Uploaded April 2026 | Updated September 2026, 1 week ago
Rules - Uniform Motion
- All cat units AND ENEMIES move at 25 speed if their default speed is not 0
- Speed Up combos are banned
- Slow ability still functions normally
Same deal as last time. Slow units become faster and fast units become slower, though the playing field is a bit better for units that were previously fast since the speed is set to 25 this time around. However, this makes slow enemies even more dangerous than they were at 12 speed.
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
Similar to last time, Round 1 uses Brollow and Face variants to showcase the extremes of this ruleset. Although there are 2 Wicked Faces, they are both at 100% base magnification, making them weaker than usual. In fact, most of the enemies here are weaker than usual. As long as you can prevent the Wicked Faces from stacking they shouldn't be hard to deal with.
1:16 - Round 2
Though the stage lineup seems pretty simple, 25 speed One Horn variants are incredibly dangerous. Pair this with a slightly faster Ostromeda and you have a stage that actually does demand some thinking with your lineup. Try to inflict Slow or Freeze on the One Horn variants as soon as possible or else they will start tearing a path forward.
2:55 - Round 3
Though it's not seen here, a Spacefish Jones and Deathshund will pop up in this stage if you take a few seconds longer than I did here. Even though it's the last threat of the stage and it's not that difficult to clean up, you probably still don't want to chip down a Deathshund with a Spacefish destroying your units that can withstand strong Zombies. Lure Jones and Zang Roo in and rush them down, followed by the base.
3:39 - Round 4
This stage starts with an Imperator Sael and some Black peons right away, notably including Darkmadillo. Try to lure and take them down before Scissorex comes in, then rush down Scissorex and the following Kurosawah. A Galactic Overseer Nyandam exists, but comes out too late to assist in any meaningful way.
4:36 - Round 5
Although this stage is mostly empty, this is far from a good thing as the few enemies that are here put a strain on your wallet. The stage starts with a few peons, including a Devil Wife and Haniwanwan. Though this usually wouldn't put much pressure on you, a 25 speed Haniwanwan will take space rather quickly if you leave it be so stalling for cash is difficult. The boss wave consists of a Deonil and Golemfish alongside Ginger Snaches and Devil Wives. Deonil's constant Freeze Miniwaves and the capped speed of 25 make it surprisingly difficult to snipe Devil Wife with any meaningful hit from a unit like Bullet Train. This 25 speed is of course also abused to its fullest extent by Deonil and Golemfish. Any units capable of tanking through Deonil are set back by Devil Wife and Golemfish's Curse procs. Your best hope is to spam Li'l Island, Courier, and Octo and hope they can break through Deonil's RNG to take it down before your wallet becomes a concern. When Deonil is down, the cleanup for the stage is free.
Recommended Ubers:
- Anti-Red
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Music Used:
Crisis City Act 2 - Sonic Generations
Rules - Uniform Motion
- All cat units AND ENEMIES move at 25 speed if their default speed is not 0
- Speed Up combos are banned
- Slow ability still functions normally
Same deal as last time. Slow units become faster and fast units become slower, though the playing field is a bit better for units that were previously fast since the speed is set to 25 this time around. However, this makes slow enemies even more dangerous than they were at 12 speed.
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
Similar to last time, Round 1 uses Brollow and Face variants to showcase the extremes of this ruleset. Although there are 2 Wicked Faces, they are both at 100% base magnification, making them weaker than usual. In fact, most of the enemies here are weaker than usual. As long as you can prevent the Wicked Faces from stacking they shouldn't be hard to deal with.
1:16 - Round 2
Though the stage lineup seems pretty simple, 25 speed One Horn variants are incredibly dangerous. Pair this with a slightly faster Ostromeda and you have a stage that actually does demand some thinking with your lineup. Try to inflict Slow or Freeze on the One Horn variants as soon as possible or else they will start tearing a path forward.
2:55 - Round 3
Though it's not seen here, a Spacefish Jones and Deathshund will pop up in this stage if you take a few seconds longer than I did here. Even though it's the last threat of the stage and it's not that difficult to clean up, you probably still don't want to chip down a Deathshund with a Spacefish destroying your units that can withstand strong Zombies. Lure Jones and Zang Roo in and rush them down, followed by the base.
3:39 - Round 4
This stage starts with an Imperator Sael and some Black peons right away, notably including Darkmadillo. Try to lure and take them down before Scissorex comes in, then rush down Scissorex and the following Kurosawah. A Galactic Overseer Nyandam exists, but comes out too late to assist in any meaningful way.
4:36 - Round 5
Although this stage is mostly empty, this is far from a good thing as the few enemies that are here put a strain on your wallet. The stage starts with a few peons, including a Devil Wife and Haniwanwan. Though this usually wouldn't put much pressure on you, a 25 speed Haniwanwan will take space rather quickly if you leave it be so stalling for cash is difficult. The boss wave consists of a Deonil and Golemfish alongside Ginger Snaches and Devil Wives. Deonil's constant Freeze Miniwaves and the capped speed of 25 make it surprisingly difficult to snipe Devil Wife with any meaningful hit from a unit like Bullet Train. This 25 speed is of course also abused to its fullest extent by Deonil and Golemfish. Any units capable of tanking through Deonil are set back by Devil Wife and Golemfish's Curse procs. Your best hope is to spam Li'l Island, Courier, and Octo and hope they can break through Deonil's RNG to take it down before your wallet becomes a concern. When Deonil is down, the cleanup for the stage is free.
