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Kingdom Rush Frontiers: Strategy guide with tips and tricks. If you haven’t played Kingdom Rush yet, you should because it’s a great game. The team behind Kingdom Rush and its sequel Kingdom Rush Frontiers, Ironhide Games, got the popular tower defense genre and perfected it for mobile play. Some people might tell you to try Fieldrunners 2 or geo. Defense or i. Bomber Defense Pacific, but Kingdom Rush is better than all of them — trust me, I’ve spent the money and the time. But if you’ve landed here, it’s probably because you know how good KRF is and you want to get better at it.
With that in mind, this article with feature most of my better ideas about the game, and then you can leave your tips in the comments. First off, Frontiers is fundamentally the same fame as Kingdom Rush, so the lessons you learned over the last year or so still apply. Even so, the enemies this time around are very different and much more diverse — this game is not throwing tank after tank at you.
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You’re going to have to learn the enemy types, get better at detecting patterns, and figure out the new towers (all the top- level versions of each two types is new, which means eight new towers to learn). A perfect example is Level 7, Crimson Valley. This level is basically impossible to beat if you just clicked through the game’s tips and don’t read about the new enemy type. Here’s my video explainer: The trick is that the new enemy is a cannibal, so if one kills your militia man or soldier, they get their health back. And they are pretty tough, so they kill a lot of soldiers.
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So if you keep throwing barracks at them, you’re creating an unbeatable horde. Spam them with arrows and the cannibal Savage Warriors don’t stand a chance. And the brings me to my biggest tip for Kingdom Rush Frontiers: Use archer towers. Archer towers are cheap, they have great range, and they are highly versatile. Archers should be the foundation of your tower defense strategy.
Seriously, resist the urge to use a lot of Militia Barracks (the soldier guys). Archers are also awesome because they handle flying enemies where ground- based towers and cannons can’t.
If your strategy goes heavy on archers, then you next focus should be choke points. Basically, you need to slow down masses of enemies at certain points. This is where you can take advantage of area of effect spells and splash damage from your cannons (Dwarven Bombardment). Choke points are mandatory for defeating fast- moving enemies, like spiders.
Creating choke points usually means soldiers, but they can also be created with the oil slick upgrade from the Battle- Mecha T2. Dwarf Bombardment). Another great way to slow down a mass of troops is using the sand soldiers that Alric (the hero) creates. Once he us fully upgraded he will shoot out three sand soldiers fairly regularly. They are pretty tough, plus when killed they will not replenish the health of cannibal warriors or Saurian Myrmidons (who bite your troops to get health back).
Alric may be free, but you get him first so by the time you bother getting another hero he’ll already have gained a few levels. Alric, your first hero, creator of sand soldiers.
Ground troopers might seem like an obvious choice for a tower defense game, but they should be the option you choose the least. Use Militia Barracks to create choke points and to stop bad guys before the end of the map. You hero is the best option for this, but if a level has multiple exits, or the hero, is being overrun you’ll need barracks.
Once you upgrade your barracks a few times, you’ll be given the option of Assassins or Knights Templar. Burn It Down Download Skull Hacker. Assassins are really cool, can dodge attacks, and they can earn you some gold, but Templars are best for stopping enemies in their tracks. They tend to be the better choice, especially as your last resort before enemies leave the map and you lose hearts. Speaking of upgrades, once you get a few levels in you get the two different top tier options from the archer towers: Tribal Axeman and Crossbows.
Both are very useful, but they are not interchangeable. Crossbows have great speed and amazing range, but their most important benefit is that their falcon upgrade can increase the attack distance of surrounding ranged units. This mean, crossbows work best in a group. Tribals axemen are slower and have less range, but their area of effect totems are perfect for queuing up enemies for massive damage and dispelling enemy magic. Use axemen before a choke point or killzone. Next page: More advanced towers and Kingdom Rush Frontiers tips.
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