World 4: Caelum Cloudveil

Corrupted Wizards, Witches, and their Elemental Constructs now rule this Magical Realm in the Sky. Drive out the Dark Magic and restore order to this magical world of wonder.

To unlock this world, you first need to finish World 3 campaign. Then you have four options of unlocking this world:

1. Hero awakening ranks sum up to 12.
2. Own 8 heroes.
3. Spend 100 Tournament Coins.
4. Get it using real money (at the moment 4$).

Tips for unlocking HERE.

**Maps:** W4 map pictures are found here

## Campaign Progress Unlocks

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

* Level 90 unlocks Yan to be bought and W4 Endless mode
* Around Level 100 you should gain your 80th key that will allow you to access Necro Connie's story mode to convert Regular Connie into Necro Connie
* Level 110 unlocks Narlax to be bought
* Level 120 unlocks World 5 to be bought or opened.

## Towers

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.

### Boomerang Tower

 A Blade Thrower with good range. Deals damage on throw and return. Low flying blades that are highly effective against ground units.

Enhancements:

* **Orbital Blades** - 3x - Energy boomerangs surround the tower and deal damage.
* **Sever Tendon** - 1x - Slows targets on hit

Upgrades:

* 4 stars - Triple Threat - There's three?!
* 5 stars - Long Throw - You can't outrun them!
* 6 stars - Razer edge - You'll need bandaids!

Anti-air?: all effects ground only

*Tips: Generally one with slow per lane with exit, placed near chokepoint is good. But takes to much coins to upgrade, so can even be ignored on some maps, always worth on maps without any flyers. Both upgrades are mostly worth it, but only rush Sever Tendon. 1) **Orbital Blades** only after Sever tendon**,** one upgrade is usually worth it (for better chance to apply "sever tendon" slow) 2nd and 3rd upgrade to lower its CD can be worth it (if you have a lot of coins), but shouldn't be focused. 2) **Sever Tendon** always focus this upgrade (to a point where tower itself is almost not worth coins cost otherwise).*

### Avian Knights Tower

 Avian Knights are the fearless defenders of the sky. Effective at holding back the hordes.

Enhancements:

* **Reckless Charge** - 1x - A Knight will charge at an enemy, dealing a powerful blow and stunning the enemy.
* **Sundering Lance** - 3x - Knights will shatter an enemy's armour, making them vulnerable.

Upgrades:

* 4 stars - Sky Knight - Sky Knights! Take Flight!
* 5 stars - Final Gift - Heals for everybody!
* 6 stars - Lance Hurl - First the poke, now they hurl?!

Anti-air?: all effects both ground and flying

*Tips:* Both *upgrades are mostly worth it, but rushing them usually isn't.* *1) **Reckless Charge** usually worth upgrades for extra CC. 2) **Sundering Lance** usually worth to do all 3 upgrades for nice armor break debuff. 3) **Unupgraded** in tournament optimal should be to not upgrade after building.*

### Mana Blaster Tower

 Magical device pulls in Mana and releases blasts of energy. Excellent stopping power, hits both air and ground units.

Enhancements:

* **Laser Impact** - 1x - A powerful focused beam from the sky will hit a target
* **Static Shock** - 3x - Energy balls will emit a small zap and shock enemies

Upgrades:

* 4 stars - Excess Energy - A blast so powerful that the excess ricochets striking more foes
* 5 stars - Maximum Overload - it'll hurt a lot more!
* 6 stars - Electrify Heroes - Units are protected by an electrified shield that shocks enemies.

Anti-air?: all effects both ground and flying. But prioritize flying and shielded enemies.

*Tips: Mostly can be ignored in campaign due to too steep upgrade cost (can build few mainly at tower spots that are far from action (like in little flying islands, and on maps split where they can reach both sides). Great anti-air, but again too costly. 1) **Laser Impact** never worth it, too slow too costly. 2) **Static Shock** always worth to do one, 2nd and 3rd are mostly worth (since it goes from 1 > 2 > 3 targets, results in more CC. 3) **No upgrades** static shock is always worth it, but tower has nice CC even without spending coins, due to Electrify Heroes upgrade. So upgrades usually don't need to be rushed. Better build more towers than one fully upgraded.*

### Pyromancer Tower

 A Highly trained Pyromancer ready to hurl fire balls. Magical fireballs burn foes in the air and on the ground.

