Another thing to love the Necromancer tower for! -skeletons, while are still attacked by parasytes, do not spawn reapers after dying. Vampiressas and the saurian guys who bite you to restore health also can't use their special ability on skeletons. Same with cannibalism trait. -bonehart's bone golems get boosted by the bolstering aura of the death knight, which is...a cool little bonus I guess?
@@astroze4319 it happens quite long ago, likr i remember looking up the stats for the Battle Mechas and i saw that it has 'Very Fast' rate, but horrible damages
its so easy to decide its the battle mecha. you can solo all levels with it, the rocket spam and the good splash damage with the decent fire rate, only potential weakness is the blood shells
Weaknesses of the Battle Mecha: - Swarms of flying stuff - High cost (par for the course given it's a T4) - Bloodshells (somebody ticked off Ironhide when they were making those things...)
I think axethrowers are kinda underrated, its very obvious that almost everyone will use them on jungle maps for Totem of Spirit, so shamans won't buff enemies. But their second upgrade - Totem of Weakness, is very good upgrade, enemies re taking 40% more damage! Very usefull.
You should consider using captain blackthorne (for more gold from enemies), and then spam battle mecha, it will make your opinion at least second only to necromancers.
Assassins get criminally underrated in this list. For one of the only two towers in this game to have an instakill, they easily make the top half of my ranking. With all their abilities upgraded, their damage starts getting insane. Was disappointed to see them below Axethrowers. Edit: Did you… play the postgame? You seem to be judging these towers based off their viability in the campaign stages and endless mode alone… some of these towers don’t get their time in the spotlight until the postgame. I’d love to hear your thoughts on how these towers fare against levels like Dusk Chateau, Sunken Citadel, and Darklight Depths.
@@Bubbble_Bear it’s not fair enough without Star upgrades because the star upgrades are one of the most important parts of the game. The only people who are going to rank something without star upgrades are the sweats. By the time you have unlocked a level four tower you have enough stars to almost fully complete an entire upgrade path
Frontiers is a game that has many anti-barrack enemies in the main campaign, which also applies to some of the bonus levels as well. The only time assassins are actually worth building is at the Rising Tides mini campaign, because the enemy composition on those levels is optimal for them. (especially bloodshells) But other than that, its not worth building and upgrading them for the rest of the levels. You can just build another archer or artillery tower, since you'll always get more damage from those. They aren't a bad barrack, but this game doesn't support that tower type
I think you are underrating assassins by a lot. Their invisibility helps against ranged units, which otherwise are the best counter to dodging abilities, and their dodge chance goes up to 70%! Now, obviously while in combat they are not invisible anymore (making them weak to ranged units), but otherwise this is quite strong. With no armor, 70% dodge chance and 200 HP, their effective HP is actually 200/0.3 = 666.66 HP The paladins, when using a more expensive upgrade path, go up to 400 HP with 40% armor. So against magic enemies, they have effective HP of 400, and against melee enemies the same 666.66 (400/0.6) Again, with assassins consting less. The other abilities also give a 1% instakill chance, and very good damage, comparable to normal attack towers (especially since there are three of them! so 3*(0.2*50+0.8*12)=58.8 dps). And this really is only a fraction of the true damage, since the counterattack happens so often and adds a lot of damage (70% counter rate, for 42 average damage on each hit. But this obviously depends on the enemies attack rate, so I did not factor it in yet) Also notably is, that dodge is much better than armor, even against melee guys, because of overkill.
Sneak attack doesn’t give them 1% Insta kill chance, it give you a whooping 5% Insta kill chances with EVERY attack include sneak,counter and normal attack. They’re far more better than the Templars
Not only that, also you can pass all the levels against the fish creatures with only assasins, showing that if all the enemies are ground units, you can pass it with only assasins most of the times. For me this tower is very op and I always consider using them in the level.
the dwaarp can technically miss if you have a single enemy walking toward the dwaarp the drill will activate killing the enemy but the main attack will still happen hitting nothing its even worse if the fire ability is ready
My personal list of Best KFR Towers: Archer - Crossbow - High DMG with Barrage - Everything in the kit is easy to use and effective Barracks - Assassins - No contest - A worthy side grade to the Holy Order - Everything in the kit has a use Artillery - Tie! - How could I decide between Overcharged: The Tower and Battle Mechas? - Props to Ironhide for balancing the Artillery so well! Mage - Necromancer - Outclasses the Archmage - A Barracks made of my enemies' corpses? How convenient!
I'd say that the tire list would be ranked as: 1. Necromancer Literally an archer, mage, and barracks hybrid, this dude can summon a skeleton for every human like enemy killed, has average firerate, and can deal good damage, plus his pestilence can do very good damage to an area of enemies and his death rider buffs nearby skeletons, the death rider on his final upgrade could pass as a hero. 2. DWAARP Very high range, good damage, and impossible for it to miss, this dude masters his job as a crowd control tower + his earthquake ability can take down an enemies health to half, specifically enemies like the executioner which really stands no chance against it because of the drill attack but still, good tower. 3. Battle Mecha Average firerate, good damage, and area attack, the battle Mecha is a super cool tower. His missiles deal great damage AND can literally never miss + can attack flying enemies and his oil disposal can be really helpful to put a lot of enemies together so he can bomb them to dust, really good tower if you ask me. 4. Assasins guild They can go invisible to avoid getting incinerated by ranged enemies, can pickpocket a little bit of gold from the enemy which can rack up to a ton of money by the end of the game, can counterattack to basically dodge and beat the enemy to a salad, and has a funny little ability where his glove turns red and he uppercuts the enemies jaw into Jerusalem. Very nice tower. 5. Axethrowers They have average firerate and good damage + good range, can toss a totem of weakness which can make an enemy take 40% more damage for a set amount of seconds and for fast firerate towers, that is on a holy level of good, and his totem of silence can make funny little magical enemies pointless, so, very nice tower. 6. Crossbow fort Very fast firerate, very good range, and decent damage, her barrage ability can be outstanding if it hits an enemy with high health, and her blackbird is also on a holy level of good, the blackbird can increase the range and critical strike chance for other towers and the crossbow fort making this tower really good. 7. Knights templar Can get to be very tanky once upgraded, can literally cheat death, and can do better damage once upgraded. There's just not much to say about him since there isn't much to say,but hey, extra points for being crusaders. 8. Archimage I mean, he has good damage and all, but his slow firerate and meh abilities aren't that outstanding. He can put up 3 shots to deal EXTREMELY MASSIVE SUPER GOOD ULTRA OMEGA damage though, so that's a good perk for him. So yeah, that's my list.
