Hard disagree on the harassers. They deal insane damage with their upgrades, like a physical blazing gem, and have a very good dodge chance for blocking. Don#t use them as blockers, but as a damage tower. Ideally, pair them with a mausoleum and put them behing the gargoyles. Then you have great physical and magic damage, you can still block people who temporarily get behind the gargoyles and you just shred everything. You can do a solo run with just harassers, no Eiskalt, and it doesn't even feel that hard. That should show you how strong they are imo
Objection the furnace is good at slowing and stalling enemies and stops most fast enemies for you to prepare and have time to get a perfect soul impact
@@MyTardisGoWhoosh not even by a long shot the balance is terrible the game is far too easy and in reality you can only use 5 towers a level actually garbage.
@@Garykem8 frontiers is boring the gameplay feels stale and vengeance actually does cool and fun things that are all unique like who cares about balance or easy its about fun and origins def the best imo
The melting furnace is one of the best towers in the game. When properly placed it can hit two, three or even four other towers with its 30% dmg boost. With that ability alone it can produce more damage than a fully upgraded tower. It stuns, it hits every enemy in its range at once and it has a powerful area attack. This tower when placed properly will out damage EVERY other tower in this game. It requires proper placement and there are some maps where there just isn't a good choke point for it, but on maps where you can find at least one choice spot this tower will dominate the battle. Its only weakness is that it isn't good against single powerful enemies. Against large groups, with two or three neighbor towers within its damage-boosting range, this tower is devastating. It is best paired with some other tower that can stall enemies since it will synergize with its area stun attacks to create a truly formidable kill box.
Don't take this as hate ,but as a guy that has done many challenges in KrV and played with literally every tower for hours... The best advice I can give you is : "playstyles" . I've been wanting to make a ranking video for towers in KrV for so long ,but every time I think I've found a place for a tower ,it turns out to be wrong . Because there are many combinations with towers and heroes that make up a different playstyle. Try to play a bit more with Gobrangs (bees do true damage). Place them in the front to shoot towards the exit .Gobrangs are mid game to endgame towers . Much Love . Keep up the gw .
Harrasers being lower tier kinda hurt my feelings and my strategy. Harrasers are not meant to be blocker they are meant for dps/damaging enemies and supporting the blockers like orc den and adding up damage with the shadow archers I have this strategy called "harraser's spotlight" where i put harrasers behind orcs and surround them with shadow archer and asra running around the map, this strategy is good at stopping enemies in one spot and killing enemies quickly, this strategy is great as an all around since it synergize with other type of strategy.
This trash Tower is expensive, doesn't work well against armored enemies, dies easily, needs to be fully upgraded to be effective, and requires another melee slot for a certain trash strategy. Who would use this when Deep Devil Reef exists? You should be ashamed of yourself for thought this being good.
@@npquanh30402 No YOU should be ashamed for shaming someone based upon what works for THEM. You're an asshole for doing that. Work on not being so aggressive and hostile.
the Bone Flingers are also come with the Bone Golem, a rather tanky blocker that can also shoot, and summon skeleton warriors. if you fill the map with Bone Flingers with skeleton warrior upgrade, you can fill the map with waves of skeletons, even can outnumber the enemy waves
@@xuansangdotrinh1055 it’s a durable tank. Have it supported by the dark elven barracks and the demonic call-ins, the golem can hold enemies quite well. Plus the golem can hit air and ground units Also if you have upgraded the skeleton summon twice, and build around 4 bone flinger towers around the map, you can even push back enemy waves to their spawn point.
The only thing you see the Golem durable is the fact that other units soaking damage for it. It's not that durable. Maus' Gargoyles actually soak most damage while the Bones don't tank when doing Maus+Bones combo. That's why I said Golem durability is niche.
Grim cementery + rotten forest is an extreme combo, because the zombies keep the enemies at bay while the forest does cheap damage, plus with the fog and the hands upgrade, you're unstoppable(downside:flying enemies)
This is the first tier list that i agree on. All i would change is Deep devil's reef swap with bone flingers. The bone flingers are literally unstoppable if you have multiple of them. All of the summons of the skeletons create an army like necromancer, the bonems do extra damage with their ranged attack, and got milk increases the overall performance of the tower. Of course this is your opinion, and i respect it.