Enhancements:

* **Cleanse** - 1x - A purifying fire removes debuffs for allies and buffs from enemies.
* **Elemental Wisps** - 3x - Fire spirits pursue and attack enemies.

Upgrades:

* 4 stars - Fast Pitch - They're coming in hot!
* 5 stars - Fire Shock - It Burns and it Stings?!
* 6 stars - Fire Everything - Their orbs will block out the sun!

Anti-air?: all effects both ground and flying

*Tips: always worth building, best tower for campaign. 1) **Cleanse** always worth upgrade. In campaign only worth where you have heroes to cleanse them, and in main chokepoint to cleanse buffs from enemies (due to generally low amount of coins not worth upgrading on every tower if you build many of them). 2) **Elemental Wisps** mostly only worth at campaign all 3 upgrades for extra damage. In RS only at blessed tower spots. Otherwise useless upgrade.*

## 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 W4 enemies HERE.

**tips and commentary:**

* Avoid engaging enemies in melee combat outside of Pyromancer tower's Cleanse, as there are too many bad effects amongst these enemies (like freeze, slow, decrepify, etc.).
	+ By far most disruptive enemy is Ice Elemental avoid engaging them in melee and being frozen as much as possible.
	+ but Time Construct, Gravity wizard and Ivory Golem's spawn are very disruptive with their slow as well
* Citadel Assassins can be very annoying, due to teleport+haste mechanic. If you position avian knights badly it can even help assassins (as they can jump on them, kill them very quickly, and then speed to exit). They can even change lanes with teleport, so avoid using avian knights just behind where paths cross, or directly on exit (as there will be no time to react after they die). They can be cleansed of cloak or haste effect, and also decloaked and slowed by boomerang towers. Or just stopped by summons or nonsquishy heroes.
* Void Elementals can be annoying as well, they are basically cloaked (requires to be decloaked by damage/cleanse or by being engaged) but unlike normal cloak they can reenter hiding when not engaged or disabled. Summons like Fee's wolfs are really handy for them.
* Due to pretty high amounts of spell/physical armor and shields it's generally advised to have versatile teams, and not go full mage or full attacker team (although most heroes can do both kind of damage).
* At some maps Meteors drop from the sky on your units: small meteor (does low dmg) and big meteor (deals 20%max hp and spawn Void Elemental). Spread your heroes bit (so they don't hug). If you put all your heroes to same spot, all will be hit by meteor at a same time, and take a lot of unnecessary damage. Lancelot's healing and shields are really useful for this.

