Heroes

Spells & How They Work

Genesis has 9 spells and you equip 3 before each stage. All nine are named: the official site's post-launch update added Thunder Zapper, Ace Musketeers and Wintersong's Wrath to the six known before launch. Spells keep individual upgrade trees and earn double XP while they lag behind.

Last updated & fact-checked: 2026-09-26Partially confirmed
Spells total
9
Equip per stage
3
Named
All 9
Demo spells
3
Classic Mode
Rain of Fire + Reinforcements

Kingdom Rush 6: Genesis has 9 spells, of which you equip three before a stage begins. Spells are on cooldowns rather than being consumables, which makes them a permanent part of your loadout decision alongside your five towers and two heroes.

The Nine Spells

SpellNotesStatus
ReinforcementsSummons units to block the path. One of the three demo spellsConfirmed
Rain of FireArea damage. One of the three demo spellsConfirmed
Royal EdictOne of the three demo spells, revealed as part of the initial setConfirmed
Teleportation SigilMovement-related, from the official siteConfirmed
Soaring ShopListed on the official siteConfirmed
Aspect of SolListed on the official siteConfirmed
Thunder ZapperAdded in the official site's post-launch listConfirmed
Ace MusketeersAdded in the official site's post-launch listConfirmed
Wintersong's WrathAdded in the official site's post-launch listConfirmed

Six of these were published before launch. The last three, Thunder Zapper, Ace Musketeers and Wintersong's Wrath, appeared when the official site's list was completed after release.

How Spells Work

Spells In The Demo

The demo shipped with exactly three spells: Reinforcements, Rain of Fire and Royal Edict. That was a deliberately narrow slice of the nine, and it is worth keeping in mind when reading impressions of the demo's spell system, because the mode variety that makes spells interesting only appears with the full set.

Spells In Classic Mode

Classic Mode restricts you to two spells: Rain of Fire and Reinforcements. This is the same pair the original 2011 game used, and it is a deliberate part of the mode's nostalgic design rather than a limitation. The other seven spells from the main game do not appear. The Classic towers page covers the rest of what changes in that mode.

The Modes That Attack Your Spell Loadout

Two of the five game modes specifically modify spells or remove them:

Between them, these two modes exist to test whether you understand the spell layer at all.

What We Do Not Know

⚠️ No cooldown length, radius, damage value or upgrade cost has been published for any spell in Kingdom Rush 6: Genesis. Ironhide has also not shown the full upgrade tree for a spell. If a source gives you figures for a Genesis spell, they are either carried over from an earlier game or invented.

Hero ability panel in Kingdom Rush 6: Genesis
The hero panel, where each hero ability row is listed. Spells sit on a separate bar. Official screenshot.

FAQ

How many spells does Kingdom Rush 6: Genesis have?

Nine. You equip three of them before each stage.

Which spells have been revealed?

All nine: Reinforcements, Rain of Fire, Royal Edict, Teleportation Sigil, Soaring Shop, Aspect of Sol, Thunder Zapper, Ace Musketeers and Wintersong's Wrath.

Can I use more than three spells in a stage?

No. Three is the loadout limit.

Do spells upgrade separately from towers?

Yes. Spells keep their own levels and upgrade trees, separate from the global tower upgrades and from heroes.

What is the double XP rule for spells?

A spell that is behind your highest-level one earns double XP until it catches up.

Which spells are available in Classic Mode?

Only Rain of Fire and Reinforcements.

Sources