Barbarian Halls may not be the best, true. But it is a support Structure for sure. It is great for Crowd control, not to fight Tanks and Titans like Pillagers. Paladins are for those. Barbarians can now down weak mobs if you feel you are getting overwhelmed. A Also, it is great when used in conjunction with Paladins, who can tank, and Rangers when they use Wrath of Nature to bind enemies. See them cull everyone then. That's my tactic with them. They are still the lowest ranked, but they definitely aren't weak. Just situational.
Yes exactly! In the first map they and Big Bertha are introduced, you can get the Sasquatch by shooting a rain of fire on the ice it's frozen in and then you can buy it for 400 coins and it has quite a large range, where you can put it. I put it as close to the bend that crosses the 2 roads on that map and 1 Barbarian Hall behind it with fully upgraded throwing axes and man are they good, when you get the Max throwing axes and have the sasquatch, a golem or another barracks upgraded to Holy Order (or a very tanky hero) in front of the Barbarians with of course support towers every where around them and they'll do some massive damage to the enemies with their throwing axes. I remember I beat the Vez'nan map with only barracks in like 2014, when I was 14yo and Barbarian Halls were of course crucial, with reinforcements and the free ranger woman hero to deal with flying enemies:D If I remember correctly I had way more Barbarian Halls than Holy Orders, but the Holy Orders were as crucial to tanking the enemies while the barbarians deal the majority of the damage with their throwing axes (+ the hero shooting with her bow and reinforcements throwing spears).
You underestimated the power of Arcane imo. Teleport can almost permastall a single target like forest troll. (I can deal with the first forest troll in Acaroth easily just by buyig level 1 teleport) Death Ray, while more expensive, is a guaranteed instakill that doesn't require you to click a sheep or deal with the ghost that spawns from a killed fallen knight. It's the best mage tower to place at the mega chokepoint near the exit in KR1. As for sorcerer, it's best placed near the entrance since it spreads out its damage and its instakill leaves a sheep for you to click.
As an old player I can confirm that this is the first tier list I'm 100% agree with Wonderful tier list man Barbarians fans are going crazy after seeing this 😂
I just disagree because of Barbarians. They deserve #7 and Big Bertha is completely trash tower compared to Tesla x104 and deserves #8. P. S. and then Arcane Wizard in my opinion deserves #6.
@@legendaryjoker325big Bertha is not completely Outclassed by Tesla In stages with a lot of hords like rotten Forest or sarlegas lair big Bertha perform way better and it basic attack can hit infinite amount of enemies instead of only 3 with Tesla and on top of that they have better single target dps than Tesla BC of the missiles which are global btw So in some situations big Bertha performs better than Tesla if you combine it with barracks and have 1 chokepoints only With that been said big Bertha is better than arcane wizard and barbarians and as far as these two it's almost close comparison between them but I think the results are close between two even tho arcane wizard are completely Outclassed by sorcerer at pretty much everything(damage, support,crowd control, stalling power) even the instakill from sorcerer are better with low cost and smart targeting The teleport is suck specially in the last update when now it only affect the same enemy 3 times So yeah as much as I love barbarians as well I can't see a reason to put them higher
Sorcerer may not be the strongest tower in the game, but it's definitely one of my favorites in the whole franchise. It has so many hidden advantages, like dealing true damage as a mage, or how it won't polymorph Skeletons and Husks, or the fact that with 4 or more targets in range its DPS is actually higher than the Arcane Wizard. It has something to offer for every possible weakness it may have.
A tier list i completely agree with Except bertha. Imo bertha is one of the most underrated towers in the series, with the missiles saving me so many times, and the cluster, despite being wasted a lot of the time, can completely invalidate even some medium-high health enemy crowds. Spamming teslas, sorcerers, rangers and paladins lacks the true crowd control of the bertha, so imo bertha is higher than the paladins at least
Of course you should use a diverse layout, having a bertha in the choke point as mentioned in the video can be very solid, especially in post-campaign maps. A tower like tesla being broken doesn't invalidate the other towers that have specific especializations... unless it is a barbs hall xd
Here is my list S tier Tesla-high damage high splash damage great abilities and their cheap A tier Rangers ans Sorcerer Rangers-high dps great abilities although expensive great range and smart way of targeting enemies Sorcerer-great base attack mediocre dps abilities good although expensive B tier Musketeer Garrison and big Bertha Musketeer Garrison-bad dps but impressive range and has good abilities although very very expensive Big Bertha-good area damage but bad dps although good and cheap abilities C tier Arcane Wizard,Barbarian and Paladin Arcane-dps average and abilities are very expensive even though it is mediocre Barbarians-very very high dps (90 with maxed out double axes) but they die to fast but at least they have some versatility with them being able to do crowd control and hit air enemies Paladins-good for keeping enemies in 1 spot and to set up insta kills and other tower abilities but thats pretty much all they can do but at least they are good at it Here are all of the towers dps without upgrades Rangers 40 Musketeer Garrison 33 Arcane 54 Sorcerer 66 Holy order around 30 Barbarian 36 (90! With maxed out double axes) Big Bertha 21 Tesla 42 Frontiers Crossbow fort 38 Axe throwers 41 Dwaarp 12 (but hits in a radius) Battle Mecha jr 40 Archmage 60 Necromancer 52 Assassins 39 Templars 30 Origins Bladesingers 36 Forest keepers 69 Wild Magus 40-100 (because the longer it is locked on to a target the higher the dps) High elven mage 39 Arcane Archers 36 Golden longbow 35 Arch druid henge 26 Weirdwood 34
I've calculated some tower dps (assuming without star upgrades) before and some of the numbers seem off. Weirdwood and henge almost have the same dps irc.
