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Nano Kingdoms

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4.1/5 (58 votes)

Well, would you look at that, another kingdom is in peril and you must defeat the king's power hungry son before it is too late. Nano Kingdoms puts you in charge of His Majesty's forces as you carve a path towards his evil son. Easy-to-figure out click controls make this realtime strategy defense game a nice choice for first time RTS players. The sounds are well-made, the art is wonderfully cartoonish, and the difficulty will leave you satisfied with your micro-managing skills.

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Walkthrough Guide


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Nano Kingdoms strategy guide

Basics

  • Farms produce food, founderies produce metal, and lumbermills produce wood.

  • Upgrading these buildings increases the rate of production.

  • Upgrading your castle increases its hit points (hp) and increases your population cap, allowing you to build more units.

  • A maximum upgraded castle is also required for an upgraded Barrack.

  • To command your army, you have two buttons at the top of the screen: Attack and Defend.

    • Attack will command your units to move across the battlefield toward the enemy castle, killing any enemy units in their way. They will only attack the castle when there are no enemy units to kill.

    • Defend will command your units to stay by your castle, but they will attack any enemies that come near.

  • The game is won by destroying the enemy castle and lost if your castle is destroyed. Defend your castle at all costs.

General Strategy

  • Start off by upgrading your farm: all units except ballistas require food as well as all buildings, so you will want to have as much as possible.

  • Build and/or upgrade your foundery or lumbermill soon after so you can build advanced units. Until the last few levels, warriors will serve you very well, so I recommend upgrading the foundery.

  • Your opponent will start off with more buildings and upgrades than you, so you will be at a disadvantage from the start. Defend for a while until you can upgrade to their level.

  • Upgrading your castle and building towers helps a lot with defense.

  • When defending, it is useful to use the Attack command once your enemies are in range of your towers. Using the Defend command will make units return to the castle after each defeated enemy rather than moving on to the next one, which costs valuable time.

  • Balistas attack so far away that if a Defend command is being issued, only the unit hit by the balista will respond and go to attack it. Be sure to use an Attack command so that all of your units respond; once the balistas are dead you can switch back to Defend.

  • Choose two or three units to build and upgrade them! Unit upgrades are essential.

  • When you have as many of your chosen units as you can, attack. Use any abilities you have that will help, and don't forget to continue building units to reinforce the attack.

Units

Villager

  • Cost: 15 food, 1 population

  • The basic unit. No building requirements and very cheap, but not very strong. Don't bother building them unless you need some units quick to defend your castle.

Warrior

  • Cost: 25 food, 10 metal, 1 population

  • Requires: Barrack

  • A solid melee unit. Has the fastest base movement speed in the game, making them great reinforcements when you are attacking the enemy castle. When fully upgraded, they are a formidable force for the population cost. Most levels can be won without building any other units.

Archer

  • Cost: 15 food, 10 wood, 1 population

  • Requires: Archery

  • Ranged unit. Does good damage for the cost, but dies quickly when taking damage. They are best when there are melee units in front to absorb the hits. Their range is long enough to attack a castle without being attacked back.

Horse Riders

  • Cost: 50 food, 10 metal, 2 population

  • Requires: Stable

  • Upgraded melee unit. They are very fast when upgraded and can take hits better than Warriors, but they will not do as much damage per population cost. Good for defending or attacking quickly.

Crossbowmen

  • Cost: 50 food, 40 metal, 2 population

  • Requires: Upgraded Archery

  • Stronger ranged unit. The attack rate upgrade makes them very deadly, but it still helps to have melee in front of them to make them as effective as possible.

Ballista

  • Cost: 60 wood, 60 metal, 2 population

  • Requires: Workshop

  • Long-range siege weapon. Slow moving and very slow attack, but does vastly increased damage to buildings. Not very useful against units, but great at tearing down castles.

Golem

  • Cost: 90 food, 75 wood, 3 population

  • Requires: Upgraded Barrack

  • Very strong melee unit. Has high hp and does a lot of damage, but is slow until upgraded. The cooldown for building them is long so it takes a while to get a lot of them, but they are a force to be reckoned with.

Elephant Rider

  • Cost: 90 food, 75 metal, 3 population

  • Requires: Upgraded Stable

  • Very tough melee unit. Does less damage than Golems, but can take a lot more damage. Great for defense or for holding the line while you have ranged units do most of the damage.

