Uploaded August 2026 | Updated September 2026, 1 week ago
What are Abyssal Stages?:
Abyssal stages unlock after you initially clear an Advent stage with the Abyssal stage available. You can access it by selecting it as if it was a Crown difficulty below 1 Crown. The gimmick with Abyssal stages is that you must clear the advent stage with as many completely unique lineups as possible. This means once a unit is used in a clear, you can no longer use it in any other lineup for the advent's Abyssal. If you wish to reuse units in a smarter way after clearing the stage once with them, you can choose to remove any of your clears of the stage and this will free the units used for that clear. Note that you can't undo this action.
Also, you are not forced to have full lineups, so you can minimize the lineup slots and lock less units for future clears.
Abyssal stages have the following rewards:
1 Clear - First Clear bonus
2 Clears - Uber Catseye x10
3 Clears - Uber Catseye x15
4 Clears - Dark Catseye x3
5 Clears - Dark Catseye x3
After 5 clears, there are no further rewards, but you can clear an Abyssal stage up to 10 times as a challenge to yourself.
_ _ _ _ _ _ _ _ _ _ _ _ _
Despite this stage's infamy on a first clear, often forcing players to obtain Rock Cat first for the Triple Research Rock strategy to beat him, Kappy's Abyss is not too terrible with the increasing amount of powercreep for both Surge enemies and Traitless. The stage demands that your lineup have a way to stall Kappy Jr with a Scissoroo out at least well enough to not get pinned to your own base. Additionally, there should be a consistent flow of damage units so The Thrillerz don't cut off your units too much.
Clear 1 - 0:00
Gato, LKD, and Jagando all together are quite frankly a bit overkill for what this stage requires. If you wish, you can probably rearrange the lineup and include some less blatant counters for Kappy and use one of these units on a different clear. Regardless, the clear as is runs no risk of death.
Clear 2 - 1:51
Bringing out the other Surge Immune meatshield with a bit of overkill on Surge Immunes. You are likely able to combine units from these two clears in a way that clears the stage 3 times. The main reason I don't go back and do this is to show how a couple of clears without strong Surge Immune units will go.
Clear 3 - 4:00
Ironcat's new abilities allow him to not only tank Kappy extremely well on his own, but also allows him to enable tankier attackers to easily tank through Kappy's Surges. Liberty, Cop, and Dogumaru can stay on the field for much longer thanks to the constant Weaken procs. Just make sure to bring an answer to the Scissoroos.
Clear 4 - 6:26
You'll want to use Bahamut on the run you bring Crystal and Tourist. You can either use Bahamut on base hit for a chain with Tourist and Bolt (and a well-timed Crystal KB can extend the chain even further) or lure Kappy and chain using the time Kappy spends walking forward as additional stalling time between Bahamut attacks. The rest of the lineup should be focused on dealing damage to finish what Bahamut started.
Clear 5 - 8:21
Triple Research Rock.
Recommended Ubers:
- Anti-Traitless
- Surge Immune
_ _ _ _ _ _ _ _ _ _ _ _ _
Music Used:
Paper Mario: The Thousand Year Door (2024):
- Battle (Pit of 100 Trials)
- Attack-a of the Whacka
What are Abyssal Stages?:
Abyssal stages unlock after you initially clear an Advent stage with the Abyssal stage available. You can access it by selecting it as if it was a Crown difficulty below 1 Crown. The gimmick with Abyssal stages is that you must clear the advent stage with as many completely unique lineups as possible. This means once a unit is used in a clear, you can no longer use it in any other lineup for the advent's Abyssal. If you wish to reuse units in a smarter way after clearing the stage once with them, you can choose to remove any of your clears of the stage and this will free the units used for that clear. Note that you can't undo this action.
Also, you are not forced to have full lineups, so you can minimize the lineup slots and lock less units for future clears.