There are a couple of issues that make the Musketeer’s one-shot worse than the Arcane’s. First of all, that 60% damage that occurs if the one-shot fails isn’t true damage. If an enemy is armored and doesn’t get one-shotted, they’ll lose a lot less than 60% of their hp. The other issue is that while the arcane’s one-shot turns enemies to dust, the musketeer’s one-shot kills enemies the standard way. Enemies like demons and abominations will still explode on death, and dark knights and worg riders will still leave behind spectral knights and orc champions. Overall, the Musketeer’s one-shot is definitely worse than the Arcane’s.
@@umutadguzel2915 Not really, having a long range means they can work outside of your chokepoint, saving some strategic points for important/strong towers for your chokepoint.
Long range is a downgrade for INSTAKILLS. Long range can cause trouble for micro. And instakills works best at the end of the path, not in chokepoints. Its hard to explain the reason without footage.
@@umutadguzel2915 I get what you mean but first off, i didn't say Sniper Shot works best near chokepoint, i clearly said "they can work outside of your chokepoint. Secondly, microing a tower with long range isn't a problem when you know what you're doing, the only time you get a problem is if you don't know what you're doing. And lastly, i'm gonna say this again, their long range insta kill meaning they can work outside of your chokepoint, you can put them in a terrible strategic point spot that is not even close to your chokepoint and yet they can still contribute in defending.
Will you make rankings for Frontiers and Origins? It's been really interesting to see your thoughts so far and your list kinda made me reconsider my opinion on arcane
for barbarians, I feel their best use is in cases where you want more than one barrack defending a lane: that way they can contribute damage while the paladins tank, while still beign able to bdyblock what manages to get through them. That while providing still some value against air. Basically a good pick when paladins arent quite enough but 2 of them is overkill
I may be a bit biased, but I think Arcane should be higher. The teleport is a lifesaver for me. The countless times it kept enemies away from the exit just long enough for me to use rain of fire outweigh its price. As for the instant kill, it is a nice bonus. But I dont use it often.
my logic when using barbarian halls: kill the opponent before they kill you, dealing more damage is a way of damage reduction that I appreciate alot, i plan to win, not plan to fail with a defensive strategy.
I can't say anything bad about this tier list. Originally I thought that arcane was a little better than bertha, but with sorcerer outshining it so much and the explanation you gave about smart targeting making any form of artillery at least somewhat useful, I had to reconsider my opinion. I also can't blame you one bit for ranking the muskets above paladins because of the ridiculous damage that the shrapnel shot can do with smart targeting.
Where to place the Barbarian Hall 1. Key Crossroads: Places where enemy paths converge. 2. In front of strong towers: To hold back enemies in front of Ranger's Hideout or Big Bertha. 3. Near exit points: For quick capture of enemies. The best combination with buildings 1. Ranger's Hideout: Slowing enemies with poison. 2. Big Bertha: Strong area damage. 3. Sorcerer Mage: Area damage and "Polymorph".
This is going to sound unpopular but i feel like you tend to focus way more on haveing only a few strong towers, instead of having weaker/mid at the edges of the map to be chipping off enemy health or just taking out the tough boys from a distance? Maybe its part of your challenges i havent watched any yet. Those Saurian deathclaws from your most hated enemy video... i had archers on the edges and as soon as i got crossbow fort ranged and some artillery no problem at all they even stop to snipe so you can chew them up easier. That being said good vids dude i didnt know there was such a huge comminity for a game i thought i was playing alone ❤.
Due to Kingdom Rush having a lot of enemies that deal insanely well with defending units,it makes sense Not to mention that the high armor from the Paladins won't help them against magic or true damage One thing I myself personally did not agree with in this tier list was arcane wizard being 7th place rather than being in the 5th place
I'd swap the ranger/bertha and arcane/musk, personally. Bertha is is a monster in its own right - if it didnt have to compete with tesla it's would be an easy A. The targeting doesnt track moving targets tho, so thats a pitfall. Ranger downgrade is because its has a weird anti synergy with its fairly expensive abilities. The roots mess with the targeting such that the arrows miss all due to over tracking. The poison forces the tower to shoot multiple targets in range - good for overall dps spread, but bad for focused damage. Its better for other towers than itself. Even with the slow fire rate, arcane is still the king of single target dps - without any cost, just for that, thats pretty good. Maxed instakill is possible in post game and is both a guaranteed kill and grants gold. Musk grapeshot is awesome, but 300 per tier is just too much outside of postgame. Killshot is only a chance, and only 2 sec faster than arcane at max rank - total cost is the same anyway.
Thanks for the tips even tho i been spamming to get to random towers levels and had a massive struggle against the levels after you beat the dark king or whatever it was called
Arcane Wizard and Arch Mage suffer from a lot of the same problems, they're high magic damage towers with bad abilities (the insta kill is nice tho and I like stalling ability) and get outclassed by their counterpart. Except arcane is extra bad since its main job of dealing high magic dps the high sorcerer does better + extra support capabilities. High Elven Mage too, why do they keep making bad magic towers.
