Follow TV Tropes

Following

Demonic Spiders / The Battle Cats

Go To

The Battle Cats has a number of memorable enemies that may be remembered for... less than happy reasons. Ties in with That One Boss, as many boss enemies are demoted to standard Mooks later in the game.


  • Le'boin is just a major pain to deal with. He has a lot of health and packs a heavy area attack...but has long enough range to outrange most ranged units. While under buffs in SoL, he can crush your meatshields with impunity before doing the same with your ranged units like Dragons, while using his long range to ensure pretty much nothing can get a hit on him.
    • Late Stories of Legend tops this off with Le'noir, who's a Black variant of Le'boin with much, much higher health and damage. Not to mention that his range is even longer and he can use his attacks much more often. What makes him even worse is that most anti-black units will have a hard time reaching him due to the support he appears with.
  • Master A. in SoL has a very long range, constant attacks, and very high health, making it very difficult to kill him as he outranges most troops you would normally use to kill enemies like him. And to add insult to injury, he outranges Bahamut (and by extension, many powerful backliners) by 1.
    • Professor A. is even worse, having greatly increased stats and the ability to slow your units. It even has slightly more range than Master A., which means that many units that do well against Master A. get shredded by Professor A., especially in groups.
  • Otta-smack-u is a very well-rounded enemy with high HP, attack speed, and damage. He also tends to be spammed, and a constant stream of them can do a lot of damage to your cats. To add insult to injury, he barely drops any money when defeated.
    • Still not hard enough? Meet the Dark Otter. Much, much stronger than the normal Otta, and remember that he still comes in huge hordes...
    • Lutrinae Gokurakko, Otta's Angel variant, starts showing up often in later stages. It has slightly less attack power than an equivalently magnified Dark Otter, but has over double the health and appears at a minimum of 250% strength in the levels it shows up in, giving it 1 million HP, an alarming amount for a peon-type enemy. Despite its lower attack power, its pushing power is considerably higher than it sounds due to a combination of an Omni-Strike with 50 piercing range (letting it hit up to 200) along with a 50% chance to cause knockback on hit, letting it simply toss aside anything that gets in its way, and it has a higher three knockbacks to let it reposition should it take heavy damage. On top of this, it has the Counter-Surge ability, so woe betide you if you brought any Surge attackers. On the bright side, it gives slightly more money, but not enough to justify how much more effort it takes to kill even one.
  • Whenever any of Bun Bun's variants are featured, you know that you're going to have a bad time. All of them possess very high HP, crushing area attacks, fast speed and nonstop strikes. While J.K. Bun Bun is rather easy due to his Red/Floating typing, Bun Bun Black boasts an extreme amount of HP in comparison to his counterparts, although he has lower damage. Bun Bun Symbiote in turn is even stronger than either, with his 5% chance to make a wave attack and destroy your entire frontline.
  • The Bore is an extremely dangerous Red enemy with very high stats in pretty much every category. With extreme HP, damage, and attack speed, he can easily rip your frontline to shreds if you don't hammer him with super-tanks or debuff control quickly, and his supposed weakness of short range actually makes it easier for him to plow through your army, because the meatshields that were supposed to stop him will stop moving before they enter his range.
    • His variants, such as Nimoy Bore, Razorback, and Boraphim are even worse. Nimoy Bore deals less damage and is slower, but has a lot more health and the ability to knock back your units. Boraphim has massively buffed speed, attack, and HP, although he also gets knocked back over twice as many times to compensate. Razorback is similar to Boraphim, but trades a bit of health for 2 knockbacks, far faster movement speed, and the ability to increase his already massive attack by 50% when he hits half health.
    • Don't be fooled by Bore Jr.'s smaller size, as while it's fairly squishy, it has stupendously high DPS for a regular enemy, produces fairly long Mini-Waves on each of its very fast attacks to decimate virtually everything on the field if you let it attack too much, and is a Traitless enemy to greatly minimize the options to control or kill it compared to its brethren. Wave Blockers can help, but will be prone to being ripped apart by Bore Jr. if it gets its tusks on them, which it almost certainly will thanks to its huge pushing power. The real problem arises when it shows up with a boss you really don't want to push forward, like in Revival of Origin, where it can easily open a hole in your lines for the boss to exploit.
  • Rain D. is an annoying enemy with rapid, punishing attacks. Unlike most other enemies, he gets knocked back many times but has a lot of HP, meaning that he can constantly reposition himself behind his meatshields. Making matters worse is that as a White enemy, he laughs in the faces of Elemental Rock-Paper-Scissors, particularly at the time when you first encounter him.
  • Camelle is a brutal enemy to take down. He has so-so HP and damage...but has very fast area attacks that hit over a very long range, making it difficult for anything to get hits in on him before he knocks them back. And if he makes it to the base, he'll make short work of it due to his Base Destroyer trait.
