'm not mistaken that skill gives to main attack instakill ability , i know it depends on random ( and possibly didn't choose more strong and troublesome enemy as target as musketeers skill , and that could be a major flaw ) , but it also didn't have cooldown and work more often and thats definitely an advantage . About marking skill i said earlier , it has potential against powerful enemies , but i don't know how it works on practice ( so it's hard to understand how good or bad it is ) .
Mages : I don't know why author didn't mention that mages has a chance to deal triple damage and teleport back an enemy ( it is an upgrade/skill that could be unlocked at the upgrade room ) . If i understand it correctly , it depends on numbers of attack , which means that mage tower with more frequent attack can use this skill more frequently ( it counters more frequently ) . And that is major advantage to all mage towers , especially to wild magus , because their base attack is the fastest one . Also I don't understand why author of this video says that silencing is useless . Silence skill allows to block powerful skill of an powerful enemy that has magic resistance . And that makes those enemies useless , because now enemies with high magic resistance ( that didn't die because of resistance ) can't boost other enemies or cast powerful magic attacks . Silencing is the best way to deal with such enemies ( if you use mage layout ) . If wild magus would be in original KR , they would be able to stop shamans from healing their allies and legions wouldn't be able to duplicate themselves , and that would make those annoying enemies useless , in this case wild magus would be even more overpowered than teslas . That's why I think that wild magus is the best tower in KR origins . About that triple arcane wizards - they aren't too bad basiclly , but their skills is questionable . Chrono skill could freeze a couple of enemies and deal some damage to them , but in the meantime , other towers can't attack that trapped enemy , if the number of enemies is small , than that's a huge disadvantage . About sentinel , it boosts tower's damage a little bit , but that boost is too small ( as for me ) . I think it would be better , if those sentinels would be like bears - they would stand on route and block some enemies .
So my final tier list is :
1.wild magus
2.arcane archers
3.bladesingers
4.forrest keepers
5.archdruid
6.longbow
7.archmage
8.weirdwood
@@Roland_Volpahart ok
Why are you using unfunny dead meme?
@@pavlekovacevic1676 because is fun to me!