@@alexplayzKR Absolutely! I hope you know I meant what I said as a big compliment. Style is one thing but SGM is a very logical and intelligent person. I know you put serious thought into your placements and it shows.
Barbarian hall works out really well if you can keep them alive. They have the highest dps till KR 3. I usually put paladin in front and once they engage bring the barbarians in
The Sorcerer's insane support capabilities (and still good damage) makes it always better than the arcane wizard Tho one thing the Arcane Wizard has going for it is it's insane damage output overall,so if you are lacking magic damage,it's a great option That is it's only upside,as the Polymorph can outperform it when it comes to taking down big targets since it has smart targeting (won't go to waste on weaker enemies,altho has to be used differently than arcane's insta since you gotta click on the sheep to kill it)
How could arcane wizard ranking is below musketeer garrison? Teleport every 10 sec is powerful than a full upgraded barracks sometimes in the late game
"There is just next to no tower in the entore franchies that can perform as good as socerers without any ability" My guest is Necromancer. Am i correct?
Bro the whole point of barb is to clear low armor med-high hp and low armor low hp flying enemies, they arent used for defense theyre used for clearing, its like you using the wizard laser to clear spider spam, youre usong them for the wrong kind of enemies, tgey arent bad, at least a B tier, i used them plenty of times and theyre really helpful.
Also for arcane wizard, to literally clutches when you dont have any abilities, it's high dmg literally carries bro, just use a cannon before it so they clear the weaker ones and the wizard can focus on the stronger enemies, you literally don't know how to play, yeah when you dont use a strategy a tower is bad, what a shocker!
Also the big berthas cluster ability is really good for dealing with a line of weak enemies, not at just 1 point, I think it should be in high B tier as well
Bro Tesla is DEFINITELY not #1,if you want to destroy spam just use big bertha, also 1 Tesla per stage is enough, I haven't seen a worse tier list in my life bro bo wonder you pay for heroes.
@@anteaterhi there are prob worse tier lists but the guy just spams the towers by the looks of it in the video, the towers that are "worst" are better when you use them in the required strategy, which he didnt.
For me personally, i like the Arcane towers, well for their insta kill but most importantly their teleport skill as well. Combine Arcane with Ranger, with the Wraith of the Forest skill and with Big Bertha dishing out its big damage and for the stall obviously, its the Paladin tower. Barbarian Hall for me also was not that bad. I especially liked their Throwing Axes skill and Double Axe skill and always thought that was a nice touch for them. While yes they are not entirely the best since their squishy, the Tornado Axe skill like makes up for it? It still does not do much tho. I mostly used BH combined with the Ranger tower with WOTF skill and Big Bertha and if possible the Arcane tower or ocassionally the other tower (the other magic tower, i forgot what it was called) with elemental upgrade to further stall. And lastly, I am not actually a huhe fan of the Tesla tower. I tried multiple ways for it to work but it always do not turn out the way i want. Although i don't really like the Tesla, i do like its abilities. Maybe its just my playstyle. But oh well eveyone has their own taste and preferences and playstyle as well. Great video btw. Keep up the good work mate!
mix non magic&magic base tower, magic tower will slowing down so Tesla can attack more often, then Musketeers too more weaken, rarely use BigBertha, Tesla damage better
I need your opinion,i usually make Paladin and Barbarian close each other,Paladin in the front line to stop wave with their great defend and Barbarian in the back line to help Paladin kill enemies since Barbarian can throw their Axe,are this strategy is good?
SEVERELY underrating the teleport ability, it's the only thing in the game that reverses enemy progress, it's essentially Stregi/Oloch's hero spell every few seconds. Paired with the Rangers' Wrath of the Forest it makes for excellent alternative stalling, it also teleports enemies in groups rather than one at a time so if microed well, you can use it to line up a rain of fire on a clump of tough enemies. It shines especially well in the Swamp Campaign as it stalls the massive wave of Tainted Treants, isolating the boss Also the Barbarians aren't THAT much more frail than the paladins, and their more reliable Aoe and extra damage comes in handy as a support staller paired with an Earth Golem or stacked lvl 1 barracks. Allowing their consistent aoe to deal with the hordes of Rats and Spiders that come in the later campaigns. And while Paladins may be better at stalling, Earth Golems are much better than Paladins, especially against aoe enemies, so in most cases Barbarians really don't suffer all that much from their lack of stalling power.
Barbs are alright, they are just outclassed by the likes of Tesla and Sorcerer and made obsolete. Teleport sounds nice on paper, but I would rather invest that money in more towers/skills to actually kill the enemies than stall them.
Teleport is broken and you are saying it's useless? bringing any enemy back not only a good stall but also great way to deal with fast/high HP enemies. It was supposed to be placed at the end, where low HP ones already been cleared out by tesla, also, that tower costs a lot so it's better to get it at later rounds, where tesla and paladin already in place
My opinion is , 8: big bertha 7:musketeer 6:sorcerer mage 5:palladin 4:barbarian 3:purple magic i forgot what its called 2: tesla 1:other archer I played the game for like a year now and finished the whole thing. Also by the way why do you keep playing footage of you letting enemies through?