Commanders and Spells

Lex Paladin

Sword Punishment

  • Deals damage equal to 25% of max hp plus 5 to all enemies on the battlefield.

  • 75 mana, 25 second cooldown

  • Best used when there are a lot of enemies on the field, such as before an enemy attack. Has very low mana cost and cooldown however, so it can be used frequently.

Call of Duty

  • Spawns 10, 15, or 20 villagers instantly, depending on the current level of your castle.

  • 500 mana, 60 second cooldown

  • Very handy for emergency defense or for bolstering an attack. It will give you the set number of villagers even if it puts you over the population limit, so you can use it to get a bigger army than otherwise possible.

Magnus Steelblade

Iron Skin

  • Buffs ally units for 10 seconds, reducing damage taken by 75% but also reducing movement and attack speeds by 25%.

  • 100 mana, 20 second cooldown

  • Versus Magnus: If used while you are attacking, you can retreat for the duration by pressing Defend so you do not have to waste your time attacking enemies without doing much damage, and they will be unable to chase you.
    Playing as Magnus: This is a great skill to use for defending when you are outnumbered. Also useful any time in combat that you do not need to move, as it reduces your damage taken more than it reduces your damage done.

Titanic Growth

  • The next unit you create will be a giant version of that unit, which has four times normal hp and damage.

  • 750 mana, 60 second cooldown

  • Versus Magnus: When Magnus uses this he will only make a giant villager, so it will not be much of a threat.
    Playing as Magnus: Make sure the next unit you build is a good one as this ability scales very well with the more powerful and upgraded units.

Peter Elf Green

Hermes Speed

  • Buffs ally units for 5 seconds, giving them 800% attack speed and 200% movement speed.

  • 100 mana, 15 second cooldown

  • Versus Peter: There is not much you can do to counter this other than using defensive abilities like Iron Skin, you will just have to take the extra damage.
    Playing as Peter: Use this when you have a lot of units in a good position to do damage, either to the enemy army or castle.

Gaia's Growth

  • Deals damage equal to 30% max hp plus 70 to all enemies, and slows their movement speed by 80% for 20 seconds.

  • 600 mana, 50 second cooldown

  • Versus Peter: Your units will move very slowly for the next 20 seconds, so unless they are in a good position already your melee units will not be able to close in on ranged units effectively.
    Playing as Peter: Use when your opponent is crossing the battlefield to give you more time to bolster your defenses.

Dark Blood III

Vampirism

  • Absorbs 15 hp from all units on the battlefield, allies and enemies, and gives it to your castle.

  • 100 mana, 25 second cooldown

  • Versus Dark Blood: Breaking his castle down bit by bit will not be very effective because he will just keep replenishing it with this ability. Try to destroy it completely with one big attack.
    Playing as Dark Blood: Use this whenever there are more enemies on the field than allies, or whenever your castle is damaged.

Zombieland

  • Raises all the dead units from their graves, with 60% of their max hp, to fight for you.

  • 750 mana, 60 second cooldown

  • Versus Dark Blood: Just be aware that this is coming. If you are on the attack and there are graves being raised behind you, turn around and defend or your castle may get overwhelmed while you are attacking his main army.
    Playing as Dark Blood: Best used when there are a lot of graves on the field, they will all become yours. Like Call of Duty, it will bolster your army quickly and potentially beyond the normal population limit, and can be used effectively for defense or offense.

Rose Magma Heart

Barbarialand

  • Buffs all ally units for 10 seconds, giving them 15 bonus damage.

  • 100 mana, 30 second cooldown

  • Versus Rose: If you can retreat and avoid engaging for the duration, do it. This is not always possible however, but if you are playing as Magnus, Iron Skin would be a good call.
    Playing as Rose: Like Hermes Speed, use whenever you have a lot of units in position to do damage. Because it increases damage by a flat amount, it is more effective with lots of small units than a few big ones.

Meteor Storm

  • Deals damage equal to 75% of max hp plus 30 to all enemy units on the battlefield, but also deals damage to ally units equal to 30% of their current hp.

  • 700 mana, 40 second cooldown

  • Versus Rose: This is going to hurt, but there is little you can do about it. If you have an ability to capitalize on the fact that her units will be hurt too, like Sword Punisment, this will make her army vulnerable. Otherwise, just be ready to rebuild your army afterwards.
    Playing as Rose: Best used when there are a lot of enemies and not many allies on the field. It can almost wipe out a very large army, leaving each unit with very little health.

