Spells
/spells
Spells
Kingdom Rush 6: Genesis has 9 spells. Up to 3 are equipped for a battle. Each spell has a cooldown, rises from level 1 to level 6 with the XP it earns when cast, and has an upgrade tree of 8 upgrades, 5 of which a level 6 spell holds.
Available from the start
2
Summon spell, 15 s cooldown. Available from the start.
Damage spell, 60 s cooldown. Available from the start.
Utility spell, 50 s cooldown. Unlocks at 5 stars.
Utility spell, 45 s cooldown. Unlocks at 18 stars.
Summon spell, 20 s cooldown. Unlocks at 42 stars.
Damage spell, 50 s cooldown. Unlocks at 48 stars.
Damage spell, 50 s cooldown. Unlocks at 62 stars.
Utility spell, 40 s cooldown. Unlocks at 68 stars.
Summon spell, 60 s cooldown. Unlocks at 72 stars.
Spells at a glance
| Reinforcements | Summon | 15 s | From the start |
| Rain of Fire | Damage | 60 s | From the start |
| Royal Edict | Utility | 50 s | 5 stars |
| Teleportation Sigil | Utility | 45 s | 18 stars |
| Ace Musketeers | Summon | 20 s | 42 stars |
| Gnome's Shop | Damage | 50 s | 48 stars |
| Thunder Zapper | Damage | 50 s | 62 stars |
| Wintersong's Wrath | Utility | 40 s | 68 stars |
| Aspect of Sol | Summon | 60 s | 72 stars |
Spell levels and upgrades
Every spell level after the first gives 1 upgrade point and every upgrade costs 1 point, so a level 6 spell holds 5 of its 8 upgrades. At levels 2 and 4 the tree offers two upgrades and only one of them can be taken; the level 5 upgrade is the one on the branch picked at level 4, and levels 3 and 6 follow either pick. In the Spells room a taken upgrade can be swapped for the other one of its pair at no cost; swapping the level 4 upgrade swaps the level 5 upgrade with it.
| Level | Total XP | Upgrade points | Gems from the level before |
|---|---|---|---|
| 1 | 0 | 0 | - |
| 2 | 6,000 | 1 | 120 |
| 3 | 16,000 | 2 | 200 |
| 4 | 36,000 | 3 | 400 |
| 5 | 72,000 | 4 | 720 |
| 6 | 120,000 | 5 | 960 |
Spell XP
A spell earns XP every time it is cast. A cast gives the spell's XP per cast, times the factor of the game mode, times the level factor below. The XP of a battle is added up and rounded down once, when it is saved.
The XP spells earn in a battle is saved after a victory, after a defeat, and when the battle is restarted or left for the map.
| Game mode | Spells | XP per cast | Cooldowns |
|---|---|---|---|
| Campaign | Equipped spells | Full | Normal |
| Iron Challenge | Equipped spells | Full | Normal |
| Blitz Challenge | Equipped spells | 0.625x | Halved |
| Spell Rush | Spells picked for Spell Rush | Full | Halved |
| Hero Party | None | - | - |
| Classic Rush | Rain of Fire and Reinforcements only | Full | Normal |
| Reinforcements | 100 | 62.5 |
| Rain of Fire | 400 | 250 |
| Royal Edict | 320 | 200 |
| Teleportation Sigil | 280 | 175 |
| Ace Musketeers | 133 | 83.125 |
| Gnome's Shop | 320 | 200 |
| Thunder Zapper | 320 | 200 |
| Wintersong's Wrath | 280 | 175 |
| Aspect of Sol | 400 | 250 |
Level factor
The game expects a spell level from the number of campaign stages unlocked. A cast gives 2 times the XP while the spell's level at the start of the battle is 2 or more below that level, and half the XP while it is 2 or more above it. One level above or below changes nothing.
| Campaign stages unlocked | Expected spell level |
|---|---|
| 1-3 | 1 |
| 4-7 | 2 |
| 8-10 | 3 |
| 11-13 | 4 |
| 14-16 | 5 |
| 17 or more | 6 |
Spell rules
Levelling up with gems
The Spells room also sells the XP a spell is missing for its next levels: 1 gem per 50 XP, rounded to the nearest 10 gems. From level 1 with no XP, level 6 costs 2,400 gems.
Unlocks
Reinforcements and Rain of Fire are available from the start. The other spells unlock with stars: Royal Edict at 5, Teleportation Sigil at 18, Ace Musketeers at 42, Gnome's Shop at 48, Thunder Zapper at 62, Wintersong's Wrath at 68 and Aspect of Sol at 72. Teleportation Sigil, Ace Musketeers, Gnome's Shop, Thunder Zapper, Wintersong's Wrath and Aspect of Sol start at level 3 with 2 upgrade points; Reinforcements, Rain of Fire and Royal Edict start at level 1.