    • Zamelle, appearing in late SoL chapters, is even worse. She has slightly higher health and nearly double the damage, but she's slower and attacks less frequently. The problem? She's a Zombie type who can revive herself indefinitely. You either have to take her out and break her castle before she comes back, or finish her off with a Zombie Killer unit, which isn't always easy.
  • Kory has fairly high HP and damage all around, and has a decent attack rate. Sound normal? Well, his attack has a guaranteed chance to fire a devastating shockwave. Because of this, he can hit and damage every cat in the game with his waves save for the two longest-ranged cats (Nerd Cat and Asiluga's true form) or those with immunity, and his damage will be doubled agains the target he's directly attacking.
    • And in later SoL stages? Meet Berserkory. He has almost a million base health and deals considerably more damage, while his shockwave range has been tripled, buffing his range to nearly the whole stage and allowing his attacks to wipe entire scores of cats off the map, crippling incoming reinforcements before they can even arrive. Furthermore, he's Immune to Flinching, meaning that without knockback units (who are likely to be blown to bits by his waves), it's hard to stop him from gaining ground. Fortunately, he's Red instead of Traitless, giving players more room to hit his weaknesses.
    • Deathkory is far stronger than both Kory and even Berserkory: at base magnification, he clocks in at a hefty 1.27 million HP, deals a huge 23500 damage per hit that is doubled by his waves, and fires Level 6 waves that, while not as long as Berserkory's Level 12 waves, are still more than enough to cripple and rip apart groups of cats at a time. On top of this, he has a 600,000 health Shield that fully regenerates with each of his 5 knockbacks, which renders him immune to crowd control and almost triples his already glaring HP unless you can sneak in Shield Piercers, which are liable to be obliterated by his waves without proper support.
    • Koronium is Kory's Metal variant, with all the trouble that it entails. Although his measly 150 base HP means a single crit will do him in, a nasty 15000 damage at an unusually long range of 240 means that most critical hitters won't be able to land a hit before being obliterated, while his waves make sure that he can still bring down longer-ranged critters if there are shorter-ranged meatshields in his path. Wave Shields can clear the way for critters to sneak hits in on him, but they're prone to being instantly killed if they get in range of his actual attacks.
  • H. Nah is a nasty Traitless enemy with high HP and damage, a decently long range of 344 that outranges many midrangers, and a 100% chance to knock back your cats. Considering he's usually sent out in groups, it's practically needed to use cats that can deal area damage at a safe range.
    • H. Nah's red variant, Red EnerG, keeps the knockback ability, but has higher stats all around and always creates a level 2 surge attack. The surge acts as a highly-damaging wall which knocks back any cat that touches it, giving the other enemies an easier time pushing forward. Red EnerG's only weakness is his vulnerability to being rushed down, since his HP isn't amazing and he attacks slower than the original H. Nah.
  • R. Ost has it all: high HP, extremely fast attacks, extreme damage, and a lack of any traits that would give it major type weaknesses (very few units affect White enemies). To top it all off, he can sometimes crit to deal double damage, and considering his attack rate, he's going to be able to proc it often. Curiously enough, he actually outranges a significant amount of Cats, leaving a Dragon Cat stack or one of a select few Uber Rares as the only surefire answer.
  • Metal Hippoe wasn't so hard to deal with, even without critical hitters...and that's where Super Metal Hippoe comes in. He has a much higher 8000 base HP that makes it so multiple crits are needed to bring him down, much faster movement speed, and powerful area attacks that are guaranteed to knock back cats, making him push incredibly hard while being virtually impossible to beat without using cats that can consistently crit like Waitress Cat.
  • Sir Metal Seal, like all the others of his type, takes Scratch Damage from all non-critical attacks, and delivers an alarmingly high amount of damage per hit at a very rapid pace. The problem is, unlike most Metals, which have very low health to compensate, Sir Metal Seal has a whopping 22,000 HP, the most of any Metal besides the Metal Cyclone, and will often be buffed up to 300% in later stages, which makes him almost as tanky as said Cyclone while potentially pushing even harder due to being way more nimble. Tactics that normally devastate Metals may fail to work against him due to how he can just shrug off dozens of critical hits, and unlike Super Metal Hippoe or Metal Cyclone, only has 3 knockbacks that make him harder to flinch.
  • Capy has a lot of health, fairly decent range, and uses fast attacks that inflict devastating damage, allowing her to shred meatshields in just one hit and kill stronger cats in no more than 2. She can also crit to deal even more damage, although thankfully she has a single target attack.
  • Brollow flies at supersonic speeds to ram the first cat he meets, dealing immense area damage on impact. While he has a long delay between attacks, he is always sent in massive hordes, allowing them to easily toss aside or kill most of your cats in an instant. Even worse, getting knocked back instantly resets his attack cooldown, which is bad news considering he gets knocked back whenever losing a low 10% of his health.
  • Sunfish Jones moves and attacks slowly, but has immense HP and a high-damage, long-ranged attack that might slow your units. His extreme range allows him to safely snipe you from behind another boss, so chances are by the time the boss is dead, Jones will have blown up a good chunk of your army, much less if the boss was knocked back and your forces pushed into his range. To top it all off, he doesn't even have an minimum range!
  • Dober P.D. has a ridiculous amount of health, fairly damaging attacks, and a one-in-three chance to do a wave attack. Not too bad by himself, but the problem arises when the game decides to spam him...
    • Much later in the game, in Uncanny Legends, St. Dober makes an appearance, and he's even more frustrating than the original. While his status as an Angel makes him more vulnerable to Elemental Rock-Paper-Scissors, his stats are through the roof (having over double the health of a normal-strength Dober and over four times the damage), and he has Omnistrike, which lets him push faster than before. The real killer, however, is that he swaps out the waves for Level 3 Surges, which happen at the same chance as before. Not only are they far stronger and longer-lasting than Dober P.D.'s waves while being harder to resist, but they present a double helping of Luck-Based Mission; not only is it random when the surge will happen, but it's also random at what distance from St. Dober the surge will happen, and which cats will be destroyed because of it.
    • In Zero Legends, Dark Dober makes his debut. He has even more health than St. Dober, moves quite a bit faster, and while his damage is only a bit higher than the 200% Dobers found at that stage in the game while only using Mini-Waves, his attacks are also guaranteed to weaken cats to a quarter of their strength, which combined with his shockwaves will severely cripple your entire lineup at once unless you can get a Wave Blocker to protect them or use cats that are immune to Waves/Weaken. Further exacerbating his attack power is his huge Omnistrike, which reaches even further than St. Dober (reaching up to 350 range from his 200 standing range), making even longer-ranged units protected by Wave Shields not safe from his attacks. On top of this, he also picks up the Sage trait to circumvent what would normally be a highly exploitable Black typing, giving him massive resistance to status effects that makes him nearly impossible to stall or slow down. Fortunately, he still has the usual weakness of Black enemies getting knocked back easily, so piling on the damage can keep him at bay.
  • While most of Gory's variants are easy enough to handle with spammable area attackers, Angelic Gory is much more of a pain. He's a Lightning Bruiser, having super high damage and speed alongside surprisingly high HP, allowing him to plow through your frontline pretty easily. One Angelic Gory can already be a pain if you don't have much money, but most of the stages where he appears send out a massive Zerg Rush of them at some point.
  • Chickful A has fairly fast area attacks that deal very high damage, allowing her to push through your frontline alarmingly fast. She also has a chance to freeze units that live through her attacks, setting them up for the finishing blow.
  • Pretty much all the aliens in Into the Future are this when first encountered, due to their passive 700% strength magnification and unique effects.
    • Imperator Sael, Sir Seal's variant, has much higher stats and an ability to slow cats. Considering Sir Seal already had high stats to begin with, this makes for a very scary foe.
    • Mooth's variant, Maawth, has the ability to freeze your cats, meaning that there's a high chance anything caught in his area attack will be left helpless for his or his support's following attacks. He also has much higher HP and damage, and long enough range to hit some attackers that could deal with Mooth.
    • Teacher Bear not hard enough for you? Try Ursamajor, who has much faster attacks, increased stats, and an ability to double his attack power at 50% HP. Once he gets the buff, he hits hard enough to One-Hit Kill pretty much anything in your army.
    • Pigge was a rather easy enemy, which is why Elizabeth the LVIth is so much harder. While she has fairly low damage, she has a guaranteed chance to make a shockwave with every attack, tossing aside or crippling anything that tries to attack her. Her high health is just an added insult to injury.
    • LeMurr, another unique alien, is more of an annoyance for her ability to weaken your cats, making it even harder to kill her. She also has fairly high, all-rounded stats. While merely annoying at first, in later levels, she gets a big stat boost, and becomes able to tear apart your frontlines while absorbing a lot of damage.
    • I.M. Phace moves and attacks much faster than the Mighty Glacier original, and fights from an even longer range, which can let him pick off your long-ranged cats from a safe distance. His attacks will also sometimes freeze Cats, which can frustrate attempts to rush him down and let other enemies advance. And, to add insult to injury, he outranges Psychocat — a unit that could otherwise make it much easier to stall him from a safe distance — by one pixel.