Anakyn Rock

Null Magic

  • Prevents the enemy from casting any spells for 10 seconds.

  • 75 mana, 20 second cooldown

  • Versus Anakyn: The only counter to this is using your abilities before he casts it, or afterward. He will use this ability frequently, so expect to be unable to cast for about half the fight.
    Playing as Anakyn: If you can predict when your opponent is going to cast and use this first, it can be very valuable. When you or they are on the attack are times when they will usually cast, and preventing them from doing so can have a large impact on the battle.

Big Foot

  • Stomps the battlefield three times with a giant Monty Python-esque foot, dealing 95 damage to all enemies it hits each time. It will hit the middle of the battlefield, then the area by his castle, then the area by his the opponents castle.

  • 600 mana, 40 second cooldown

  • Versus Anakyn: Be aware where the foot is going to land and try not to get hit by it twice, as it will kill smaller units in two hits easily. It is less effective against larger units, as it does a flat amount of damage.
    Playing as Anakyn: Very powerful if you can make their army get hit twice. If you cast it when they are on their way to your castle and just entereing the middle of the field, they should get hit by the first and last stomps. Still effective if you can only hit them once.

Shark Waterfall S.

Freeze

  • Freezes all enemies on the battlefield for 10 seconds, making them unable to move or attack.

  • 200 mana, 20 second cooldown

  • Versus Shark: This one is very annoying, as it will make your entire army unable to do anything for 10 seconds. Build more units if you can so you are not as vulnerable.
    Playing as Shark: Use when your opponent has a large army and you are in a position to do damage to it. Casting this will prevent them from doing damage, but is not very helpful unless you can deal damage to the frozen units.

Tidal Wave

  • Deals 120 damage to all enemies on the battlefield and pushes them back to their castle.

  • 600 mana, 40 second cooldown

  • Versus Shark: You take a lot of damage and get sent back to your castle, which can be annoying, but you can use it to rebuild your army for another attack.
    Playing as Shark: Great defensive move. Not only does it do a lot of damage to all of your enemies, but sending them across the battlefield will buy you time if you need to bolster your defenses.

Unplayable Commanders
Louis Looney Joker

Jack in the Box

  • Casts a random lesser spell from any one of the playable commanders.

  • 100 mana, 25 second cooldown

  • Since you don't know what he is going to cast, there is not much you can do to prepare for this until he casts it. Once he does, you have to react accordingly. On the plus side, he doesn't know what he is casting either, so sometimes it will be spell relatively useless for the position he is in.

Countdown of Doom

  • All enemy units on the battlefield will get a timer over their head, counting backward from 9. When the timer reaches 0, the units will die.

  • 600 mana, 40 second cooldown

  • Your units have 9 seconds to live, might as well make it count. Unless you can destroy his castle in that time, after the time expires you will need to defend and rebuild your army.

Alexander Red Devil

Black Hole

  • Will instantly kill all units, allies and enemies, in the middle of the battlefield, without leaving graves.

  • 250 mana, 30 second cooldown

  • Very painful if he casts this while your army is crossing the battlefield, you can easily go from max population to zero. If only some of your army is in it when it is cast, make sure to tell the rest of your units to defend so they don't walk into the Black Hole too.

Armaggedon

  • Calls a meteor to hit the middle of the battlefield, killing any enemies it lands on and dealing 100 damage to all other enemies.

  • 750 mana, 60 second cooldown

  • Like Black Hole, can be very devastating if you are in the middle of the field, but is still painful if you are not.

When facing Alexander, start by upgrading your production buildings and your castle, and by building some towers. He will send wave after wave at you for a little while, you will need to defend hard. War elephants hold up well, but he can kill them faster than you can make them so you will need something else like golems to compliment them. Make sure you use your spells when you can. When he has few units defending his base, send a wave of your own over. Since he has two mid-field kill moves, try to spend as little time in the middle as you can. Don't try to build up a super large army, he will use Armaggedon to weaken or kill them, and they might just get sucked into a Black Hole. It may take two or three waves, but if you keep waiting for a super army it may never come. You will probably lose a wave or two to his spells, but keep at it and don't stop building units.

5 Comments

This game is worth a look but I was somewhat disappointed.