Would agree with everything except barbarianis and paladins, and teleport ability. Barbarians are extremely good for levels, where you have to deal with weak, slow but tanky enemies which gives you small amount of gold, I would agree what they're worse for late waves than paladins, but their low defence (not hp! They have actually more hp than paladins) and high attack is their purpose, to deal with alot of weak enemies what are commonly spawned at first waves, paladins are alot worse for it, since they have lower damage and can't kill enemies as quickly as barbarians, paladins alot better for stalling strong enemies with high damage, and no, you can't just buy artillery instead, as it's alot more expensive, Im also confused why did you consider teleport ability bad, it helps to deal more damage for slow enemies, as well it helps to stack enemies for artillery. Also, that's quite sad what Big Bertha gets outclassed by unbalanced Tesla coil. But anyways, great video!
6:48 Incorrect! That upgrade is for artillery specifically, not overall explosion damage. The musketeer is an archer, not an artillery. Therefore, it is not affected by this artillery upgrade.
Read the wiki, the game’s stats can be super wrong and shows a lot of misinformation. The wiki shows everything you need to know, and also smart targeting affects musketeers’s shrapnel shot. He even shows it in action
Barbarians are a sad tower... They virtually have the highest dps on the game since their damage can be upgraded to be higher than 50 per attack. And they are the people attacking... But it still feels that they don't deal that much of damage and they die too quick to be some barracks units...
You know you can just use the rally button to move them away if their hp gets too low, right? They'll still do range damage while healing in the back before being ready to go back in the fight. They aren't bad. They just require some micro and a different playstyle to make the most out of them.
Important thing to note is that the true strike isn’t physical damage but “holy damage” basically true damage. I used it to help with the spectral knights on Halloween levels that are immune to physical damage
No, it deals physical damage not true damage, sure it used to deal true damage on the flash version but not on the main versions (steam, android, IOS, etc) and also what actually damages the spectral knights is not holy strike, it was actually spiked armor (because it deals true damage) remove the spiked armor star upgrade and test it
Completely outclassed by sorcerer, if I ever find myself in a need of magical damage I would always go for him instead of arcane. The same applies for Bertha.
Barbarian Halls may not be the best, true. But it is a support Structure for sure. It is great for Crowd control, not to fight Tanks and Titans like Pillagers. Paladins are for those.
Barbarians can now down weak mobs if you feel you are getting overwhelmed. A
Also, it is great when used in conjunction with Paladins, who can tank, and Rangers when they use Wrath of Nature to bind enemies. See them cull everyone then.
That's my tactic with them. They are still the lowest ranked, but they definitely aren't weak. Just situational.
Yes exactly!
In the first map they and Big Bertha are introduced, you can get the Sasquatch by shooting a rain of fire on the ice it's frozen in and then you can buy it for 400 coins and it has quite a large range, where you can put it. I put it as close to the bend that crosses the 2 roads on that map and 1 Barbarian Hall behind it with fully upgraded throwing axes and man are they good, when you get the Max throwing axes and have the sasquatch, a golem or another barracks upgraded to Holy Order (or a very tanky hero) in front of the Barbarians with of course support towers every where around them and they'll do some massive damage to the enemies with their throwing axes.
I remember I beat the Vez'nan map with only barracks in like 2014, when I was 14yo and Barbarian Halls were of course crucial, with reinforcements and the free ranger woman hero to deal with flying enemies:D
If I remember correctly I had way more Barbarian Halls than Holy Orders, but the Holy Orders were as crucial to tanking the enemies while the barbarians deal the majority of the damage with their throwing axes (+ the hero shooting with her bow and reinforcements throwing spears).
You underestimated the power of Arcane imo. Teleport can almost permastall a single target like forest troll. (I can deal with the first forest troll in Acaroth easily just by buyig level 1 teleport) Death Ray, while more expensive, is a guaranteed instakill that doesn't require you to click a sheep or deal with the ghost that spawns from a killed fallen knight. It's the best mage tower to place at the mega chokepoint near the exit in KR1. As for sorcerer, it's best placed near the entrance since it spreads out its damage and its instakill leaves a sheep for you to click.
teleport has a cap on how many times it can teleport an enemy so it isn’t infinite
As an old player I can confirm that this is the first tier list I'm 100% agree with
Wonderful tier list man
Barbarians fans are going crazy after seeing this 😂
I just disagree because of Barbarians. They deserve #7 and Big Bertha is completely trash tower compared to Tesla x104 and deserves #8.
P. S. and then Arcane Wizard in my opinion deserves #6.
@@legendaryjoker325big Bertha is not completely Outclassed by Tesla
In stages with a lot of hords like rotten Forest or sarlegas lair big Bertha perform way better and it basic attack can hit infinite amount of enemies instead of only 3 with Tesla and on top of that they have better single target dps than Tesla BC of the missiles which are global btw
So in some situations big Bertha performs better than Tesla if you combine it with barracks and have 1 chokepoints only
With that been said big Bertha is better than arcane wizard and barbarians and as far as these two it's almost close comparison between them but I think the results are close between two even tho arcane wizard are completely Outclassed by sorcerer at pretty much everything(damage, support,crowd control, stalling power) even the instakill from sorcerer are better with low cost and smart targeting
The teleport is suck specially in the last update when now it only affect the same enemy 3 times
So yeah as much as I love barbarians as well I can't see a reason to put them higher
@@BladesingersLoverArcane not completely outclassed by sorcerer. I can give you reason.
