Kingdom Rush 6: Genesis ships with 15 towers, of which you bring 5 into any single stage. Every buildable tower belongs to one of four families, and each family covers a different job on the path. The design hook is synergy: the value of your five-tower set comes from how the pieces interact rather than from any one tower's raw output.

Towers By Family
Archers
Ranged single-target damage, typically the backbone of early waves.
| Tower | Notes |
|---|---|
| Archer Garrison | The baseline archer tower |
| Elven Elite Ranger | Added to the demo in its mid-run content update |
Mages
Magic damage, area effects and support duties.
| Tower | Notes |
|---|---|
| Scholar Mage | A mage tower introduced through the devlog series |
| Sunray Master | A higher-tier mage tower |
| Light Priestess | Mage-family unit with a support role |
Barracks
Barracks towers put units directly onto the path to block enemies, which is what buys the rest of your defence its time.
| Tower | Notes |
|---|---|
| Knights Order | Armoured blocking unit, covered in its own devlog |
| Wildcat Huntresses | Faster, lighter barracks unit |
Artillery
Splash damage for packed waves, and the family with the most unusual member.
| Tower | Notes |
|---|---|
| Royal Catapult | The baseline artillery tower |
| Dwarven Culverin | A newer Dwarven explosive design |
| Ironbark Treant | A nature unit. In its rooted state it functions as an artillery piece, pounding the ground with its fists |
Unverified
| Tower | Status |
|---|---|
| Lozagon Tower | Mentioned in official material as the place where Nivus the Archwizard is found. Whether it is a buildable tower is not stated |
What Has Not Been Revealed
Four towers are still unnamed. Ironhide has confirmed the total of fifteen but has published ten, plus the unclear Lozagon reference. We do not speculate about the remaining four, and we would advise treating any site that lists all fifteen as complete with suspicion until launch.
How Tower Upgrades Work
Tower upgrades are global, applied at the family level rather than per individual tower. This is the system used by the original trilogy, and it is the system that replaced the individual per-tower leveling shown in the demo.
Each tower unlocks a third skill at the top of its upgrade tree. That capstone ability is the reason to commit gold to a specific tower rather than spreading investment across the map. The full explanation of what changed, and why, is on the upgrade system page.
Towers In Classic Mode
Classic Mode replaces the modern roster with the four original tower lines from 2011, redrawn for Genesis, each with a full three-tier progression and two level-4 specialities. That is 24 tower names in total and it is the most completely documented system Ironhide has published about this game. See the Classic towers page for the full lineages.
Picking Five Towers
Because you field five of fifteen, the meaningful decision in Genesis is not which tower is strongest but which five cover each other's weaknesses. A set that mixes blocking, single-target damage, splash and support will outperform a set of five high-damage towers, because the failure mode is a leak rather than a slow kill.
The five game modes test that decision from different angles. Hero Party and Spell Rush in particular strip away the hero and spell layers, leaving only your tower choice and placement.

FAQ
How many towers does Kingdom Rush 6: Genesis have?
Fifteen. You bring five of them into any given stage.
How many towers have been named?
Ten confirmed, plus one name mentioned in official material without confirmation that it is buildable. Four are still unrevealed.
What are the four tower families?
Archers, Mages, Barracks and Artillery. Barracks towers place blocking units onto the path.
Can I use every tower in one stage?
No. You select five towers from the fifteen before the stage begins.
Do individual towers level up separately?
No. Tower upgrades are global, applied across a family, with a third skill unlocked at the top of each tower's upgrade tree.
Which tower works like artillery but is not artillery?
The Ironbark Treant. In its rooted state it pounds the ground with its fists, functioning as an artillery piece.