
The Knight
First into the fray. Your starting defender intercepts approaching skeletons and protects the heroes behind him.
Sword, shield & stubborn courage
A LAST STAND WORTH FIGHTING FOR
Three heroes. One gate. Your last stand.
The horde is coming. Your heroes fight. You decide when to turn the tide.
Hold the castle gate against wave after wave of skeletons. Build your team before the battle, read the pressure as it grows, and bring down reinforcements when the line needs them most.
Start with the Knight. Recruit the Mage and Ranger.
Bring all three to the fight.

First into the fray. Your starting defender intercepts approaching skeletons and protects the heroes behind him.
Sword, shield & stubborn courage
Recruit a little arcane firepower. Charged fireballs bring powerful, focused damage to a selected enemy.
Charged fireball attacks
Keep the pressure on from a distance. Recruit the Ranger to send arrows into the horde from behind your front line.
Long-range bow attacksMixed sieges. Skeleton swarms. Heavy assaults.
And commanders who refuse to fall quietly.

Skeletons approach through multiple lanes. Hold the front line to protect your ranged heroes.
Face swarms, armoured heavies and fast runners, with Champions and Warlords at milestone waves.
Each reinforcement has its own cooldown. Chain them together or save one for the next push.
A fast volley to keep the horde under pressure.
Ability guide
THE KINGDOMEarn Coins and Diamonds through play. Recruit your permanent team, improve damage, attack speed and health, and invest in shared regeneration between waves.
Hero recruitment and upgrades carry into your next run.
Cleared five-wave milestones become starting checkpoints.
Clear Wave 50 to unlock the next campaign tier.

“Just one more run”
has a backbone.