Abyssal stages have the following rewards:
1 Clear - First Clear bonus
2 Clears - Uber Catseye x10
3 Clears - Uber Catseye x15
4 Clears - Dark Catseye x3
5 Clears - Dark Catseye x3
After 5 clears, there are no further rewards, but you can clear an Abyssal stage up to 10 times as a challenge to yourself.
_ _ _ _ _ _ _ _ _ _ _ _ _
Despite this stage's infamy on a first clear, often forcing players to obtain Rock Cat first for the Triple Research Rock strategy to beat him, Kappy's Abyss is not too terrible with the increasing amount of powercreep for both Surge enemies and Traitless. The stage demands that your lineup have a way to stall Kappy Jr with a Scissoroo out at least well enough to not get pinned to your own base. Additionally, there should be a consistent flow of damage units so The Thrillerz don't cut off your units too much.
Clear 1 - 0:00
Gato, LKD, and Jagando all together are quite frankly a bit overkill for what this stage requires. If you wish, you can probably rearrange the lineup and include some less blatant counters for Kappy and use one of these units on a different clear. Regardless, the clear as is runs no risk of death.
Clear 2 - 1:51
Bringing out the other Surge Immune meatshield with a bit of overkill on Surge Immunes. You are likely able to combine units from these two clears in a way that clears the stage 3 times. The main reason I don't go back and do this is to show how a couple of clears without strong Surge Immune units will go.
Clear 3 - 4:00
Ironcat's new abilities allow him to not only tank Kappy extremely well on his own, but also allows him to enable tankier attackers to easily tank through Kappy's Surges. Liberty, Cop, and Dogumaru can stay on the field for much longer thanks to the constant Weaken procs. Just make sure to bring an answer to the Scissoroos.
Clear 4 - 6:26
You'll want to use Bahamut on the run you bring Crystal and Tourist. You can either use Bahamut on base hit for a chain with Tourist and Bolt (and a well-timed Crystal KB can extend the chain even further) or lure Kappy and chain using the time Kappy spends walking forward as additional stalling time between Bahamut attacks. The rest of the lineup should be focused on dealing damage to finish what Bahamut started.
Clear 5 - 8:21
Triple Research Rock.
Recommended Ubers:
- Anti-Traitless
- Surge Immune
_ _ _ _ _ _ _ _ _ _ _ _ _
Music Used:
Paper Mario: The Thousand Year Door (2024):
- Battle (Pit of 100 Trials)
- Attack-a of the Whacka


![Battle Cats - Summer Break Cats: Paradise - Start from Scratch
Another Event gacha has started right after the Anniversary events end. This stage features all variants of Celeboodle. The main ones are Selena and Sunny Celeboodle since they are area attackers, though Bomber can slip in and allow you to rush Selena pretty easily. This stage isnt really hard even if you arent leveled enough to rush this consistently as basic backliners will get the job done just the same.
The main reason Im uploading this is to talk about the event gacha. This event gacha uses Legendary Banknotes as tickets and this stage drops them as follows:
Legendary Banknote x7 - 30%
Legendary Banknote x10 - 70%
_ _ _ _ _ _ _ _ _ _ _ _
The event gacha has the following drop pools, with a guaranteed random unit every 50 rolls:
34% - Pool 1 (2,000 XP | 5,000 XP)
38% - Pool 2 (Speed Up | Cat CPU | 10,000 XP | 25,000 XP)
20% - Pool 3 (Rich Cat | Cat Jobs | Sniper Cat)
8% - Pool 4 (Maneki Cat | Coin Cat | Consultant Cat | Ancient Egg: N207)
Each units level cap is as follows:
Maneki - +35
Coin - +50
Consultant - +15
Egg N207 - +10
_ _ _ _ _ _ _ _ _ _
Maneki Cat (Lv30/50+35):
HP - 7,650 / 17,212
KBs - 3
Range - 200 (Single)
Speed - 8
Damage - 1,682 / 3,787
DPS - 489 / 1,103
Cost - 540
Cooldown - 12.53 sec
Abilities:
- Double Bounty
Maneki Cat is pretty much entirely useless as a unit, even at the highest possible level. However, Maneki does have a Bounty Up Sm combo by itself, which gives it niche usage on cash-tight stages if you need extra cash from enemies.