    • Cyberhorn simply takes everything that made One Horn annoying and turns it up several notches, boasting stupendously high HP and much higher damage that allows him to plow through your cats even faster.
    • Scissoroo is essentially an extremely buffed version of the already-powerful Kang Roo. Also unlike Kang Roo, she has area attacks with slightly longer range, which are also given the ability to knock back your cats.
  • Much like the Aliens, most of the Star-Aliens count because of their screwy abilities and passive magnification, which is even higher than the normal aliens at 1600%.
    • Star Peng has deceptively high HP and attack despite its single target attack, moves fairly fast, and is guaranteed to Warp survivors off the field for an annoyingly long period of time, letting him easily push through defenders that aren't both highly resistant and Warp Immune. The worst part is that he is usually spammed, something a unit as tough has he is has no right to be.
    • General GreGory. Take regular Gory, crank his stats through the roof, and give him a 6000 HP Barrier that allows him to negate the first hit he takes, which can also neutralize an initial burst of crowd control. The result is a pusher that can rival even Gory Black and Angelic Gory.
    • Le'Solar is essentially a Le'boin under steroids, except with an enormously strong 40,000 HP barrier that few cats can hope to break. Chances are that you will need to clear a path to it in order to let something like Awakened Bahamut through: something that will allow Le'Solar to blast away at your frontline while you try to clear its backup.
    • Spacefish Jones is in essence a Glass Cannon version of Sunfish Jones, but with a strong 12,000 HP barrier. He can snipe your units from extreme range while you struggle to reach him, and once you get to him he can stall your units with his barrier long enough to get another shot in, decimating your troops.
    • Kid Tappa looks like Dolphina on the surface, but is completely different: exceptionally fast movement speed, a strong 15,000 HP barrier, and massive HP, but non-existent attack power and range. When he's sent out at the beginning of a match, it can become a desperate struggle to stay alive as stronger enemies bombard your cats with attacks while he soaks up hits.
    • Mesocosmocyclone, like Gardeneel Bros., also warps your cats forward, except it's much more dangerous. In addition to decently fast speed, it has the trademark Cyclone attack speed, meaning that it'll have no problem getting to your base unless you pile on the damage or crowd control to knock it back, keep it in place, or kill it outright. Warp-immune Cats won't instantly save you either, as anything that isn't Warped will likely be ripped apart in short order by its high DPS.
  • Mr. Mole is an incredibly annoying support enemy, with a great deal of health, long range, and a guaranteed chance to knock back Cats. At least he has a minimum range, but he tends to come with support from powerful enemies; first the aforementioned Bore, then Razorback.
  • Two Can has below-average health, but deals immense damage with a 100% chance to proc a wave attack. Fortunately for players, his dual typing makes him very vulnerable to cats with type advantages.
    • Then in late Stories of Legend, meet Youcan. He swaps out the Red/Black typing for a much stronger Angel/Star-Alien typing, which means that he has less reliable weaknesses as well as the passive 1600% buff, while still retaining his guaranteed Shockwave, although he attacks much slower. He also has area attacks, letting him hit the wave blockers that normally counter Two Can. On top of that, he has a 260,000 HP Barrier, forcing players to either try and sneak a Barrier Breaker through his relentless wave attacks, or save a Breakerblast just for him.
  • Angelic Sleipnir is the game's equivalent of a Stone Wall, having fairly low damage but immense health and deceptive range. He also has a fast attack speed and a chance to knock back units, making him very hard to get past. Worst of all, he's generally used as protection for longer-ranged bosses, the most infamous of them being Cruel Angel Clionel.
  • Henry has a long ranged attack with a terrifyingly large area of effect and a guaranteed chance to freeze your cats. Unless you have something that resists freeze or something that can get into his minimum range fast enough, he can permanently immobilize your army.
  • Li'l Bun Bun, a tiny version of the game's resident Wake-Up Call Boss, has much less health and damage than his bigger counterpart. However, he's also spammed in huge droves to make up for his short-ranged attacks. A stack of them can obliterate nearly anything using their Area Attacks unless they're killed quickly.
  • Tackey has low HP, but long range and rapid attacks that deal high damage. While it has an Arbitrary Weapon Rangenote , that also grants its attack Splash Damage, which lets it crush huge stacks of ranged attackers at once. To add insult to injury, its attack hitbox reaches a lot farther than the animation would suggest, which can make it tough to judge whether your cats are safe or not.
    • Its Red variant, Hackey, can also be annoying. Hackey has higher HP than Tackey and attacks from a much longer range, though he attacks much more slowly and shares Tackey's inaccurate attacks. However, his raw damage more than makes up for these weaknesses — his attack is strong enough to One-Hit Kill most cats that aren't strong against or resistant to Red, shaving huge chunks of HP off even Ubers. This can open up holes in your army that other enemies will exploit to push forward, or kill off long-ranged cats from a distance where even they can't possibly fight back.