Bro as a true barbarian fan i put them at four and i dont see why they are being hated on
I honestly thought arcane wizards were better than a D but now I see why they are so low thanks
I think they could easily move up 2 tiers if they were set to target highest HP and maybe had a bit more dpm.
arcane wizzard is so underratted teleport and dmg is really good
wait artileries are ignoring 50% of enemy armor good to know
This man asks only for a like, but he deserves a like and subscribe.
Really means a lot to me, thank you for the support!
@@alexplayzKR you're welcome :)
Plus you deserve much more support than what you get!
@@A4E2F6I9 and comment
@@jaidenfelix6731 comment doesn't help with anything, though. But I commented.
@@A4E2F6I9yes they do. They boost engagement and makes it so that the algorithm shows the video to more people
Sorcerer may not be the strongest tower in the game, but it's definitely one of my favorites in the whole franchise. It has so many hidden advantages, like dealing true damage as a mage, or how it won't polymorph Skeletons and Husks, or the fact that with 4 or more targets in range its DPS is actually higher than the Arcane Wizard. It has something to offer for every possible weakness it may have.
A tier list i completely agree with
Except bertha. Imo bertha is one of the most underrated towers in the series, with the missiles saving me so many times, and the cluster, despite being wasted a lot of the time, can completely invalidate even some medium-high health enemy crowds. Spamming teslas, sorcerers, rangers and paladins lacks the true crowd control of the bertha, so imo bertha is higher than the paladins at least
Of course you should use a diverse layout, having a bertha in the choke point as mentioned in the video can be very solid, especially in post-campaign maps. A tower like tesla being broken doesn't invalidate the other towers that have specific especializations... unless it is a barbs hall xd
Here is my list
S tier Tesla-high damage high splash damage great abilities and their cheap
A tier Rangers ans Sorcerer
Rangers-high dps great abilities although expensive great range and smart way of targeting enemies
Sorcerer-great base attack mediocre dps abilities good although expensive
B tier Musketeer Garrison and big Bertha
Musketeer Garrison-bad dps but impressive range and has good abilities although very very expensive
Big Bertha-good area damage but bad dps although good and cheap abilities
C tier Arcane Wizard,Barbarian and Paladin
Arcane-dps average and abilities are very expensive even though it is mediocre
Barbarians-very very high dps (90 with maxed out double axes) but they die to fast but at least they have some versatility with them being able to do crowd control and hit air enemies
Paladins-good for keeping enemies in 1 spot and to set up insta kills and other tower abilities but thats pretty much all they can do but at least they are good at it
Here are all of the towers dps without upgrades
Rangers 40
Musketeer Garrison 33
Arcane 54
Sorcerer 66
Holy order around 30
Barbarian 36 (90! With maxed out double axes)
Big Bertha 21
Tesla 42
Frontiers
Crossbow fort 38
Axe throwers 41
Dwaarp 12 (but hits in a radius)
Battle Mecha jr 40
Archmage 60
Necromancer 52
Assassins 39
Templars 30
Origins
Bladesingers 36
Forest keepers 69
Wild Magus 40-100 (because the longer it is locked on to a target the higher the dps)
High elven mage 39
Arcane Archers 36
Golden longbow 35
Arch druid henge 26
Weirdwood 34
Forest keepers have 46 dps, because there are 2 of them, not 3
I've calculated some tower dps (assuming without star upgrades) before and some of the numbers seem off. Weirdwood and henge almost have the same dps irc.
*Skill Issue.*
Out of date meme
Babarian hall is a very fun tower, I love micro.
There are a couple of issues that make the Musketeer’s one-shot worse than the Arcane’s. First of all, that 60% damage that occurs if the one-shot fails isn’t true damage. If an enemy is armored and doesn’t get one-shotted, they’ll lose a lot less than 60% of their hp. The other issue is that while the arcane’s one-shot turns enemies to dust, the musketeer’s one-shot kills enemies the standard way. Enemies like demons and abominations will still explode on death, and dark knights and worg riders will still leave behind spectral knights and orc champions. Overall, the Musketeer’s one-shot is definitely worse than the Arcane’s.
Well it has long range and also can burst dmg which is insane even Dark Slayer cant handle it, 60% chance instakill is not really issues much tho..
@@igm1571 Long range is a downgrade
@@umutadguzel2915 Not really, having a long range means they can work outside of your chokepoint, saving some strategic points for important/strong towers for your chokepoint.
Long range is a downgrade for INSTAKILLS. Long range can cause trouble for micro. And instakills works best at the end of the path, not in chokepoints. Its hard to explain the reason without footage.
@@umutadguzel2915 I get what you mean but first off, i didn't say Sniper Shot works best near chokepoint, i clearly said "they can work outside of your chokepoint. Secondly, microing a tower with long range isn't a problem when you know what you're doing, the only time you get a problem is if you don't know what you're doing. And lastly, i'm gonna say this again, their long range insta kill meaning they can work outside of your chokepoint, you can put them in a terrible strategic point spot that is not even close to your chokepoint and yet they can still contribute in defending.
