It makes sense since Kingdom rush is one of the pioneers of tower defense games where you have towers that just… put units out on the field to fight & stop the monsters. It’s pretty fascinating!
Agreed, I immediately decided to use them just because of how much I love the concept and enjoy them, theyre not quite as consistent but the death damage is amazing, especially in a game that punishes you for using artillery with its number of flying enemies, and both of its skills r really good as well, I love the big demon with his towel, hes really strong and the concept of launching him out of a hot tub into a battlefield when hes just tryna chill is so funny
The explosion DoT damage is insane (and also it's true!) and i was pleasantly surprised to see the big demon not being a single controllable unit which i expected him to be, but multiple demons walking down the path. A legitimately great and unique tower
I think Alliance barracks is worse than vengeance barracks, if you'll think wisely, we have only paladins, cause rocket guys is most expensive and weak in melee, demon pit can throw demons not in area you want keep enemies. Finally we have only paladins and wrath, and paladins win cause there are 3 of them, and they almost cant die. While in vengeance we have cheap orks with not bad regen, Dark knight cans with one shot, dark elves archers who can destroy everything easily, but also can die fast from range enemies, we had graveyard which had same type as demon pit, but while demon pit can miss with demon graveyard spawned zombie anytime and they was standing and waiting for enemies. Wish in next updates and dlc they'll add some barracks, which will be good as paladins
To be fair, if you think that Wraiths are "weak" - then you are using them wrong. Paladins are created for "protect a chokehold" strategy. You group lot of them in one place, then use AOE damage to kill all enemies in the area. *Wraits, hovewer - work the other way.* While paladins hold one point, wraits can teleport between multiple, depending on where support is needed. 1) You need to stop a summoner that just spawned? No worries - teleport wraits over there and they'll quickly take care of him. 2) Enemies are about to break through and there is noone to stop them? No worries - wraits will get there in an instant. 3) There is a powerful eneime that you cannot let near "the eye" and your heroes are dead? Now wirres - wraits are already on their way. Plus: it's also important what heroes you bring in battle. Instead of Anya, you may want to bring Toress, so he could hold a checkpoint, instead of spending money on paladins. (On the other hand, use whoever you want) And yes - Wraiths are a type of: "if you invest in us, you invest in - US" and demand almost max upgrades, or esle it doesn't make sence to use them at all. Wraits change the way you play game completely. Besides, in KRV Harassers were just too strong. They are an ok Barrack and a better Archer tower. In KRA towers are more balanced, and every finds its playstyle
@@CorpusGreed still the thing is i would need just one because they can teleport and they would take a slot, so i am left with 4 slots for towers and one of them is for paladins and now i have 3 left sure in theory that is enough but still i rather use that one additional slot for something else than a tower that would be build once per map
No way, vengeance's barracks are all terrible except harassers, and even then, harassers are not very good at blocking, and you still have a ton of magic towers that outclass the barracks because they summon better units while also doing damage.
The demon pit is what I wanted to zombie tower in vengeance to be. They don’t block well but they can block way more dude and be active on all of its range. The problem I had with the zombies tower was that it was not possible to control the zombies so if one spawn out of the way he was basically useless. The demon pit fix this issue. Also they both aren’t really incredibly until Lv 4 but demon pit is doing way better than zombie one.
I feel the same as you for the rating. The wraith tower is not worth the cost compared to other barracks, but some people might like the wraith tower. The only advantage it has is the ability to switching places with other towers around the map. Some who has an ability to intensively micro the towers around the map can pull a unique strategy with this ability. I tried, but I can't manage it 😂😂😂
I honestly love grim wraiths. Not good at blocking, but they deal extremely high true damage and half enemy damage and speed when they die until they respawn. Grim wraiths are also extremely good at taking out particular enemies first as you can temporarily bring it or other towers to the front of the map to take out things like vile spawners or shacklers
i honestly love demon pit it may not be as good with stalling enemies but rather slight stall, and great damage (for barracks) especially once imp explosion is upgraded to max however, levels 1-3 are awful, not doubting it really but big guy is pure meme, using towel to attack, and explode dealing 250 damage (however, i wouldnt call big guy tanky, i mean, he have 200 hp (which is same as paladins as i remember) but no armor at all so he take quite the damage even from base enemies in general, i use this tower not really for blocking enemies, but good coverage of the map with units, that deals good damage throught the level to multiple enemies, briefly stunning some
I honestly think alot of people mistake it's purpose of the demon tower. THEY'RE SUPPOSED TO DIE. The explosion deals so much more damage than then actually fighting. And let's not forget the burn damage.
