Uploaded June 2026 | Updated September 2026, 1 week ago
Rules - Uber Clearance
- All Uber Rares cost 5% their original cost and have 50% cooldown reduction.
- Only 2 Ubers can be on the field at a time.
- These rules do NOT apply to Legend Rares.
Essentially, this ruleset does literally nothing for me, but many of these stages start fast. Even the most expensive of Ubers will be cheaper than Rare units here, so it's easy to get early momentum back by using an Uber right away. However, you should be cautious with Ubers such as first form Ultra Souls and slow Ubers since they can bloat your limit of 2 Ubers.
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
This colosseum has a common theme where each stage features 3 traits. This stage features Dark, Floating, and Alien enemies. There will be a small spam of Dark peons to start the stage followed by Bun Buns and Maawth and finished with a Cyberhorn and a few Ursamajors. Use Bahamut to stabilize early which will give you momentum to stack Bubble and LKD to finish out the stage. Dark peons will spawn throughout but past the startoff they don't threaten you that much.
Recommended Ubers:
- Anti-Dark/Floating/Alien
1:17 - Round 2
This stage features Alien, Angel, and Red enemies. The stage starts with a Nimoy Bore and some Imperator Saels followed by Angel peons and 2 Sleipnirs alongside a Capy and Red EnerG with Jackrabbits. Red EnerG is only 100% base magnification so don't worry too much about it. Deal with Bore quickly so you can rush down the Sleipnirs before they stack up with the other threats here.
Recommended Ubers:
- Anti-Alien/Angel/Red
2:52 - Round 3
This stage features Metal, Red, and Aku enemies. Make sure to bring a few anti-Metal units but not so many that you can't deal with the Akus. Try to hit the base with Bahamut for good early damage on THE FOLIVOREAN before you have to deal with a Sir Metal Seal alongside it. As long as you can deal enough piercing damage to deal with the supporting peons, Sir Metal Seal should go down soon enough thanks to Soba. Future does a great job stalling despite the trait mixing.
Recommended Ubers:
- Anti-Metal/Aku
5:22 - Round 4
This is definitely the hardest stage in this Colosseum. Ponos is really wanting you to start using your extremely discounted Ubers now. This stage features Relic, Angel, and Floating enemies. The stage starts with a couple of Relic Doges and an Othom, followed shortly by a Rajakong. After a little bit, a Cala Maria, several Mooths and Brollows, and a Mini White Cyclone will come in as reinforcements and some time after that, a Magamojoe and another Cyclone will join in as well with sporadic Brollow spawns.
The goal is to kill the starting Othom and Rajakong as soon as possible before the reinforcements can overwhelm you, but this is extremely hard to do without Ubers or a Rich Cat so I use the latter. After Rajakong and the first wave of reinforcements goes down, just make sure your Bahamut can handle the second Mini White Cyclone while Magamojoe and any incoming Brollows try to interfere. When the second Cyclone goes down, you should be free to take down Magamojoe with the best you have.
Recommended Ubers:
- Anti-Relic/Angel/Floating
- Behemoth Slayers
7:35 - Round 5
This stage features Dark, Zombie, and Traitless enemies. The stage starts with a couple of Znaches and Darkmadillos who are handled very easily by Slime and basic anti-Zombies. Upon hitting the base, Papaou and a H. Nah spawn, followed shortly by a Cadaver Bear and Zeal, then by a Tackey and Darkjo alongside a few Darkmadillos soon after that. Lure the H. Nah in and Bahamut chain it, then use Dogu to separate the Zombies from Papaou and use your best attackers to hopefully take down Cadaver Bear with a Zkill, though it's obviously fine if he doesn't go down for good in time. Then you need to hope that Tackey keeps walking forward to miss your backliners and Bahamut can close the distance to deal good damage to Cadaver Bear and Tackey. When Tackey goes down, it should be relatively simple to take down the remaining Behemoths. I used slow meatshields exclusively to help ensure Tackey and Darkmadillo walk forward as much as possible before attacking so they can receive more incoming damage.
Recommended Ubers:
- Anti-Dark/Zombie/Traitless backliners
_ _ _ _ _ _ _ _ _ _ _
Music Used:
Meteo - Star Fox (Switch 2)
Star Wolf - Star Fox (Switch 2)
Rules - Uber Clearance
- All Uber Rares cost 5% their original cost and have 50% cooldown reduction.
- Only 2 Ubers can be on the field at a time.
- These rules do NOT apply to Legend Rares.
Essentially, this ruleset does literally nothing for me, but many of these stages start fast. Even the most expensive of Ubers will be cheaper than Rare units here, so it's easy to get early momentum back by using an Uber right away. However, you should be cautious with Ubers such as first form Ultra Souls and slow Ubers since they can bloat your limit of 2 Ubers.
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
This colosseum has a common theme where each stage features 3 traits. This stage features Dark, Floating, and Alien enemies. There will be a small spam of Dark peons to start the stage followed by Bun Buns and Maawth and finished with a Cyberhorn and a few Ursamajors. Use Bahamut to stabilize early which will give you momentum to stack Bubble and LKD to finish out the stage. Dark peons will spawn throughout but past the startoff they don't threaten you that much.
Recommended Ubers:
- Anti-Dark/Floating/Alien
1:17 - Round 2
This stage features Alien, Angel, and Red enemies. The stage starts with a Nimoy Bore and some Imperator Saels followed by Angel peons and 2 Sleipnirs alongside a Capy and Red EnerG with Jackrabbits. Red EnerG is only 100% base magnification so don't worry too much about it. Deal with Bore quickly so you can rush down the Sleipnirs before they stack up with the other threats here.
Recommended Ubers:
- Anti-Alien/Angel/Red
2:52 - Round 3
This stage features Metal, Red, and Aku enemies. Make sure to bring a few anti-Metal units but not so many that you can't deal with the Akus. Try to hit the base with Bahamut for good early damage on THE FOLIVOREAN before you have to deal with a Sir Metal Seal alongside it. As long as you can deal enough piercing damage to deal with the supporting peons, Sir Metal Seal should go down soon enough thanks to Soba. Future does a great job stalling despite the trait mixing.
Recommended Ubers:
- Anti-Metal/Aku
5:22 - Round 4
This is definitely the hardest stage in this Colosseum. Ponos is really wanting you to start using your extremely discounted Ubers now. This stage features Relic, Angel, and Floating enemies. The stage starts with a couple of Relic Doges and an Othom, followed shortly by a Rajakong. After a little bit, a Cala Maria, several Mooths and Brollows, and a Mini White Cyclone will come in as reinforcements and some time after that, a Magamojoe and another Cyclone will join in as well with sporadic Brollow spawns.
The goal is to kill the starting Othom and Rajakong as soon as possible before the reinforcements can overwhelm you, but this is extremely hard to do without Ubers or a Rich Cat so I use the latter. After Rajakong and the first wave of reinforcements goes down, just make sure your Bahamut can handle the second Mini White Cyclone while Magamojoe and any incoming Brollows try to interfere. When the second Cyclone goes down, you should be free to take down Magamojoe with the best you have.
Recommended Ubers:
- Anti-Relic/Angel/Floating
- Behemoth Slayers
7:35 - Round 5
This stage features Dark, Zombie, and Traitless enemies. The stage starts with a couple of Znaches and Darkmadillos who are handled very easily by Slime and basic anti-Zombies. Upon hitting the base, Papaou and a H. Nah spawn, followed shortly by a Cadaver Bear and Zeal, then by a Tackey and Darkjo alongside a few Darkmadillos soon after that. Lure the H. Nah in and Bahamut chain it, then use Dogu to separate the Zombies from Papaou and use your best attackers to hopefully take down Cadaver Bear with a Zkill, though it's obviously fine if he doesn't go down for good in time. Then you need to hope that Tackey keeps walking forward to miss your backliners and Bahamut can close the distance to deal good damage to Cadaver Bear and Tackey. When Tackey goes down, it should be relatively simple to take down the remaining Behemoths. I used slow meatshields exclusively to help ensure Tackey and Darkmadillo walk forward as much as possible before attacking so they can receive more incoming damage.
Recommended Ubers:
- Anti-Dark/Zombie/Traitless backliners
_ _ _ _ _ _ _ _ _ _ _
Music Used:
Meteo - Star Fox (Switch 2)
Star Wolf - Star Fox (Switch 2)


![Battle Cats - Arena of Destiny - Talent for Battle (Freeze) [Ft: Ultimate Thundia]
Now I know the spirit of guidemaking is beating stages without Ubers, but Dojo sometimes just makes this completely impossible. In this case, multiple Deonils are an entirely immovable object. One of them is already tedious to push through but 3 of them as is required for a top 10% finish is absolutely impossible to break through. There are plenty of Ubers that can break through this problem, but Thundia is the one I expect more people to have that I also have as I do not have Luna on this account.
It should also be assumed by the fact that were actually killing the Deonils that farming score through procs alone is out of the question entirely.
The boss waves are as follows:
- Chickful A (200%)
- 2 Red EnerGs (100%)
- Oldhorn (100%)
- 2 Cala Marias (100%)
- M. Ost (100%) + 2 Chickful As (250%)
- Deonil (100%)
- Oldhorn
- 2 Cala Marias
- M. Ost + 2 Chickful As (250%)
- Deonil
- 2 Cala Marias
- Oldhorn + 2 Chickful As (250%)
- M. Ost + 2 Chickful As (250%)
- Deonil
Additionally, the following enemies spawn on timer:
- Chickful A (200%): 60 seconds
- Red EnerG (100%): 83.3 seconds
- Deonil: 133.3 seconds
- Cala Maria (120%): 153.3 seconds
You want to get as much initial value from Bahamut as possible. The timing shown in this video is actually consistent despite how seemingly inconsistent Red EnerG is. Iron Wall is necessary to soak up the hits from the Cala Marias so they dont 1-shot Bahamut. Idi and Naala can help burst down M. Ost with Dorons Freeze proc and Naala can also deal a lot of damage to the Deonils that will come out immediately after. At this part of the run, Thundia takes over as Deonils appear and become a stone wall against your rushers. I got somewhat lucky and had a Bahamut and Idi chain on their respawn take down the second M. Ost as well, but as long as your final score is around 500k, you should be good to go for this dojo.
Recommended Ubers:
- Ultimate Thundia
- Eva-02
- Uberfest Luna
- Chronos
- Skanda
- Kinrangers (Talented)
- Juri
- Mami Tomoe
- Tanjiro Kamado
- Both versions of Phono
_ _ _ _ _ _ _ _ _
Rank Rewards:
Top 10% - 2 Gold, 2 Silver, 4 Bronze
Top 30% - 2 Gold, 2 Silver, 3 Bronze
Top 60% - 2 Gold, 2 Silver, 2 Bronze
Top 100% - 1 Gold, 2 Silver, 2 Bronze
You don’t have to rank particularly well to get good rewards from these Dojos thankfully. Each Dojo will have a different set of Orbs available.
Possible Orbs (Freeze Arena):
- Surge Resist
- Production Cost Down (Every other unit has a discounted spawn)
- Wave Resist
- Boost SoL (Unit gains a stat boost in SoL)
- Colossus Slayer (Every other spawn)
- Slow Resist
For any chest, you can reroll the orb from it for 30 cat food each and you are guaranteed to not see a repeat. This allows you to guarantee the orb you want, but at a potentially hefty cost.
None of these orbs stand out if you dont have specific Ubers to utilize them. Of the most note for the no uber side is probably Production Cost Down as this can provide better cost efficiency for some of the more expensive attacker spams. It should be noted that although similar in premise to Cash Back, the discount from Cost Down orb is less than the refund given by the same grade of Cash Back, so this orb should be used on units that are less likely to die.
On the Uber side of things, Surge Resist is a particularly interesting find for 2 units in particular: Ultra Jizo and Immortal Yoshimoto. Ultra Jizo is rather simple, just becoming 80% resistant to Surge with an A orb and entirely immune to them at S. Very easy to understand why this makes Jizo notably better. Yoshimoto received new Ultra Talents in Version 15.2, notably Countersurge and Surge Resist. Surge Resist orb can stack on top of his new Ultra Talent and prevent him from taking excessive Surge damage for his Countersurge ability.
However, where it really gets spicy is with his second orb slot gained through Ultra Talents. With an A and B orb, which is the maximum possible for this dojo, you can stack them together for a 50% extra Resist. However, Surge Immune units cannot trigger Countersurge, making this interaction seemingly redundant... unless you leave Yoshimotos Surge Resist talent at Level 9. This way, the innate Surge Resist stays at 45%, allowing your orbs to accumulate to a maximum of 95% Surge damage reduction. This is practically no damage, giving you the best of both worlds where Yoshimoto doesnt die to Surges AND triggers Countersurges of his own. Battle Cats - Arena of Destiny - Talent for Battle (Freeze) [Ft: Ultimate Thundia]](https://i.ytimg.com/vi/eR3iJDvtZNg/mqdefault.jpg)