Will you make rankings for Frontiers and Origins? It's been really interesting to see your thoughts so far and your list kinda made me reconsider my opinion on arcane
Yes, expect to see them next week!
And Venggance please! ❤
And alliances! 😂
for barbarians, I feel their best use is in cases where you want more than one barrack defending a lane: that way they can contribute damage while the paladins tank, while still beign able to bdyblock what manages to get through them. That while providing still some value against air. Basically a good pick when paladins arent quite enough but 2 of them is overkill
I may be a bit biased, but I think Arcane should be higher. The teleport is a lifesaver for me. The countless times it kept enemies away from the exit just long enough for me to use rain of fire outweigh its price. As for the instant kill, it is a nice bonus. But I dont use it often.
my logic when using barbarian halls: kill the opponent before they kill you, dealing more damage is a way of damage reduction that I appreciate alot, i plan to win, not plan to fail with a defensive strategy.
I can't say anything bad about this tier list. Originally I thought that arcane was a little better than bertha, but with sorcerer outshining it so much and the explanation you gave about smart targeting making any form of artillery at least somewhat useful, I had to reconsider my opinion. I also can't blame you one bit for ranking the muskets above paladins because of the ridiculous damage that the shrapnel shot can do with smart targeting.
Another fire video by Alex Playz. Quite a respectable tier list.
The barbarian blasphemy has gone too far.
I mostly do Barbarians as the very end point and usually try to make sure most enemies are dealt with before them.
Where to place the Barbarian Hall
1. Key Crossroads: Places where enemy paths converge.
2. In front of strong towers: To hold back enemies in front of Ranger's Hideout or Big Bertha.
3. Near exit points: For quick capture of enemies.
The best combination with buildings
1. Ranger's Hideout: Slowing enemies with poison.
2. Big Bertha: Strong area damage.
3. Sorcerer Mage: Area damage and "Polymorph".
This is going to sound unpopular but i feel like you tend to focus way more on haveing only a few strong towers, instead of having weaker/mid at the edges of the map to be chipping off enemy health or just taking out the tough boys from a distance? Maybe its part of your challenges i havent watched any yet.
Those Saurian deathclaws from your most hated enemy video... i had archers on the edges and as soon as i got crossbow fort ranged and some artillery no problem at all they even stop to snipe so you can chew them up easier.
That being said good vids dude i didnt know there was such a huge comminity for a game i thought i was playing alone ❤.
Holy Order in b is insanity
Due to Kingdom Rush having a lot of enemies that deal insanely well with defending units,it makes sense
Not to mention that the high armor from the Paladins won't help them against magic or true damage
One thing I myself personally did not agree with in this tier list was arcane wizard being 7th place rather than being in the 5th place
I'd swap the ranger/bertha and arcane/musk, personally.
Bertha is is a monster in its own right - if it didnt have to compete with tesla it's would be an easy A. The targeting doesnt track moving targets tho, so thats a pitfall.
Ranger downgrade is because its has a weird anti synergy with its fairly expensive abilities. The roots mess with the targeting such that the arrows miss all due to over tracking. The poison forces the tower to shoot multiple targets in range - good for overall dps spread, but bad for focused damage. Its better for other towers than itself.
Even with the slow fire rate, arcane is still the king of single target dps - without any cost, just for that, thats pretty good. Maxed instakill is possible in post game and is both a guaranteed kill and grants gold.
Musk grapeshot is awesome, but 300 per tier is just too much outside of postgame. Killshot is only a chance, and only 2 sec faster than arcane at max rank - total cost is the same anyway.
Thanks for the tips even tho i been spamming to get to random towers levels and had a massive struggle against the levels after you beat the dark king or whatever it was called
Arcane Wizard and Arch Mage suffer from a lot of the same problems, they're high magic damage towers with bad abilities (the insta kill is nice tho and I like stalling ability) and get outclassed by their counterpart. Except arcane is extra bad since its main job of dealing high magic dps the high sorcerer does better + extra support capabilities. High Elven Mage too, why do they keep making bad magic towers.
The thumbnail really remind me of Shyguymask😿
I thought Shyguymask stopped uploading?
His spirit still lives on
When Voduke is 789
@@alexplayzKR Absolutely! I hope you know I meant what I said as a big compliment. Style is one thing but SGM is a very logical and intelligent person. I know you put serious thought into your placements and it shows.
Barbarian hall works out really well if you can keep them alive. They have the highest dps till KR 3. I usually put paladin in front and once they engage bring the barbarians in
Thanks I’m getting in to this community and the tips are really helpful
“Let’s make it hit air!”
*And history was changed, forever.*
Nice video
really good list
This list really opened my eyes. I'm looking at other games, too.
Teleport is a great my man
Of course bro.. Teleport is very work.. For me Archery is the worst
I usually put barbarian at the end when I do dark tower and it usually kills the excess enemies with sorcerers and a tesla
Video Being Great,thumbnail is way too similar to Shyguymask's one,But as i said,Video is Pretty great.
