![]() Towers: Tesla tower, Battle Mecha (artillery), Tribal axe throwers (with upgrades, they make defeating enemies very easy), Necromancer tower (mage tower), Holy order (paladins) ![]() Heroes: Bonehart (KRF his special abilities make him a mighty force to be reckoned with as he can easily weaken hordes of enemies and decimate them too) The instakill and stalling from the teleport are unreal in a chokepoint against giants and tankier enemies. If there were less enemies instead of a large number of enemies and each enemy was stronger in the waves then i'd change this for another Arcane Wizard. ![]() Also pestilence deals AOE true damage countering its weakness which is magic resist.įorest Keepers KRO - For their true dmg spears and because they can heal all my Necro troops. You don't even need a barracks because of the reanimation ability making dead enemies a constantly replenishing barracks and death knight. Necromancer KRF - Again one of the strongest towers ever. Tribal Axethrower KRF - Dmg buffs all towers and spell nullification against healers etc is super strong if placed properly as a support tower. Ignores a portion of armor insane AOE damage through chaining literally obliterates crowds even if single target dmg isn't as high (the single target damage is still pretty high)Īrcane Wizard KR1 - Does massive damage with its auto attack and Death Ray and Teleport are the 2 best abilities in the game for single target dmg and stalling and this tower has both. Tesla from KR1 - Easily one of the best towers in any game. 40 hp more than KR1 Legionnaires, lower ranged attack dmg but higher armor and base melee dmg. Also scorched earth damage beats the lightning wind slowdown imo. Same dmg as the KR2 ROF but with 10 seconds less on its cooldown and an additional meteor in the maxed ROF. On paper his kit sounds better than Bonehart but Bonehart's damage is just through the roof. Second would be Faustus from KRO because again he's incredibly broken, true dmg strike, aoe fireblast, great autoattack, teleporting troops for stalling and nullifying magic abilities. The amount of damage and AOE he has is just obscene and he's flying too so he can't be targeted by half the troops. Using him feels almost unfair like you've somehow managed to unlock a playable endgame boss. Bonehart is easily the most broken hero of any KR game. I just started KR Vengeance so I can't really comment on towers and heroes from that game just yet but between the others: All Towers are fully upgraded from the beginning, so cost is not a factor at all. Hero: Choose one Hero, like Eiskalt Spell: KR1-KRF Rain of Fire / KRO Thunderbolt / KRV Soul Tickle Impact Reinforcements: KR1 Legionnaires / KRF Sworn Blades / KRO Moon Sentinels / KRV Demon Guards or Hellion Tridents Towers: Choose any 5 main Towers from the KR1/KRF/KRO/KRV repetition allowedĪll things have their relevant star upgrades (like Smart Targeting for Tesla, for example). With this information in mind, what Towers, Hero and Spells will you choose? Please state your response in this format: ![]() You also don't know about the layout of the map, except for a single statement that says 'There are 5 Strategic Points (Tower placement spots) concentrated around a zone, which will be your chokepoint.' Pretty vague, but at least you know that it's quite a tight spot. ![]() You only know that different tribes won't be mixed together (so no Demon Lords + Bandersnatches). You'll face a variety of foes (also from all four games), and you don't know their size or composition. I created this thread to discuss what the best Towers for a chokepoint would be, from all four. ![]()
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