I also like how the necromancer will target every single enemy in range instead of just the one most in front, so even if you kill the enemies by other means they'll still become skeletons
Felt in general the barracks got hit hard in this game. Especially during Act 2 when Savages gain health after defeating your troops or the Paractyes turning into Reapers each time they kill a troop. Gets worse in end game maps when Ghouls also recover from dead troops and Vampires leech life off them, and the devil fins netting your troops
Some interesting tower things that I feel the need to mention because I'm someone who likes to give info about things Archmages: The upgrades are actually pretty good. The tornado isn't there so much for damage or even stalling, but it can group up enemies for easy splash damage value, like it's magic aoe attack. Speaking of, that blast stacks onto the initial damage, so it can be used to chunk away at bigger, armored targets like the massive sponges that are bloodshells Assassins: Ironically, the DPS option is more skilled at tanking than the tanking units thanks to the 70% dodge chance. The pickpocket however doesn't exactly give a good return for 100 gold minimum. Backstab however is a gamechanger as it's a 10/15/20% chance of doing more damage for a basic attack, with a 3/4/5% chance to instakill with said attack. Sounds small, but there's three of them with a fast attack speed alongside no cooldown. They can rack up instakills pretty quickly Dwaarp and Crossbow: I'm lumping these two together as the discussion is necessary for the evils. For one, falconer doesn't add crit rate to all towers affected, only to itself. And second of all, and the biggest thing, the falconer buff is bad synergy with the Dwaarp's fire ability. Even if the range increases, the fire does not get a larger AOE, only the basic attack. This can lead to the fire being used when nothing is nearby, leaving a large amount of wasted damage. Try to use the combo if you know there's going to be something close enough to get burned constantly, like endless modes
8. templar 7. archmage 6. axethrowers (just outclassed) 5. Dwaaarp (really doesnt do much damage and theres a bug where the scorching thing doesnt get a range bonus with falconer but its activation range is affected so it gets wasted a ton of the time same with instakill because it will target a weak enemy) 4. assasins (definetly one of the best barracks ever they have dodging, gold stealing, and an instakill) 3. necromancer (abilities are amazing and its passive is good but the damage is just bad it has a low of 22 and with bad rng this thing can be worse than a level 3 mage tower) 2. crossbow fort (amazing firerate and damage, great abilities. not much to say) 1. battle mecha (might be controversial but if you ever spammed these towers with fully upgraded missles you know they wreck the level with ease)
dwaaarp doesnt actually have a bigger area attack when buffed by falconer it just attacks when enemies are in a larger range but sometimes it wont even hit the enemies because the area of effect is still the same size
@@unamused6032 Ok so a lot of people are saying this, meaning it must have been fixed only recently. The dwaarps range DOES increase and they DO hit stuff with the increased range. The only issue is that the flame ground ability stays the same, so that does miss.
It was really interesting to see how these towers are compared to the first game. A lot of the abilities seem like buffed or nerved versions of abilities from the first game.
I definitely think the axe throwers are one of the best towers in the game, at least for post campaign levels, the levels with the fish guys I always spam them because the crabs are immune to artillery and the squids are basically immune to magic with their high magic resistance, the two totems make for an incredibly effective shut down for these tough units that are designed to counter xbows artillery and mages
Totally wrong for this one, the battle Mecha is known for years to be the best tower. You can't pass all the levels with the same ease building only archers or mages but you can totally do it with battle Mecha and your eyes closed
Yeah i must say i agree, this is the first time i saw someone actually NOT rate the battle mecha as the strongest tower. This thing stalls way more than necromancer skeletons, because krf is known to be filled with the most anti unit enemies ever. And let's not talk about wasp missiles, the strongest ability in the game.
Assassins deeply underrated, nothing else can solo bloodshells like they do Edit: also as someone who's fully beaten every iron challenge and beat the game on Veteran, battle mecha is the strongest
About the skeletons being cannon fodder, one more thing which I find awesome is that they ARE skeleton. They are already dead. So your conscience doesn't take a hit by sending them to fight their certain doom. Sending your own barracks troops into a trap of death just feels a little bit wrong than using an already dead skeleton. Sorry I am being too emotional here.
nah you're right. When i played the flash version of first KR as a child, i found the little soldiers as really cute until i saw them being slaughtered.
The Dwaarp is easily one of the best towers, on levels without crabs I will place as many as I can, between 3 and 6, in combination with the xbow to greatly increase range and as such total damage dealt to each enemy, collectively they can take out most enemies, and once you start stacking multiple drill abilities tough enemies are quickly dispatched because of how little spam is left on the field due to the amount of splash damage, grabbing the first upgrade of each drill on each of 6 dwaarp makes an effective cool-down of like 3 seconds
Wow, I've been ingoring the Falconer upgrade for the crossbow fort and just concentrating on rapid fire, but now I'm thinking I"ve been missing out and it might be the secret sauce I've been missing (really struggling with Frontiers more than any of the other Kingdom Rush games I've played).
1. Crossbow fort, burst damage is good against beefy enemies and groups of smaller ones because it can change targets mid ability 2. Archmage, no good abilities leave him unupgraded, big dps 3. Dwaarp and mecha they are so balanced out that I cant really decide which one is better. Upgrade rockets on the mecha and scorching on the dwaarp, i find the other abilities useless 5. Assasins, this game has a ton of anti barracks ranged enemies which makes every soldier a small meat shield, these guys can cover up which negates that problem. Their dodge ability also makes it so they outlive fully upgraded templars. Dont upgrade pickpocket, first upgrade might be earned back if you get them at the start of the game but the second one will definetely lose you money 6. Necromancer, just have maybe one on your 'kill spot' due to only one skeleton per enemy and their puny health against all those anti-barracks enemies 7. axe throwers, pretty okay but theres no reason to choose these due to crossbow forts superiority. 8. Templars, lmao eat shit
Most towers in frontiers depends on location somewhere ot can be not that good somewhere way too op. For example knights templar is good jungles cuz they got alot of hp means enemies wont eat rhen before they die to heal.