  • See how Mr. Mole and Rain D. are both up there? Well, Dolphina is the unholy combination of both of them. She has a long-ranged attack that has shorter range than Mr. Mole but inflicts much higher damage, and has a lot of HP to boot. In addition, she is extremely fast and her minimum range is much smaller, so that most attackers can't get inside it. And worst of all, she takes a huge number of knockbacks so that it's nearly impossible for the Mighty Glaciers in your arsenal to get hits in.
  • Cala Maria essentially acts like 3 Capies in one enemy, launching 3 single-target One-Hit Kill attacks per volley. While it has fairly low HP, even Ramen Cats won't last long against it, let alone most other meatshields. It's most annoying when it comes with enemies that are countered by Mighty Glacier Cats... so, naturally, its debut stage features a Kory and 2 Berserkories.
  • Winged Pigge, the angel variant of Pigge, may not seem too bad given her somewhat low attack when compared to most Demonic Spiders and the range where she starts attacking is low. However, she makes up for this by being able to hit up to twice her attacking range, killing weaker cats before they get near her as well as greatly damaging any oncoming cats who can take more than a few hits, allowing her to kill them easily when they finally reach her. This is also not mentioning her ability to weaken cats by the same amount as Calamary or that she always comes with support (either any of the other Demonic Spiders in this page, more of herself or both). You will need Ramen Cat for most, if not all, of your encounters with her.
  • A lot of the Zombie enemies are this due to their high stats, burrowing, and revival abilities. The burrowing is especially nasty: they can bypass your frontline with ridiculous ease.
    • Zory takes everything about Gory and makes it worse: he has even higher stats than Gory Black with the insane DPS to match, and he only has 2 knockbacks (the lowest of all standard Gory variants), making him harder to keep away from your units. He also has a unique trait that allows him to revive at 100% HP as opposed to the other Zombies' 50%, meaning you can't rest easy even after he's dead.
    • Zir Zeal has very high HP backed by a fairly powerful area attack, and can freeze your cats. He also outranges Cadaver BearCat, and attacks quickly enough that it's not a surefire answer like it is with most other Zombies.
    • Zang Roo might be the worst offender. She has ungodly stats (slightly higher HP than Shadow Boxer, and nearly double the damage) and shares Zory's 100% revive trait. The kicker? Her burrow range is significantly longer than most of the Zombies, allowing her to bypass all your cats and damage your base. And even after she burrows, her extreme attack power will mean you will have a hard time trying to fend her away from the base.
    • Cadaver Bear, unlike most other Zombies, has fairly high standing range to go with his impressive health and attack speed. Most anti-Zombie units are fairly short-ranged themselves, which means Cadaver Bear can rip them apart with impunity before doing the same to your base... which he has a very good chance of reaching, due to his extremely long burrow. He even packs a 100% revive like Zory and Zang Roo, meaning that if you can't land a Z-Kill on him, he's likely to revive in the middle of your units and obliterate them in an instant.
    • Dread Bore more or less has the same stats as the normal Bore, which is not very good to begin with. Since it is a Zombie, there are less cats that can exploit it. The main problem is that Dread Bore can reach the backline quickly with its extremely long burrow or if your cats stupidly walk over its corpse, where it will proceed to rip apart Dragons or anti-Zombie units.
    • Zuche is among the frailest of the burrowing Zombies, but dishes out fast, devastating area attacks to the cats deep in your backline, twice per animation, and moves as fast as Cow Cat. It can also revive once at full health after a decently long time; not only does this help circumvent its low HP, but if any cats walked over its corpse, they're open to getting ripped apart by the newly-revived Zuche.
    • Zollow has much less health and speed than Brollow, but he has a deceptively wide-reaching Omnistrike attack and a Toxic trait that makes his attacks deal 80% of his victims' max HP as bonus damage. Considering he already deals 10k damage per hit at regular magnification, a single Zollow will instantly kill anything with less than 50,000 HP on hit, potentially instantly eradicating your backline if he manages to infiltrate an opening caused by other enemies, and like the other Zombies he can come back to life for a death-or-glory attack after you put him down once, which can spell disaster if he revives in the middle of your lines. On the bright side, he has a glaring weakness to Waves and Surges, which can kill him mid-flight before he gets a chance to attack.
    • Zapy may have lower HP and attack than Capy along with a slightly shorter range, but she compensates with over double the movement speed and a slightly improved attack rate, with her "lower" stats still being easily enough to obliterate most non-resistant units in one hit and soak up a considerable amount of damage. Zapy also trades the usually overkill Critical ability for a 15% chance to Warp units for 2 seconds, which can disable anything that was actually able to take hits from her and potentially let her land a hit on what they were protecting. Furthermore, as a Zombie, she's also got a 50% revive in stock that'll kick in only ~6 seconds after she's downed, meaning if she's protecting another enemy, you won't be able to get her out of the way for long if you missed your Z-Kill. As insult to injury, she also has immunity to Waves and Surges.
