
Kingdom Rush 6: Genesis goes back in time to stop Vez'nan before he becomes Vez'nan
Two heroes per level, fifteen towers, eighteen missions and six bosses. Ironhide returns to Linirea's origins with its best idea in years.

Two heroes instead of one changes everything. Here is how to pair them, where to place your first towers and when to spend your spells.
Alexandrosse
Kingdom Rush is a series you think you know, and Genesis changes a rule that looks minor and is not: you play two heroes per stage.
Everything else in this guide follows from that. Our full review is here.

The opening mistake is bringing your two favourite heroes. They are rarely the two you need.
Think in terms of coverage, not power. Your heroes share one role in this series: plugging a gap while the towers do the work. With two, you can plug two gaps, but only if you place them in two different places.
The rule I would suggest: one hero who holds, one hero who cleans.
The first absorbs at a chokepoint and slows what arrives. The second moves, puts out fires, and finishes the groups that broke through elsewhere.
Two heroes who hold and you kill nothing. Two heroes who clean and everything walks past you.
The reflex is to build at the entrance. In this series, that is almost always wrong.
Aim for corners and junctions. Enemies slow there, bunch up, and stay in range longer. A tower on the right corner is worth two on a straight.
Concentrate before spreading. Three towers covering the same area kill, six spread across the map scratch. In Kingdom Rush, scattered damage kills nothing, it annoys.
And keep a free slot near the end of the path. That is your insurance: when a wave gets through, you will need to drop something there urgently.
Advertisement
With fifteen towers and twenty-seven upgradeable characters, the temptation is to spread.
Do the opposite. Max one tower before building a new one.
The reason is mathematical and true in every entry: a tower's final tier is almost always worth more than two base towers. A row of half-upgraded towers is the best way to lose a level you should have won.
One exception: if an enemy type walks through untouched, immediately build the tower that counters it, even at minimum level. A problem of nature is not solved with power.

You equip a selection from nine possible spells. They are your panic buttons, and half of all defeats come from using them too soon.
Three rules.
Never cast a spell on a wave your towers were going to handle. If the wave timer has not run out, wait.
Keep one for bosses. There are six boss fights in this campaign, and they are not won with towers alone.
And use them to buy time, not to kill. A spell that slows a horde for three seconds is often worth more than one that kills half of it, because three seconds is enough for your towers to reload.
Gold is the obvious resource. The real resource is the time between waves.
Players who progress quickly call the next wave early, once they know the previous one is handled, because it pays a bonus and above all because it buys them building time.
It is risky and it is the best way to accelerate a run. But never do it before you understand the composition of the next wave.
Every mission has its own terrain mechanics alongside its hordes. They are what separates a failed level from an understood one.
Before restarting a failed mission, ask a precise question: did I lose because I lacked power, or because I had not seen the stage's mechanic.
Nine times out of ten it is the second. And in that case, rebuilding the same thing better will achieve nothing.

A complementary hero pair, not two favourites. Towers on corners, concentrated. One finished tower before one more tower. Spells saved for bosses and for buying time. And a reading of the stage mechanic before restarting.
The rest is Kingdom Rush, and you already know it gets played three times in a row while telling yourself you will stop after this one.
Your worst level failed ten times? We sympathise on the InsertCoins Discord.
More on Kingdom Rush 6: Genesis TD
All about Kingdom Rush 6: Genesis TDCommunity
Your rating
Advertisement
Loading comments...
You might also like

Two heroes per level, fifteen towers, eighteen missions and six bosses. Ironhide returns to Linirea's origins with its best idea in years.

Graveyard before town, zombies before machines, and the rule that stops you losing three hours to a useless production chain.

Where to start, when to hire, how to avoid the mass brawl, and how far to push the activities that leave evidence.

Pad or wheel, which assists to keep, how to hold a line on an oval, and why the draft changes everything.