## Strategies, tips and commentary

* For Campaign and Legendary:
	+ Yan, Narlax & Necro-Connie: **Yan** is great support, but mostly skippable for campaign, not ideal for W4 & W5 campaign. Ideally postpone her buy for W6 unlocking, as she is pretty good for W6 campaign, or after you unlock main W6 meta heroes for tournament supporting. **Narlax** is decent for campaign, but skippable as well. W4 mainly helpful for split levels (always try to pull under Pyromancer's Cleanse and Boomerang's Slow and follow pull with some good CC/Dmg active skill. W5 mainly to pull under Mushroom tower and aoe, etc. W6 generally weak for campaign. No point buying and using unless you have some good pull follow-up (like Mabyn, R5Smoulder, R4Efrigid(tricky to time)). Either buy right away and use in W4&5, or postpone after you buy Raida in W6. **Necro-Connie** is by far best campaign hero in game. BUY BUY BUY. Ideally buy Old(Crapy)-Connie when unlocking W4 or shortly after unlocking and prepare for her Awakening missions which should be available in W4.
	+ Boomerang: usually one with Slow at chokepoint to delay and aoe enemies is great. Mostly useless as unupgraded tower, rush for slow and don't build unupgraded towers (can also skip them entirely on some maps if low on cash and high on flying enemies).
	+ Pyromancers: by far best tower for campaign. Always have at least one with cleanse at chokepoint or where your heroes stands. Otherwise nice cheap source of damage even unugraded. Wisps enhancement is nice extra dmg as well.
	+ Mana Blaster: mainly avoid in campaign (too costly), generally ok to build unupgraded tower on far away tower spots (nice for split map levels, small islands or on tower spots far behind your main choke point), never rush them.
	+ Avian Knights: great troop tower, nice and cheap, almost always worth building few. Ideally behind where you engage enemies, but still in range of cleanse/slow so they keep enemies in their range, just beware of Citadel Assassins. In campaign best to ignore upgrades and save coins for pyromancer's cleanse and boomerang's slow.
	+ Heroes: Since you can now get **Necro-Connie** about halfway in W4 just rank and use her!!! = profit. **Efrigid** R4+ is great as usual. **Lancelot** (ideallyR3) is great here for his shields and heals. **Fee** R3+ is great here as well, wolf are handy for stopping or decloaking some enemies, and to engage annoying CC-heavy enemies instead of heroes. **Mabyn** is really great as well (just have her parked under Cleanse)
		- Generally best to use ranged heroes with some delay. Teleporters (MasamuneR3, Narlax, Sethos) and Summoners (Connie and FeeR3) are great for split map levels, but also to catch heroes that can slip through (like cloaked/hasted enemies, or when you get frozen), also fast moving heroes like Mabyn and Masamune can catch up to those. SmoulderR4+ and Yan are ok. Helios can be amazing value if you're using EfrigidR4 and Necro-Connie as hasting them is great.
		- Generally avoid squishy melee and short range heroes (Hogan, Obsidian, Bolton, Old-Connie)
			* Ideal team(1st half): FeeR3 +EfrigidR4/Lancelot R3 + Mabyn/Narlax/Sethos/MasamuneR3
			* Ideal team(2nd half): replace Fee with Necro-Connie (+Helios)
* Endless: endless maps are only hard once you unlock them, and gets really easy usually as soon as you get to next world(rank and level heroes bit more). If you can't wait and struggle use Youtube.
* Challenge: N/A no challenge in W4 yet.
* Realm Siege: early similar as campaign, but as difficultly rise, low damage CC heroes won't cut it anymore, good tank/way to stop enemies required, etc. For towers, make use of blessed spots (avoid Avian Knights on blessed spots) and buffing blessed tower spots (Helios/Yan/Leif) is always great value. Unlike campaign Avian Knights are more worthy of upgrading to give them Armor Break and Stun. Mana Blasters with all 3 Static Shock often starts to outperform Boomerang with Slow, just as flying units become more problematic.
* Tournaments: W4 maps atm only show in Diamond and Master+Legendary groups, never in lower league. As usual with each wave difficulty goes up, until tower damage mostly doesn't matter anymore.
	+ Always build 1-4 Pyromancers with Cleanse (Wisps are useless)
	+ 1-3 Boomerang with Slow is usually great as well (Orbital Blades are ok, but never to be rushed. 1st upgrade can be somewhat rushed, but 2nd and 3rd only if you have still plenty of coins left after everything else necessary upgraded + extra cash for troop tower upgrade>sell>rebuild delay.
	+ Generally fill all rest with Mana Blaster with all3 Static Shock, or leave some tower spots for later for Avian Knight.
	+ Avian Knights are mainly useless (too weak to survive, can even hurt you if badly positioned (Citadel Assassins), and can't really hold masses of enemies Anyway (tower's and hero's CC and summons should). But they can be almost mandatory to soak Yan Boss' ranged attacks (If Blessed Hero is not strong enough to engage boss and tank shots while they move towards him).
	+ Heroes: mainly geared towards ranged non-squishy heroes with adequate range and some proper anti-air damage and a lot of delay. Azura is great to tank bosses and bring extra cleanse, Connie great to tank bosses and masses of enemies (mainly replaced Azura). FeeR7(with Connie) is great to hold a lot of ground, but can be sufficient against flying. Otherwise mainly all current Meta Heroes.
		- Mabyn, EfrigidR6 and SmoulderR5+ are little bit more useful than usually (due to larger amount of enemies (due to them being harder to kill) and need to delay flyers), but generally shouldn't compete with Meta heroes.
		- Unless Blessed, generally avoid melee heroes who are limited in anti-air (as in general Meta...) - Caldera, Leif, Hogan, Masamune, Obsidian, Sethos and Bolton

## Level-Specific Strategies and Tips

Can always just search on youtube for eg. "realm defense 90" and try to emulate what you see.

### Level 90

 Yan's Boss Level (Yan's unlock). Click HERE to see the youtube video to defeat this level with Fee, Lancelot and Mabyn.

