Thursday, December 4, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 24. Frantic Assembly Heroic

Once again we get a heroic mode that is just a redux version of campaign mode, where it feels just like the campaign, only shorter.  I'm really disappointed in this and feel heroic and iron modes are one of the most disappointing things about both Vengeance and Alliance.  In the original Kingdom Rush heroic modes were hard.  They were also creative.  Despite using the same group of enemies, they didn't feel like the waves from campaign mode, and usually you needed an entirely different build to deal with the challenge.  These days when I tackle a new heroic mode I by default start with the build from campaign mode, and more often than not that gets the job done with perhaps just a little tweaking.

Here the tweak is that I forgo Tricannons to just build more Arcane Wizards.  I'm sure I could have made Tricannons work, but I felt I got better results at the end of the map with two more Wizards with Disintegrate.  In any case I still can't escape the feeling I'm just playing campaign mode over.

Impressions

Nothing remarkable here, and grades even improve slightly over campaign mode because somehow they managed to make heroic mode easier.  Raelyn lifts herself out of 'C' tier, Warhead earns yet another 'A', and everything else is as you would expect.

Final Grades

  • Vesper - B
  • Raelyn - B-
  • Nyru - B
  • Torres - B
  • Anya - B+
  • Grimson - B
  • Broden - A+
  • Therien - B+
  • Onagro - B+
  • Warhead - A
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - B-
  • Bonehart - A+
  • Sylvara - A+

Tuesday, December 2, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 24. Frantic Assembly Campaign

The fun ramps up a bit with this second level of the DLC thankfully.  I'm always happy with any map that lets me go hard on Tricannons.  This one has just the right amount of chaos to it, where I manage to get two Tricannons with Bombardment going, spraying absurd amounts of damage onto the field, but which are needed given the number of mobs thrown at you.  To me it's a callback to the feel of the original Kingdom Rush game.  In that game the ceiling on both the power of your build and the power of enemy waves thrown at you was much higher.  Ironhide has since backed off of that in subsequent games, and I think that's a shame.

There's not much to say about the waves themselves.  They're largely a standard tank and spank, with a decent bit of challenge in correctly allocating resources to various hotspots on the field.  I like the Mad Tinkerers - they're surprisingly difficult to kill (high magic resistance is part of that), and their ability to create those annoyance drones is perfectly designed.  The drones barely have any hit points, but they do distract your Arcane Wizards for a single firing cycle from hitting more priority targets, which has a surprisingly big impact.

And of course we have a boss fight at the end of all things!  I guess Ironhide took inspiration from Vengeance's pirate DLC and realized you don't just have to save boss fights for the final level.  It's not the hardest by any means - largely strategy just consists of trying to block or stall units coming from the left so your towers can focus fire on him.  Originally when I started with the more powerful heroes I left my Tricannons up, but it ends up being better strategy to replace them with Arcane Wizards when the fight begins.

Impressions

No single hero solution for this map, nor am I expecting any for the rest of the DLC.  The grades are pretty standard, with Raelyn once more earning the dunce hat being the lone hero in the 'C' tier.  Everything else is by the book, with perhaps the exception of Warhead earning a very rare 'A'.  His tankiness, physical damage to deal with the Tinkerers, and hero spell - which works very well on this map - all make him shine in a rare way.

Final Grades

  • Vesper - B-
  • Raelyn - C
  • Nyru - B
  • Torres - B-
  • Anya - B
  • Grimson - B
  • Broden - A+
  • Therien - B
  • Onagro - B+
  • Warhead - A
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - B-
  • Bonehart - A+
  • Sylvara - A+

Tuesday, November 25, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 23. Darksteel Gates Iron

Iron mode is slightly more difficult than heroic mode - as it should be - but still pretty much a repeat of the first two modes in terms of strategy.  Given the Arcane Wizard and Ballista Outpost, we choose to go all-in with Wizards, and yet again it's just a matter of steadily upgrading all of them at your two choke points.  I'm wondering if Ironhide meant the Ballistas to be used for Flying Sentries - using the Final Nail ability to stun them to keep them from escaping - but their physical DPS would then be rubbish against all the armored enemies.  Disintegrate is such a better ability anyway, so as mentioned we just ignore the Ballistas.

You might be thinking the free level 4 Paladins in the middle is meant to implement a kind of "swinging gate" choke point strategy, but honestly you're overwhelmed by the mobs most of the time so that all they really do is just slow up the mobs somewhat.  They're nice, but not worth investing any more money in.

Impressions

Grades are pretty bog-standard and unremarkable here, and not too bad all things considered.  Stregi earns the only 'C'-tier grade.  Drowsy Return is a nice hero spell, but when both exit lanes are getting overwhelmed simultaneously on the final wave it's not as much of a game changer as you might think.