I wouldnt have put the Troopers so high. As blockers they are to fragile. Best use i had for them was as a background blocker, to help eith the massive flying waves and to pick up the occasional enemy which slips through.
I know barracks are ment to block, the advantage of wraith is that they're more offense than blocking paths plus having a tower switch places is a great way to micro your units. As you know for its skill, the first is that they deal more damage the longer they're in battle (3sec before proc) the 2nd is that they became a kamikaze without AOE. If you're going to choose this, i recommend having one of your hero melee to help blocking enemies. --- As for demon pit, its specialty is blocking many enemies. It is very helpful if you always rush waves it's also a way for your towers to deal more damage to an enemy. It's skills, it does a great job, i love it's explosive remains since it can easily clear nimble glass enemies, big guy™ is worth for its health and damage. I do recommend placing it in a busy path so they can interrupt more enemies, keep in mind, check if the path they're blocking is in range of nerby towers --- Rocket gunners are pretty great but you'd mostly use it as cheap armour breaker or aerial enemy slayers, don't use it to block enemies path they'd become useless. 1st skill, armour breaking 1% per attack seems decent great if the wave kept spamming medium armour enemies, 2nd is AOE(?) (mb i forgor it's skill set) Honestly, i only use them to get rid lf aerial units, if you're interested using this, i recommend using a hybrid unit (the ones with free units) such as necro and viking barrel or smth. --- Ah paladins, i need to NOT see you in this game... Anyways, as the video said it's balanced between damage and defense can't say anything about this tower since haven't used this... One.
I combine Demon Pit and Paladins together during my play through which I really love. Both combined have a lot of stalling with the Demon Pit at tier 4 and true damage through burning damage. I basically treat demon pit as a barracks/artillery hybrid. Whenever the paladins die, the Pit provides backup until the paladins respawn. Other than that combo; paladins, rocket gunners and Arcane is an OP combo
I barely use artillery or barrack to some extent, they just get wrecked in the last area and i found them useful mostly because that they stall tanky enemy that spawn/get near the exit. Artillery gets replaced by dune sentinel and eldritch channeler, and barrack by necromancer.
Honestly I think the Wraith tower’s main use is for when you play the final boss on veteran/impossible. Spoilers!: Their teleport ability allows you to completely nullify the Overseer’s ability to move your towers. Outside of that, I generally found them to work well when paired with Paladins. Paladins tank and hold enemies back, while wraiths do damage (assuming they have been upgraded), and in turn they compliment one another. But yeah… they are easily the worst in my opinion.
Hands down, Rocket Gunners are the best barracks tower. Ridiculous DPS, high damage AoE auto attacks, and it covers flying enemies. At Tier 4, it has a rocket that does high level single target damage to big enemies. Also has Phosphoric Coating that break armor and now becomes an AoE attack with extra damage lol. Importantly it covers flying enemies so it's extremely flexible for what you want to use it for. I finished the campaign in Impossible with Rocket, 3 Mage towers and Flamethrower tower. I literally used Rocket instead of Archers/Ballista because Rockets are more flexible lol.
The only good thing about Grim Wraiths is his teleportation ability, which is extremely OP. Except for the fact that it is the only good thing about him, you can see speedrunner use Grim Wraith just to build one lv1 and then constantly use it for the rest of the match. Nothing else.
Idk what you mean by "block the best." Literally the only tower who managed to block all those cultists without any micromanagement was the demon pit. Second best one would be the gunners because they blocked everyone but you had to micromanage it. Third could go to either the paladins or the wraiths but I would give it to the paladins just because they have an extra unit. The main strength of the wraiths is in fighting enemies with high HP. Their curse after dying can kill any enemy on their own except for the bosses. But even then, they do a lot of damage.
I mean, they kinda had to make the paladins the best ones, imagine the great comeback of OG paladins, and they turned out trash, it just couldnt happend. Also I feel like Wraiths were designed fully for final level and thats why they turn out so bad in juxtaposition
Don't know about you, but I've always been wishing that there were barracks with high armor. The only ones with that feat are first kingdom rush paladins and it's an upgrade
For me 1 demon pit 1/2 Grim w.. (mostly because I am an itiot when building towers) 3 paladins 4 Rocket guys (they dont block that good I rather use them as mobile archers But tbh I there is no tower I dont like All have their uses.