* Gameplay on each level mostly consists of upgrading the same buildings in the same order, while your opponent starts with everything fully upgraded; in the meantime you fend off attacks until you have enough resources to send your army across.
* Most of the time the better units are too expensive to be sustainable. With food always in short supply, and enemies being rather unforgiving, I brute-forced my way through the game by sending cheap archers to their deaths. This seemed to be the fastest and most reliable way to pass each level.
* The difficulty curve shot up for the last two levels, which I guess made it interesting then. But again it was a case of upgrading production and then spamming specific units.

Reply

I love the game, but the difficulty curve is a bit too steep for me. :s

Reply

Found it too difficult. And I dislike the lack of a persistent upgrade system.

Reply

Nano Kingdoms strategy guide

Basics

  • Farms produce food, founderies produce metal, and lumbermills produce wood.

  • Upgrading these buildings increases the rate of production.

  • Upgrading your castle increases its hit points (hp) and increases your population cap, allowing you to build more units.

  • A maximum upgraded castle is also required for an upgraded Barrack.

  • To command your army, you have two buttons at the top of the screen: Attack and Defend.

    • Attack will command your units to move across the battlefield toward the enemy castle, killing any enemy units in their way. They will only attack the castle when there are no enemy units to kill.

    • Defend will command your units to stay by your castle, but they will attack any enemies that come near.

  • The game is won by destroying the enemy castle and lost if your castle is destroyed. Defend your castle at all costs.

General Strategy

  • Start off by upgrading your farm: all units except ballistas require food as well as all buildings, so you will want to have as much as possible.

  • Build and/or upgrade your foundery or lumbermill soon after so you can build advanced units. Until the last few levels, warriors will serve you very well, so I recommend upgrading the foundery.

  • Your opponent will start off with more buildings and upgrades than you, so you will be at a disadvantage from the start. Defend for a while until you can upgrade to their level.

  • Upgrading your castle and building towers helps a lot with defense.

  • When defending, it is useful to use the Attack command once your enemies are in range of your towers. Using the Defend command will make units return to the castle after each defeated enemy rather than moving on to the next one, which costs valuable time.

  • Balistas attack so far away that if a Defend command is being issued, only the unit hit by the balista will respond and go to attack it. Be sure to use an Attack command so that all of your units respond; once the balistas are dead you can switch back to Defend.

  • Choose two or three units to build and upgrade them! Unit upgrades are essential.

  • When you have as many of your chosen units as you can, attack. Use any abilities you have that will help, and don't forget to continue building units to reinforce the attack.

Units

Villager

  • Cost: 15 food, 1 population

  • The basic unit. No building requirements and very cheap, but not very strong. Don't bother building them unless you need some units quick to defend your castle.

Warrior

  • Cost: 25 food, 10 metal, 1 population

  • Requires: Barrack

  • A solid melee unit. Has the fastest base movement speed in the game, making them great reinforcements when you are attacking the enemy castle. When fully upgraded, they are a formidable force for the population cost. Most levels can be won without building any other units.

Archer

  • Cost: 15 food, 10 wood, 1 population

  • Requires: Archery

  • Ranged unit. Does good damage for the cost, but dies quickly when taking damage. They are best when there are melee units in front to absorb the hits. Their range is long enough to attack a castle without being attacked back.

Horse Riders

  • Cost: 50 food, 10 metal, 2 population

  • Requires: Stable

  • Upgraded melee unit. They are very fast when upgraded and can take hits better than Warriors, but they will not do as much damage per population cost. Good for defending or attacking quickly.

Crossbowmen

  • Cost: 50 food, 40 metal, 2 population

  • Requires: Upgraded Archery

  • Stronger ranged unit. The attack rate upgrade makes them very deadly, but it still helps to have melee in front of them to make them as effective as possible.

Ballista

  • Cost: 60 wood, 60 metal, 2 population

  • Requires: Workshop

  • Long-range siege weapon. Slow moving and very slow attack, but does vastly increased damage to buildings. Not very useful against units, but great at tearing down castles.

Golem

  • Cost: 90 food, 75 wood, 3 population

  • Requires: Upgraded Barrack

  • Very strong melee unit. Has high hp and does a lot of damage, but is slow until upgraded. The cooldown for building them is long so it takes a while to get a lot of them, but they are a force to be reckoned with.

