KINGDOM RUSHWIKITHE INDEPENDENT FIELD GUIDE
GenesisKINGDOM RUSH 6
EXPLORE THE WIKI
By fans. For generals.

An independent guide to the world of Kingdom Rush.

Our editorial approach
Official game website

Search the wiki

Your first steps in GenesisA beginner Kingdom Rush Genesis guide: loadout rules, reading the battlefield, Casual after Patch 1, and where to look next.Five ways to change the battleCompare Iron Challenge, Blitz, Hero Party, Spell Rush and Classic Rush, plus the XP multipliers and rule changes the October patches introduced.Heroes & team buildingThe Kingdom Rush Genesis hero roster, the two-hero system, the Patch 1 unlock and XP changes, and the two Royal Ransom heroes arriving November 17.Spells & timingThe official nine-spell list, the three-slot loadout, the Patch 1 spell XP and Rain of Fire changes, and the two Royal Ransom spells arriving November 17.Towers & your defenseAll 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.Patches & new contentEvery confirmed Kingdom Rush Genesis update since launch: Patch 1 (Oct 6), the Patch 2 balance pass (Oct 29), and the free Royal Ransom mini-campaign arriving November 17.Make your upgrades countUnderstand global tower upgrades versus individual hero and spell trees, and how the October patches changed skill costs and XP curves.
K to openesc esc to close
KINGDOM RUSH 6: GENESIS · STRATEGY NOTES

Kingdom Rush Genesis Guide: The 18-Stage Campaign, Region by Region

A Kingdom Rush Genesis campaign guide: the three regions, all 18 stages, and the post-launch patches that changed stages 3, 7, 10, 2, 14 and 18.

Official Kingdom Rush Genesis campaign gameplay
Official game artwork · Ironhide Game Studio

Strategy notes, grounded in official mechanics. Campaign structure is officially confirmed. These are planning notes, not verified wave-by-wave or three-star solutions.

The release description lists 18 campaign stages across three regions: the Citadel, the Stormcloud Depths and Arcania. It also describes more than 40 enemies across five factions and six bosses. These totals describe the game; they do not tell you which specific enemy appears in each wave.

Start with the map in front of you

Read the stage's entrances, exits, branching paths and available building sites. Decide which parts of the map can share a defense and which need independent coverage. Use the enemy information in the game to check what your current towers can answer.

Our suggested first-pass objective is observation. Find the earliest point where the defense loses control. A late defeat can be caused by an earlier spending or placement decision, so the final enemy is not always the most useful thing to change around.

Keep a short retry record

Record these details for a run you want to improve:

  1. Stage name, difficulty, mode and game version.
  2. Selected towers, heroes, spells and upgrade choices.
  3. The first wave or event that caused a problem.
  4. Where each hero was and which important abilities were available.
  5. One specific change to try next time.

This gives a future walkthrough enough context to be reproducible. It also helps you avoid confusing a successful loadout with a successful sequence of actions.

Check the mode before following advice

Normal campaign, Iron Challenge and other modes have different constraints. Advice involving two heroes cannot be used unchanged in Spell Rush. Consult the mode comparison and identify the exact rules before replaying a map.

For a new loadout, start with the tower reference and hero roster. If a run only fails after a missed ability, review spell timing before replacing the whole defense.

What the patches changed in the campaign

If your notes or an older guide predate late October 2026, re-baseline first. Ironhide's two patches touched specific stages:

  • Stage 3: the toughest early waves — many Crows and Shadow Blades — were eased (Patch 1).
  • Stages 7 and 10: each gained a tower spot near the exit, and stage 10 unblocked a back-line spot. Late-route leaks are easier to answer now (Patch 1).
  • Stage 8: the path grid was adjusted so Reinforcements can block enemies more easily (Patch 1).
  • Stages 11, 15 and 16: exit grids were fixed so enemies can be attacked while still visible on the path (Patch 1).
  • Impossible difficulty now unlocks after completing stage 18 in Campaign on any save slot (Patch 1).
  • Stage 2 gained more starting gold, more per-wave gold and one extra tower spot (Patch 2).
  • Stage 14: the cemetery skeletons now give gold when killed (Patch 2).
  • Stage 18: the Magma Elementals summoned by Moloch now give gold (Patch 2).

The full quoted changelog lives in the update tracker. And from November 17, 2026, the free Royal Ransom mini-campaign adds three more stages in Hushwood, unlocked after terrain 1.

About detailed walkthrough coverage

This first edition does not contain tested stage-by-stage routes or guaranteed three-star solutions. We will only label a route as tested when it includes the platform, version, difficulty and evidence needed to reproduce it. No stage names or wave schedules have been filled in from guesswork.

Sources & verification

Last reviewed September 26, 2026. Official facts and editorial suggestions are distinguished in the guide.