Boss will show up with last wave in top left side, instead of moving to exit she will just teleports inbetween 3 locations (top left > top right > center of map > top left >...). Fight is divided into 4 phases during which boss casts some nasty spells.

1. 100-75%HP - during this phase boss will only cast haste on allies
2. 75-50%HP - boss will also cast teleport (teleport allies from location close to entrance > to further down a lane).
3. 50-25%HP - boss will also cast decrepify (armor break and slow enemies (towers including).
4. 25-0%HP - boss will teleport to top crossroad and stays there until killed, only channeling single spell - Portals (open 4 portals, from which extra enemies spawn).

Best strategy should be using mainly fully upgraded pyromancer. Ideally start with Cleanse on every second tower (so you have most of map covered, and can dispel haste and decrepify + regular enemy buffs and debuffs), and one whisp on all towers (only then upgrade for more whisps or more cleanses). And 2-4 Avian knights at bottom crossroad. Alternatively using few Boomerangs with slow can be useful aswell. But at this point of campaign you should only have enough stars for one and half tower upgraded, so better not spreading yourself thin with all 4 towers when not necessary.

Heroes shouldn't matter much as your pyromancers should be able to do all the work. Mainly pick any heroes who can help delay enemies (Fee, Lacelot, Mabyn, Efrigid, etc., or even weak heroes like Old-Connie, Bolton, Obsidian, etc., all should really work... Maybe avoid unranked Hogan and Masamune (as they lack proper delays and need to engage into high dmg/cc enemies).

### Level 100

 Narlax's Boss Level (Should award enough keys to unlock Necro-Connie awaken Missions). Click HERE to see the youtube video to defeat this level with Fee, Lancelot and Mabyn.

Boss have same abilities as Hero Narlax. Boss will show up with last wave center of map, instead of moving to exit he will just teleports inbetween 3 locations (center > just above right side bend in a road > center > left side bend > center >...). Boss will have aoe dmg around him (watch out, this can do some serious damage to weak underleveled heroes) and attack heroes in melee range. With Each teleport he will also pull his enemies (heroes, summons, and troops) toward himself (range is essentially across whole map).

*Older videos might suggest moving heroes to exit before boss comes, this won't work anymore since boss pull range was buffed to cover majority of map. Actually you can avoid first pull, and any teleport-pulls from center to right side as max exit is just slightly off range (if you have fast enough or teleporting heroes). Not really worth effort since teleport-pulls to center and to left side can't be avoided.*

**For Heroes** - MVP is **Lancelot**, he should easily survive boss dmg (unless he is really low level and no rank), and help protect allies with shields and heals.

1. any heroes - If you're quick enough you can just move your heroes away (ideal towards bot crossroad) right after they're pulled so they don't stand in boss damage, that way you can play your normal heroes (can be somewhat problematic if boss pulls you close to high-cc enemies, but hey that's why you have cleanse towers...) Avoid heroes who need to stay in melee to be usable like Masamune, Obsidian and R4 or lower Hogan.
2. use bulky heroes - if you don't think you can manage to move them away (not sure why...), just use non-squishy heroes ideally Lancelot+Helios+Sethos. Helios active skills is great right after boss pull to haste and heal your heroes and dmg and blind possible non-boss enemies. Since you probably skiped Sethos, Mabyn is probably perfect, or just use any squishy ranged hero and move it away...

**For Towers** - just go mainly Pyromancers with Cleanse and maybe some wisps. And few strategically placed Boomerangs with slow. Avian Knights can be entirely skipped as they mainly just die to boss' aoe, or allow Citadel Assassins to teleport and haste (only worth few use Lancelot's shields or play without any tank). Mana Blasters are too costly and not worth at all.

### Level 110

 Second Narlax's Boss Level (Narlax's unlock). Click HERE to see the strategy to defeat this level and how to maximize the number Tower placements and Elemental kills for your achievement. Or click HERE to see the youtube video to defeat this level with Fee, Lancelot and Mabyn.

Boss will show up with last wave center of map, instead of moving to exit he will just teleports inbetween 3 locations (center > left crossroad > right crossroad > center >...). Boss will have aoe dmg around him (watch out, this can do some serious damage to weak underleveled heroes) and attack heroes in melee range. With Each teleport he will also pull his enemies (heroes, summons, and troops) toward himself (range is essentially across whole map).