Gasp! Melting Furnace is fantastic. Especially if you pair it with blockers. Harrassers are vital. Their range let's you use them as an extra turret at the edge of a chokepoint. And against enemies that heal, you place them behind blockers, and they have the DPS to finish enemies before they heal.
The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy. Strategy His fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand. The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells. A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more. The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball. However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter. Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible. It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value. In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation. Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage. When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings. Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building. Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox. If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa. They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower. The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push. A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower. This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower. The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it. A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower. Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense. The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is. A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily. A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough.
I strongly disagree with the orc den and elite harassers, if you pair these two together they can do so much damage, imo the orcs are better since one extra unit provides more stalling power, and the arrow ability on the harassers can shred most heavily armored enemies that the orcs need help dealing with.
I always use harassers,maybe they not has the best to stall enemies but it has RANGED ATK which mean they also can be helpful to support other unit while only lv1 and if you upgrade to max, their skill 3 can stall enemies even longer and deal a lot of dmg,it just they dont have armor, yeah that's a thing
Try using mausoleum at the back of the path with gargoyles, that way it can be used as a last resort, building up ghosts for that one enemy that gets past, whilst also blocking them.
My main disagreement is with the blazing furnace, that thing’s crowd control carried my campaign hard. Stall some enemies near it and the stunning of the furnace means that they can’t kill your blockers as easily
For the people that just wanted to equip the 5 best towers and not to spend money. The list for free games goes as fallows (I think) 1. Bone flingers 2. Spectral mausoleum 3. Infernal mage 4. Dark knights 5. Shadow archer 6. Orc shaman 7. Rocket riders 8. Orc warrior den 9. Elite harassers 10. Melting furnace 11. Goblirangs If I got them out of order from the list plz add a comment under this one.
Just a casual player rolling through, great video bro, your enthusiasm and conciseness is captivating. Only thing I’d say is to include clips of the abilities as you’re talking about them but otherwise keep up the good work🙌
I agree with almost everything, Elite Harassers are just too strong. High damage, good range/air coverage, better range, speed, their abilities are solid too.
One advantage of having Apple Arcade or Google Play Pass is that ALL the towers and heroes are included (but of course you have to unlock them as you play). I have an android phone and an iPad so I have both Play Pass and Apple Arcade, and the fully unlocked Kingdom Rush games are the highlights for me.
The best towers in the game are bone and mausoleum. My favourite are rotten forest and elite harresser. Rotten forest spam is the best. It stops everything on the ground
After usimg blazing gem the whole game became way easier, I don’t know it’s a bad thing or good thing cause it’s less challenge for me but more relaxing
I really, really wanted to love rotten forest, and I do love using it on the few levels that it is good, but unfortunately, it just sucks. It's range is waaaay too small. On most maps, it won't even go all the way across a lane, meaning a third or more of the enemies don't take damage at all from it, and more than half only go through it briefly and take almost none. Some of the early campaign levels have much narrower tracks and curves, and it's really good on those with the upgrades, but sadly it is just entirely inferior to the furnace. Literally the one and only thing it's better at is the speed that it attacks, meaning it can kill dogs reliably... But that assumes it can actually reach all the way across the lane, and it often doesnt. Damn shame. It would've been such a cool and fun tower if it just had a larger radius and maybe just a smidge more damage. The furnace and harassers are some of the best towers in the entire game though. You can legit defeat most maps on impossible using nothing but elite harassers because they're just that good. It only starts to become difficult in the bonus levels and maybe the final campaign level. You're crazy if you think the furnace isn't any good. And as much as you love bringing up the DPS of other towers, you don't even mention it for furnace. The sheer number of units it can affect at once, with good placement at least, can get it to be the highest DPS tower in the game. It also ignores 75% of armor. Not only that, but the 30% damage buff to other towers makes it even better because if you just boost 2-3 high damage towers with it, it's already earned its gold cost right there, so whatever damage it does on top is just bonus. It's a staple of many of my defenses where I just use some orcs (or knights) to hold units in it and it simply kills most of the units of each wave, only letting the stronger variety pass by, then you just build the rest of your defenses behind that point aimed at killing big beefy targets.