I am frankly disappointed with how the barracks in the KRA are done. KRV had incomparably better ones. In the KRV, each tower had some use and we could actually wonder which one to choose. We had a choice of 3 orcs that were average in terms of strength and damage, 2 heavily armored knights and 2 elves that, despite their lack of durability, could dodge and deal gigantic damage by bows. Each of these options had its own advantages and disadvantages and each suited a different tactic/set of towers. The problem in the KRA is that except for paladins, all other barracks have only disadvantages. Rocket Riders are not durable, they are hellishly expensive, and their damage is not enough to make them viable (the same damage effect can simply be achieved at a different cheaper cost), Grim Wraths are too expensive and again not very durable. Their sizable damage isn't useful at all, as I've noticed that in KRA it's much more useful to have soldiers who will block opponents than soldiers who are expected to deal a lot of damage quickly. Paladins at this point in the game's development are the only sensible option due to the fact that they are durable and there are as many as three of them. I hope that in the future barracks will be added that will actually be convenient. Since I saw the Paladins on the trailer, I was hoping that we would also have a tower of Dark Knights. I think it would be nice to have Paladins - more durable soldiers and their opposite Dark Knights - slightly less durable, but with more damage and aggressive skills. Demons Pit is a nice tower although I don't classify it as a classic barracks since you can't control how demons move. (Still, I think it's actually a very well done tower, doing what the zombies in KRV do only better).
The big issue with barracks in KRA isn’t the barracks units, but the enemies that the game throws at you - tough flying enemies that can’t be blocked by any means, forcing you to invest heavily in archers or mages to kill them and leaving little room for artillery or barracks.
I just cant with the towel, it makes the game looks so silly, the quotes dont hit the same as before, and you can literally arcane wizard the entire campaign on veteran, also the eldritch channelers are so bad for their price, lots of things seem kinda rushed and forced, especially the heroes which also lack any real depth to their character.
Eldritch channelers are single handedly the most overpowered towers in the game. The trick is that unlike other towers, you have to put all your eggs into one basket, because this tower seems to get more efficient with each upgrade, and even more with the chain laser upgrade. It’s an all-or-nothing tower unlike most of the other towers and that might be understandably throwing you off.
@@ThisIsntAUA-camryeah i used to think its trash until you start out with maxed version of it then play the game with other towers this is not as strong as tesla so you need to set it up
My list is 1) Paladins cause heals and invulnerability are op 2) Wraths and jet troopers, because of their mobility and high damage. If not jet troopers ability to attack air, they would have been the third 3) Brew masters 4) Dead last no exception, Imps. No damage, no health, takes too much time to deploy one troop and it is kind of a weird mix of artillery and barracks
Tbh the last 2 kr games design kinda messed up with the franchise, for example, you cant imagine a big belly goofy demom that strikes with a frikin TOWEL in kr frontiers. This game story and characters was waay more interesting before, ill not be suprised if they put alric back and make him a goofy perv or something like that.
i love how paladins are signature tower of KR since beginning.
It makes sense since Kingdom rush is one of the pioneers of tower defense games where you have towers that just… put units out on the field to fight & stop the monsters. It’s pretty fascinating!
@@Druidic_Brujo ikr
The Demon Pit is by far my favorite tower in the game. They block so much and deal so much damage. AND THEY ARE SO FUNNY XDD.
Agreed, I immediately decided to use them just because of how much I love the concept and enjoy them, theyre not quite as consistent but the death damage is amazing, especially in a game that punishes you for using artillery with its number of flying enemies, and both of its skills r really good as well, I love the big demon with his towel, hes really strong and the concept of launching him out of a hot tub into a battlefield when hes just tryna chill is so funny
@@Ali-lh1st YES!! :D
The explosion DoT damage is insane (and also it's true!) and i was pleasantly surprised to see the big demon not being a single controllable unit which i expected him to be, but multiple demons walking down the path. A legitimately great and unique tower
Paladins are the most reliable barracks since they were introduced in the first game. They are the real ones
I think Alliance barracks is worse than vengeance barracks, if you'll think wisely, we have only paladins, cause rocket guys is most expensive and weak in melee, demon pit can throw demons not in area you want keep enemies. Finally we have only paladins and wrath, and paladins win cause there are 3 of them, and they almost cant die. While in vengeance we have cheap orks with not bad regen, Dark knight cans with one shot, dark elves archers who can destroy everything easily, but also can die fast from range enemies, we had graveyard which had same type as demon pit, but while demon pit can miss with demon graveyard spawned zombie anytime and they was standing and waiting for enemies. Wish in next updates and dlc they'll add some barracks, which will be good as paladins
More specialized Barracks like Demon Pit and Rocket Gunners are what make Alliance more balanced according to some people.
