Uploaded September 2025 | Updated September 2026, 1 week ago
Rules - Uniform Motion
- All cat units AND ENEMIES move at 12 speed
- Speed Up combos are banned
- Slow ability still functions normally
Why 12 speed specifically? Well, it's the 12th Colosseum! We've officially had a whole year of Colosseum in EN. Hooray!
As for this ruleset itself, it basically just means that speed is removed as a factor for a unit's viability. It doesn't matter how fast a unit is supposed to be, they are neither fast nor slow. 12 speed is on the low end, so it might be a little difficult to push into certain enemies. However, units normally limited by their low speed get their chance to shine here as this can work to their benefit, giving them acceptable speed so they never have to catch up with the rest of your army. The large speed nerf doesn't necessarily mean fast units are bad though, they just need to be treated as a medium speed unit.
That being said, fast enemies become significantly easier to deal with while slow enemies become much more aggressive.
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 stage showcases the extremes of this ruleset. Take the second-fastest enemy in the game, Brollow, and the slowest enemy in the game, The Face, and put them both in together and suddenly your brain doesn't know what to think anymore. There are also 2 Razorbacks and 1 Tackey that come in. Razorback is easier to handle, but Tackey rushes in extremely fast and your units' medium speed does not help them get into the blindspot. Take down the first Razorback and Face as fast as possible so you can avoid having a strong frontliner in the way of you and Tackey.
Recommended Ubers/LRs:
- Anti-Black/Floating DPS
1:07 - Round 2
Here you can actually take advantage of the speed reduction Supercat gets to make it a more efficient Wave Blocker against the Dober. Its Weaken ability against Dober and THE SLOTH is more valuable than what Octo provides. Extremely easy stage though.
Recommended Ubers/LRs:
- Anti-Traitless
2:15 - Round 3
As is tradition nowadays, round 3 starts adding Behemoths in. For this stage, it's Cumulus Gallus. Use the Metal Hippoe as a stepping stone for the startoff until Othom arrives and you can use Thunderbolt to try and burst it down within the Freeze period it provides. Once Othom is down, there's nothing to threaten your ranged stacking, including the incredibly fast Oldhorn and Metal One Horn that come in later.
Recommended Ubers/LRs:
- Anti-Floating/Relic/Traitless
3:48 - Round 4
After more than a year of waiting, Infernal Pegasus Deonil makes his grand return, and he's putting up a fight. Use the start of the stage to stack up some Islands and Icats so you can rush down Nyandam before Deonil arrives to complicate things. If you have a good Island stack going, they might push forward to deal huge damage to Deonil afterward. You're hoping Deonil doesn't go crazy on Freeze procs so you can get in damage before you run out of cash and the Miniwaves overwhelm you. Bolt can open the way for Icat to get a hit in, which buys more than enough time for your Islands and Courier to secure a KB.
Recommended Ubers/LRs:
- Anti-Red Backliners
5:13 - Round 5
This final stage really uses the 12 speed to the enemies' advantage here. You only have a limited time with Maawth before THE FOLIVOREAN arrives to put pressure on you, then followed up by Papaou. Ordinarily, Papaou is already a huge threat and takes space easily, but with his speed tripled, he becomes an absolute monster. Use Breakerblast to push THE FOLIVOREAN back so it can't threaten your backliners while they deal with Papaou. Haniwa is absolutely vital here as it can easily stall Papaou through bulk alone. Make sure you stay on top of the peons coming in, especially Miz Devil since she loves to take space from you that you can't afford to lose. Should you have UL Legend TFs, this stage becomes significantly easier as Urs shreds through the Wild Doges and Papaou.