Although there are a lot of good towers in krf, battle mecha has to be the best one just because of how often it fires the missiles. You can probably clear every single stage with the batte mecha alone.
Not probably, you quite literally can. Best thing about it is the fact that it takes zero skill, you can clear this game by purely spamming battle mecha (except for bloodshells).
you are definitely underrating the archmage the archmage is more of a tower you just stick at the back of the map when theres nothing else to really go there so it usually doesnt end up in the action but the tornado can actually make enemies go really far back and possibly into the area where most of the damage is being dealt and the fact there can be 3 attacks at once when charged makes it even better it could basically burst down a few enemies if they get too far and the fact its 3 attacks is amazing because the damage is insane and if it just did 3x the damage on 1 attack then itd definitely overkill but by having 3 separate attacks 1 might be able to hit something else if the target dies and the slow attacking syndrome isnt a thing when there isn't towers doing damage in the range of archmage. now obviously its one of the better towers but it isnt horrible but ngl every tower in this game is good except axethrowers and when you compare this tierlist with the one from og kr then you realise that the towers are really similar and the placements are pretty consistent axethrowers is definitely like a musketeer but its at least decent because you can definitely feel that it does actual damage. crossbow fort is like rangers (a support tower), necromancer is somewhat like sorcerer (sorcerer has an ability to spawn an elemental), dwaarp is like a tesla but better because it slows only problem is that it doesnt attack flying stuff but there isnt much in this game, battle mecha is like big bertha (who is underrated) with the missles, archmage is like the arcane wizard, assassins are like the barbarians and the knight templars are like the knight paladdins. archmage is actually very cost efficient because it has insane damage and is pretty cheap so its perfect for the 15th level except crossbow fort is probably better
“I don’t even care about the necromancers upgrades it’s already the best tower” ya but the death rider is the coolest upgrade in the entire game. Add an elite ally to the field that buffs nearby undead Allies armor and damage (including Alric and bone hearts spawned Allies).
My tierlist: number 8: axe thrower Number 7 arch mage Number 6: knights templar Number 5 assasins guild Number 4 dwaarp Number 3 battle mecha Number 2 necromancer gets introduced in a bad level for it and suffers by ranged enemies to much Number 1 crossbow fort this carried me thru my casual run Note: i mostly use mirage so it may make sense
In my opinion, DWAARP takes the nr.1 spot. The furnace blast upgrade is the most broken thing in the game. My list is: 1. DWAARP 2. Necromancer 3. Crossbow Fort 4. Battle Mecha 5. Archmage 6. Templars 7. Assassins 8. Axethrowers
@@JustinCase05 cause you necromancer higher than battle mecha and axe throwers at the bottom, heck the assassins are lower than Templars. There’s a lot of problems with your tierlist I’m too lazy to point them all out
@@Derpyisdead it's just my personal opinion, however you're right about assassins, I'd put them over templars because they are better. As for Battle mecha, I don't know why you like them better than Necromancer. Necromancer literally spawns a skeleton for each enemy killed, which is so broken for stalling. Not to mention the average attack speed and decent damage. Pestilence can be useful too. Battle mecha of course fires pretty quickly and has damage, but apart from that, and sometimes useful oil ability, it's not better than Necromancer tower.
@@JustinCase05 “necromancer can summon skeletons for each enemy killed, which is broken for stalling” ah yes the skeles will definetely survive abomination bomb, bluegale lighting, vamperisas, bloodshells and saurian brutes. And definitely will not get overwhelmed with the waves advancing along the stage, one of these enemies totally does not counter a lot of necro's kit
8: templar just outclassed in every way, even it's strong suit: tanking is outclasses by assassins thanks to ghosting and counterattack. 7: axe throwers barely an upgrade for damage, abilities are situational. 6: archmage mediocre in general, use it for bosses and that's it. 5: dwAAAAAAAAAAAARP best crowd control, pne of (if not the) best abilities in frontiers, but core drill brings it down quite a bit. 4: assassins better than templar in every way, 70% dodge chanse and ghosting Is OP af, but isn't as op as the top 3. #3: crossbow fort super good overall, nice abilities, base tower is solid, just a good tower. #2: "battle mecha online" great crown control and great stalling, also flying coverage (flash version is better and is what's ranked otherwise it's on par with dwaarp) #1: necro it has it ALL, good stalling (skeletons) basically an earth golem, an amazing basic attack. what more would you need?
I disagree with the part in which you compare the wizard tower to the archer tower. The archer tower has more damage fall-off than you explain. First of all, archer towers are shooting again while their previous arrow(s) are still in the air. This compensates for the mage, having more damage than the target's hitpoints. Secondly, fast enemy's can dodge attacks from archer towers, but can't from wizard towers.
When it comes to the "slow attacking effect" or overkill, which is how normal people call it, you are obviously wrong when you are saying that it does not apply to fast attacking towers. And i don't mean it in the way you presented it. Every tower with attack speed around lv2 archers or higher will shoot 1 more time at a target that will be killed by the previous one. Arcane archers are an interesting case , it applies to them 50% of the time. In short: fast attacking towers lose 1 projectile for every enemy they kill
I Beat evry level on veteran and don't feel necromancer is that strong . I use it only for pasiv. Rest ale dwarp , BM or rest. The best is dwarp and BM Missail or fire. For a boss always high mage with explosives.
axe throws is absolutely the worst. idk how you play frontiers, but barracks is essntial in almost every level, asopposed to axe throwes or big bombs which are skippable in most levels and unusable in some.
No! I do not agree with your list. You are over valuing the Necromancer. Battle Mecha should be at the first spot because of its ability to shoot missiles at long distances and can attack air enemies. It can drop oil to slow down ground enemies. You can set its rally point far, WHAT MORE CAN YOU ASK FOR. It is cheaper than DWAARP. Second on the list is a tie for me that archer tower that has a very long range and that mage tower that has a tornado that sends back the enemies a few meters back and Necromancer will be third.
