To beat Stage 4 on Normal difficulty in Kingdom Rush Vengeance TD+, concentrate your starting gold into two or three dedicated anchor towers at the central intersection rather than spreading level-one towers across the map. Keeping pace with in-stage tower tier upgrades is the primary bottleneck on this stage; un-upgraded base structures cannot keep up once enemy health pools ramp up.
Invest your gold directly into primary damage dealers first, anchor incoming waves with blocking units, and actively reposition your hero between lanes to catch fast runners.
Establish the Central Choke Point
Stage 4 funnels attacking forces through a primary crossroads before paths diverge toward your defense exit. Place your main defensive concentration directly around this intersection so all incoming units must linger under overlapping fire.
| Tower Type | Placement Role | Target Priority |
|---|---|---|
| Blocking (Barracks/Garrison) | Stationed just past the curve of the main intersection | Pins groups directly inside the kill zone |
| Magic | Adjacent to the primary blocking line | High-armor targets that resist physical damage |
| Bombardment (Artillery) | Central plot with wide coverage over the intersection | Dense clusters bunched against your blockers |
| Ranged Support | Placed slightly upstream along the entrance route | Softens fast, low-health targets before they hit the line |
Upgrade your primary damage-dealing towers first, then elevate your blocking units and support. Upgraded towers output significantly higher burst damage and handle armor scaling far better than multiple scattered, baseline structures.
Reposition Your Hero and Reinforcements
Because Stage 4 features split paths and sudden surges of fast runners, relying solely on static defenses will lead to leaks. Use your hero and free abilities to stabilize the line:
- Early Wave Harassment: Station your hero slightly ahead of your main choke point during initial waves to pick off early scouts, generate experience, and build your early gold pool.
- Central Standby: Once the stage expands into multiple marching routes, keep your hero positioned between the active paths. This allows quick redirection whenever a flank is pressured.
- Emergency Interception: When an armored threat or heavy wave threatens to break your garrison line, move your hero directly into the fight to absorb hits and deliver burst damage.
- Reinforcements on Cooldown: Cast your reinforcement ability continuously throughout the match. Drop them directly behind your hero to form a secondary wall, or use them down open lanes to intercept fast stragglers that slip past your main intersection.
Defending Split Paths and Ability Timing
Before triggering upcoming waves, inspect the enemy lane indicators to see where armored units and swarms will march. Secondary routes do not require full offensive setups right away. Place a baseline stalling structure on minor paths to slow down runners, allowing your central artillery and magic towers to focus down the heavier lane.
Hold your offensive spells for high-density emergencies. Firing abilities at lone runners wastes their impact. Trigger your heavy offensive powers when dense, high-health groups cluster against your blockers in the main intersection. Clearing the surrounding minions in a single blast allows your upgraded towers to concentrate their single-target fire on remaining heavy targets before they reach your exit.
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Player Comments
126 players commented on this guide.
Nice guide. I am checking the other Kingdom Rush Vengeance TD+ articles next.
The explanation is clear, especially for beginners.
Good guide for Kingdom Rush Vengeance TD+ players. The early game part was useful.
The tips are practical and easy to follow.