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Basically, any reliable AoE will get rid of them with the Tesla Tower being the best.
Rain of Fire is also super important. All you have to do is kill the warlocks that raise the dead, so dropping reinforcements on the first one to slow him down just enough til a second one is in range can help.
He usually comes in at the back of a huge wave of people he's going to respawn.
Solution? Drop reinforcement on HIM at teh beginning of the wave so they get killed before he arrives.
Now if hes alone he should easily get focused fire by all your tower resulting in a death.
rain of fire also usually does a good job, tesla tower is great also with the statis field upgrade.
You can also send your hero to fight them 1v1 .
On challenges where you are barred form artillery, I find fully upgraded archers with the entangling roots fully upgrade to be the best AOE substitue.
Thier only drawback is thier cost, and this is combated by using the archer buyback strategy. Simply fill in most of the map with cheap archers for the first few waves while acumulating money. With the 90% refund upgrade, it is then easy midgame to get a couple strategicly placed fully upgraded teslas after selling off enough archer towers. After that, its just more and more teslas towers, slowly filling in all spots with teslas. With this strategy I beat the entire last wave of the cursed forest not dropping a single reinforment or moving my hero.
But wait. What about the Necromancers? How *DO* you beat them without Tesla, or Rain of Fire star upgrades for good measure? Well, as pointed out, dump soldiers on him. He even runs on a timer that never stops and always resets upon reaching 0 or whatever number is involved, and he only summons skeletons if he is not meleeing when that happens. Make sure you have a healthy mixture of towers to deal with any minions too. He's meant to be a miniboss given that he even has 700 HPs going on, so treat him as such. In later waves, AOE is still handy, but also consider having Paladins with Holy Strike, Barbarians with More Axes, or Rangers with Poison Arrows. The former two will make their way to the Necromancer, and the Paladins especially will shake off the Necromancer's abuse. Poison Arrows will have the Rangers focus fire on the Necro, but make sure you have other guys who can stop the Skeletons or they'll become horror shows. Oh, and Cluster Bombs Xtreme also cleans up the Skeletons quite nicely, enough said.
Demons are really meant to be Glass Cannons who both check and encourage the Tesla x104, as analyzed here:
http://www.gamasutra.com/blogs/DavidHarlow/20131025/203042/Kingdom_Rush__the_wonderful_Campaign_level_design.php
But in case you want to know how to handle Demon Lords without relying on Tesla, basically, isolate them or if possible, kill them ASAP. Do not slow them down if you can help it, or they'll place shields on the second group of demons even sooner. If those are Hounds, however, slowing the Demon Lords down will actually be better if it means less shields on the Hounds. Also, the non-archer/Tesla advance towers can still use the following for dealing with Demons:
*Sorcerer Mage: Curse damage and Golem, Polymorph to a certain extent
*Arcane Wizard: Teleport, Death Ray to a certain extent
*Big Bertha: Dragonbreath Launcher, Cluster Bombs Xtreme for Demon floods
*Paladins: Shield of Valor and Healing Light
*Barbarians: Throwing Axes, More Axes with leveled micromanagement (to make sure of hitting only the healthy Demons)
Which brings up another thing: Demons' explosions only trigger when they die, so you can Rally your soldiers away from them just as they're about to die and they won't suffer the high damage that occurs, which will allow them to keep fighting the enemies right behind them.
Honestly, if anything is overpowered, it's the Sorcerer Mage and his excessive DPS for his mass-applying the Curse status, not to mention the 8 second respawn Golem that has mindless play involved.