@@awakenedsoul2638 idk man necromancer can do single target damage and defend against many enemies, mecha only has crowd control and a tiny bit of defense and single target damage also opinions can’t be wrong, they’re opinions
@@victorvirgili4447 Dude. Do not talk to me like I did not played Kingdom Rush for a long time and did not used these two towers and every tower. I tried combinations of towers. I tried 1 Battle Mecha then more Necromancer and only 2 to 3 barracks, More Battle Mecha and only 1 Necromancer and 1 barracks. I tried different numbers of each tower and barracks other towers and more Battle Mecahs or no battle mecah but only Necromancer with 2 barracks and other towers. Battle Mecha is a lot more powerful and effective. If you upgrade its missile and oil to slowdown enemies it will be very effective. Its rally distance is also long. Missiles can take out enemies quick and can attack flying enemies! When it spills oil it slows down enemies within several while the battle mecha keeps throwing bomb at them! How could you say its not effective. It is much cheaper and more effective than the DWAARP that is far stronger but slow in attack and is TOO EXPENSIVE! Even if you just build two archer or mage towers and the rest are battle mecha and a few barracks it is enough to wipe out a wave of flying enemies if you upgrade its seeking missiles for 2 levels. Necromancers are valuable if you want to do this strategy because of their poison cloud, I do not remember its other tower skill and calling fort the DARK RIDER OR DARK KNIGHT! When Necromancer is fully upgraded it calls on the corpses of the enemies it killed near its tower re-animating those enemies to fight by your side but with limited time and the skeletons die. These towers are super effective if placed at the right place mixing it with one more mage or archer tower and dwarven bombard with one more barracks of Templar or Assassin's Guild. If you keep building more Necromancers and no other support towers other than barracks it will be ineffective in harder stages. Battle Mecha is hands down the best tower in the game and Necromancer comes second and the Archer Tower with Eagle and Longer range comes third. This is the truth not an opinion. The youtuber its only over rating necromancers.
@@victorvirgili4447 If you forget, Battle Mecha and DWAARP and as a low level tower as a Dwarven Bombard it has SPLASH DAMAGE! Battle Mecha, DWAARP and Dwarven Bombard any level of this tower have splash damage. It will be much more improve if you upgrade its upgrade in the upgrades for towers. You are wrong for saying it only has single target damage, NECROMANCER TOWER and the other High Level Mage Tower only does single enemy damage. Battle Mecha and Necromancer are both great to excellent towers depending on the stage you are playing before you create your strategy. There are many strategies in each stage, yes, but you cannot be sure that you will easily win if you use these towers because there is a right placement for these to effectively serve you. You are over valuing Necromancer.
Uhhh necromancers are actually kinda bad in the Halloween levels edit: I think that was his opinion that it was the best BUT this was just pointing out a problem with it.
Ironhide: let’s make our next game more balanced. Also Ironhide: makes a tower even more op than the Tesla, completely replicating an entier portion of the gameplay on its own.
Assasine are realy important in late game. They game does not say it but the backstabber ability has an 3-5% instakill chance on every attack. Also can have an 70% doge chance and do an counterattack for 40 dm. that is very good against enemys with high damage.
Not bad video, but I think assasins are better than axe throwers and I would say battle mecha is better than than the crossbow, but beside that this is a really valid "tier list"
Another thing to love the Necromancer tower for!
-skeletons, while are still attacked by parasytes, do not spawn reapers after dying. Vampiressas and the saurian guys who bite you to restore health also can't use their special ability on skeletons. Same with cannibalism trait.
-bonehart's bone golems get boosted by the bolstering aura of the death knight, which is...a cool little bonus I guess?
Remember when the mecha used to have 'Very Fast' fire rates?
no, that sounds very op
@@astroze4319 it happens quite long ago, likr i remember looking up the stats for the Battle Mechas and i saw that it has 'Very Fast' rate, but horrible damages
You are oj I respect you
Yeah i remember when I used to play this game.
@@jraff2735 flash has been dead for a while now
Frontier to me is the best in KR. The gold standard in tower defence games.
Obviously. And the jungle levels are soooo goooddd
Always been a big fan of Origins
@@Fougeredu38agreed
Does anyone know another tower defense game that is on the level of kingdom rush or bloons?
@@irgendeinname9256I don't think anything can stand up. even I don't think blooms is as good as this game
its so easy to decide its the battle mecha. you can solo all levels with it, the rocket spam and the good splash damage with the decent fire rate, only potential weakness is the blood shells
Weaknesses of the Battle Mecha:
- Swarms of flying stuff
- High cost (par for the course given it's a T4)
- Bloodshells (somebody ticked off Ironhide when they were making those things...)
I think axethrowers are kinda underrated, its very obvious that almost everyone will use them on jungle maps for Totem of Spirit, so shamans won't buff enemies. But their second upgrade - Totem of Weakness, is very good upgrade, enemies re taking 40% more damage! Very usefull.
My list
8) Knights Templar
7) Archmage
6) Axethrowers
5) Assasins
4) Battle-Mecha
3) Crossbow fort
2) Dwaarp
1) Necromancer
Also the dwaarps burning ground ability has got to be my favourite ability in the whole of kingdom rush, it’s so op. Basically, I love dwaarps
Good ranking ! Mine IS :
1) Battle-Mecha
2) Necromancer
3) Crossbow fort
4) Dwaarp
5) Archmage
6) Knights template
7) Assassins
8) Axethrowers
You should consider using captain blackthorne (for more gold from enemies), and then spam battle mecha, it will make your opinion at least second only to necromancers.
Assassins get criminally underrated in this list. For one of the only two towers in this game to have an instakill, they easily make the top half of my ranking. With all their abilities upgraded, their damage starts getting insane. Was disappointed to see them below Axethrowers.
Edit: Did you… play the postgame? You seem to be judging these towers based off their viability in the campaign stages and endless mode alone… some of these towers don’t get their time in the spotlight until the postgame. I’d love to hear your thoughts on how these towers fare against levels like Dusk Chateau, Sunken Citadel, and Darklight Depths.