To be fair, if you think that Wraiths are "weak" - then you are using them wrong.
Paladins are created for "protect a chokehold" strategy. You group lot of them in one place, then use AOE damage to kill all enemies in the area.
*Wraits, hovewer - work the other way.*
While paladins hold one point, wraits can teleport between multiple, depending on where support is needed.
1) You need to stop a summoner that just spawned? No worries - teleport wraits over there and they'll quickly take care of him.
2) Enemies are about to break through and there is noone to stop them? No worries - wraits will get there in an instant.
3) There is a powerful eneime that you cannot let near "the eye" and your heroes are dead? Now wirres - wraits are already on their way.
Plus: it's also important what heroes you bring in battle. Instead of Anya, you may want to bring Toress, so he could hold a checkpoint, instead of spending money on paladins. (On the other hand, use whoever you want)
And yes - Wraiths are a type of: "if you invest in us, you invest in - US" and demand almost max upgrades, or esle it doesn't make sence to use them at all. Wraits change the way you play game completely.
Besides, in KRV Harassers were just too strong. They are an ok Barrack and a better Archer tower.
In KRA towers are more balanced, and every finds its playstyle
@@CorpusGreed still the thing is i would need just one because they can teleport and they would take a slot, so i am left with 4 slots for towers and one of them is for paladins and now i have 3 left sure in theory that is enough but still i rather use that one additional slot for something else than a tower that would be build once per map
No way, vengeance's barracks are all terrible except harassers, and even then, harassers are not very good at blocking, and you still have a ton of magic towers that outclass the barracks because they summon better units while also doing damage.
Demon Pit is the best lol, stun, gigantic explosion damage, arson and I'm not even talking about the big guy. What else do you need?
Barracks are originally for stalling, and Paladins are so good at it.
The demon pit is what I wanted to zombie tower in vengeance to be. They don’t block well but they can block way more dude and be active on all of its range.
The problem I had with the zombies tower was that it was not possible to control the zombies so if one spawn out of the way he was basically useless. The demon pit fix this issue.
Also they both aren’t really incredibly until Lv 4 but demon pit is doing way better than zombie one.
@@jobreau1725 i agree
@@SebustanGaming-ws1rnme also
I feel the same as you for the rating. The wraith tower is not worth the cost compared to other barracks, but some people might like the wraith tower. The only advantage it has is the ability to switching places with other towers around the map. Some who has an ability to intensively micro the towers around the map can pull a unique strategy with this ability. I tried, but I can't manage it 😂😂😂
@@SeanNova14 Glad WE could agree here
Wraith’s a more “offensive”-type barracks since it can teleport and micro demanding
Switching places with other towers is really nice to cheese the final boss.
I love micromanaging to the max
I would never ever not play wraith ever again ever since the day I discovered it.
Micro the 2 heroes is already mentally heavy for me lol
I honestly love grim wraiths. Not good at blocking, but they deal extremely high true damage and half enemy damage and speed when they die until they respawn.
Grim wraiths are also extremely good at taking out particular enemies first as you can temporarily bring it or other towers to the front of the map to take out things like vile spawners or shacklers
i honestly love demon pit
it may not be as good with stalling enemies
but rather slight stall, and great damage (for barracks)
especially once imp explosion is upgraded to max
however, levels 1-3 are awful, not doubting it really
but big guy is pure meme, using towel to attack, and explode dealing 250 damage (however, i wouldnt call big guy tanky, i mean, he have 200 hp (which is same as paladins as i remember) but no armor at all
so he take quite the damage even from base enemies
in general, i use this tower not really for blocking enemies, but good coverage of the map with units, that deals good damage throught the level to multiple enemies, briefly stunning some
@@sovietplays1777 true, thank you
I honestly think alot of people mistake it's purpose of the demon tower. THEY'RE SUPPOSED TO DIE. The explosion deals so much more damage than then actually fighting. And let's not forget the burn damage.