Final Grades

  • Vesper - B
  • Raelyn - B-
  • Nyru - B
  • Torres - B-
  • Anya - B
  • Grimson - B
  • Broden - A+
  • Therien - B+
  • Onagro - B
  • Warhead - B+
  • Lumenir - A
  • Kosmyr - A+
  • Stregi - C
  • Bonehart - A+
  • Sylvara - A+

Thursday, November 20, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 23. Darksteel Gates Heroic

Heroic mode is once more a redux of campaign mode, featuring very similar wave compositions.  Here, however, there is enough gold to support an AoE solution consisting of one Tricannon and one Arcane Wizard at each chokepoint.  The Wizards are still needed to take down the flying Sentries, but the Tricannons go a long way towards taking everything else down far more easily.

Impressions

To avoid what happened last time I started with Raelyn, and it was quickly very obvious that I would again need a two hero solution for her.  Thus I just went with two heroes for everyone, although this map is so borderline in that regard that it ended up generating a lot of grade inflation.  That's fine though and I'm just not going to lose sleep over it.  This game has 35 levels to it at present, so I'm not worried about the grades being slightly skewed every now and then - the law of large numbers will ensure that the heroes will get sorted properly in the end.  None of the grades are particularly notable and everyone gets a slight boost to their GPA as a result.

Final Grades

  • Vesper - B
  • Raelyn - B
  • Nyru - B+
  • Torres - B
  • Anya - A
  • Grimson - B+
  • Broden - A+
  • Therien - A
  • Onagro - B
  • Warhead - B
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - B+
  • Bonehart - A+
  • Sylvara - A+

Tuesday, November 18, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 23. Darksteel Gates Campaign

The first paid DLC for Alliance gets off to an okay start with this map.  There's certainly no ambiguity about the build plan here - with no magic-resistant enemies, lots of high armor enemies, and a few flyers, it's painfully obvious you have to go hard on magic towers.  I'd have loved ideally to go with a mixed artillery/magic build, since there are certainly lots of chances for AoE, but the map is just a bit too poor for that.

With the build pretty straightforward this is much more of an exercise in good micro to survive the really tough parts - i.e., the Darksteel Guardians and the Brute Welders.  One key I found was to use reinforcements away from my barracks to block these mobs.  Both have a powerful AoE attack, so if you stack reinforcements on top of barracks it just means they both get killed at the same time.  Every second of stalling on the Guardians is precious here, so you really have to maximize your micro.  This also means placing reinforcements slightly behind Guardians so that it stalls them for an extra half second or so while the reinforcements walk into blocking position.

There are two distinct make-or-break points on this map.  The first is the first Darksteel Guardian.  You have to have killed him or at least mostly killed him by the time the next wave starts.  The following wave hits the left choke point pretty hard and you really have to devote your resources to it once it begins, which means the Guardian better be almost dead on the right side.  This is definitely a map to be grateful that the teleporting crystals at the exits do work on mini-bosses.

Impressions

Let's just rip the bandaid off on this one - I did something on this map I've never done before.  When I started working on this one I was convinced I could do it with solo heroes.  I knew it was going to be really hard for the bottom end heroes, but as you know if you've been following along, I always prefer a solo solution for this challenge when I can get it.

I started with the high-end heroes so that I would have plenty of practice with the map by the time I got to the struggle bus.  A lot of the low end heroes were hard to get the win with, and there were a decent number of retries, but ultimately I got it to work for all of them.

Except Raelyn.

Raelyn just doesn't have the DPS to do this map solo.  It doesn't matter that she can tank the Guardians for a decent amount of time, it just doesn't make up for the lack of damage.  A lot of the waves are basically on a timer - you have to have mostly killed all the mobs before the next wave begins or you risk getting overwhelmed.  I gave the example of the first Guardian above, but the Sentries are another good example.  With any Sentry wave, you need to have finished off all the mobs from the previous wave first so that when it starts you can play your hero and reinforcements forward to block the ground mobs.  By screening the ground mobs this way you give your towers time to DPS the Sentries down before they get to the exits.

This was Raelyn's downfall.  She could actually get through the first Guardian (with difficulty), but it was the first Sentry wave she just couldn't handle.  With her low DPS she was always behind the 8 ball, desperately trying to catch up with the previous wave's mobs.  When the first Sentry wave hit she was always still fighting mobs back at the choke point, which meant the Arcane Wizards couldn't target the Sentries until they were already too close to the exit.

So I had to break down and make an exception for her, which was to bring in Nyru.  The additional DPS made it quite easy to finish the map, although I didn't use Nyru's hero spell to keep things from being too easy.  Still, she gets a 'D' for having to bring in an additional hero.

As for the other heroes, by the time I dealt with Raelyn I had finished all the rest, and I simply had no desire to go back and re-record them all using a second hero, so we're left with a playlist where only one hero uses a second hero.  I don't know if I'll do this again in the future or not.  Technically the top end heroes could do just about every map solo, but I don't know if I want to get into this bifurcated situation again or not.

As for the rest of the grades, there aren't too many surprises.  The 'C' group had lots of friends to keep each other company.  Onagro earns a rare 'C-', but it's not terribly surprising - this is a map where slow speed and physical DPS are pretty severe handicaps.  Grimson earned a slightly shocking 'B+'.  I was worried his frailty and low physical DPS would be huge handicaps, but his high mobility and true damage AoE hero spell offset his liabilities quite nicely.

Final Grades

  • Vesper - C-
  • Raelyn - D
  • Nyru - B
  • Torres - C
  • Anya - B-
  • Grimson - B+
  • Broden - A+
  • Therien - A-
  • Onagro - C-
  • Warhead - C
  • Lumenir - A
  • Kosmyr - A+
  • Stregi - C
  • Bonehart - A+
  • Sylvara - A+

Wednesday, October 8, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 22. Starving Hollow Iron

This bonus campaign closes out with a reasonably challenging iron mode.  Despite being a map that needs a decent amount of AoE, I had trouble getting a Battle Brewmaster build off the ground and found it easier to go all-in with Twilight Longbows.  They really come into their own as the fight progresses, being invaluable in taking down Killertiles and Tankzards.  Besides that there's really no trick to this one other than just fighting as hard as possible.

Impressions

We have some very surprising grades this time around.  Stregi being at the bottom with a 'C' isn't surprising of course, but Anya joining her somewhat is.  This is just one of those maps that highlights heroes with DPS problems, and Anya is definitely one of them.  Normally her great survivability and solid hero spell keep her from hitting rock bottom, but this time around that just wasn't the case.

Of course I say all that and then Warhead somehow earns himself a very rare 'A-'.  Of course his hero spell is pretty clutch on this level, but still I was shocked how easy it was to do this one with him.  But then to prove it truly is Opposite Day, Onagro only manages a 'B' here.  Throughout campaign and heroic modes I worried that his mobility issues would be a big problem and they just weren't, but again this map for whatever reason really hits that weakness hard.

And then as the cherry on top, Broden does not earn his usual 'A+', only getting an 'A'.  His performance just didn't have the trivializing feel that it normally does.  And while Kosmyr is usually the one coming in just below him with an unadorned 'A', he somehow tops him to get the 'A+' himself.

I'm certainly not going to complain about a map that shakes things up grade-wise, I just wish I could identify the particular aspects of it that make it that way.  It's not like the map has a particularly unusual wave composition, or that they're asking you to do something really hard like take down high armor enemies with no magic towers, but man this one was just weird.

Final Grades

  • Vesper - B-
  • Raelyn - C+
  • Nyru - B
  • Torres - B-
  • Anya - C
  • Grimson - B
  • Broden - A
  • Therien - B
  • Onagro - B
  • Warhead - A-
  • Lumenir - A-
  • Kosmyr - A+
  • Stregi - C
  • Bonehart - A+

Friday, October 3, 2025

Kingdom Rush Alliance Impossible Hero Challenge - 22. Starving Hollow Heroic

We bounce back from campaign mode to a pretty trivial heroic mode.  I believe that a single hero solution here is probably possible, but honestly I just didn't have it in me to spend the time searching for it.  I'm feeling so terribly behind on this series with the recent release of the second Alliance DLC that I desperately just want to get caught up.  Fortunately I have no intentions of playing the imminent new game, Kingdom Rush Battles, so it's release cycle should buy me the time I need to get caught up on the franchise.  In case you're wondering why I'm not going to play it, it's a PvP-focused game, and I'm avoiding PvP games in this stage of my life like the plague for multiple reasons I won't bore you with right now.

Right, back to the map.  As usual, the only tricky part are the Winged Croks coming in from the top right.  Two level four Royal Archers are almost enough to deal with them by themselves, so as long as your hero can contribute a little something to taking them down - hero spell or otherwise - everything else is pretty straightforward.  There's only one exit to deal with, thankfully, so we load up the choke point with Tricannons with Bombardment, and I can't tell you how much that warms my heart.  Even Hydras can't withstand three Tricannons constantly raining death on them, and for most of our heroes we don't even really need to upgrade the Paladins much if at all - easy peasy.

Impressions

Since it was pretty easy using two heroes everyone gets a chance to pad their GPA a little.  In case you haven't figured it out, I've really stopped trying to account for using the second hero in the grades.  It was just getting too hard to adjudicate and account for, and the result is that everyone but Stregi lands in 'B' tier or better, with quite a number in 'A' tier.  That includes Anya and Warhead, which is a bit of a rarity for them.  Even Raelyn earns a rare (for her) 'B+'.

Final Grades

  • Vesper - B
  • Raelyn - B+
  • Nyru - B+
  • Torres - B
  • Anya - A
  • Grimson - B+
  • Broden - A+
  • Therien - A-
  • Onagro - A
  • Warhead - A-
  • Lumenir - A+
  • Kosmyr - A+
  • Stregi - C+
  • Bonehart - A+

Kingdom Rush Alliance Impossible Hero Challenge - 24. Frantic Assembly Heroic

Once again we get a heroic mode that is just a redux version of campaign mode, where it feels just like the campaign, only shorter.  I'm...