World 6: Okakoku

A land of cherry blossoms, mountains, and seas. It is home to honorable warriors who fight for justice. Help them repel the evil that has spread to their land.

To unlock this world, you first need to finish World 5 campaign. Then you have four options of unlocking this world:

1. Hero awakening ranks sum up to 35.
2. Own 15 heroes.
3. Spend 200 Tournament Coins.
4. Get it using real money (at the moment 4$).

Tips for unlocking HERE.

**Maps:** W6 map pictures are found here

## Campaign Progress Unlocks

There are 40 campaign levels in this world; this makes a maximum of 120 stars.

* Level 170 to unlock Azura for purchase
* Level 180 to unlock Raida for purchase + unlocks W6 Endless Mode
* Level 190 to unlock Koizuul for purchase
* Level 200 to unlock Shamiko for purchase. A message will display stating W6 Challenge Mode is now available\*.

***\***Technically, W6 Challenge Mode appears on the W6 map overview after completion of Level 199. However, it is impossible to enter as two of the three requirements to unlock it are based on completion of Level 200.*

1. Need to own Shamiko
2. 3-Star Level 200
3. Have at least 3 Rank6 Heroes

## Towers and Upgrades

W6 has a different enhancement system where you first choose a "branch" and then further enhancements are based on Damage, Range, Speed, Health, etc. depending on the tower.

For more detailed stats on the towers, upgrades, build cost, etc. please refer to this spreadsheet, or look at this Reddit post for simplified (but not 100% accurate) description.

### Samurai Tower

 Samurai are honorable fighters. Effective at stopping ground enemies.

* **Shogun House** - The Shogun can decrease enemies' armor and deal AOE damage
* **Army Base** - A small army!

Enhancements:

* Attack Reinforcement - 3x - Increase tower attack damage.
* Health Reinforcement - 3x - These upgrades can increase tower troops' health.
* Speed Reinforcement - 3x - Increase towers attack speed.

Upgrades:

* 6 stars - Tetsuyoroi - Iron enhanced armor improves survivability.
* 8 stars - Sekkou - The warriors scout the area, increasing their deployment range.
* 10 stars - Kinben-na - Through hard work the warriors have increased their efficiency, reducing cost.

Anti-air?: either branch can only attack ground enemies. Shogun's aoe aura affects both ground and air.

*Tips: both Shogun and Army branch are situationally useful. 1) **Shogun** should be generally better he should survive same amount of damage as all army troops combined (and basically 4-5x longer vs aoe damage) + armor break aura increasing your damage. 2) **Army** should be better against very high damage opponents, since as those small troops die new one ress, while Shogun is single unit so when he dies there is noone else before he ress again. + army is cheaper to upgrade. 3) **No upgrade**, once W6 is added to tournament optimal should be to choose no upgrade and only upgrade to delay by units ress. 4) Beyond branch only Health upgrade make sense and only in Endless or some boss levels. Attack and Speed are useless.*

### Crossbow Tower

 Crossbows are quick single target shooters. Effective at handling high health enemies.

* **Quick Crossbow** - Attacks even quicker!
* **Shuriken Ninja** - Throws deadly shuriken

Enhancements:

* Attack Reinforcement - 3x - Increase tower attack damage.
* Range Reinforcement - 3x - These upgrades can increase tower range.
* Speed Reinforcement - 3x - Increase towers attack speed.

Upgrades:

* 6 stars - Mouhitori ite - Another archer never hurt anyone! (Except the enemy)
* 8 stars - Subarashii kyori - Improved bow strings increase range!
* 10 stars - Senkou-ya - Better arrows do more damage!

Anti-air?: either branch attacks target both air and ground. ?Special shuriken aoe attack only damage ground units.?

*Tips: Use Shuriken. 1) **Shuriken** is 99% of times best option, due to much higher overall damage done thx to extra aoe attack. 2) **Quick branch** is in theory better single target damage due to slightly higher attack speed and extra crit chance + it has extra range, but in practice shurikens are always better. Only good use is in tower spots where your shurikens can't be effective due to slightly lower range (but you could just use those for gold generating by Shrine tower...). 3) Beyond branch, all upgrades are great, generally worth alternating range>speed>dmg>range>... don't underestimate range, situationally upgrade range 3x first before speed and damage.*

### Taiko Tower

 Damage enemies around your taiko! Special heavy hits will shock your enemies!

* **Lightning** (Taiko of Speed) - Fast beat without heavy hit
* **Burning** (Taiko of Strength) - Slow beat with heavy hit

Enhancements:

* Attack Reinforcement - 3x - Increase tower attack damage.
* Speed Reinforcement - 3x - Increase towers attack speed.

Upgrades:

* 6 stars - Ougoe no taiko - The taiko are optimized for loudness increasing their damage output.
* 8 stars - Zankyou - With improved reverberation the sound of the drums carries further increasing range.
* 10 stars - Jindaiko - Hearing the beat of the Jindaiko allies are inspired to move more quickly.

Anti-air?: either branch attacks affect both air and ground. Jindaiko's haste affects all ground or air heroes, summons and troops inside.

*Tips: Both Lightning(blue/light) and Burning(red/heavy) are situationally useful, but 90%+ time it's better to use Burning. 1) **Burning** attacks slower but with stuning attack, making it much more valuable. 2) **Lightning** attacks faster and thus also haste your heroes more reliably so one tower with heroes in range is often nice if you have enough tower slots (otherwise just go red). And lightning should do bit more damage, but that is not significant as most of your damage should come from shurikens, and you would lose out on stun from burning. 3) On Legendary maps with crossbow tower banned alternate between Burning and Lightning Taikos as Lightning should be better for damage and Burning to stop enemies. 4) Beyond branch, both upgrades are great, generally worth alternating speed>dmg>speed... situationally upgrade speed 3x first before damage (for faster stuns).*

### Shrine Tower

 Earn income every wave! Encourage allies to be stronger and faster!

* **Temple of Strength** - Damage increase aura
* **Temple of Speed** - Speed increase aura

Enhancements:

* Henkei-no-nusa - 1x - Transform your enemies into a harmless Yokai! (Seriously?)
* Miko - 3x - Japanese Shaman Girls where? They bring in more income

Upgrades:

* 6 stars - Hyaku-ko no kozeni - With a surplus of donations prices can be reduced!
* 8 stars - Sen-ko no kozeni - And, with an even greater surplus of donatios, prices drop even lower!
* 10 stars - Big Saisen-bako - A bigger donation box! Now we're raking in the money!

Anti-air?: No attacks. Henkei-no-nusa can target both ground and flying enemy. Aura buffs affects all ground or air heroes, summons and troops inside.

*Tips: Both Strength and Speed are great. But mainly prioritize Speed. 1) **Speed**, if you will use only one shrine use Speed and put heroes under it. 2) **Both**, usually best to use one speed one strength and put heroes where they get both auras. 3) Money, more are great for generating gold in early waves and to sell in later, doesn't matter which branch you chose, but better go with speed if you move your heroes they can move faster across that aura. 4) **Miko**, upgrade all 3 asap to generate gold. 5) **Henkei-no-nusa** (polymorph) is situationally useful, mainly behind major chokepoint where it is ready to polymorph single enemy that slips through to oneshot it after polymorph, but mostly you can ignore it.*

### Challenge

At W6 challenge maps Shrine towers' Miko enhancement have altered effect: **Miko** - 3x - Japanese Shaman Girls where? They cleanse heroes of spirit Curse! *Both base gold generation and through Miko enhancement are gone. ?Base tower before you upgrade to give aura is just useless here, doing nothing?*.

*Tips: You generally want one Speed aura tower where your heroes stand, with at least one Miko enhancement to cleanse your heroes. second with damage aura is optional, more Shrine towers are pointless in this mode.*

## Enemies

All enemies (including bosses) along with their stats, skills, damage, etc. are listed here in spreadsheet.

For enemy kill counts toward Achievements and Daily Missions visit W6 enemies HERE.

In W6 Challenge there are slightly different variations of these units, to see how they differ from basic refer to spreadsheet. In general they have some basic stats slightly increased and apply **curse** (specific to this challenge, does damage weaken effect, and it is cleansed by Miko enhancement from altered Shrine tower).

**tips and commentary:**

* Avoid using melee heroes and troops, or at least engaging enemies in melee combat, as there are too many bad effects amongst these enemies (like stuns, Shocks, high damage attacks and suicides, slows, summon extra enemies, etc.).
* Kami-no-Mahoutsukai will summon crane for each time it's hit by melee attack when engaged in melee combat, except while disabled by stun/shock. Always avoid engaging them with fast attack melee units without any stun (Narlax+Raida have no problem as even if you summon some cranes they will be obliterated by Raida's R6). Red Taiko stuns always help with disabling. Or ideally just ignore them and let towers and ranged attacks kill them.
* Oni's basic attack mini stuns can be very annoying and disrupt some combos like Narlax+Raida (move your heroes away to disengage from constant stream of stuns to cast your spells)
* Big Crane carrying units, will always drop units to a lane (if you pull it away from lane, and kill it there units will be dropped to nearest lane instead)
* Mizu-no-Sei (water spirit) can ??either by bug or maybe design?? sometimes be invisible (only his hitbox shadow be visible on ground). if you don't pay attention and have proper anti-air infrastructure it can lose you legendary or 3stars, and is really problematic in endless mode.
* Use troops and summons to engage Oni & Aoi Mask units (lvl191-200), or Charm other nearby enemies with Azura.
* Big Ghostfire has really nice damage and makes perfect target for Azura's Charm. Otherwise avoid moving your heroes close them.