@@Supreme-if6bt lol okay buddy All the placement in the world don't help you when it only covers half the distance of a path and half the enemies walk by unharmed and another third of them only take a couple of points because they're in the thorns for too little time. The range is too short for it to be a good tower. It works well on some maps, particularly earlier ones where it does reach all the way across, but it's unreliable. I dunno why people like you can't get erections without trying to put down people you know nothing about, but i've never struggled with this game on the hardest difficulty. Most people don't. And if you think you're somehow amazing for whatever reason, or have used trees to great success on some levels with narrow paths, it doesn't make you more skilled anymore than anyone else, it makes you average at best and probably worse than that since you seem to believe the forest is a good tower. Good day.
Just downloaded the game again as it's now on Apple Arcade, meaning the towers and all hero's are now free. Had to write a comment to say well done on such an Amazing Video. You have the perfect voice, and the production was amazing. Keep up the great work and thank you so much :-)
The reason for me why I think wicked sisters are so un usabel is that they could be good to build on places where other towers would be too far away to reach anything and use they range upgrade, but they silence totem ability is tied to where u placed the tower itself, making it preatty usless. Swamp thing is just so much better for that use.
I'm the man who loves to make army vs army in Tower Defence and Tower defence in real time strategy. Soo thats why I love Necromancer, Bone Flingers tower.
Orc shaman and Shadow archers should go down to the worst while Wicked sisters and Goblinrangs should go up. And forsaken god Elite harassers the 4th worst? They have higher DPS than Bone flingers, they only cost 700 gold, takes no abilities slot has more range, rally and deals 72 dps while Bones only 70, cost 779 gold, shorter range and no rally. So here's my list. 19. Rocket riders: Too expensive, mine is too costly and did no damage, the rest is mediocre. 18. Shadow archers: Dps is mediocre while abilties are lacklusters, tier 1 IK with 40 seconds cooldown, fully upgraded just makes it more less cost efficient. 17. Grim cemetery: The problem is the random spawn. You can't make a choke points. 16. Orc shaman: Expensive, RNG damage, the abilties are trash. Healing roots barely heal anything, Meteor shower deals so low damage and long cooldown and Static shock is too weak for the cost. 15. Melting furnace: Dmg is ok, the only saving grace is Burning fuel. That's it. 14. Rotten forest: Slow is nice, but the rest is awful. 13. Deep devils reef: I like the hybrid. Even with combine two roles in one tower, the abilties barely help them out. 12. Orcs: Regen is their saving grace. End story. 11. Swamp thing: Too much range is the problem since it can be distracted and melee mode can't do too much due to low rally range. 10. Goblinrangs: Use some barracks to max their damage!!!! 9. Infernal mage: Just damage only. 8. Wicked sisters: Semi-aimable and cheap IK is hard to come by for the tower. TRY TO MOVE THEM OFTENLY, YOU LAZY!!! 7. Shaolin temple: Just solid but not too great 6. Dark knights: Armor of thorns. 5. Goblin War zeppelin: Raw damage is great but enemies rarely get clustered and their single target dps isn't the best yet. 4. Elite harassers: These two can bypass Bone flingers' DPS easily which let them get close to them. 3. Bone flingers: The only thing that helps them win Dark elves is the stall. 2. Mausoleum: Too much people say it for me so I don't bother 1. Blazing gem. 200 dps is just hell.
@@astroze4319 Even with massive range, it only deals 44,5 dps barely higher than Shadow archer's. Melee mode I get it, but low rally range makes a chokepoint a bit limited. Stun is nice but 40% miss stun with 2,5s attack rate makes it limited useful also. It's good but not great.
@@xuansangdotrinh1055 But with the extra range the dps actually does even more because there is a larger point at which the swamp thing can do damage. I think this tower is absolutely busted and should maybe even be #2. If you have multiple swamp things, it's not going to matter that they miss, because the dps at such a long range is so great. And if you are against an armored enemy, that's when the instakill kicks in. You're probably thinking it would miss, right? Actually i think not. Because with so many swamp things on the board, they will deal with the weaker enemies, and the stronger and armored enemies will get instakilled. The Stun also stalls for the instakill to happen. I don't care for the melee mode, i think it's garbage. I think swamp thing is the complete package for a tower, very versatile, very powerful, relatively cheap.
