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Goddamned Bats / The Battle Cats

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While The Battle Cats has a number of very dangerous enemies, it has equally many that are simply frustrating to fight.


  • Surprisingly enough, Doge's variants can be extremely annoying to face.
    • Doge Dark is a Fragile Speedster with low HP, but punishing attacks, who also tends to come in huge swarms. Taking him out may be a chore due to the fact that he gets knocked back a lot. And at higher magnifications, he can one-shot most the cats in your arsenal. Fortunately, he gives a surprisingly high amount of money on death.
    • Gabriel is has less attack power than Doge Dark, but he has more health, truly insane speed, and possesses an Area Attack, allowing him to clear weaker meatshields easier. In later levels, massed Gabriels will block off your stronger Cats from advancing and abuse their knockbacks to evade the hits of Mighty Glaciers.
    • Metal Doge takes Scratch Damage from everything and uses fast, devastating area attacks. And unlike other Metals, he tends to be spammed.
    • Wall Doge has a very high tolerance for damage and decent attack power. Keep in mind that they are spammed in large numbers in order to protect much more powerful bosses.
    • Coffin Zoge is a slightly stronger Wall Doge, with a key ability to revive infinite times at full health. They also have a tendency to tank for long-ranged bosses like Dark Emperor Nyandam and his variants. While Zombie Killer cats are advised for fighting Zombies, the Coffin Zoge practically forces you to use them to stop them from becoming a permanent wall.
    • Relic Doges move pretty quickly, and hit for impressively high damage in a fraction of a second, much like stronger Doge Darks. Unlike Doge Darks, though, they can take a sizeable amount of damage before going down. They also have a moderate chance to curse whatever they hit — not usually much of a threat, but it can be annoying if they're the ones to hit your backline attackers while enemies are pushing forward.
    • Aku Doge has low HP, but a fairly strong shield which regenerates whenever he gets knocked back. Since he moves quickly and has short range, he'll stay at the frontlines to absorb hits from powerful cats, then use a knockback to regenerate his shield. His interaction with Awakened Bahamut is especially frustrating; Bahamut will instantly break the shield with his first hit, then knock Aku Doge back with his second and third attacks, ultimately doing almost nothing.
    • Li'l Doge has low stats like the original, but faster speed... and, more importantly, a 20% chance to dodge attacks from any cat for a second. Dodge on enemies is a Scrappy Mechanic for a reason — if you're not lucky, the enemy can just keep activating its dodge over and over again, indefinitely, completely stonewalling your cats. Li'l Doge punishes you for meatshielding, as hits from Erasers won't kill it, but will give it a shot at activating its dodge. It doesn't punish you hard enough to completely discourage meatshielding... it just becomes a real nuisance to deal with if you're unlucky.
  • Ginger Snache is an enemy usually spammed as Cannon Fodder in harder stages. The problem is that each Ginger Snache has enough health and damage to be considered a moderate threat by itself, doubly so if it's under a buff. If enough come at you at once, they can easily take out your meatshields with their rapid attacks.
  • Trolly Bloggers have low stats all around... but have a 15% chance to knock back all units. Since they're spammed constantly on their stages, this chance skyrockets to almost 100%, letting them keep your heavy hitters at bay while interrupting their attacks. Melee units that normally don't get knocked back until death will have a lot of trouble with these guys unless they're immune, and they're particularly infuriating when they're sent out with stronger enemies that you really need to get close to, like Cruel Angel Clionel or the Perfect Cyclone.
  • Pigeon de Sable has low stats but a 100% chance to make a very small shockwave, which despite its size extends their effective range to a little over 467, enough to hit most backliners. Combine this with the fact that they almost always come in a Zerg Rush, and you have a stack of angry birds that can shred your meatshields and damage dealers alike with their wave attacks. Fortunately, Octopus Cat makes them a joke thanks to it having both Floating resistance and Wave Shield.
  • Mr. Angel is essentially a Trolly Blogger on steroids. Much higher attack and health, and instead of knocking them back, he can halve their attack power, severely weakening your offense. Similarly to Gabriel, he can also block off your units by virtue of his short range and very fast movement speed.
  • Znaches have a stupidly long burrow range, being able to burrow through most of the stage. They can then pop up in your backlines when least expected and start attacking, potentially chipping away at your base.
  • Zroco has rather low health, but boasts ungodly DPS that allows him to shred even tanks with ease. He also has the ability to sometimes halve the attack of Cats, which will tend to happen a lot due to his ridiculous attack rate.
  • Calamary is an extremely annoying support enemy who is little of a threat even if you haven't obtained all the anti-Alien treasures yet, but makes up for it with a whopping 500 range and a 50% chance to reduce the attack of targets by 90%. Her gigantic range means that your entire offense will often all be crippled by her attacks, and due to her fast attack rate, if luck isn't in your favor, you can find your units permanently weakened to a tenth of their attack power unless they're immune or one of an elite few units that can outrange her, which will let any other support she has laugh off your attacks and push back.
  • Project A, Master A.'s starred Alien variant, has the ability to Warp units, while still retaining his nonstop attacks and infuriatingly long range. The once-annoying task of getting close to him and pummeling him is now even more annoying since he can sometimes just warp any offenders away again. Fortunately, his attack power is a lot lower than the original, making him more of an annoyance than an actual threat.
  • Corporal Weyland is a weaker Alien Mr. Mole with the ability to Warp units and a weak Barrier. Normally he's no problem because of his minimum range, but with units to tank for him he becomes a massive nuisance by constantly warping your units to let stronger foes advance.
  • While UltraBaaBaa may have very low health, she compensates with an unbelievably strong, 266,000 HP barrier, making her practically invulnerable unless a Barrier Breaker can land a hit on her; if you weren't aware she was on a level and neglected to bring a Barrier Breaker or the Breakerblast cannon, you might as well just forfeit the moment you see her. While annoying enough when used as a meatshield for stronger enemies, later on, she can be buffed to the point of killing nearly everything in your army in one or two hits.
  • Sir Rels have low HP and endurance, but move at incredible speeds and deliver a surprisingly high amount of damage with each bite, in addition to Cursing whatever they hit. They also drop much less money than most rusher enemies do, making them unrewarding to kill.
  • The Thrillerz burrow twice for a decently long distance and hit fairly hard for a peon. They're not too threatening by themselves, but they can become extremely annoying when used as support for a stronger enemy, helping to cut off your meatshield line and potentially soften up your base.
  • Sinner Snache doesn't seem like much of a threat at first, having high attack for a peon, but unexceptional stats otherwise... until it dies, at which point it has a 50% chance to cast a Surge attack near where it died. If you're not lucky, then that Surge can potentially give other, stronger enemies an opening to push forward. It's especially frustrating if you're fighting close to your base, as the Surge might hit whatever's coming out and prevent you from sending frailer Cats for a little bit.
  • Unlike the other Mini Mook versions of the Cyclones, Li'l Zyclone is more of a severe pain in the rear than a massive threat, with very underwhelming DPS compensated for by its tremendous health (over 300k at 100% magnification) and a burrow that covers 1250 units, letting it dig halfway across the map, then hunker down and create a wall that cuts off the flow of reinforcements for your frontline, potentially leading to them being ripped apart by more dangerous enemies. Furthermore, he has a full revive that will activate seconds after killing him, and is Immune to Flinching, further increasing the difficulty of kicking him off the field and getting meatshields back to where they're needed. Fortunately, interrupting his burrow with crowd control or a Cat Cannon will render him nearly useless, and he has a similar weakness to getting forcibly unearthed by the Holy Blast.
  • Formicidean Ariant is slow and somewhat squishy for a Behemoth enemy, but compensates with an absurdly damaging explosive attack and the ability to burrow into the middle of your lines before detonating for catastrophic damage. Despite being split into 3 hits, a single blast from this thing will One-Hit Kill anything short of a dedicated Zombie tank and potentially cause an instant loss if one happens to go off near your base, and its burrowing ability means it will almost always get a head start on its explosion unless you have a Holy Blast ready. It takes a while to explode and has a short engage range, making it easy to take out if it already used its burrow, but the blast can reach up to 390 units in either direction, obliterating your midrangers along with your meatshields, and potentially even wiping out things that had already moved past it, opening up a gaping hole in your defenses if you can't demolish it in time. As a Zombie enemy, it also comes back with full health 24 seconds later if you didn't Z-Kill it, which can bite you if you took out Ariant and started a fight with the actual boss of the level, only for Ariant to revive in the middle of the chaos and literally blow up in your face. Unlike many of the other Behemoths, what makes Ariant this is that they're considered Elite Mooks instead of bosses, and thus tend to come in small to large groups, which often leads to a situation where you are unable to take out all of the Ariants before at least one of them explodes and clears the way for the others. On top of that, it's Immune to Flinching and has immunities to Freeze, Weaken, and Knockback, so the only thing stopping this thing's explosion is the finishing blow.
  • