Uploaded August 2026 | Updated September 2026, 1 week ago
Rules - Half Off: S. Rare
- All Super Rare units cost 50% their normal cost
- Additionally, all Super Rare units have an additional copy spawn 2 seconds after the first
- If the SR unit would have a Dojo orb active, the copy will also have the orb active
Basically, SRs are broken and you should abuse this. While this Colosseum is a bit closer to the normal level of difficulty for a Colosseum, things do pick up a bit near the end.
Like always, there are 4 missions for this Colosseum:
Beat Round 3 on 1-Crown - Rare Ticket x1
Beat Round 5 on 1-Crown - Platinum Shard x2
Beat Round 3 on 2-Crown - Rare Ticket x2
Beat Round 5 on 2-Crown - Dark Catseye x1
_ _ _ _ _ _ _ _ _ _
0:00 - Round 1
The primary threats on the stage are the spam of Capies and the Puffzerker that spawns after base hit. The enemies here are relatively low magnification from what you are probably used to, so it shouldn't take much to break through. Cutter and Bullet Train spawning twice helps a ton here, as does Courier despite not being a SR.
1:31 - Round 2
Double Ostromeda and Mini Angel Cyclone are scary, but like the previous round, most of the enemies appear at a lower magnification than you are probably used to seeing them at, especially Mini Angel being half as strong. Despite the Angels' presence, you want to focus on anti-Alien units in your lineup since the Ostromedas still pack a punch.
2:51 - Round 3
Darkmadillo actually creates a bit of tension when trying to take down the Sir Metal Seals, but with Pizza stacking twice as fast, it only takes a couple Waves to take down each Darkmadillo. Just make sure you bring enough units to stall 2 Sir Metal Seals at once.
4:47 - Round 4
So far this Colosseum has been relatively tame, but this stage kicks it up a notch and suddenly throws Queen B at you. Supported by Zapies and Mini White Cyclones with both up to par for magnifications you're used to, this is shaping up to be a bit of a threat. However, the fact that this stage is a base hit stage leaves it vulnerable to being rushed super easily, which is what happens when you combine Bahablast with doubled Fishmen and Housewives. Get a few rushers past Queen B initially and you shouldn't have problems taking her down before the stage ramps up.
5:52 - Round 5
Whereas the last stage had Queen B, this one has Kappy Jr return for his second run in a Colosseum. Thankfully, this stage ends up being much, much easier than the absolute monstrosity of a stage that he had last time. This stage is pretty much entirely comprised of Traitless enemies, with the only non-Traitless enemy being Sir Rels that spawn periodically. Before the base hit, infinite Sir Rels and Wild Doges spawn to allow you to build up cash and a stack of units to fight Kappy with.
On the base hit, Kappy comes supported with Bore Jrs, Mega Baas, Dolphinas, Henry, and Camelle alongside the peons that spawned previously. Here, Ironcat gets to show off how vastly improved he is as a unit by being the sole meatshield I brought here (also partially to make Kappy more likely to miss). Cop, Pizza, and Slapsticks are the primary damagers here and you can use either Bolt to hold Kappy in place more or Curseblast to release units from Henry's Freeze. Once Kappy is dealt with, the rest of the stage shouldn't give you any trouble.
Recommended Ubers:
- Anti-Traitless
_ _ _ _ _ _ _ _ _ _ _
Music Used:
Fire Emblem Echoes: Shadows of Valentia:
- With Mila's Divine Protection
- The Sacrifice and the Saint
P.S.: I love this game's soundtrack to bits
Rules - Half Off: S. Rare
- All Super Rare units cost 50% their normal cost
- Additionally, all Super Rare units have an additional copy spawn 2 seconds after the first
- If the SR unit would have a Dojo orb active, the copy will also have the orb active
Basically, SRs are broken and you should abuse this. While this Colosseum is a bit closer to the normal level of difficulty for a Colosseum, things do pick up a bit near the end.
Like always, there are 4 missions for this Colosseum:
Beat Round 3 on 1-Crown - Rare Ticket x1
Beat Round 5 on 1-Crown - Platinum Shard x2
Beat Round 3 on 2-Crown - Rare Ticket x2
Beat Round 5 on 2-Crown - Dark Catseye x1
_ _ _ _ _ _ _ _ _ _
0:00 - Round 1
The primary threats on the stage are the spam of Capies and the Puffzerker that spawns after base hit. The enemies here are relatively low magnification from what you are probably used to, so it shouldn't take much to break through. Cutter and Bullet Train spawning twice helps a ton here, as does Courier despite not being a SR.
1:31 - Round 2
Double Ostromeda and Mini Angel Cyclone are scary, but like the previous round, most of the enemies appear at a lower magnification than you are probably used to seeing them at, especially Mini Angel being half as strong. Despite the Angels' presence, you want to focus on anti-Alien units in your lineup since the Ostromedas still pack a punch.
2:51 - Round 3
Darkmadillo actually creates a bit of tension when trying to take down the Sir Metal Seals, but with Pizza stacking twice as fast, it only takes a couple Waves to take down each Darkmadillo. Just make sure you bring enough units to stall 2 Sir Metal Seals at once.
4:47 - Round 4
So far this Colosseum has been relatively tame, but this stage kicks it up a notch and suddenly throws Queen B at you. Supported by Zapies and Mini White Cyclones with both up to par for magnifications you're used to, this is shaping up to be a bit of a threat. However, the fact that this stage is a base hit stage leaves it vulnerable to being rushed super easily, which is what happens when you combine Bahablast with doubled Fishmen and Housewives. Get a few rushers past Queen B initially and you shouldn't have problems taking her down before the stage ramps up.
5:52 - Round 5
Whereas the last stage had Queen B, this one has Kappy Jr return for his second run in a Colosseum. Thankfully, this stage ends up being much, much easier than the absolute monstrosity of a stage that he had last time. This stage is pretty much entirely comprised of Traitless enemies, with the only non-Traitless enemy being Sir Rels that spawn periodically. Before the base hit, infinite Sir Rels and Wild Doges spawn to allow you to build up cash and a stack of units to fight Kappy with.
On the base hit, Kappy comes supported with Bore Jrs, Mega Baas, Dolphinas, Henry, and Camelle alongside the peons that spawned previously. Here, Ironcat gets to show off how vastly improved he is as a unit by being the sole meatshield I brought here (also partially to make Kappy more likely to miss). Cop, Pizza, and Slapsticks are the primary damagers here and you can use either Bolt to hold Kappy in place more or Curseblast to release units from Henry's Freeze. Once Kappy is dealt with, the rest of the stage shouldn't give you any trouble.
Recommended Ubers:
- Anti-Traitless
_ _ _ _ _ _ _ _ _ _ _
Music Used:
Fire Emblem Echoes: Shadows of Valentia:
- With Mila's Divine Protection
- The Sacrifice and the Saint
P.S.: I love this game's soundtrack to bits









![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)
