For a chokepoint defense in Kingdom Rush 6: Genesis, place slowing towers before area-damage towers and move your hero to cover enemies that get through. Treat this as beta-era guidance: the video description warns that some details may not match the current version.

Set up the chokepoint

  1. Look for a narrow path or intersection where enemies bunch together.
  2. Put slowing towers near the entrance to keep enemies in the area longer.
  3. Place area-damage towers farther into the chokepoint, where they can hit grouped enemies.
  4. Keep your hero near the threatened section, and move them to cover a lane if enemies start getting past your towers.

The draft also suggests saving gold for upgrades at the main chokepoint instead of spreading towers across the map. It does not provide a specific level, tower build, or evidence that upgrading is more effective than adding towers, so adjust that choice to the wave and available gold rather than treating it as a fixed rule.

Adjust if enemies get through

If a lane starts leaking, move your hero there first. If enemies approach from another path, the draft recommends setting up a secondary defense, but it does not identify a particular map or tower placement. Check the current level’s routes and available towers before committing gold to that fallback.

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Emily Johnson

Emily Johnson

Emily writes practical mobile strategy guides with a focus on resource planning, base progression, and the early decisions that shape a long-term account.