I once read one of his replies to somebodies criticism. He said he ranks them based off how good they are without any of the upgrades
@@cringelord7776 if its star upgrades fair enough but if its ability upgrades that sounds dumb
@@Bubbble_Bear it’s not fair enough without Star upgrades because the star upgrades are one of the most important parts of the game. The only people who are going to rank something without star upgrades are the sweats. By the time you have unlocked a level four tower you have enough stars to almost fully complete an entire upgrade path
Well i liked your comment bc i thought the same but in late game they are shit.
Frontiers is a game that has many anti-barrack enemies in the main campaign, which also applies to some of the bonus levels as well. The only time assassins are actually worth building is at the Rising Tides mini campaign, because the enemy composition on those levels is optimal for them. (especially bloodshells)
But other than that, its not worth building and upgrading them for the rest of the levels. You can just build another archer or artillery tower, since you'll always get more damage from those. They aren't a bad barrack, but this game doesn't support that tower type
I think you are underrating assassins by a lot.
Their invisibility helps against ranged units, which otherwise are the best counter to dodging abilities, and their dodge chance goes up to 70%!
Now, obviously while in combat they are not invisible anymore (making them weak to ranged units), but otherwise this is quite strong.
With no armor, 70% dodge chance and 200 HP, their effective HP is actually 200/0.3 = 666.66 HP
The paladins, when using a more expensive upgrade path, go up to 400 HP with 40% armor.
So against magic enemies, they have effective HP of 400, and against melee enemies the same 666.66 (400/0.6)
Again, with assassins consting less. The other abilities also give a 1% instakill chance, and very good damage, comparable to normal attack towers (especially since there are three of them! so 3*(0.2*50+0.8*12)=58.8 dps). And this really is only a fraction of the true damage, since the counterattack happens so often and adds a lot of damage (70% counter rate, for 42 average damage on each hit. But this obviously depends on the enemies attack rate, so I did not factor it in yet)
Also notably is, that dodge is much better than armor, even against melee guys, because of overkill.
Damn ur wise hmu plssss
I agree!
Disagree about invisible part because when they reveal to some ranged enemies the others behind just destroy them while they are fighting
Sneak attack doesn’t give them 1% Insta kill chance, it give you a whooping 5% Insta kill chances with EVERY attack include sneak,counter and normal attack. They’re far more better than the Templars
Not only that, also you can pass all the levels against the fish creatures with only assasins, showing that if all the enemies are ground units, you can pass it with only assasins most of the times. For me this tower is very op and I always consider using them in the level.
Your editing is really good for such a small channel
I agree
the dwaarp can technically miss if you have a single enemy walking toward the dwaarp the drill will activate killing the enemy but the main attack will still happen hitting nothing its even worse if the fire ability is ready
My personal list of Best KFR Towers:
Archer - Crossbow
- High DMG with Barrage
- Everything in the kit is easy to use and effective
Barracks - Assassins
- No contest
- A worthy side grade to the Holy Order
- Everything in the kit has a use
Artillery - Tie!
- How could I decide between Overcharged: The Tower and Battle Mechas?
- Props to Ironhide for balancing the Artillery so well!
Mage - Necromancer
- Outclasses the Archmage
- A Barracks made of my enemies' corpses? How convenient!
I'd say that the tire list would be ranked as:
1. Necromancer
Literally an archer, mage, and barracks hybrid, this dude can summon a skeleton for every human like enemy killed, has average firerate, and can deal good damage, plus his pestilence can do very good damage to an area of enemies and his death rider buffs nearby skeletons, the death rider on his final upgrade could pass as a hero.
2. DWAARP
Very high range, good damage, and impossible for it to miss, this dude masters his job as a crowd control tower + his earthquake ability can take down an enemies health to half, specifically enemies like the executioner which really stands no chance against it because of the drill attack but still, good tower.
3. Battle Mecha
Average firerate, good damage, and area attack, the battle Mecha is a super cool tower. His missiles deal great damage AND can literally never miss + can attack flying enemies and his oil disposal can be really helpful to put a lot of enemies together so he can bomb them to dust, really good tower if you ask me.
4. Assasins guild
They can go invisible to avoid getting incinerated by ranged enemies, can pickpocket a little bit of gold from the enemy which can rack up to a ton of money by the end of the game, can counterattack to basically dodge and beat the enemy to a salad, and has a funny little ability where his glove turns red and he uppercuts the enemies jaw into Jerusalem. Very nice tower.
5. Axethrowers
They have average firerate and good damage + good range, can toss a totem of weakness which can make an enemy take 40% more damage for a set amount of seconds and for fast firerate towers, that is on a holy level of good, and his totem of silence can make funny little magical enemies pointless, so, very nice tower.
6. Crossbow fort
Very fast firerate, very good range, and decent damage, her barrage ability can be outstanding if it hits an enemy with high health, and her blackbird is also on a holy level of good, the blackbird can increase the range and critical strike chance for other towers and the crossbow fort making this tower really good.
7. Knights templar
Can get to be very tanky once upgraded, can literally cheat death, and can do better damage once upgraded. There's just not much to say about him since there isn't much to say,but hey, extra points for being crusaders.
8. Archimage
I mean, he has good damage and all, but his slow firerate and meh abilities aren't that outstanding. He can put up 3 shots to deal EXTREMELY MASSIVE SUPER GOOD ULTRA OMEGA damage though, so that's a good perk for him.
So yeah, that's my list.
I also like how the necromancer will target every single enemy in range instead of just the one most in front, so even if you kill the enemies by other means they'll still become skeletons
Felt in general the barracks got hit hard in this game. Especially during Act 2 when Savages gain health after defeating your troops or the Paractyes turning into Reapers each time they kill a troop.
Gets worse in end game maps when Ghouls also recover from dead troops and Vampires leech life off them, and the devil fins netting your troops
Skeletons are immune to all of those effects you mention except for the nets.
@@bugejoahshowalter3747 Pretty sure I saw a skeleton get its life leeched by a vampire.