_ _ _ _ _ _ _ _ _ _
Coin Cat is an exact copy of Cat. It is a generic meatshield that can be very useful early on if you lack cheap meatshields. It is identical to the basic Cat in usage, including having a plethora of replacement options that outclass it as you progress. Regardless, if you’re new this is probably a good pickup, though the level does not matter at all.
_ _ _ _ _ _ _ _ _ _
Business Partner (Lv30/50+15):
HP - 12,240 / 23,940
KBs - 3
Range - 250 (Single)
Speed - 16
Damage - 1,955 / 3,825
DPS - 706 / 1,382
Cost - 690
Cooldown - 17.87 sec
Abilities:
- 30% Slow vs Metal for 2(2.4) sec
- Metal Killer (10% Current HP)
- Double Bounty
What is Metal Killer?:
Metal Killer is functionally identical to the Waterblast Cannon, guaranteeing the unit deals a certain percentage of a Metal enemys current HP per attack. Note that being based on current HP means the effective damage diminishes as the Metal enemy continues to get hit.
Business Partner is a simply fantastic anti-Metal unit and would be one even without the Slow ability. While most Metal enemies can be 1-shot, Business Partners Metal Killer melts down Sir Metal Seal and Metal Cyclone, who cannot be 1-shot even by the likes of Soba. While you still need assist from Crit units to finish the job due to Metal Killers diminishing damage, Business Partner is practically the next best thing after Ultra Kaguya when it comes to being a Metal Killer.
_ _ _ _ _ _ _ _ _ _ _ _
Like all other event Eggs, Ancient Egg: N207 requires 10 Red and 10 Purple Behemoth Stones to evolve into Tycoon Cat.
Tycoon Cat (Lv30/50+10):
HP - 11,390 / 21,440
KBs - 2
Range - 280
Speed - 8
Damage - 2,040 / 3,840
DPS - 588 / 1,107
Cost - 600
Cooldown - 11.87 sec
Abilities:
- 50% Weaken to 50% damage for 4(4.8) sec vs Dark/Angel
- 50% Lv.2 Miniwave
- Behemoth Slayer (5% Dodge) [18,983 / 35,733 HP | 5,100 / 9,600 Damage (1,471 / 2,769 DPS)]
Tycoon is a midrange Weaken CC unit for Dark and Angel enemies that uses Miniwave to spread Weaken. A single Tycoon can theoretically Weaken the whole field with 100% uptime, but youll realistically need at least 2 stacked up to make this happen. Despite the history of these event egg units, Tycoon isnt actually half bad at his job and is a fairly consistent Weakener. However, he is on the frail side with low HP and 2 KBs, so stacking him isnt the easiest thing in the world. Dark and Angel tend to be largely frontline-focused traits, so the 280 range isnt as bad as it could be. That being said, Angel also has a high amount of midrange and backline enemies that Tycoon absolutely cannot deal with without a stepping stone for Miniwave to reach them.
As for Behemoth Slayer, Tycoon is not a stat-based unit, so you can throw general Behemoth usage out the window. Darkjo is immune to Weaken outright and Kurocroc is not an ideal matchup for Tycoon. However, Tycoon is solid into Ragin Gory and Rajakong, given the latter isnt spamming Waves. Overall, despite expectations of disappointment, Tycoon ends up actually beating the odds and ends up as a decent unit. Hes not anything spectactular, but theres justification to unlock this unit if you need extra help against Dark and Angel frontliners. Battle Cats - Summer Break Cats: Paradise - Start from Scratch](https://i.ytimg.com/vi/TcAmEvg3-Bo/mqdefault.jpg)







