Kingdom Rush 6 Genesis TD Genesis TD Spell Tier List
Three equipped slots. Press them for crises, not for boredom.
Kingdom Rush 6: Genesis TD gives you nine spells and asks you to equip a subset (three in the demo HUD). Spells are not a third hero. They are the only instant you still have when Iron mode freezes your towers and both portraits are on a respawn timer.
Public names from the demo and store copy: Reinforcements, Rain of Fire, Royal Edict. The other six will fill this page as Ironhide shows them. Until then, rank the jobs: emergency stall, clump-clear, single-target burst, and whatever the remaining seals on the Upgrades board imply (the four-column star sheet already has icons that look like extra call-ins and nukes).
S — saves a three-star
Reinforcements. Call soldiers onto the path. This is the spell that replaces a dead Knights Order, a dead Gerald, or a leak you saw one second too late. Beginners press it on one goblin. Do not. Hold it for the barracks wipe. In Classic Mode it is extra stall you are not allowed to build. In Iron it is the only new identity you can still afford.
Rain of Fire. Series comfort nuke. S on clumps and high-HP packs, F on three stragglers. Western Wall and Lozagon videos that look clean are usually just people who still had this button for the ugly wave. If you pressed it on wave two, you did not have a strategy; you had anxiety.
A — boss and armor windows
Royal Edict. Demo burst button. A on bosses and priority casters, B if you panic it on fodder. Think of it as a shorter, meaner Rain that wants a named target. Pair it with the Rover from the two-hero system so Zefira (or a dragon) is already on the target when the edict lands.
B — the hidden six
Until official names and cooldowns are on a public sheet, treat unknown spells as B. Likely jobs, based on series history and the Upgrades icons:
- A second stall call-in (different from Reinforcements).
- A line or beam nuke (Sunray-adjacent).
- A buff to barracks or heroes.
- A slow/root for leak control.
Do not download a fake “all nine spells ranked” graphic. Rank the job you are missing. If your kit already has artillery, you do not need a second Rain. If your kit has no stall, Reinforcements is not optional.
Loadout recipes
Veteran learn-the-map: Reinforcements, Rain of Fire, Royal Edict. This is the demo trio and still the teaching set in Getting Started.
Iron locked kit: prioritize the job your five towers omitted. No barracks cousin? Reinforcements is S. No catapult? Rain is S. No mage hero? Royal Edict or a magic spell is S.
Classic four towers: all three demo spells are A/S because you cannot bring Treants or Culverins. Spells are the extra towers.
Spells Rush mode: heroes are gone. This list becomes the whole micro game. Over-level spell trees on the personal and global boards; see the upgrade planner.
Timing rules
- If the wave is not about to cost a life, do not press a spell.
- If both heroes are alive and barracks are up, you probably wanted a tower upgrade instead.
- If a boss is 20 seconds away, hold Royal Edict even if a mini-clump looks tempting.
- If you are about to fail, Reinforcements then Rain, not Rain then nothing on the path.
What spells are not
They are not a reason to skip tower jobs. A player who Rain-of-Fires every problem will run out of Rain. A player who builds the four jobs and keeps spells for the exception will three-star campaign stages with buttons left.
After 24 September 2026 this page will name the rest of the nine. The rule will not change: equip the missing job, then do not fidget.
Frequently Asked Questions
Quick answers to the most common Kingdom Rush 6: Genesis TD questions.
How many spells can I equip in Kingdom Rush 6: Genesis TD?
Nine exist in the full roster. The demo HUD equipped three: Reinforcements, Rain of Fire, and Royal Edict.
What is the best spell?
Reinforcements if you leak, Rain of Fire if you clump, Royal Edict if a boss is the problem. Best means the missing job.
Do spells work in Iron mode?
Yes. They are often the only flexible tool once tower identities are locked.