What's the Best Tower in Kingdom Rush Frontiers?

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My ranking of the towers in Kingdom Rush Frontiers. You guys seemed to like the last one so I thought I would make a sequel. As always, let me know what you think in the comments. Thanks for watching.

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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?

zukamimotu..
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Remember when the mecha used to have 'Very Fast' fire rates?

ShatteredGlass
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Frontier to me is the best in KR. The gold standard in tower defence games.

WingWingHerro
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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

diobrando
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My list
8) Knights Templar
7) Archmage
6) Axethrowers
5) Assasins
4) Battle-Mecha
3) Crossbow fort
2) Dwaarp
1) Necromancer

jorgen
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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.

aldoushuxley
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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.

ArgonPL
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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.

werescrewed
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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

Dynmitez
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Your editing is really good for such a small channel

arthurbakker
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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!

ED-gwrg
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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.

EnragedPilgrim
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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)

tyronosourus
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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

tysonvienneau
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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

sarcastic_ocupie
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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

changrcaterham
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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.

shroomer
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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

owenb
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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

donatosdimou
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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

hiveknight