Recommended Ubers/LRs:
- Anti-Traitless/Generalist Backliners
_ _ _ _ _ _ _ _ _ _ _
Music Used:
Kirby and the Forgotten Land: Star-Crossed World
- Wastes That Count Time
- Crumbling Fiery Forbidden Lands
Rules - Uniform Motion
- All cat units AND ENEMIES move at 12 speed
- Speed Up combos are banned
- Slow ability still functions normally
Why 12 speed specifically? Well, it's the 12th Colosseum! We've officially had a whole year of Colosseum in EN. Hooray!
As for this ruleset itself, it basically just means that speed is removed as a factor for a unit's viability. It doesn't matter how fast a unit is supposed to be, they are neither fast nor slow. 12 speed is on the low end, so it might be a little difficult to push into certain enemies. However, units normally limited by their low speed get their chance to shine here as this can work to their benefit, giving them acceptable speed so they never have to catch up with the rest of your army. The large speed nerf doesn't necessarily mean fast units are bad though, they just need to be treated as a medium speed unit.
That being said, fast enemies become significantly easier to deal with while slow enemies become much more aggressive.
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 stage showcases the extremes of this ruleset. Take the second-fastest enemy in the game, Brollow, and the slowest enemy in the game, The Face, and put them both in together and suddenly your brain doesn't know what to think anymore. There are also 2 Razorbacks and 1 Tackey that come in. Razorback is easier to handle, but Tackey rushes in extremely fast and your units' medium speed does not help them get into the blindspot. Take down the first Razorback and Face as fast as possible so you can avoid having a strong frontliner in the way of you and Tackey.
Recommended Ubers/LRs:
- Anti-Black/Floating DPS
1:07 - Round 2
Here you can actually take advantage of the speed reduction Supercat gets to make it a more efficient Wave Blocker against the Dober. Its Weaken ability against Dober and THE SLOTH is more valuable than what Octo provides. Extremely easy stage though.
Recommended Ubers/LRs:
- Anti-Traitless
2:15 - Round 3
As is tradition nowadays, round 3 starts adding Behemoths in. For this stage, it's Cumulus Gallus. Use the Metal Hippoe as a stepping stone for the startoff until Othom arrives and you can use Thunderbolt to try and burst it down within the Freeze period it provides. Once Othom is down, there's nothing to threaten your ranged stacking, including the incredibly fast Oldhorn and Metal One Horn that come in later.
Recommended Ubers/LRs:
- Anti-Floating/Relic/Traitless
3:48 - Round 4
After more than a year of waiting, Infernal Pegasus Deonil makes his grand return, and he's putting up a fight. Use the start of the stage to stack up some Islands and Icats so you can rush down Nyandam before Deonil arrives to complicate things. If you have a good Island stack going, they might push forward to deal huge damage to Deonil afterward. You're hoping Deonil doesn't go crazy on Freeze procs so you can get in damage before you run out of cash and the Miniwaves overwhelm you. Bolt can open the way for Icat to get a hit in, which buys more than enough time for your Islands and Courier to secure a KB.
Recommended Ubers/LRs:
- Anti-Red Backliners
5:13 - Round 5
This final stage really uses the 12 speed to the enemies' advantage here. You only have a limited time with Maawth before THE FOLIVOREAN arrives to put pressure on you, then followed up by Papaou. Ordinarily, Papaou is already a huge threat and takes space easily, but with his speed tripled, he becomes an absolute monster. Use Breakerblast to push THE FOLIVOREAN back so it can't threaten your backliners while they deal with Papaou. Haniwa is absolutely vital here as it can easily stall Papaou through bulk alone. Make sure you stay on top of the peons coming in, especially Miz Devil since she loves to take space from you that you can't afford to lose. Should you have UL Legend TFs, this stage becomes significantly easier as Urs shreds through the Wild Doges and Papaou.
Recommended Ubers/LRs:
- Anti-Traitless/Generalist Backliners
_ _ _ _ _ _ _ _ _ _ _
Music Used:
Kirby and the Forgotten Land: Star-Crossed World
- Wastes That Count Time
- Crumbling Fiery Forbidden Lands