Basically same as level 100. Key difference is there are much more enemies, and once Boss appears he shuffles few tower spots, so its wise to prepare those based on their end position. Top left tower >> right side road corner (advised to build Pyromancers with cleanse in it). Top right tower >> bottom exit (Boomerang with slow or Pyromancers). Right side bottom corner island tower >> top mid corner (ignore it, or unupgraded mana blaster). Center lane 2nd from top tower >> bottom further from exit (Boomerang with slow). Unlike lvl.100 moving heroes to exit can be worth as they should only be pulled during mid map teleport-pull, and out of range for 2 other pulls.

**For Heroes** - basically same as lvl.100 ↑↑↑ unlike level 100 there are far more enemies and much higher chance you're heroes will get CC by them, so cleanse towers are even more important. And more enemies means heroes with good aoe and cc are generally better. Just click them to move away from boss under some cleanse tower, right after they're pulled.

**For Tower** - Avoid Avian Knights 1 per lane on tower spot closest to exit can be nice before boss comes (as buffer if enemies get through your heroes and towers), useless once boss comes and start pulling them and killing them. Avoid Mana Blaster towers, if you have Electrify Heroes (Units are protected by an electrified shield that shocks enemies) upgrade unlocked, one or two unupgraded close to entrance (away from action), might be ok, otherwise waste of coins. Mainly have 2-4 Boomerang with Slow spread around. And fill rest with Pyromancers with Cleanse.

Mainly just have Cleanse tower where boss teleports your heroes and where you want to move them after teleports. If you build no or too few boomerangs hordes of enemies might outrush you. If you build no or too few Pyromancers you won't have enough Cleanse to free your heroes and debuff enemies, and even those very few flying units might become problem.

### Level 120

 Boss-less "Defend Shrine" Level. Click HERE to see the youtube video to defeat this level with Fee, Lancelot and Mabyn.

With no boss present, main challenge is hordes of enemies and Meteor spells thrown at you as you try to protect the Shrine. Main Struggles:

1. keeping shrine alive - shrine acts as unit, and thus can be shielded and healed. That's where Lancelot and Helios shine.
2. meteors are annoying - just use heroes with healing, if not just keep you enemies separated so meteors won't unnecessarily keep hitting all 3 heroes. Very disruptive for squishy ranged heroes forcing them to be engaged in melee combat (melee combat often blocks heroes from casting some spells until they disengage by killing enemy or moving away)
3. tons of enemies - this is why aoe and strong cc heroes are great here, and why (if you still didn't learn it by now), shouldn't rush to build many unupgraded towers in W4, and rather rush few Pyromancer to Cleanse and few Boomerang to Slow.
4. last wave meteors - along with regular big meteors (deals 20%max hp and spawn Void Elemental) that are focused randomly on your heroes. Last wave lanes will be constantly bombarded by small meteors (deal considerably less dmg and won't spawn units). To avoid extra dmg move squishy ranged heroes away from lanes.

**Towers:** as usual few well positioned Pyromancers with Cleanse and Boomerangs with slow. 2-4 Avian Knights (especially worth if using Lancelot who cna shield them), Ignore mana Blasters (too costly, and too many enemies for them). Start building from shrine and after you have your main setup done you cna fil remaining spots with unupgraded pyromancers as its best dmg/cost ratio tower.

**Heroes:** mainly use good CC, AoE or supportive heroes

1. **great: Lancelot** to heal and shield heroes troops and shrine. **Helios** to heal, do aoe and buff fully upgraded Boomerang tower. **Efrigid** queen of CC and AoE. **Necro-Connie** if you have obviously great (as she is in every situation). **Mabyn** nice CC. **Narlax** nice aoe and supreme CC (if pull followed by strong active skill). **Yan** nice group CC and debuffs. **Masamune(R6)** nice tanking with clone army
2. decent: Smoulder nice aoe, Sethos decent tank to stop enemies, Fee(R3+) nice dmg + wolfs, Hogan(R5) nice dmg ok-ish slow
3. avoid: R5 or lower Masamune, R4 or Lower Hogan, Obsidian, Bolton, Old-Connie

## Completion Rewards

Rewards per level for three stars completion in this realm. Each level's 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) was changed few times over the years and might change again in future.*