  • Relic enemies are incredibly frustrating to fight as well, thanks to their combination of exceedingly high stats, especially DPS, and their Curse ability, which lets them shut down the special abilities of most cats that they hit.
    • Oldhorn moves very slowly, but has a total of 2,400,000 health. Though not much of a threat by himself, he becomes much more imposing when protecting backrow attackers that can hide behind him while firing off attacks.
    • Othom, much like the regular Mooth, uses heavy-hitting Area attacks from a relatively safe distance. Unlike his other variants, though, he has Omni Strike, letting him Curse tons of cats at once. He also has vastly improved HP and damage, while still retaining his single knockback.
    • Loris may look like LeMurr, but is far more threatening to fight. He uses Long Distance attacks that pack a heavy punch and can Curse as well, letting him disable your backline's special abilities and make it much easier for the other enemies to advance.
    • Lowkey is a fusion of all the other Face variants — it has the attack speed of Shy Boy, the range of Hannya, and the Mighty Glacier HP and speed of the original Face, along with a guaranteed Curse on anything it hits and only 1 knockback. This peculiar combination of traits forces the player to hold back on the enemy forces until Lowkey is destroyed, or else it'll Curse everything in front of it and let them counterattack.
    • M. Ost, much like the original R. Ost, has no real weaknesses: massive HP, decent damage with great DPS, supersonic movement speed, and an extended range that is just enough to hit Thaumaturge Cat. It would be bad enough as is, but it's also guaranteed to knockback and slow anything it hits, giving it incredibly high pushing power. It would have been a pain if Slapsticks weren't around to neutralize it.
    • Mr. Puffington rushes towards your units with his high move speed, attacking the very instant he meets a cat, similar to that of a Brollow. What makes him different is that his attacks have the Omni Strike ability, meaning that his attack reaches further than the range he starts attacking at, which helps circumvent his very low range by allowing his hard-hitting attacks to reach up to Gross Cat’s range. While he has to rest for a while after attacking, he’s very susceptible to getting knocked back thanks to his 400 knockbacks, which allow even meatshields to reset his attack and accidentally cause him to deal sudden burst damage to your cats.
  • If Gobble appears, hope that you can kill him fast. He has the Toxic ability, that occurs on every hit, which can take out 35% of a cat's max HP, allowing him to kill even the tankiest of cats in 2 or 3 hits. What makes this worse is that he has Omnistrike and the piercing range from it can reach slightly further than that of Dragon Cat's range. This, combined with his fast attack rate, allows him to tear apart attackers and meatshields that stand in his way before moving on to your backliners. His weakness is that his low standing range easily puts him in harm's way, but that can be hard to exploit considering he always comes with dangerous support.
  • Many of the Aku enemies would qualify, due to their Aku Shields giving them lots of extra HP and debuff immunity, but the worst of them are:
    • Condemned Peng has average HP, but uses fast, hard-hitting area attacks that outrange many melee and mid-ranged cats. You'll be forced to use cats with longer range to deal with him, which leads into his most frustrating trait: his death surge, which spawns fairly far away from him to hit lots of cats at once, hits hard, and lasts a long time compared to most Aku enemies (delivering a maximum of 3 hits). While one is merely annoying, Condemned Pengs become a massive threat when spawned in huge hordes — most notable on NASA, where they'll create a gigantic wall of death surges if killed at the same time.
    • Aku Gory is the demonic equivalent of Angelic Gory, boasting an almost identical statline (having slightly lower health and slightly higher attack at equivalent magnifications), which is not a good thing considering how much of a handful Angelic Gory was already. While he's a bit slower than the stronger Gory variants, he also has a lower 4 knockbacks, making him harder to keep at bay with damage alone. In fact, Aku Gory pushes even harder than Angelic Gory does due to his 10% chance of performing a Savage Blow for 3x damage, which will not only likely obliterate whatever poor cats he was attacking due to his already high attack power, but will trigger alarmingly often due to his innately fast attack rate. The only saving grace is that unusually for an Aku, he lacks both a Shield or a Death Surge, limiting his threat level to purely his offensive power.
