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Updated 2025

Kingdom Rush Origins — Elven Builds, Heroes & Farming 2025

Updated: 16 Aug 2025

Origins leans into elves, mobility, and crowd control. This guide focuses on practical builds for campaign and endless modes.

Early Game Priorities

  • Poison + Kiting: Open with archer lines and pick up poison early to soften swarms.
  • One-lane commitment: Bring your best tower to T3 quickly on the heaviest lane; cover the other with hero + barracks.
  • Rally micro: Move flags forward to start stalls early; pull back before artillery detonations.

Top Tower Paths

Elven Archers → Golden Longbows / Hunters

Poison/bleed + single-target finish deletes runners. Upgrade poison/bleed first; add crit/rapid fire once lanes are stable.

Stone Druids / Arch-Druid line

Provides rooting and area control. Skill CC first, then damage—CC multiplies artillery value.

Artillery → Sylvan/Entangling options

Prioritize the artillery with the widest AoE or reliable knockback. It scales with every second of stall you create.

Barracks → Bladesinger / Forest Guard

Use durable frontliners on side lanes. Invest in dodge/evade tools and short CD actives to chain stalls.

Hero Recommendations

  • Alleria-style archer: Max burst/active first to snipe elites and runners, then sustain.
  • Forest mage: Skill AoE/CC and cooldown talents to extend clump windows for artillery.
  • Bruiser elf: Take survivability and gap-closer; anchor the main choke.

Map Tactics

  • Water/bridge maps: Place artillery to splash both paths; poison handles the trickle.
  • Armor lanes: Bring mage tech earlier; debuffs convert armor to free DPS.
  • Boss phases: Save spells for add waves; heroes body the boss while towers clear the swarm.

Endless & Efficient Farming

Choose mid-campaign maps with short wave timers and controllable splits. Build around root + poison + artillery to perma-clump. End runs once rewards plateau to save time.

Common Pitfalls

  • Greeding double side lanes instead of stabilizing the main choke.
  • Overbuying archers without CC—damage needs stall to land.
  • Leaving hero idle; rotate to the lane about to break, not the one already stable.