Some interesting tower things that I feel the need to mention because I'm someone who likes to give info about things
Archmages: The upgrades are actually pretty good. The tornado isn't there so much for damage or even stalling, but it can group up enemies for easy splash damage value, like it's magic aoe attack. Speaking of, that blast stacks onto the initial damage, so it can be used to chunk away at bigger, armored targets like the massive sponges that are bloodshells
Assassins: Ironically, the DPS option is more skilled at tanking than the tanking units thanks to the 70% dodge chance. The pickpocket however doesn't exactly give a good return for 100 gold minimum. Backstab however is a gamechanger as it's a 10/15/20% chance of doing more damage for a basic attack, with a 3/4/5% chance to instakill with said attack. Sounds small, but there's three of them with a fast attack speed alongside no cooldown. They can rack up instakills pretty quickly
Dwaarp and Crossbow: I'm lumping these two together as the discussion is necessary for the evils. For one, falconer doesn't add crit rate to all towers affected, only to itself. And second of all, and the biggest thing, the falconer buff is bad synergy with the Dwaarp's fire ability. Even if the range increases, the fire does not get a larger AOE, only the basic attack. This can lead to the fire being used when nothing is nearby, leaving a large amount of wasted damage. Try to use the combo if you know there's going to be something close enough to get burned constantly, like endless modes
8. templar
7. archmage
6. axethrowers (just outclassed)
5. Dwaaarp (really doesnt do much damage and theres a bug where the scorching thing doesnt get a range bonus with falconer but its activation range is affected so it gets wasted a ton of the time same with instakill because it will target a weak enemy)
4. assasins (definetly one of the best barracks ever they have dodging, gold stealing, and an instakill)
3. necromancer (abilities are amazing and its passive is good but the damage is just bad it has a low of 22 and with bad rng this thing can be worse than a level 3 mage tower)
2. crossbow fort (amazing firerate and damage, great abilities. not much to say)
1. battle mecha (might be controversial but if you ever spammed these towers with fully upgraded missles you know they wreck the level with ease)
my opinion dont get enraged
dwaaarp doesnt actually have a bigger area attack when buffed by falconer it just attacks when enemies are in a larger range but sometimes it wont even hit the enemies because the area of effect is still the same size
@@unamused6032 Ok so a lot of people are saying this, meaning it must have been fixed only recently. The dwaarps range DOES increase and they DO hit stuff with the increased range. The only issue is that the flame ground ability stays the same, so that does miss.
It was really interesting to see how these towers are compared to the first game. A lot of the abilities seem like buffed or nerved versions of abilities from the first game.
I definitely think the axe throwers are one of the best towers in the game, at least for post campaign levels, the levels with the fish guys I always spam them because the crabs are immune to artillery and the squids are basically immune to magic with their high magic resistance, the two totems make for an incredibly effective shut down for these tough units that are designed to counter xbows artillery and mages
Assassines are best in the fish levels. They can not be deaktivated and with the instakill the make the Hardest of the enemys easy
Totally wrong for this one, the battle Mecha is known for years to be the best tower. You can't pass all the levels with the same ease building only archers or mages but you can totally do it with battle Mecha and your eyes closed
Yep. Battle Mecha busted
Yeah i must say i agree, this is the first time i saw someone actually NOT rate the battle mecha as the strongest tower. This thing stalls way more than necromancer skeletons, because krf is known to be filled with the most anti unit enemies ever. And let's not talk about wasp missiles, the strongest ability in the game.
Assassins deeply underrated, nothing else can solo bloodshells like they do
Edit: also as someone who's fully beaten every iron challenge and beat the game on Veteran, battle mecha is the strongest
I love the solution of “one tower is OP? Make all of them OP and make the levels hell”.
falconer doesn’t give critical chance to other towers, just itself
Necromancer was the only thing i spammed and the moment i released that the death rider buffs your skeletons when near them? I just dropped my jaw
Hey, i found your jaw, you're welcome
SO HELPFUL! THX FOR MAKING THIS !
The Falconer upgrade doesn't increase the area of effect of the DWAARP, only it's targeting range, it might actually start "missing"
I thought the base attack also gets bigger and only the lava ability was able to miss because it stays the same size, or am i wrong here?
About the skeletons being cannon fodder, one more thing which I find awesome is that they ARE skeleton. They are already dead. So your conscience doesn't take a hit by sending them to fight their certain doom. Sending your own barracks troops into a trap of death just feels a little bit wrong than using an already dead skeleton.
Sorry I am being too emotional here.
nah you're right. When i played the flash version of first KR as a child, i found the little soldiers as really cute until i saw them being slaughtered.
And here I am seeing how far I can get using only Barracks😂
The Dwaarp is easily one of the best towers, on levels without crabs I will place as many as I can, between 3 and 6, in combination with the xbow to greatly increase range and as such total damage dealt to each enemy, collectively they can take out most enemies, and once you start stacking multiple drill abilities tough enemies are quickly dispatched because of how little spam is left on the field due to the amount of splash damage, grabbing the first upgrade of each drill on each of 6 dwaarp makes an effective cool-down of like 3 seconds
Good video brother
You have a fine voice too
for me.
1. Battle Mecha
2. Necromancer
3. Dwarp
4. Crossbow
Wow, I've been ingoring the Falconer upgrade for the crossbow fort and just concentrating on rapid fire, but now I'm thinking I"ve been missing out and it might be the secret sauce I've been missing (really struggling with Frontiers more than any of the other Kingdom Rush games I've played).
This is my favorite Kingdom Rush, and my favorite Tower Defense game of all time
1. Crossbow fort, burst damage is good against beefy enemies and groups of smaller ones because it can change targets mid ability
2. Archmage, no good abilities leave him unupgraded, big dps
3. Dwaarp and mecha they are so balanced out that I cant really decide which one is better. Upgrade rockets on the mecha and scorching on the dwaarp, i find the other abilities useless
5. Assasins, this game has a ton of anti barracks ranged enemies which makes every soldier a small meat shield, these guys can cover up which negates that problem. Their dodge ability also makes it so they outlive fully upgraded templars. Dont upgrade pickpocket, first upgrade might be earned back if you get them at the start of the game but the second one will definetely lose you money
6. Necromancer, just have maybe one on your 'kill spot' due to only one skeleton per enemy and their puny health against all those anti-barracks enemies
7. axe throwers, pretty okay but theres no reason to choose these due to crossbow forts superiority.
8. Templars, lmao eat shit
Great Breakdown!!
this game made me realize that my favorite power is necromancy. i love necromancy. i love necromancers in games :)
My advice is depending on your situation
And how you use your towers to the best of their abllities
Most towers in frontiers depends on location somewhere ot can be not that good somewhere way too op. For example knights templar is good jungles cuz they got alot of hp means enemies wont eat rhen before they die to heal.