Arcane wizard is even better than the sorcerer
The Sorcerer's insane support capabilities (and still good damage) makes it always better than the arcane wizard
Tho one thing the Arcane Wizard has going for it is it's insane damage output overall,so if you are lacking magic damage,it's a great option
That is it's only upside,as the Polymorph can outperform it when it comes to taking down big targets since it has smart targeting (won't go to waste on weaker enemies,altho has to be used differently than arcane's insta since you gotta click on the sheep to kill it)
@@VERGIL...- omg its me
@@eniu234 What form of power is this?Cloning...?
@@VERGIL...- its the power of motivation
Although transform into sheep is garbage, sorcerer’s damage is still way higher than arcane
Id rate forest archer as second best due to poison bypass armor allowing it to be effective with armored enemies as well
Poison isnt cost efficient. You mainly get them for WoTF.
How could arcane wizard ranking is below musketeer garrison? Teleport every 10 sec is powerful than a full upgraded barracks sometimes in the late game
If I'm not mistaken tesla arei deal area damage like all other artillery in the game .
really nice video. thanks! :)
Which mods do you use? Specially considering the Dwarf always drinking beer
"all towers mod" or something like that, it's for PC
I agree bertha isn't great but it gets points for being the coolest tower in the original game 😂
"There is just next to no tower in the entore franchies that can perform as good as socerers without any ability"
My guest is Necromancer. Am i correct?
Necro is great on it's own, but is nowhere near the power of Sorcerer
Bro the whole point of barb is to clear low armor med-high hp and low armor low hp flying enemies, they arent used for defense theyre used for clearing, its like you using the wizard laser to clear spider spam, youre usong them for the wrong kind of enemies, tgey arent bad, at least a B tier, i used them plenty of times and theyre really helpful.
Also for arcane wizard, to literally clutches when you dont have any abilities, it's high dmg literally carries bro, just use a cannon before it so they clear the weaker ones and the wizard can focus on the stronger enemies, you literally don't know how to play, yeah when you dont use a strategy a tower is bad, what a shocker!
Also the big berthas cluster ability is really good for dealing with a line of weak enemies, not at just 1 point, I think it should be in high B tier as well
Bro Tesla is DEFINITELY not #1,if you want to destroy spam just use big bertha, also 1 Tesla per stage is enough, I haven't seen a worse tier list in my life bro bo wonder you pay for heroes.
@@Xx_babanne_avcisi27_xX i can guarantee the guy has 95% of the community backing his opinions, i have 100% seen worse tier lists.
@@anteaterhi there are prob worse tier lists but the guy just spams the towers by the looks of it in the video, the towers that are "worst" are better when you use them in the required strategy, which he didnt.
For me personally, i like the Arcane towers, well for their insta kill but most importantly their teleport skill as well. Combine Arcane with Ranger, with the Wraith of the Forest skill and with Big Bertha dishing out its big damage and for the stall obviously, its the Paladin tower.
Barbarian Hall for me also was not that bad. I especially liked their Throwing Axes skill and Double Axe skill and always thought that was a nice touch for them. While yes they are not entirely the best since their squishy, the Tornado Axe skill like makes up for it? It still does not do much tho. I mostly used BH combined with the Ranger tower with WOTF skill and Big Bertha and if possible the Arcane tower or ocassionally the other tower (the other magic tower, i forgot what it was called) with elemental upgrade to further stall.
And lastly, I am not actually a huhe fan of the Tesla tower. I tried multiple ways for it to work but it always do not turn out the way i want. Although i don't really like the Tesla, i do like its abilities. Maybe its just my playstyle.
But oh well eveyone has their own taste and preferences and playstyle as well. Great video btw. Keep up the good work mate!
More arcane more teleporter mean immortal
@Microwaveahhhh ehe more arcane also means more ZAPPP
mix non magic&magic base tower, magic tower will slowing down so Tesla can attack more often, then Musketeers too more weaken, rarely use BigBertha, Tesla damage better
Also I used to hate polymorph cuz I forgo that u can kill them with ur hand
I need your opinion,i usually make Paladin and Barbarian close each other,Paladin in the front line to stop wave with their great defend and Barbarian in the back line to help Paladin kill enemies since Barbarian can throw their Axe,are this strategy is good?
It`s one of the ways to make Barbs work, but I would still go for Ranger`s Hideout instead of Barbs
@@alexplayzKR thanks for your opinion tho,i think i need to make a new strategy
Also the iron chalenge 4 storm templ I put the sorcerer at the front and arcane at bac and then it killed al the enemis
I agree with most of it but holy order just needs to be carried by other towers since it can’t deal a lot of dmg
SEVERELY underrating the teleport ability, it's the only thing in the game that reverses enemy progress, it's essentially Stregi/Oloch's hero spell every few seconds. Paired with the Rangers' Wrath of the Forest it makes for excellent alternative stalling, it also teleports enemies in groups rather than one at a time so if microed well, you can use it to line up a rain of fire on a clump of tough enemies. It shines especially well in the Swamp Campaign as it stalls the massive wave of Tainted Treants, isolating the boss
Also the Barbarians aren't THAT much more frail than the paladins, and their more reliable Aoe and extra damage comes in handy as a support staller paired with an Earth Golem or stacked lvl 1 barracks. Allowing their consistent aoe to deal with the hordes of Rats and Spiders that come in the later campaigns. And while Paladins may be better at stalling, Earth Golems are much better than Paladins, especially against aoe enemies, so in most cases Barbarians really don't suffer all that much from their lack of stalling power.
