All 9 Spells
The official roster of 9 spells; you equip 3 per stage. Use cases are explained; exact effects are Unverified.
The official site: “Equip 3 spells and unleash them at the moment that matters — rain of fire, reinforcements, and more. The right spell at the right wave is the difference between a clean defense and a kingdom in ruins.”
The official roster
- Reinforcements — classic save button; summons backup.
- Rain of Fire — classic area damage clear.
- Royal Edict — decree effect (details Unverified).
- Teleportation Sigil — repositioning tool (details Unverified).
- Soaring Shop — airborne economy/utility (details Unverified).
- Thunder Zapper — lightning strike (details Unverified).
- Ace Musketeers — summoned gunners (details Unverified).
- Wintersong's Wrath — winter area effect (details Unverified).
- Aspect of Sol — radiant effect (details Unverified).
Choosing your 3 spells
Standard logic: one save button (Reinforcements), one clear (Rain of Fire) and one flex spell that answers the stage — crowds (Thunder Zapper), bosses (Teleportation Sigil) or economy (Soaring Shop).
Verified & Unverified
- Verified — the 9 names, the 3-per-stage rule and the 'timing matters' design (official site, 2026-09-26).
- Unverified — cooldowns, damage numbers and full descriptions.
FAQ
Common questions about this topic.
How many spells are in Kingdom Rush 6: Genesis TD?
9 spells are officially listed; you equip 3 per stage.
Which spells are in Kingdom Rush 6?
Reinforcements, Rain of Fire, Royal Edict, Teleportation Sigil, Soaring Shop, Thunder Zapper, Ace Musketeers, Wintersong's Wrath and Aspect of Sol.
Are spell effects verified?
Not yet — full details are Unverified.