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Kingdom Rush Upgrades

Kingdom Rush Upgrades
When we play Kingdom Rush, enemy troop strength continues to increase, including the endurance and the attacking troops. In addition, their shapes and their names are also different and should be hamstrung by different methods.

So use the right techniques of war with an effective force that the enemy does not get past the allowed boundaries. Not appropriate if the bats were confronted with Paladin, otherwise if troops from barracks are upgraded to Throwing Axe Man, it can be used against flying bats or other flying enemy forces. Similarly to other forces which are effective only if confronted with magic (not by force arrows on the tower). Therefore, so that we can upgrade the troops, we should use the points available to the right in order to strengthen the forces required.

Here are descriptions of six items that can upgrade on Kingdom Rush game :  Towers, Barracks, Wizards, Artillery, Meterors, and Farmers (Reinforcements). Each of these items has five levels of upgrades with a certain amount of points.

Tower (Archer Tower)
  1. Salvage (1 point)
    Marksmen Towers returns 90% of value when sold.
  2. Eagle Eyes (1 point)
    Increases Marksmen attack range
  3. Piercing Shots (2 points)
    Piercing Shots ignore a portion of the enemy's physical armor
  4. Far Shots (2 points)
    Increases Marksmen attack range
  5. Precision (3 points)
    Marksmen attack have a chance of dealing double damage
Barracks 
  1. Toughness Training (1 point)
    Barracks train soldiers with more health
  2. Better Armor (1 point)
    Barracks train soldiers with improved armor
  3. Improved Deployment ( 2 points)
    Increases rally point range and reduces soldier training time
  4. Endurance Training ( 2 points)
    Barracks train soldiers with even more health
  5. Spiked Armor (3 point)
    When attacked, soldiers spiked armor return A% of the damage received to the attackers (this upgrade also affects Reinforcements)
Wizards (Mages)
  1. Spell Reach (1 point)
    Increases Wizard's attack range
  2. Arcane Shatter (1 point)
    Magic attack destroy a portion of enemy physical armor on every hit
  3. Hermetic Study (2 points)
    Mage towers construction and upgrading costs are reduced by 10% 
  4. Empowered Magic (2 points)
    Increases Wizard's attack damage
  5. Slow Curse (3 points)
    Magic attack slows enemies by half their speed for a moment
Artillery (Dwarven Bombard)
  1. Concentrated Fire ( 1point)
    Increases Artillery attack damage
  2. Range Finder (1 point)
    Increases Artillery attack range
  3. Field Logistic (3 point)
    Artillery construction and upgrading costs are reduced by 10%
  4. Industrialization (3 point)
    Artillery special abilities costs are reduced by 25%
  5. Smart Targeting (3 points)
    Artillery Suffer no reduction of splash and chain lighting damage
Meteor (Fire from Sky)
  1. Blazing Skies (1 point)
    Adds 2 additional meteors and increases meteor damage
  2. Scorched Earth (1 point)
    Meteor set the ground on fire burning enemies over it for 5 seconds
  3. The Fast and Furious (2 points)
    Increasing meteor damage, explosion radius by 25%, and reduce cooldown by 10 seconds
  4. Blazing Earth (2 points)
    Double damage and duration of scorched earth and reduced cooldown by 10 seconds
  5. Cataclysm (3 points)
    Increasing meteor damage and rains additional meteors at random locations all over the battlefield
 Farmers (Reinforcements)
  1. Well Fed ( 2 points)
    Well Fed Farmers have additional health and deal a little more damage
  2. Conscripts (3 points)
    Conscripts have more health and are better equipped
  3. Warriors (3 points)
    Warriors have even more health and are excellently equipped
  4. Legionnaires (3 points)
    Legionnaires have and wear the best equipment
  5. Spear Throw (4 points)
    Gives Legionnaires a spear throw attack that cat target ground and flying enemies