Barbs are alright, they are just outclassed by the likes of Tesla and Sorcerer and made obsolete. Teleport sounds nice on paper, but I would rather invest that money in more towers/skills to actually kill the enemies than stall them.
Agree on the Teleport part, it baffled me how it was described in the video.
Teleport is broken and you are saying it's useless? bringing any enemy back not only a good stall but also great way to deal with fast/high HP enemies. It was supposed to be placed at the end, where low HP ones already been cleared out by tesla, also, that tower costs a lot so it's better to get it at later rounds, where tesla and paladin already in place
Archer tower better
💯
TIL the sheep can be killed through clicking 😅 I always relied on other towers to kill it
My opinion is
, 8: big bertha
7:musketeer
6:sorcerer mage
5:palladin
4:barbarian
3:purple magic i forgot what its called
2: tesla
1:other archer
I played the game for like a year now and finished the whole thing. Also by the way why do you keep playing footage of you letting enemies through?
Tell me, what drug you on? :trollface:
Frontiers, Origins, Vengeance when
I already uploaded a tier list for Vengeance, but you can expect the other 2 during next week.
@@alexplayzKR thx bro, subbed by the way. Have seen a lot of ur vids but just realized I haven't subbed 😂. Keep up the great work man.
That's the same, I also have made my tier list on kingdom rush today and we almost have the same
Bertha over arcane?
Muskets over paladins?
yeah, this list is insane
How could you forget that WOTF can also prevent lycans from transforming?
I am saving the secret files for my "Things you didn't know" series
I very much disagree with this tierlist but hey its your video you do you
Barbarians may not be the best, but goddamn is it fun to use. Big bertha too
Will you Play KR alliance?
Would agree with everything except barbarianis and paladins, and teleport ability.
Barbarians are extremely good for levels, where you have to deal with weak, slow but tanky enemies which gives you small amount of gold, I would agree what they're worse for late waves than paladins, but their low defence (not hp! They have actually more hp than paladins) and high attack is their purpose, to deal with alot of weak enemies what are commonly spawned at first waves, paladins are alot worse for it, since they have lower damage and can't kill enemies as quickly as barbarians, paladins alot better for stalling strong enemies with high damage, and no, you can't just buy artillery instead, as it's alot more expensive, Im also confused why did you consider teleport ability bad, it helps to deal more damage for slow enemies, as well it helps to stack enemies for artillery.
Also, that's quite sad what Big Bertha gets outclassed by unbalanced Tesla coil.
But anyways, great video!
KNOWLEDGE IS POWAH
guard it well.
6:48 Incorrect!
That upgrade is for artillery specifically, not overall explosion damage. The musketeer is an archer, not an artillery. Therefore, it is not affected by this artillery upgrade.
Bro hasn’t watched KR science 💀
Try to test those yourself, now.
Read the wiki, the game’s stats can be super wrong and shows a lot of misinformation. The wiki shows everything you need to know, and also smart targeting affects musketeers’s shrapnel shot. He even shows it in action
1 month ago 😢
Can't take this seriously when you rank Arcane so low
I think barbarians are better than this but what do I know
Hi bro can tell me which country you are from ?
Teleport the worst ability? Bs. That shit saved me crap loads. When an enemy has gotten through, it sends them back into the kill zone.
People who think Big Bertha deserves to be higher on the list👇
Nah im kidding, but it's still op on levels like Sarelgaze's lair
An evil barbarian will come to your house and broke your face))
D tier are my favorite 😢
Ranged barracks is useful but not all the time
Barbs got crazy high damage tho
They do
Barbarians are a sad tower... They virtually have the highest dps on the game since their damage can be upgraded to be higher than 50 per attack. And they are the people attacking... But it still feels that they don't deal that much of damage and they die too quick to be some barracks units...
You know you can just use the rally button to move them away if their hp gets too low, right? They'll still do range damage while healing in the back before being ready to go back in the fight. They aren't bad. They just require some micro and a different playstyle to make the most out of them.
@@Willef58vre yes but if you don't have paladins in front, enemies will get closer asap, so they don't have time to heal
Important thing to note is that the true strike isn’t physical damage but “holy damage” basically true damage. I used it to help with the spectral knights on Halloween levels that are immune to physical damage
No, it deals physical damage not true damage, sure it used to deal true damage on the flash version but not on the main versions (steam, android, IOS, etc) and also what actually damages the spectral knights is not holy strike, it was actually spiked armor (because it deals true damage) remove the spiked armor star upgrade and test it
It’s a shame barbs suck. They are my favorite tower.
You shouldn't take this vcideo so seriusly. It's based on a opinion that is not 100% accurate
@@anniepunk obviously
Big Bertha at least B tier
Is it just me or Alliance really boring...? I ran through it in about a day. No problems at all.
The game will get better overtime. Only thing I would say is that its way too easy.
In my opinion, there is no such thing as a "bad buildings". There is only a bad player and bad placement of buildings in bad places
good list except for arcane placement. You didnt even show a good reason for it.
Completely outclassed by sorcerer, if I ever find myself in a need of magical damage I would always go for him instead of arcane. The same applies for Bertha.
This reason is better. Not the best but more acceptable than fire rate
I guess you just don't know how to play with Arcane Towers lol
hello
Kinda werid