![]() It's also helpful to place one or two melees at the corners where they can be moved to guard multiple paths. Shadow Archers are ideal considering their damage and range, but Goblirangs can also work although they fire a little slower than the archers.įor melee towers, get them next to the ranged towers at the goal so they can hold off enemies about to cross the line leading to reduced hearts. Ranged towers should be placed at the spots next to the entryways for the enemies as well as the goal in order to land some hits right when they enter the path and leave it. This is a strong attack that has an average cooldown time so make use of it as much as possible. To help with that, Lord Vez'nan is on the right and available to unleash a magic spell that will take down one-hit kill most enemies. This final level will also be the first time when players will have to deal with a constant stream of damage from enemy archers on the wall on the left. Damage takes priority over crowd control in this final level as enemies will need to be hit hard and quickly. The ideal towers to use will be a mix of ranged, melee, magic and artillery towers. It's also split into two stages with the stage one being the first eight waves and stage two comprised of the following 10 waves.įor stage one, players will receive 1,5000 gold to build towers along three paths and will have to defend only two of them. The final level of Kingdom Rush: Vengeance has 18 waves, which is three more than previous levels. This guide will break down the last stage wave-by-wave with advice on how to take down King Denas and to claim the kingdom for evil. ![]() As one would expect from a Kingdom Rush game, the final level of Kingdom Rush: Vengeance tests a player's endurance while throwing in something unconventional. ![]()
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