3:00 average mage experience
That last line goes hard
You put the battle mecha in 3rd? It's 1 or 2 for me
Although there are a lot of good towers in krf, battle mecha has to be the best one just because of how often it fires the missiles. You can probably clear every single stage with the batte mecha alone.
Not probably, you quite literally can. Best thing about it is the fact that it takes zero skill, you can clear this game by purely spamming battle mecha (except for bloodshells).
btw the crossbow for increases its range but the damige area doesent change, btw battle mecha with all stars perma stalls alone thats op
I like Kingdom Rush and Boolyc TD, don't know why it's not so popular, good vibe and fun)
you are definitely underrating the archmage the archmage is more of a tower you just stick at the back of the map when theres nothing else to really go there so it usually doesnt end up in the action but the tornado can actually make enemies go really far back and possibly into the area where most of the damage is being dealt and the fact there can be 3 attacks at once when charged makes it even better it could basically burst down a few enemies if they get too far and the fact its 3 attacks is amazing because the damage is insane and if it just did 3x the damage on 1 attack then itd definitely overkill but by having 3 separate attacks 1 might be able to hit something else if the target dies and the slow attacking syndrome isnt a thing when there isn't towers doing damage in the range of archmage. now obviously its one of the better towers but it isnt horrible but ngl every tower in this game is good except axethrowers and when you compare this tierlist with the one from og kr then you realise that the towers are really similar and the placements are pretty consistent axethrowers is definitely like a musketeer but its at least decent because you can definitely feel that it does actual damage. crossbow fort is like rangers (a support tower), necromancer is somewhat like sorcerer (sorcerer has an ability to spawn an elemental), dwaarp is like a tesla but better because it slows only problem is that it doesnt attack flying stuff but there isnt much in this game, battle mecha is like big bertha (who is underrated) with the missles, archmage is like the arcane wizard, assassins are like the barbarians and the knight templars are like the knight paladdins. archmage is actually very cost efficient because it has insane damage and is pretty cheap so its perfect for the 15th level except crossbow fort is probably better
Without even watching a second of the video, im %100 certain its battle mecha.
Also bonehart's doggies are buffed by the skeletal rider's aura xD
“I don’t even care about the necromancers upgrades it’s already the best tower” ya but the death rider is the coolest upgrade in the entire game. Add an elite ally to the field that buffs nearby undead Allies armor and damage (including Alric and bone hearts spawned Allies).
Just wish there was no limit to the number of skeletons from necromancer tower.
Hope you are doing origins next , Love your vids man⚔️
I think the battle mecha is better than the crossbow fort especially on the temple on saqra
bro cooked and burned the whole house
My tierlist: number 8: axe thrower
Number 7 arch mage
Number 6: knights templar
Number 5 assasins guild
Number 4 dwaarp
Number 3 battle mecha
Number 2 necromancer gets introduced in a bad level for it and suffers by ranged enemies to much
Number 1 crossbow fort this carried me thru my casual run
Note: i mostly use mirage so it may make sense
Every kingdom rush frontier playing
Barrack assassin
Mage necromancer
1:50 couldn’t hear which tower defense game has target prioritization. Thanks
Bloons TD
Love the game and your videos on kr
Need to replay...
Archers very often misses, no that how mages, so archers is just a cheap defence with good abylities
In my opinion, DWAARP takes the nr.1 spot. The furnace blast upgrade is the most broken thing in the game.
My list is:
1. DWAARP
2. Necromancer
3. Crossbow Fort
4. Battle Mecha
5. Archmage
6. Templars
7. Assassins
8. Axethrowers
Please tell me you’re joking
@@Derpyisdead why would I be joking???
@@JustinCase05 cause you necromancer higher than battle mecha and axe throwers at the bottom, heck the assassins are lower than Templars. There’s a lot of problems with your tierlist I’m too lazy to point them all out
@@Derpyisdead it's just my personal opinion, however you're right about assassins, I'd put them over templars because they are better. As for Battle mecha, I don't know why you like them better than Necromancer. Necromancer literally spawns a skeleton for each enemy killed, which is so broken for stalling. Not to mention the average attack speed and decent damage. Pestilence can be useful too.
Battle mecha of course fires pretty quickly and has damage, but apart from that, and sometimes useful oil ability, it's not better than Necromancer tower.
@@JustinCase05 “necromancer can summon skeletons for each enemy killed, which is broken for stalling” ah yes the skeles will definetely survive abomination bomb, bluegale lighting, vamperisas, bloodshells and saurian brutes. And definitely will not get overwhelmed with the waves advancing along the stage, one of these enemies totally does not counter a lot of necro's kit
8: templar
just outclassed in every way, even it's strong suit: tanking is outclasses by assassins thanks to ghosting and counterattack.
7: axe throwers
barely an upgrade for damage, abilities are situational.
6: archmage
mediocre in general, use it for bosses and that's it.
5: dwAAAAAAAAAAAARP
best crowd control, pne of (if not the) best abilities in frontiers, but core drill brings it down quite a bit.
4: assassins
better than templar in every way, 70% dodge chanse and ghosting Is OP af, but isn't as op as the top 3.
#3: crossbow fort
super good overall, nice abilities, base tower is solid, just a good tower.
#2: "battle mecha online"
great crown control and great stalling, also flying coverage (flash version is better and is what's ranked otherwise it's on par with dwaarp)
#1: necro
it has it ALL, good stalling (skeletons) basically an earth golem, an amazing basic attack. what more would you need?
Mecha also attacks flying enemies
Love this
Remember assasins can instakill, this at least gives it top 4
I disagree with the part in which you compare the wizard tower to the archer tower. The archer tower has more damage fall-off than you explain. First of all, archer towers are shooting again while their previous arrow(s) are still in the air. This compensates for the mage, having more damage than the target's hitpoints. Secondly, fast enemy's can dodge attacks from archer towers, but can't from wizard towers.
"Fear the Reaper!"
