Guides · Teams
Best Teams
Full loadouts of 5 towers, 2 heroes and 3 spells per encounter type, with the reasoning behind each pick and swap rules when you lack a unit.
Every template below follows the same structure — 5 towers, 2 heroes, 3 spells — for one encounter type. Picks come from the official rosters; every slot lists a swap option.
Balanced generalist
| Slot | Pick | Role |
|---|---|---|
| Towers | Archer Garrison · Scholar Mage · Knights Order · Royal Catapult · Dwarven Culverin | One of each role. |
| Heroes | Gerald + Gemina | Tank + utility. |
| Spells | Reinforcements · Rain of Fire · Teleportation Sigil | Save, clear, flex. |
Crowd clear (swarms)
| Slot | Pick | Role |
|---|---|---|
| Towers | Royal Catapult · Cursed Crossbows · Alchemist Shack · Knights Order · Wildcat Huntresses | Artillery focus + block. |
| Heroes | Drakkan + Ignus | Area casting. |
| Spells | Rain of Fire · Thunder Zapper · Aspect of Sol | Wave clear. |
Armored waves
| Slot | Pick | Role |
|---|---|---|
| Towers | Scholar Mage · Sunray Master · Light Priestess · Knights Order · Royal Catapult | Magic focus + hold. |
| Heroes | Malik + Ignus | Front-line + magic. |
| Spells | Reinforcements · Royal Edict · Wintersong's Wrath | Sustain + burst. |
Flying-heavy
| Slot | Pick | Role |
|---|---|---|
| Towers | Elven Elite Ranger · Archer Garrison · Sentry Watchtower · Scholar Mage · Royal Catapult | Anti-air + artillery. |
| Heroes | Ashbite + Gemina | Air damage + utility. |
| Spells | Rain of Fire · Soaring Shop · Ace Musketeers | Air impact + flex. |
Boss killer
| Slot | Pick | Role |
|---|---|---|
| Towers | Knights Order · Ironbark Treant · Sunray Master · Royal Catapult · Gold Prospectors | Hold + focus damage. |
| Heroes | Gerald + Drakkan | Tank + burst. |
| Spells | Teleportation Sigil · Reinforcements · Thunder Zapper | Pin the boss, save, burst. |
Swap rules
- Missing a tower? Swap within its category (see the tower list).
- Missing a hero? Swap toward the same role (tank / damage / support).
- Unexpected wave? Keep the shell and swap one spell instead of the whole team.
FAQ
FAQ
Common questions about this topic.
What is a good Kingdom Rush 6 team?
A balanced shell: 1 archer, 1 mage, 1-2 barracks and 2 artillery; heroes Gerald + Gemina; spells Reinforcements, Rain of Fire and one flex — then adjust per stage.
How many towers and heroes are in a team?
5 towers and 2 heroes per battle, plus 3 spells.
Are these the best teams mathematically?
No — they are reasoned templates from official categories; exact numbers are Unverified and balance can change.