Recommended Ubers:
- Anti-Red
_ _ _ _ _ _ _ _ _ _ _
Music Used:
Crisis City Act 2 - Sonic Generations


![Battle Cats - Arena of Destiny - Talent Tournament (Strong [Def.])
Note: You must be in UL to see this Dojo event.
Condition: Take reduced damage from enemies using the Strong ability for bonus score (1,500 points/number of units non-Talent target traits)
Note that if a unit did not previously have trait targets before talents, they are treated as having 1 target.
Surprisingly, I was able to get a top 1% score without Ubers, collab units, or even a full lineup of 10 units! I was even held back by my Lil Dark being talented, cutting off a lot of points I couldve scored from Boraphim. While this dojo isnt as focused on timer spawns as the last one, its nature as a score condition spam dojo makes the timer spawns important.
Main Timer Spawns:
- 2x Gabriel (300%): 6.67 sec, 10 sec delay
- 2x Doge Dark (800%): 10 sec, 10 sec delay
- 2x Ragin Gory (100%): 23.33 sec, 20 sec delay
- 2x Otta-smack-u (400%): 33.33 sec, 16.67 sec delay
- Angelic Sleipnir (150%): 50 sec
- H. Nah (200%): 60 sec
- Boraphim (100%): 83.33 sec
- Dober P.D (150%): 100 sec
- Director Kurosawah (400%): 133.33 sec
- 2x Ragin Gory (150%): 140 sec, 16.67 sec delay
- H. Nah (300%): 140 sec
- Dober P.D (240%): 153.33 sec
- Boraphim (120%): 160 sec
Boss Waves by Base Damage:
50,000 - Ragin Gory (100%)
100,000 - Otta-smack-u (400%)
200,000 - Angelic Sleipnir (150%)
400,000 - H. Nah (200%)
700,000 - Dober P.D (150%)
1,000,000 - Director Kurosawah (400%)
1,300,000 - Boraphim (120%)
1,600,000 - H. Nah (200%)
2,000,000 - Dober P.D (240%)
2,500,000 - Director Kurosawah (480%)
3,000,000 - Boraphim (120%)
3,500,000 - H. Nah (360%)
4,000,000 - Dober P.D (240%)
4,500,000 - Director Kurosawah (480%)
5,000,000 - Boraphim (120%)
There are a couple of key things that need to happen when youre going for top scores. The first thing is that the initial Ragin Gories and Ottas must be gone. This is best accomplished via a Bahamut chain. Unfortunately, if the very first attack the base hit Sleipnir lands on Bahamut is a KB, Bahamut will spawn the H. Nah and likely the Dober waves and you lose the run. Fortunately thats only a 15% chance of happening. After this chain, you need to lure the H. Nah as close as you can before using Idi, intentionally lowered to Evolved form to die faster, to try and take down H. Nah. I overestimated H. Nahs speed and didnt use as much space as I could have for the rush, resulting in H. Nah surviving in this run.
From there, spam Lil Dark and use Catjobs to Weaken the enemies so as many Li’l Darks as possible survive as long as possible. I got lucky and Catjobs landed consecutive good Surges, offsetting that I failed to kill H. Nah earlier. Untalented Li’l Dark will get more points from Boraphim than talented Li’l Dark. Additionally, Vega Cat from Street Fighter collab can also contribute to score as the only other spammable Strong vs Angel unit who will reasonably take damage to the Weakened enemies. Your score will vary greatly depending on how reliably Catjobs lands Surges. Give it a few attempts and you should have a solid run.
Recommended Ubers:
- UT Mad Doctor Klay (Can take down H. Nah without harming Angels)
- Issun Boshi (First form for H. Nah, Evolved and TF will kill Sleipnir too easily)
- Anti-Traitless (for kill score after the score farming)
_ _ _ _ _ _ _ _ _
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 (Strong [Def.] Arena):
- Single Surge Counter (Every other unit has Countersurge for the first Surge they are hit by)
- Cash Back (Every other unit returns part of their cost when killed)
- Dodge Attack (Every other unit has Dodge vs All traits for 1 sec, separate from existing Dodge ability)
- KB Resist
- Boost SoL (Unit stats increased in SoL, additive with stat talents)
- 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.
Cash Back is a strong option from this Dojo, making units like Riceball and Jiangshi easier on the wallet. If you dedicated yourself to getting A rank orbs from every dojo featuring this orb up to now, you can obtain the elusive S-grade for this orb at last.
Single Surge Counter is an orb you have probably noticed has been sitting on my Can Can for a while now. Can Can and Balrog are great users of this orb, though it is inherently very niche and can be very unreliable since non-Death Surges dont have ranges based on position after a KB. However, it is very, VERY funny to have a Countersurge land on a group of enemies.
Lastly, Dodge is not very impactful, but it is an ok option for meatshields without something better they could already have equipped. Like Cash Back, the S-grade is now available too. Battle Cats - Arena of Destiny - Talent Tournament (Strong [Def.])](https://i.ytimg.com/vi/l5qZZug92NM/mqdefault.jpg)