As a kid I always thought it was beer the ripper
I hope you will be the next Mr beast
necromacer + dwaarp is op in shadowmoon
Basically spam Battle Mechas every level
When it comes to the "slow attacking effect" or overkill, which is how normal people call it, you are obviously wrong when you are saying that it does not apply to fast attacking towers. And i don't mean it in the way you presented it. Every tower with attack speed around lv2 archers or higher will shoot 1 more time at a target that will be killed by the previous one. Arcane archers are an interesting case , it applies to them 50% of the time.
In short: fast attacking towers lose 1 projectile for every enemy they kill
Lol, 2. Best towers buffs enemies :)
Battle Mecha worse than crossbow fort?
Noo, Mages didnt got better damage per second
Lets say, In second Archers do
600 damage, so as example Mages will do like 200 cuz they are slower
The best part about crossbow fort is cutting their things to be women.
In my opinion Battle Mecha should be on second
too good channel and videos but aren't popular :(((
I Beat evry level on veteran and don't feel necromancer is that strong .
I use it only for pasiv. Rest ale dwarp , BM or rest.
The best is dwarp and BM
Missail or fire.
For a boss always high mage with explosives.
How human who wined all game on the veteran, i say - necromansers not so good, and one tower is enough on the entire map, for damage use archimages
axe throws is absolutely the worst. idk how you play frontiers, but barracks is essntial in almost every level, asopposed to axe throwes or big bombs which are skippable in most levels and unusable in some.
Many times will go and you did video about Vengeance 😎😎😎good for you. Hi from Ozersk city
ok nice
in Kingdom rush aliance this tower is usless 😢😢😭😭
This list is more based than my ex.
How in the actual f is necromancer better than crossbows and Battle mechas.
Bruh
I am hearing impaired and your lack of captions means I cannot listen to this.
Battle mechas are easily the best tower
I would put mecha first, it can just solo
Nah, the mecha is the goat
*BATTLE MECHA ONLINE*
No! I do not agree with your list. You are over valuing the Necromancer. Battle Mecha should be at the first spot because of its ability to shoot missiles at long distances and can attack air enemies. It can drop oil to slow down ground enemies. You can set its rally point far, WHAT MORE CAN YOU ASK FOR. It is cheaper than DWAARP. Second on the list is a tie for me that archer tower that has a very long range and that mage tower that has a tornado that sends back the enemies a few meters back and Necromancer will be third.
I dont think you know that people have opinions mate,
@@spartan6517
His opinion is just wrong.
@@awakenedsoul2638 idk man necromancer can do single target damage and defend against many enemies, mecha only has crowd control and a tiny bit of defense and single target damage
also opinions can’t be wrong, they’re opinions
@@victorvirgili4447
Dude. Do not talk to me like I did not played Kingdom Rush for a long time and did not used these two towers and every tower. I tried combinations of towers. I tried 1 Battle Mecha then more Necromancer and only 2 to 3 barracks, More Battle Mecha and only 1 Necromancer and 1 barracks. I tried different numbers of each tower and barracks other towers and more Battle Mecahs or no battle mecah but only Necromancer with 2 barracks and other towers. Battle Mecha is a lot more powerful and effective. If you upgrade its missile and oil to slowdown enemies it will be very effective. Its rally distance is also long. Missiles can take out enemies quick and can attack flying enemies! When it spills oil it slows down enemies within several while the battle mecha keeps throwing bomb at them! How could you say its not effective. It is much cheaper and more effective than the DWAARP that is far stronger but slow in attack and is TOO EXPENSIVE! Even if you just build two archer or mage towers and the rest are battle mecha and a few barracks it is enough to wipe out a wave of flying enemies if you upgrade its seeking missiles for 2 levels. Necromancers are valuable if you want to do this strategy because of their poison cloud, I do not remember its other tower skill and calling fort the DARK RIDER OR DARK KNIGHT! When Necromancer is fully upgraded it calls on the corpses of the enemies it killed near its tower re-animating those enemies to fight by your side but with limited time and the skeletons die. These towers are super effective if placed at the right place mixing it with one more mage or archer tower and dwarven bombard with one more barracks of Templar or Assassin's Guild. If you keep building more Necromancers and no other support towers other than barracks it will be ineffective in harder stages.
Battle Mecha is hands down the best tower in the game and Necromancer comes second and the Archer Tower with Eagle and Longer range comes third. This is the truth not an opinion. The youtuber its only over rating necromancers.
@@victorvirgili4447
If you forget, Battle Mecha and DWAARP and as a low level tower as a Dwarven Bombard it has SPLASH DAMAGE! Battle Mecha, DWAARP and Dwarven Bombard any level of this tower have splash damage. It will be much more improve if you upgrade its upgrade in the upgrades for towers. You are wrong for saying it only has single target damage, NECROMANCER TOWER and the other High Level Mage Tower only does single enemy damage. Battle Mecha and Necromancer are both great to excellent towers depending on the stage you are playing before you create your strategy. There are many strategies in each stage, yes, but you cannot be sure that you will easily win if you use these towers because there is a right placement for these to effectively serve you. You are over valuing Necromancer.
battle mechanics is the best
Uhhh necromancers are actually kinda bad in the Halloween levels edit: I think that was his opinion that it was the best BUT this was just pointing out a problem with it.
Kinda bad in a few levels
So they’re OP
Yeah they get way worse against abominations, this guy should’ve played the post game smh
@@werescrewed8793 correct but also enemy’s that multiply are even worse, I think
you can beat half the levels in this game with just mechas it's dumb
Battle Mecha Online
love the vid
Ironhide: let’s make our next game more balanced.
Also Ironhide: makes a tower even more op than the Tesla, completely replicating an entier portion of the gameplay on its own.
Yeah but frontiers is also like really difficult compared to the other games, so it makes sense
@@thebrownieboss having one tower being significantly more powerful than the rest isn’t balancing, it is bad design.
Best
Assasins are good but in late game they are utter shit compared to the others
Assasine are realy important in late game. They game does not say it but the backstabber ability has an 3-5% instakill chance on every attack. Also can have an 70% doge chance and do an counterattack for 40 dm. that is very good against enemys with high damage.
Tesla still the best
tesla>>> necro
lets go
Not bad video, but I think assasins are better than axe throwers and I would say battle mecha is better than than the crossbow, but beside that this is a really valid "tier list"