@@jugemujugemugokonosurikire4735 they're an artillery tower disguised as a barracks
I hope they add grim cemetery
I wouldnt have put the Troopers so high. As blockers they are to fragile. Best use i had for them was as a background blocker, to help eith the massive flying waves and to pick up the occasional enemy which slips through.
I know barracks are ment to block, the advantage of wraith is that they're more offense than blocking paths plus having a tower switch places is a great way to micro your units.
As you know for its skill, the first is that they deal more damage the longer they're in battle (3sec before proc) the 2nd is that they became a kamikaze without AOE.
If you're going to choose this, i recommend having one of your hero melee to help blocking enemies.
---
As for demon pit, its specialty is blocking many enemies. It is very helpful if you always rush waves it's also a way for your towers to deal more damage to an enemy.
It's skills, it does a great job, i love it's explosive remains since it can easily clear nimble glass enemies, big guy™ is worth for its health and damage.
I do recommend placing it in a busy path so they can interrupt more enemies, keep in mind, check if the path they're blocking is in range of nerby towers
---
Rocket gunners are pretty great but you'd mostly use it as cheap armour breaker or aerial enemy slayers, don't use it to block enemies path they'd become useless.
1st skill, armour breaking 1% per attack seems decent great if the wave kept spamming medium armour enemies, 2nd is AOE(?) (mb i forgor it's skill set)
Honestly, i only use them to get rid lf aerial units, if you're interested using this, i recommend using a hybrid unit (the ones with free units) such as necro and viking barrel or smth.
---
Ah paladins, i need to NOT see you in this game... Anyways, as the video said it's balanced between damage and defense can't say anything about this tower since haven't used this... One.
@@SeigeGoat Damn, that's the longest comment i have ever Seen. Respekt 👍
I combine Demon Pit and Paladins together during my play through which I really love. Both combined have a lot of stalling with the Demon Pit at tier 4 and true damage through burning damage. I basically treat demon pit as a barracks/artillery hybrid. Whenever the paladins die, the Pit provides backup until the paladins respawn.
Other than that combo; paladins, rocket gunners and Arcane is an OP combo
0:17 le recuerda familiar esa voz
I barely use artillery or barrack to some extent, they just get wrecked in the last area and i found them useful mostly because that they stall tanky enemy that spawn/get near the exit. Artillery gets replaced by dune sentinel and eldritch channeler, and barrack by necromancer.
Demon Pit and Rocket Gunner feels more like an artillery tower. They need to add more stalling barracks.
Honestly I think the Wraith tower’s main use is for when you play the final boss on veteran/impossible.
Spoilers!:
Their teleport ability allows you to completely nullify the Overseer’s ability to move your towers.
Outside of that, I generally found them to work well when paired with Paladins.
Paladins tank and hold enemies back, while wraiths do damage (assuming they have been upgraded), and in turn they compliment one another.
But yeah… they are easily the worst in my opinion.
@@jackjones2454 Glad we could agree here👍
Hot take, I would buff the demons spawn time or give them a third upgrade that gives the ability to spawn 2 imps instead of 1
Flying towers are a big problem in this game and I like having the option to rotate a damage tower for free making that tower the best in my opinion
Hands down, Rocket Gunners are the best barracks tower. Ridiculous DPS, high damage AoE auto attacks, and it covers flying enemies.
At Tier 4, it has a rocket that does high level single target damage to big enemies. Also has Phosphoric Coating that break armor and now becomes an AoE attack with extra damage lol. Importantly it covers flying enemies so it's extremely flexible for what you want to use it for.
I finished the campaign in Impossible with Rocket, 3 Mage towers and Flamethrower tower. I literally used Rocket instead of Archers/Ballista because Rockets are more flexible lol.
The only good thing about Grim Wraiths is his teleportation ability, which is extremely OP. Except for the fact that it is the only good thing about him, you can see speedrunner use Grim Wraith just to build one lv1 and then constantly use it for the rest of the match. Nothing else.
@@Counter_curious True
Imo, I love micromanaging towers, so I use 2, max 3 around the map. It lets me completely change the layout of my towers faster
Idk what you mean by "block the best." Literally the only tower who managed to block all those cultists without any micromanagement was the demon pit.
Second best one would be the gunners because they blocked everyone but you had to micromanage it.
Third could go to either the paladins or the wraiths but I would give it to the paladins just because they have an extra unit.
The main strength of the wraiths is in fighting enemies with high HP. Their curse after dying can kill any enemy on their own except for the bosses. But even then, they do a lot of damage.