## Strategies, tips and commentary:

* For Campaign and Legendary, Towers are more important in this World than in previous worlds. They should be your main damage and heroes you use should be mainly tower support and CC delay.
	+ Azura, Raida, Koizuul & Shamiko: **Azura** very skippable (you mainly want to save gems for Raida and Koizuul). Amazing for lvl191-199, but replaceable by Necro-Connie. **Raida** not ideal for rest of W6 campaign, !!get him asap anyway!! amazing for everything else and still usable for w6 campaign and legendary if ranked up and paired with proper heroes. **Koizuul** not ideal for W6 campaign even less for Legendary (too slow to dragon form, need haste for legendary, and R5 in general) !!get him asap anyway!! amazing for everything else mainly tournaments and still usable for w6 campaign and legendary if ranked up and paired with proper heroes. **Shamiko** normally unusable for W6campaign (since unlocked after last level of it), but can be very helpful for missing legendary maps, and amazing for tournament and rest (need R4 and learn to tap, otherwise trash), get her but no need to rush.
	+ Taiko: is by far the best tower to upgrade because it stuns with AOE. Always go with the "Burning Taiko" branch and then upgrade speed as it will stun enemies faster.
	+ Crossbow: always Shuriken Ninja to kill multiple enemies. Usually better to focus1-2 highly upgraded towers than to make many low-upgrade towers.
	+ Shrines: Try to complete early waves with mostly Shrine towers with Miko to collect lots of Coins in the first few waves. At wave0 always build only shrine towers to generate gold, you should gain enough gold right at start of wave 1 to survive, even if you don't try for more gold shrines. Mainly use Temple of Speed to haste your heroes and always keep them inside auras. ?These auras also help boost towers as well?, so placing them strategically is important.
	+ Samurai: Generally weak, in few levels even harmful as it can make enemy summon paper planes. At lvl191-200 great as targets for kamikaze units, also useful in lvl170(Azura boss) and depending on strategy in 180 and 190 as well.
	+ Heroes: Mainly tower supports => R5&6 Helios, but base R4Helios is great too for Empower effect, Yan to haste towers, and Leif to buff damage. For Level191-199 Necro-Connie or Azura are almost must have. Otherwise generally avoid melee heroes and prioritize ranged CC.
		- ideal team (161-190): ConnieR5 +EfrigidR4 +Helios/Yan/Leif:
		- ideal team (191-199): ConnieR5 +FeeR7/Azura +EfrigidR4/Helios/Yan/Mabyn
* Endless: somewhat same as campaign, but Samurai are more useful. Early waves shrine gold generating is absolutely crucial to have gold to max towers asap.
* Challenge: due to much less gold available since shrine tower change, towers can't be upgrades as much. So heroes damage matter much more than in campaign (not for early levels, but in later and boss). Look at tower section above to see shrine tower change info.
* Realm Siege: early same as campaign, but as difficultly rises, low damage CC heroes won't cut it anymore, melee fighting is even more discouraged, etc. For towers, make use of blessed spots (avoid samurai and shrine on blessed, and put mainly crossbow and taiko there) and buffing blessed tower spots (Helios/Yan/Leif) is very high value. Melee high damage heroes are still great if paired with proper setup (Raida/Cyra/Elara with Narlax/Shamiko, Koi with Helios/Yan/Shamiko) and used under Red Taiko's stuns and hastes and speed Shrine aura. Due to great tower damage purely stall team like FeeR7+Connie+Mabyn/Efrigid/Helios/Yan/Azura/BoltonR6 is great and doesn't unnecessarily prolong match like in other worlds.
* Tournaments: N/A W6 maps are not in tournament yet.
* Extra notes:
	+ Taiko(drum) tower can damage/stun flying enemies but only attacks if there is ground enemy in range (but due to very large range, it is nearly impossible to get only flying and no ground enemy in range).
	+ Don't forget with Jindaiko (3rd upgrade) taiko tower can also haste allies, always have your heroes under one attacking taiko (along with speed shrine aura).

## Level-Specific Strategies and Tips

Can always just search on youtube for eg. "realm defense 170" and try to emulate what you see.

#### Level 170

 Rokujo Boss Level (Azura's unlock). Click HERE too see the details strategy to defeat this level with only W1 heroes.

Oldest videos might suggest using only Shuriken towers, but they were nerfed shortly after release, Red Taiko is more useful ever since, and you should definitely use combination of both. At last wave boss comes to attack and cast buff on few enemies making them stronger and much harder to kill, they and boss generally require some tanking.

* Ideal team: Necro-Connie+Yan+Efrigid/Leif (or anything that can stop enemies, help tank boss, and boost towers for damage).

#### Level 180

Raijin Boss Level (Raida's unlock). Click HERE to see the level and strategy to defeat this level without any heroes.

Mini-bosses spawn at your heroes and troops, once any reach exit you lose. Either 1) Avoid samurai tower and use no heroes or hard to kill heroes (so mini boss just won't kill your heroes and move to exit). Or 2) build many samurai towers to stop minibosses from quickly running to exit. After boss dies first time all towers are made useless, sell and rebuild all quickly. Also move your newly added R6 Raida, so miniboss is not spawn in that location.

#### Level 180 Legendary

Special legendary level where all towers are banned. You only can use your heroes and items (potions). Focus on CC and summons to stop enemies, high aoe damage and solid anti-air. High amount of Onis (stun on attack) and Daruma (flying with stun on death) can ruin your melee's play. You basically have 2 options:

1. **refuse to waste items** - this will require you to postpone this legendary until you get and rank up some of heroes that unlock above (like Raida, Shamiko, Cyra, Elara). Need at least Raida (ideally R6) and/or Cyra or Elara (idealyR6, minimum R5) for damage as Meteors replacement, and/or Shamiko as best CC (atR4, R6 ideally for lower CDs)
2. **use meteors for kills** (+ probably need to use some freeze potions between meteors as well, you can use both freeze and freeze lv2 as they have their own CD) - this should be fairly manageable with many good AoE CC heroes, use some combination of these heroes:
	1. **Best:** **Necro-Connie** (at least R3 for shorter lagomorph CD, but R5or6 better for more AoE slow and damage), **Efrigid** (R4 for shorter CD, or better R6 more dmg and CC), **Yan**, **Narlax**, **Bolton** (R4 for shorter Active CD, or Better R6 to bring Obsidian as well), **Smoulder** (at least R4 for air-slow aura, R5 better for stun on active)
	2. Somewhat Usable: Koizuul (no dragon form in time, only with Shamiko/Yan haste), Masamune (R6minimum to summon many clones, R7 better to add extra CC, enemy stuns can really ruin him), Fee (minimum R7 paired with Connie, likely won't have enough anti-air delay), Lancelot (R6 minimum to add little extra damage to flying, and +3 mapHP), Mabyn (can be tricky to use, due to stuns, but active skill has really nice long cc)
	3. Avoid these!!!: Hogan, Obsidian, Sethos, Helios, Leif, Caldera, Azura

As for position you want your ranged dmg to be in range to attack asap (but also so they won't get attacked by enemies, or waste some passive skills (like Efrigid's frost nova) too early). Keep melee heroes slightly away from action, so they don't get stunned as soon as enemy spawn, and are not blocked to cast skills by those stuns.

Generally, key is to time you delays, and not waste all skills as soon as they're ready.

#### Level 190

Koizuul's Boss Level (Koizuul's unlock). Click HERE to see the level and strategy to defeat this level and where some hidden help is within the map...

This boss can't be killed normally, instead slowly looses health on its own. You just need survive long enough. There is Tappable to help with gold (worth waiting on wave0 to get 4x200gold before sending first wave). Boss will attack your nearby heroes/summons/troops so move your heroes away, close to exit (if you kill enemies there), or close to right side of top bridge (if you kill enemies near entrance).

#### Level 191-199(200)

Last levels of W6 with new enemies. Click HERE to see the basic strategy to easily defeat these levels on first try.

Due to new mask enemies, melee heroes are even less worth. Priority is putting targets into a lane for them to suicide inti (to let them kill themselves, and soak their damage). Necro-Connie, Azura, or Samurai tower are kings here (↑↑more in guide above↑↑).

 Lvl.200 Gashadokuro Boss level (Shamiko's Unlock)

Easier of boss levels (lvl.190 is probably easiest). If you 3stared previous levels you should have no problem finishing this boss level. Mainly all w6 enemies are present, so while you need some summons/troops to take care of kamikaze masks, you also don't want Kami-no-Mahoutsukai spawn a lot of Origami Cranes and there are also pesky Onis with stun attacks and Shunmin-shi with shock spell, so mind units and Heroes positioning. build towers and upgrade range so they can reach and dmg boss.

* Boss is mainly just an annoyance as he will grab melee hero attacking him stunning and throwing him away on CD, and after ~50% will move between his original position and bottom mid hole.
* For team generally best to use Connie+damage+Haste (to have enough summons, and CC to keep enemies at bay, and some good damage to speed up killing boss, and not to rely only on towers for boss dmg), so teams Like Connie+Koi+Yan/Helios/Shamiko, or Connie+Raida+Narlax/Shamiko will generally be best. But many different teams with tools to stop enemies should manage without problem.

## Completion Rewards

Rewards per level for three stars completion in this realm. Each level experience is divided somewhat equally between your heroes. If you don't complete Normal level with 3 stars you will get half the experience, and second half once you do. If you don't complete Legendary on first try you will get half the experience, but second half is lost as successful try after that won't award any experience. *Tip. Can watch an ad to double your Potion reward.*

Quest = gems awarded for quests. Legendary quests are awarded once all 5 corresponding maps are finished.

*Rewards (mainly experience) were changed few times over the years and might change again in future.*