Spells
/spells
Spells
Kingdom Rush 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.
- 9
- Spells
- 3
- Equipped per battle
- 6
- Highest level
- 2
- Available from the start
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 | 1 | 100 |
| Rain of Fire | Damage | 60 s | From the start | 1 | 400 |
| Royal Edict | Utility | 50 s | 5 stars | 1 | 320 |
| Teleportation Sigil | Utility | 45 s | 18 stars | 3 | 280 |
| Ace Musketeers | Summon | 20 s | 42 stars | 3 | 133 |
| Gnome's Shop | Damage | 50 s | 48 stars | 3 | 320 |
| Thunder Zapper | Damage | 50 s | 62 stars | 3 | 320 |
| Wintersong's Wrath | Utility | 40 s | 68 stars | 3 | 280 |
| Aspect of Sol | Summon | 60 s | 72 stars | 3 | 400 |
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 rules
XP per cast
Every cast gives the spell XP: Rain of Fire 400, Aspect of Sol 400, Royal Edict 320, Gnome's Shop 320, Thunder Zapper 320, Teleportation Sigil 280, Wintersong's Wrath 280, Ace Musketeers 133 and Reinforcements 100. A cast gives 2 times the XP while the spell is 2 or more levels below the level the game expects for the campaign progress, and half the XP while it is 2 or more levels above it.
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.
Game modes
Spell cooldowns are halved in Spell Rush and Blitz Challenge. Hero Party is played without spells.