For me it's Just Like the paladins are basicly Immortal when you have the healing Upgrade.
But everyone has His own opinion
I mean, they kinda had to make the paladins the best ones, imagine the great comeback of OG paladins, and they turned out trash, it just couldnt happend. Also I feel like Wraiths were designed fully for final level and thats why they turn out so bad in juxtaposition
Imo Grim Wraiths should be 3
Don't know about you, but I've always been wishing that there were barracks with high armor. The only ones with that feat are first kingdom rush paladins and it's an upgrade
@@fahriddrums4959 true
Dark knighs in vengeance
@@ew4525 🗿🗿
Paladins is only baracky baracks in game. The rest is semi baracks + semi other stuff
Blocking towers should be cheap and the rotating tower is the only one I like at level 1 through out the game
Paladin is by far the most traditional barrack in this game. It does good at blocking and stalling and that's it. No gimmick
For me
1 demon pit
1/2 Grim w.. (mostly because I am an itiot when building towers)
3 paladins
4 Rocket guys (they dont block that good I rather use them as mobile archers
But tbh I there is no tower I dont like
All have their uses.
I am frankly disappointed with how the barracks in the KRA are done. KRV had incomparably better ones. In the KRV, each tower had some use and we could actually wonder which one to choose. We had a choice of 3 orcs that were average in terms of strength and damage, 2 heavily armored knights and 2 elves that, despite their lack of durability, could dodge and deal gigantic damage by bows. Each of these options had its own advantages and disadvantages and each suited a different tactic/set of towers. The problem in the KRA is that except for paladins, all other barracks have only disadvantages. Rocket Riders are not durable, they are hellishly expensive, and their damage is not enough to make them viable (the same damage effect can simply be achieved at a different cheaper cost), Grim Wraths are too expensive and again not very durable. Their sizable damage isn't useful at all, as I've noticed that in KRA it's much more useful to have soldiers who will block opponents than soldiers who are expected to deal a lot of damage quickly. Paladins at this point in the game's development are the only sensible option due to the fact that they are durable and there are as many as three of them. I hope that in the future barracks will be added that will actually be convenient.
Since I saw the Paladins on the trailer, I was hoping that we would also have a tower of Dark Knights. I think it would be nice to have Paladins - more durable soldiers and their opposite Dark Knights - slightly less durable, but with more damage and aggressive skills.
Demons Pit is a nice tower although I don't classify it as a classic barracks since you can't control how demons move. (Still, I think it's actually a very well done tower, doing what the zombies in KRV do only better).
The big issue with barracks in KRA isn’t the barracks units, but the enemies that the game throws at you - tough flying enemies that can’t be blocked by any means, forcing you to invest heavily in archers or mages to kill them and leaving little room for artillery or barracks.
I mean, aren’t they imps essentially Bombs
@@EnReaper Kinda, but Not enough to say ITS a bomb Tower in my opinion
@@SebustanGaming-ws1rn it gets as expensive as one at the end though 😓
I just cant with the towel, it makes the game looks so silly, the quotes dont hit the same as before, and you can literally arcane wizard the entire campaign on veteran, also the eldritch channelers are so bad for their price, lots of things seem kinda rushed and forced, especially the heroes which also lack any real depth to their character.
Eldritch channelers are single handedly the most overpowered towers in the game. The trick is that unlike other towers, you have to put all your eggs into one basket, because this tower seems to get more efficient with each upgrade, and even more with the chain laser upgrade.
It’s an all-or-nothing tower unlike most of the other towers and that might be understandably throwing you off.
@@ThisIsntAUA-camryeah i used to think its trash until you start out with maxed version of it then play the game with other towers this is not as strong as tesla so you need to set it up
Удалили у паладинов удар по площади и защиту до хорошей....
My list is
1) Paladins cause heals and invulnerability are op
2) Wraths and jet troopers, because of their mobility and high damage. If not jet troopers ability to attack air, they would have been the third
3) Brew masters
4) Dead last no exception, Imps. No damage, no health, takes too much time to deploy one troop and it is kind of a weird mix of artillery and barracks
Tbh the last 2 kr games design kinda messed up with the franchise, for example, you cant imagine a big belly goofy demom that strikes with a frikin TOWEL in kr frontiers. This game story and characters was waay more interesting before, ill not be suprised if they put alric back and make him a goofy perv or something like that.
@@lichsummoner613 true
They can’t block while they heal and they are weak