Kingdom Rush Genesis Towers: All 15 Towers in Kingdom Rush 6
All 15 Kingdom Rush Genesis towers, the Patch 1 and Patch 2 balance changes, and how to plan the five choices you take into a battle.

Based on official game information. Details checked against the linked sources on September 26, 2026. This page does not claim hands-on testing.
The 15-tower roster
Names and artwork from Ironhide’s official Genesis roster. Listed without a strength ranking.















You select five tower types from a roster of 15 for a normal Genesis loadout. Ironhide groups the defense around archers, mages, barracks and artillery. The gallery above is the official roster, not a ranking or an unlock order.
Build a loadout around a problem
Before choosing a tower, identify what a previous attempt was missing. Was a route uncovered? Did the defense struggle against a particular enemy? Were several expensive upgrades competing for your attention? The answer should guide your next change.
As an editorial planning method, write a short job for each selected tower. Examples of jobs to check against the in-game description include handling groups, covering a long stretch, supporting a hold point, or answering a specific enemy type. Do not assume a tower can perform a job solely from its artwork.
Placement is part of the choice
A loadout is only a starting point. Compare the route with the actual range and targeting shown in the game. A powerful tower can contribute little if it rarely has a target or if the route it covers is already safe.
On a retry, change either placement or the selected tower first. Keeping the other variables stable makes the result easier to interpret. For a simple recording method, see the campaign planning notes.
Global upgrades can change a comparison
The release description confirms global tower upgrades that can be adjusted between stages. Record those choices when evaluating a tower. A recommendation without its upgrade context can mislead a player using a different setup.
The upgrade guide explains how to compare setups without mixing results from different configurations. It does not claim an optimal purchase order.
What Patch 1 and Patch 2 changed for towers
Two post-launch balance patches, on October 6 and October 29, 2026, reshaped several tower comparisons. From Ironhide's official changelogs:
- Royal Catapult, Dwarven Culverin and Ironbark Treant became cheaper to build up and hit harder at every level (Patch 1). In Patch 2, the Royal Catapult also fires about 10% faster.
- Knights Order (Patch 2): Inspired Protectors now grants armor even without a hero nearby (5%/10%/15%), and Honor the Fallen can stun for 1 second with a level-based chance.
- Wildcat Huntresses (Patch 2): range 175 → 200, respawn 12 → 10 seconds, stronger skill damage.
- Sunray Master (Patch 2): Minor Elementals now scale with skill level — 1, 2 and 3 elementals at levels 1, 2 and 3.
- Many skill first levels cost less after Patch 2's cost rework, so a tower reaches its full kit sooner. Any cost advice written before late October is out of date.
See the full update tracker for every quoted value.
A new tower arrives November 17
The roster is growing: the free Royal Ransom mini-campaign launches on November 17, 2026 with a 16th tower, Owl Riders — Hush Clan hunters patrolling the skies on giant owls — alongside two new heroes and two new spells. We will add it to this reference after verifying it in game.
Why this roster has no S-tier labels
We have not completed controlled tests of all 15 towers. This reference therefore avoids assigning numerical damage, costs or strength rankings that are not supported by the sources we reviewed.
When testing a lineup yourself, include its weaknesses as well as successful runs. Pair the tower plan with your two heroes and spell choices rather than evaluating towers in isolation.
Sources & verification
Last reviewed September 26, 2026. Official facts and editorial suggestions are distinguished in the guide.


