Kingdom Rush 6: Genesis has 9 spells, of which you equip three before a stage begins. Spells are on cooldowns rather than being consumables, which makes them a permanent part of your loadout decision alongside your five towers and two heroes.
The Spells Named So Far
| Spell | Notes | Status |
|---|---|---|
| Reinforcements | Summons units to block the path. One of the three demo spells | Confirmed |
| Rain of Fire | Area damage. One of the three demo spells | Confirmed |
| Royal Edict | One of the three demo spells, revealed as part of the initial set | Confirmed |
| Teleportation Sigil | Movement-related, from the official site | Confirmed |
| Soaring Shop | Listed on the official site | Confirmed |
| Aspect of Sol | Listed on the official site | Confirmed |
| Spells 7 to 9 | Not revealed | Not announced |
Three spells are still unknown. We list only what Ironhide has published.
How Spells Work
- Equip three before the stage. The spell loadout is chosen in advance, not mid-battle, which means it is a preparation decision rather than a reaction.
- Spells level individually. Like heroes, spells keep their own levels and upgrade trees, so investment carries across stages.
- Lagging spells earn double XP. Any spell behind your highest-level one gains double XP until it catches up, which makes rotating new spells practical rather than punishing.
- Cooldowns, not charges. Spells come back on a timer. The Blitz Challenge and Spell Rush modes explicitly speed up spell cooldowns, which confirms a cooldown system exists.
Spells In The Demo
The demo shipped with exactly three spells: Reinforcements, Rain of Fire and Royal Edict. That was a deliberately narrow slice of the nine, and it is worth keeping in mind when reading impressions of the demo's spell system, because the mode variety that makes spells interesting only appears with the full set.
Spells In Classic Mode
Classic Mode restricts you to two spells: Rain of Fire and Reinforcements. This is the same pair the original 2011 game used, and it is a deliberate part of the mode's nostalgic design rather than a limitation. The other seven spells from the main game do not appear. The Classic towers page covers the rest of what changes in that mode.
The Modes That Attack Your Spell Loadout
Two of the five game modes specifically modify spells or remove them:
- Hero Party removes spells entirely and gives you four heroes instead of two.
- Spell Rush removes heroes entirely and speeds up spells, leaving towers and spells to do all the work.
Between them, these two modes exist to test whether you understand the spell layer at all.
What We Do Not Know
⚠️ No cooldown length, radius, damage value or upgrade cost has been published for any spell in Kingdom Rush 6: Genesis. Ironhide has also not shown the full upgrade tree for a spell. If a source gives you figures for a Genesis spell, they are either carried over from an earlier game or invented.

FAQ
How many spells does Kingdom Rush 6: Genesis have?
Nine. You equip three of them before each stage.
Which spells have been revealed?
Reinforcements, Rain of Fire, Royal Edict, Teleportation Sigil, Soaring Shop and Aspect of Sol. Three remain unrevealed.
Can I use more than three spells in a stage?
No. Three is the loadout limit.
Do spells upgrade separately from towers?
Yes. Spells keep their own levels and upgrade trees, separate from the global tower upgrades and from heroes.
What is the double XP rule for spells?
A spell that is behind your highest-level one earns double XP until it catches up.
Which spells are available in Classic Mode?
Only Rain of Fire and Reinforcements.