To beat Anurian Plaza on Impossible difficulty in Kingdom Rush Vengeance TD+, build your primary kill zone at the central junction where the approach lanes merge, and support it with a flying dragon hero. Eiskalt is the safest hero pick due to his reliable crowd control and screen-wide freeze, while Murglun and Beresad serve as strong damage-oriented alternatives.
Dragon Hero Comparison
Your choice of dragon dictates how you handle Anurian Plaza's high-density waves, armored elites, and disruptive spellcasters.
| Dragon Hero | Core Strengths | Best Role on Anurian Plaza | Limitations |
|---|---|---|---|
| Eiskalt | Screen-wide slows, freeze spikes, high burst | Halts fast runner swarms and delays caster abilities | Lower sustained single-target melting than Murglun |
| Beresad | Large area fire damage, Fear debuff, bonus gold | Disperses multi-lane pushes and thins grouped mobs | Lacks hard crowd control; fast units can slip by |
| Murglun | True damage, lava pools, instant-kill mechanics | Eliminates armored Wardens and high-health Chieftains | Smaller area control; requires manual positioning |
- Choose Eiskalt if you want maximum room for error. His passive slows and freeze ultimate lock down converging lanes, giving your towers time to clear mixed groups safely.
- Choose Murglun if your tower loadout lacks armor penetration. Her true damage magma pools burn through heavily armored frontlines without relying on magic towers.
- Choose Beresad if you prefer consistent area-of-effect damage across both outer lanes and need extra gold to accelerate mid-game upgrades.
Early Wave Setup
Anurian Plaza features multiple approach lanes that converge into a central junction before heading toward the exit. Spreading gold across outer perimeter plots on Impossible difficulty leaves your defense too weak to stop fast Froglodytes and Anurian infantry.
- Anchor the center: Place your primary towers around the central intersection where paths merge. High-uptime ranged options like Specters Mausoleum or Bone Flingers can hit multiple paths from this position.
- Add early stalling: Place an anchor tower such as Deep Devil’s Reef or an Orc Shaman at the junction to slow runners.
- Hold outer spending: Upgrade your central towers to tier 2 and tier 3 before purchasing defenses on the outer spawn paths.
- Position your dragon forward: Park your flying hero near the merge point to intercept early runners while your tower foundation ramps up.
Countering Wardens and Bluegale Casters
Mid-game waves introduce Anurian Wardens and Bluegales. Bluegales are a high-priority threat because they cast storms that temporarily disable static towers, creating openings for armored Wardens to walk past your choke point.
- Assassinate Bluegales quickly: Flying heroes ignore path routing and melee blocking. Fly your dragon directly over Bluegales as soon as they exit the spawn gates to defeat them before they channel disable spells on your kill zone.
- Deploy magic damage: Use Specters Mausoleum near the junction to bypass Warden physical armor. Upgrading Spectral Possession lets you turn tough Anurian units into friendly blockers, absorbing incoming damage while disabled towers recover.
Late Wave Execution and Ability Timing
Late waves pair high-health Anurian Chieftains with dense swarms of fast runners. If your defenses focus solely on Chieftains, smaller units will slip underneath.
- Upgrade hard stall mechanics: Maximize Deep Devil's Reef nets or Dark Knights' shield abilities to lock Chieftains directly inside your damage zone.
- Add physical blockers: If running Bone Flingers, unlock the summoned Bone Golem to prevent runner leaks.
- Layer thermal damage: Pair Eiskalt's freeze zones with single-target towers like Blazing Gem or Furnace to burn down immobilized elites.
- Cast hero ultimates early: Do not save hero abilities strictly for emergency leaks. Trigger Eiskalt’s screen freeze or Murglun’s magma barrage the moment dual elite packs enter the board to separate the front line from trailing support units.
- Save global spells for disables: Keep Soul Impact and Reinforcements ready to place immediate physical blockers if a Bluegale manages to disable your primary junction towers.
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Player Comments
52 players commented on this guide.
Can you add more details about strategy in a future update?
This helped me understand strategy much better.
Good guide for Kingdom Rush Vengeance TD+ players. The strategy part was useful.
The tips are practical and easy to follow.