@@astroze4319 Don't underestimate the melee anyways since AOE stun is no joke. Range mode is single and slow fire rate makes it hard to pump high armored foes.
@@xuansangdotrinh1055 " And if you are against an armored enemy, that's when the instakill kicks in. You're probably thinking it would miss, right? Actually i think not. Because with so many swamp things on the board, they will deal with the weaker enemies, and the stronger and armored enemies will get instakilled."
ofc its bad if its ONE goblirangs. i really think theyre meant to be used in chokepoints AND at least used as a pair. youll see its true potential when used right. u legit used only golirangs and dark knight to finish the first stage of the newest map update without losing any hearts lol
My personal list would ve as following. I will try to mention why it ranks low too. 18) wicked sisters ( they do shit damage, thier poison blocks other status affect and they can miss! Hell no) 17) shadow archers ( the weakest archer in krv for sure, and the only good ability is instakill) 16) Rotten forest ( Deals low physical damage, come on ironhide change it to true damage already) 15) goblinrangs ( needs an optimal build point, yeah no) 14) rocket riders ( bad gold to damage ratio) 13) grim cemetary ( This is a good tower but it has some rng factor in it's spawn and ability, not reliable) 12) orc warrior den ( Good stall power but not as good as the other barracks) 11) Deep devil's reef ( anti-synergy with it's ability but is good enough to get the job done) 10) melting furnace ( good enough to plough through corwds of low hp enemies, but some mediocre ability, the speed holds it back) 9) Orc shaman ( best used with melting furnace/rotten wood combo, great on chokepoints, cost holds it back) 8) dark knights( pretty tanky and has an instakill, this sets the line between bad and good towers) 7) goblin war zeppelin ( i am pretty biased for this tower, but still think its the best artillery in krv due to its rally mechanism) 6) infernal mage( pretty good for an early game tower, the abilities are also good) 5) specters mausoleum ( better version of deep devils reef ) 4) swamp thing ( can free up build points in a chokepoint due to it's insane range) 3) elite harrasers ( meele and range in one tower sign me up) 2) Blazing gem ( can trivialise boss levels ) 1) bone flingers ( this shit too op)
This is funny because it's kind of based on your playstyle, i never use them because i think they are pretty bad and i use the bone flingers. It's so playstyle based.
This is why, I got the game on Steam. I get all kingdom rush games on steam because everywhere else there is things like "Get these extra levels for $$$" or "Get these heroes for $$$" and now "Get these towers for $$$" so I do not recommend mobile. The steam version is much better it costs 20$(6-10$ when on sale) and instead of have to get the game and All heroes for like 15$ and all towers for like 15$ for about 30$ when you can just get the steam version for 20$ or better.
Cashhide ah yes anyway, 7:50 can we all agree its easter egg from original enemy in Kingdom rush, there is same knight looking guy most of them are easter eggs
Elite harassers are actually better archer towers than archers because they can block fast units. Bone flingers are op cause the bonem is a tough blocker that also targets air and the cost is so ridiculous you can just spam them and make your own reverse waves of skeletons. And the mausoleum is one of the best towers in the game because it gives 2 gargoyles with med phys res. In addition, the possession ability will over the course of the game save you from fast or tanky units. It can turn a 5 v 3 into a 4 v 4 which is invaluable with the lack of tower spots in Vengeance. Really the mausoleum is a weirder version of the reef.
The entire game, all towers and all heroes is for fifteen dollars total... so no need to pay extra after buying the game. Entire game + all goodies = $15.00 I put Elite harassers way higher. They really are good at almost everything. They are definitely a solid middle tier tower if not boarder line upper tier. Mingle them a little say with rotten forest (a tower on its own that I rank way lower, probably on line with where you put this tower in the first place) and you have a good combo. I know you weren't judging towers based on their combo prowess but still the harrasers really are better than you make then out to be. apart from enemies that require magic to defeat, this tower can run you through the game all on its own.
@massimohack1367well blazing gem is only dmg, it can only do a but of crowd control with upgrades, necromancer provides mid dmg with a fast attack rate, and also some tempo with the skeletons that spawn around it
I think if you buy it on IOS and Android, you need to buy the rest of the towers and heroes, otherwise if you buy it from PC you can get towers and heroes for free by playing the game, some towers and heroes will only be unlocked by playing the post game (After the main Campaign)