Kingdom Rush 6: Genesis Spells — All 9 Options
The official nine-spell list, the three-slot loadout, and a practical way to plan your casts.

Based on official game information. Details checked against the linked sources on September 26, 2026. This page does not claim hands-on testing.
The official Genesis website lists nine spells, with three equipped at a time in the standard setup. A spell's current cost, cooldown, targeting and exact effect should be read from your installed game; this page does not invent those values.
The official spell list
- Reinforcements
- Rain of Fire
- Royal Edict
- Teleportation Sigil
- Soaring Shop
- Thunder Zapper
- Ace Musketeers
- Wintersong's Wrath
- Aspect of Sol
The list follows the names shown by Ironhide. It does not imply that every spell is immediately available or that a particular one is best for every stage.
Make each slot earn its place
Our planning suggestion is to describe when you expect to use each spell. If all three are reserved for the same situation, check whether a different threat has no answer. Conversely, a combination of similar effects might make sense for a specific challenge; test that assumption instead of relying on a universal rule.
Look at the whole defense. A hero pair that already handles a recurring problem may leave room for a different spell. A tower loadout with a known weakness may need a backup response.
Compare timing before changing the loadout
On the next attempt, record where and when the crucial cast happened. Did enemies remain inside the effect? Was another route left unattended? Was the spell ready at the moment you expected? Those observations are more useful than simply labeling a spell weak after a failed run.
Hero Party removes spells, while Spell Rush removes heroes. Check the mode rules before carrying a normal campaign spell plan into another mode.
Sources & verification
Last reviewed September 26, 2026. Official facts and editorial suggestions are distinguished in the guide.