Elephant Rider

  • Cost: 90 food, 75 metal, 3 population

  • Requires: Upgraded Stable

  • Very tough melee unit. Does less damage than Golems, but can take a lot more damage. Great for defense or for holding the line while you have ranged units do most of the damage.

Commanders and Spells

Lex Paladin

Sword Punishment

  • Deals damage equal to 25% of max hp plus 5 to all enemies on the battlefield.

  • 75 mana, 25 second cooldown

  • Best used when there are a lot of enemies on the field, such as before an enemy attack. Has very low mana cost and cooldown however, so it can be used frequently.

Call of Duty

  • Spawns 10, 15, or 20 villagers instantly, depending on the current level of your castle.

  • 500 mana, 60 second cooldown

  • Very handy for emergency defense or for bolstering an attack. It will give you the set number of villagers even if it puts you over the population limit, so you can use it to get a bigger army than otherwise possible.

Magnus Steelblade

Iron Skin

  • Buffs ally units for 10 seconds, reducing damage taken by 75% but also reducing movement and attack speeds by 25%.

  • 100 mana, 20 second cooldown

  • Versus Magnus: If used while you are attacking, you can retreat for the duration by pressing Defend so you do not have to waste your time attacking enemies without doing much damage, and they will be unable to chase you.
    Playing as Magnus: This is a great skill to use for defending when you are outnumbered. Also useful any time in combat that you do not need to move, as it reduces your damage taken more than it reduces your damage done.

Titanic Growth

  • The next unit you create will be a giant version of that unit, which has four times normal hp and damage.

  • 750 mana, 60 second cooldown

  • Versus Magnus: When Magnus uses this he will only make a giant villager, so it will not be much of a threat.
    Playing as Magnus: Make sure the next unit you build is a good one as this ability scales very well with the more powerful and upgraded units.

Peter Elf Green

Hermes Speed

  • Buffs ally units for 5 seconds, giving them 800% attack speed and 200% movement speed.

  • 100 mana, 15 second cooldown

  • Versus Peter: There is not much you can do to counter this other than using defensive abilities like Iron Skin, you will just have to take the extra damage.
    Playing as Peter: Use this when you have a lot of units in a good position to do damage, either to the enemy army or castle.

Gaia's Growth

  • Deals damage equal to 30% max hp plus 70 to all enemies, and slows their movement speed by 80% for 20 seconds.

  • 600 mana, 50 second cooldown

  • Versus Peter: Your units will move very slowly for the next 20 seconds, so unless they are in a good position already your melee units will not be able to close in on ranged units effectively.
    Playing as Peter: Use when your opponent is crossing the battlefield to give you more time to bolster your defenses.

Dark Blood III

Vampirism

  • Absorbs 15 hp from all units on the battlefield, allies and enemies, and gives it to your castle.

  • 100 mana, 25 second cooldown

  • Versus Dark Blood: Breaking his castle down bit by bit will not be very effective because he will just keep replenishing it with this ability. Try to destroy it completely with one big attack.
    Playing as Dark Blood: Use this whenever there are more enemies on the field than allies, or whenever your castle is damaged.

Zombieland

  • Raises all the dead units from their graves, with 60% of their max hp, to fight for you.

  • 750 mana, 60 second cooldown

  • Versus Dark Blood: Just be aware that this is coming. If you are on the attack and there are graves being raised behind you, turn around and defend or your castle may get overwhelmed while you are attacking his main army.
    Playing as Dark Blood: Best used when there are a lot of graves on the field, they will all become yours. Like Call of Duty, it will bolster your army quickly and potentially beyond the normal population limit, and can be used effectively for defense or offense.

Rose Magma Heart

Barbarialand

  • Buffs all ally units for 10 seconds, giving them 15 bonus damage.

  • 100 mana, 30 second cooldown

  • Versus Rose: If you can retreat and avoid engaging for the duration, do it. This is not always possible however, but if you are playing as Magnus, Iron Skin would be a good call.
    Playing as Rose: Like Hermes Speed, use whenever you have a lot of units in position to do damage. Because it increases damage by a flat amount, it is more effective with lots of small units than a few big ones.

Meteor Storm

  • Deals damage equal to 75% of max hp plus 30 to all enemy units on the battlefield, but also deals damage to ally units equal to 30% of their current hp.

  • 700 mana, 40 second cooldown

  • Versus Rose: This is going to hurt, but there is little you can do about it. If you have an ability to capitalize on the fact that her units will be hurt too, like Sword Punisment, this will make her army vulnerable. Otherwise, just be ready to rebuild your army afterwards.
    Playing as Rose: Best used when there are a lot of enemies and not many allies on the field. It can almost wipe out a very large army, leaving each unit with very little health.

Anakyn Rock

Null Magic

  • Prevents the enemy from casting any spells for 10 seconds.

  • 75 mana, 20 second cooldown

  • Versus Anakyn: The only counter to this is using your abilities before he casts it, or afterward. He will use this ability frequently, so expect to be unable to cast for about half the fight.
    Playing as Anakyn: If you can predict when your opponent is going to cast and use this first, it can be very valuable. When you or they are on the attack are times when they will usually cast, and preventing them from doing so can have a large impact on the battle.

Big Foot

  • Stomps the battlefield three times with a giant Monty Python-esque foot, dealing 95 damage to all enemies it hits each time. It will hit the middle of the battlefield, then the area by his castle, then the area by his the opponents castle.

  • 600 mana, 40 second cooldown

  • Versus Anakyn: Be aware where the foot is going to land and try not to get hit by it twice, as it will kill smaller units in two hits easily. It is less effective against larger units, as it does a flat amount of damage.
    Playing as Anakyn: Very powerful if you can make their army get hit twice. If you cast it when they are on their way to your castle and just entereing the middle of the field, they should get hit by the first and last stomps. Still effective if you can only hit them once.

Shark Waterfall S.

Freeze

  • Freezes all enemies on the battlefield for 10 seconds, making them unable to move or attack.

  • 200 mana, 20 second cooldown

  • Versus Shark: This one is very annoying, as it will make your entire army unable to do anything for 10 seconds. Build more units if you can so you are not as vulnerable.
    Playing as Shark: Use when your opponent has a large army and you are in a position to do damage to it. Casting this will prevent them from doing damage, but is not very helpful unless you can deal damage to the frozen units.

Tidal Wave

  • Deals 120 damage to all enemies on the battlefield and pushes them back to their castle.

  • 600 mana, 40 second cooldown

  • Versus Shark: You take a lot of damage and get sent back to your castle, which can be annoying, but you can use it to rebuild your army for another attack.
    Playing as Shark: Great defensive move. Not only does it do a lot of damage to all of your enemies, but sending them across the battlefield will buy you time if you need to bolster your defenses.

Unplayable Commanders
Louis Looney Joker

Jack in the Box

  • Casts a random lesser spell from any one of the playable commanders.

  • 100 mana, 25 second cooldown

  • Since you don't know what he is going to cast, there is not much you can do to prepare for this until he casts it. Once he does, you have to react accordingly. On the plus side, he doesn't know what he is casting either, so sometimes it will be spell relatively useless for the position he is in.

Countdown of Doom

  • All enemy units on the battlefield will get a timer over their head, counting backward from 9. When the timer reaches 0, the units will die.

  • 600 mana, 40 second cooldown

  • Your units have 9 seconds to live, might as well make it count. Unless you can destroy his castle in that time, after the time expires you will need to defend and rebuild your army.

Alexander Red Devil

Black Hole

  • Will instantly kill all units, allies and enemies, in the middle of the battlefield, without leaving graves.

  • 250 mana, 30 second cooldown

  • Very painful if he casts this while your army is crossing the battlefield, you can easily go from max population to zero. If only some of your army is in it when it is cast, make sure to tell the rest of your units to defend so they don't walk into the Black Hole too.

Armaggedon

  • Calls a meteor to hit the middle of the battlefield, killing any enemies it lands on and dealing 100 damage to all other enemies.

  • 750 mana, 60 second cooldown

  • Like Black Hole, can be very devastating if you are in the middle of the field, but is still painful if you are not.

When facing Alexander, start by upgrading your production buildings and your castle, and by building some towers. He will send wave after wave at you for a little while, you will need to defend hard. War elephants hold up well, but he can kill them faster than you can make them so you will need something else like golems to compliment them. Make sure you use your spells when you can. When he has few units defending his base, send a wave of your own over. Since he has two mid-field kill moves, try to spend as little time in the middle as you can. Don't try to build up a super large army, he will use Armaggedon to weaken or kill them, and they might just get sucked into a Black Hole. It may take two or three waves, but if you keep waiting for a super army it may never come. You will probably lose a wave or two to his spells, but keep at it and don't stop building units.

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