    • Fallen Bear is everywhere in the Aku Realms, and will make your time there constantly dangerous. While his HP is rather low, he's got a very strong shield which takes a lot of time to break with brute force — and even if it does go down, his low HP and 3 knockbacks allow him to regenerate it if you don't finish him off right then and there. He also shares the regular Teacher Bear's very high attack power and long range which let him push alarmingly fast combined with the Shield making him immune to crowd control — he can barely be outranged by 350-range cats like Housewife, but very inconsistently. Finally, when killed, he has a death surge which spawns around the area where your backline attackers are. One Fallen Bear is already bad enough when paired with support enemies, let alone five of them in Mexico.
    • Midnite D. has similar stats to the original Rain D., with high attack and range, alongside many knockbacks to make landing decisive hits on him difficult. However, his so-so health pool is protected by a shield — a shield that, while not hard to break, will regenerate to 50% on each and every one of his 20 knockbacks, turning his average 300,000 base HP into an effective 1.9 million and making it so that even Shield Piercers can only do so much. Unless you can time your heavy hitters to attack right as his shield breaks, but before he gets knocked back again, he'll be almost invulnerable.
  • Many of the Behemoth enemies are frustrating to fight against without Behemoth slaying units like Courier Cat, especially considering that they all boast ridiculously inflated stats compared to most enemies.
    • While most Doge variants are Goddamned Bats at worst, Wild Doge is an actual threat on the stages it appears on, with more HP than you'd expect for a Doge variant, fast speed, and a very damaging area attack with virtually no backswing. At 200% (which it is almost always buffed to starting as early as the midgame), it hits hard enough to One-Hit Kill max-level Erasers, has enough health to take a hit from hypermaxed Can Cans or even Awakened Bahamut, and moves forward almost immediately after attacking, letting even a single one push with alarming speed, much less multiple. If that wasn't bad enough, it has a 30% chance to survive a lethal strike, letting it get in one final hit. Even Courier Cat isn't always safe from them, as their fast speed and pushing power makes it alarmingly easy for them to move into its blind spot and potentially kill it in a single hit, even with Behemoth Slayer's resistance. It's also immune to Surges, so big hordes of them can be a slog to clear out, but you can still catch them with a stray wave attack.
    • Crustaceous Scissorex is an absolute slog to fight — not just because of its health (clocking in at 1.4 million), but because of its range, capable of reaching up to 601, making even super backliners like Aphrodite not safe from its attacks. Tanking its attacks is one of the only way to go, but that's made hard by its powerful multi-hit attacks, as well as a 3 second slow that comes with every attack to add insult to injury. Luckily, unlike other Behemoths, Scissorex only has wave immunity, making it vulnerable to being Frozen and pushed back. But good luck timing that Seafarer into its range.
    • Pterowl Hazuku has stats even more inflated than the ones that come before it (1.85 million health and 36,600 attack), bordering on Advent boss levels. It's a Long Distance backliner, giving it a minimum range, but that also lets its attack reach from 330 all the way to 1060, an enormously wide area of effect even for a long-distance unit, which will cause a lot of deaths as your units rush to try and kill it; it also engages at a range of 480, giving it a fairly large inner range, so slower cats will be unable to escape the blast. Finally, it has a 20% chance to make a Surge at a random point near its attack range, which can randomly take out the rushers sent to kill it if you're unlucky. All of this points to rushers being the best solutions to Hazuku, which of course means its intro stage in Magma Tunnel 4 pairs it with H. Nah, J.J. Jackrabbits, Wild Doges, and Celeboodles, all of which make reaching that blindspot an absolute challenge. It says something when the most consistent strategy for dealing with Hazuku is, if possible, to straight up end the level before he shows up, because he's just that much of a menace if he's able to establish ground.
    • Casaurian Darkjo, the black variant of Casaurian Ahirujo, is much more of a pain to fight than its red counterpart. First off, Darkjo replaces the Savage Blows with the much more dangerous Toxic, which can shave off 50% of your cat's health on top of its already damaging attacks (9300 per multihit, adding up to a DPS of 12682). Secondly, it comes packing a variety of immunities, including to Freeze (making Bombercat unusable against it), Weaken (making Heavy Assault CAT and other units that inflict weaken less effective against it), and Surge. Lastly, its stats outside of damage are completely unfair as well, boasting 2 million HP, a blazing 20 movement speed, and a maximum range of 350 just like Ahirujo. Luckily like most Black enemies, Darkjo gets easily knocked back due to its 11 knockback count.
    • Ancient Magamojoe is even stronger than Ahirujo and Darkjo, packing further increased health and attack power, a less exploitable Relic typing which also lets it Curse your units, and swapping the Savage Blow/Toxic for a 50% chance to create a level 2 Surge on its third hit, letting it wipe out and Curse an entire advancing lineup with shocking ease. It keeps its Surge immunity while also being immune to Slow and Knockback, and has only 3 knockbacks unlike Ahirujo and Darkjo, giving it huge pushing power. True Form UL Legends are a big help against it due to their anti-Relic traits stacking with Behemoth Slayer, but you'll have to do things the hard way first, as Mining Epic, the source of the Epic Behemoth Stones used to evolve them in the first place, needs you to beat Magamojoe as the boss. Even without UL True Forms, Great Ape Luza can turn Magamojoe into mincemeat if protected a bit, but getting him requires beating Uncanny Legends, leaving you with two equally painful decisions: do you try to take down Revival of Origin early to get Luza and beat Megamojoe, or do you face Megamojoe without UL True Forms before tackling Revival of Origin?
    • If for whatever reason you begin to think that Angelic Gory is getting a bit too easy, then say hello to its Behemoth version, Angelic Beast Rajakong. In terms of HP, it is miles ahead of its non-Behemoth variant at a whopping 1.8 million HP, allowing it to soak up an insane amount of damage. For its offensive capabilities, it initially doesn't seem too bad since it only deals 12,500 damage per hit, which is slightly less than the 300% Angelic Gories seen in late-game and is still easily stalled by Ramen Cat, if it weren't for the fact that it has a 10% chance to fire off a level 2 wave attack with each hit. Considering that he has the fast attack rate that Gory variants tend to have, this allows him to constantly unleash waves that can easily damage, juggle, and kill most ranged and backliner units that either aren't straight up immune to waves or have a ridiculously high effective HP vs Angels. Even worse, he not only has a standing range of 200, but his Omnistrike ability allows his attacks to reach up to 250 range, countering reliable anti-Angel counters like Sanzo Cat and preventing Octopus Cat from keeping you completely save from his waves. Finally, his only real weakness of being easily getting knocked back due to him sporting a high 24 knockbacks can easily lure any attackers into a backliner enemy's range, if he is paired up with one of them, and also sports immunities to waves and surges. Fortunately, he becomes easier to deal with once Mushroom Cat is unlocked, since it can deal huge damage to him with its combination of anti-Angel massive damage, Behemoth Slayer, and Wave immunity.
    • Elephantidae Papaou has a whopping 2 million health along with the Traitless typing, a long 420 range, immunity to every meaningful debuff along with Waves and Surge, and does not get knocked back until death, letting him wall you until the end of time. Although his DPS isn't as high as other Behemoths, it's just enough to steadily push through meatshields thanks to his long range and rapid attacks - and he generally supports other enemies that will take full advantage of his advance.
    • Infernal Pegasus Deonil is a Red variant of the already painful Sleipnir with a hefty 1.6 million health and a much higher damage output, slightly longer range, and the ability to create level 5 Mini-Waves on every attack. Considering his fast attack rate, this will often let him douse half the field in waves to decimate incoming meatshields and attackers, and he also has a 15% chance to Freeze units on hit, stopping attackers that may have been tough enough to weather his attacks, while Wave Shields are outranged and torn to pieces by his regular attacks. On top of this, he boasts immunity to Surge, making him even harder to snipe. It also outranges Courier Cat (which hard counters Red/Behemoths) and can kill it early with its waves if other meatshields are in front, although Courier can still pose a huge threat to it as it can often manage to land at least one hit before dying.
    • Crocodylidae Kurocroc is a rusher-type enemy like Puffington or Idi:Re, sprinting into units and delivering a crushing Omnistrike with 150 piercing range, enough to hit anything with 450 or less range. Anything that survives will have their attack halved for the next few seconds, greatly crippling their ability to do damage to Kurocroc before it recovers and rams into them again. Kurocroc will also take full advantage of its 20 knockbacks to reset its backswing and immediately retaliate with its brutal attacks, with the constant repositioning also greatly increasing its already glaring durability due to its 2.7 million HP. You can't even stall him thanks to his immunity to Slow and Freeze, with Knockback being actively detrimental for reasons stated above.
    • Iguanidae Ibulijon takes the stat inflation of the Behemoths to another level: he has 4.2 million HP that surpasses the likes of Zero Luza and Masked Grandmaster, a massive 30,000 damage Omnistrike which can hit up to 550 range and is guaranteed to Curse, immunity to Waves/Knockback/Weaken, and the Counter-Surge ability to dissuade powerful Surge attackers. His pushing power isn't extremely high, but he'll gladly sit behind his frontline and deliver crushing blows from a safe distance, wiping out swathes of meatshields and ranged damage dealers alike so his forces can push in his stead. Even if you can wipe out the enemies protecting him, a combination of his Relic typing, range, and immunities greatly limit your options besides pure damage, upon which he'll just stall you out with his immense health until more reinforcements arrive, repeating the cycle. Fortunately, like Magamojoe, Ibulijon has a severe weakness to some of the Legend Cats' True Forms, and unlike Magamojoe shows up at a later point when the player likely has them.

Top