The strongest heroes in Kingdom Rush Vengeance TD+ are the elemental dragons: Eiskalt, Beresad, and Murglun. Flying heroes ignore stage terrain, reposition instantaneously between disconnected paths, and deliver unmatched area-of-effect damage. Because the TD+ edition unlocks heroes through campaign progression rather than individual purchases, bench early starter heroes like Veruk and Asra as soon as higher-tier options become available.

TierHeroPrimary RoleKey Strength
SEiskaltCrowd Control / SlowFreezes entire screens and passively chills lanes
SBeresadAoE Burst / EconomyStrips armor, clears waves, and generates bonus gold
SMurglunElite Killer / True DamageMelts armored targets and deletes non-boss elites
AJun'paiLane Stalling / BrawlerHigh sustain, summons blockers, and triggers wave stuns
AJack O'LanternFear Crowd ControlForces enemies backward to buy setup time
ATramminExplosive ArtilleryDeploys mines, missile barrages, and heavy cluster burst
BJigouPure TankMassive health pool, health regen, and adjacent freezes
BMortemisNecromancer / SummonerConverts fallen enemies into a continuous zombie frontline
CVerukSingle-Target DuelistSpawns archers and rages at low health, but lacks anti-air
CAsraRanged Poison AssassinPierces armor, but struggles with fragile health and slow fire rate
COlochDisruption MageSummons minor blockers, but displaces targets erratically

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S-Tier: Dominant Flying Dragons

Flying dragons sit above all other heroes due to their complete terrain bypass. They can fly directly across obstacles to respond to sudden leaks on any lane.

Eiskalt

Eiskalt provides the strongest crowd control in the game. His basic attacks and ice spikes continuously slow approaching waves, extending the time enemies spend inside your tower kill zones. His active ability covers large sections of the screen in a deep freeze, shutting down dangerous mixed waves and neutralizing fast runners on Veteran and Impossible difficulties. His only notable limitation is lower burst output against isolated single bosses.

Beresad

Beresad acts as an offensive powerhouse with an economic bonus. His standard fire breath shreds enemy physical armor, softening durable targets for your physical towers. His active skill, Hellfire, bombards entire paths with heavy flame damage. Beresad also generates bonus gold, accelerating your access to tier-4 tower upgrades. His main trade-off is long ability cooldowns.

Murglun

Murglun counters high-health elites and armored monsters. Her attacks leave burning magma pools that deal true damage over time, bypassing both physical armor and magical resistance. Her active ability spawns a lethal lava pool that instantly executes heavy non-boss units. However, she struggles when spread-out swarms bypass her narrow magma pools.

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A-Tier: High-Utility Ground Champions

A-Tier heroes bring powerful lane control, heavy burst damage, or high survivability. They sit just below the dragons due to standard ground movement limitations.

  • Jun'pai: An exceptionally durable melee brawler who excels at bottleneck control. He summons water minions to form immediate chokepoints, throws stun spears, and unleashes a tidal wave across incoming infantry. Built-in self-healing lets him hold lanes without constant micro-management.
  • Jack O'Lantern: A stall specialist focused on fear mechanics. Jack deploys explosive scarecrows and headless horseman apparitions that compel approaching enemies to turn around and run backward. This delay gives slow-firing artillery towers ample time to reload, compensating for Jack's modest direct defense.
  • Trammin: A mechanical juggernaut centered on explosive ordnance. Trammin blankets paths with proximity mines, rocket salvos, and heavy missile strikes. His slow movement speed requires you to position him at high-pressure chokepoints well before a wave arrives.

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B-Tier: Situational Specialists

B-Tier units perform well in specific stage layouts, but their rigid kits require support from tailored tower setups.

  • Jigou: A durable meat shield with high base health, passive regeneration, and an aura that freezes adjacent units. Jigou easily halts threatening bruisers, but his sluggish movement and lack of ranged attacks make him ineffective against flying units or widely separated multi-lane paths.
  • Mortemis: A summoner who raises defeated enemy corpses into temporary zombie blockers. When placed next to high-damage kill zones, he maintains an endless frontline. However, his direct damage is poor, and his utility collapses on levels with low enemy counts.

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C-Tier: Outclassed Starters

Early campaign heroes provide straightforward mechanics for intro stages, but they lack the damage scaling, crowd control, and flexibility needed for difficult end-game waves.

  • Veruk: Designed as a straightforward frontline duelist who summons goblin archers and enters a rage state at low health. He lacks area-of-effect damage against dense swarms and cannot target flying enemies.
  • Asra: A sniper equipped with armor-piercing poison darts and an escape teleport. While effective against early armored targets, her low fire rate and small health pool leave her vulnerable to ranged snipers and fast swarms.
  • Oloch: Uses teleporting illusions and minor demon summons to stall small packs. His erratic displacement abilities can knock enemies out of your primary tower kill zones, disrupting coordinated choke points.

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Matching Heroes to Your Stage Strategy

  • Multi-exit or split-lane stages: Deploy Eiskalt, Beresad, or Murglun to fly freely between separate lanes without losing travel time along winding paths.
  • Slow, high-damage tower setups: Pair crowd controllers like Eiskalt or Jack O'Lantern with slow-firing artillery to keep targets clustered in firing range.
  • Armored waves and mini-bosses: Bring Murglun to bypass defenses with true damage, or use Jun'pai to hold heavy units in place with summoned blockers.
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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.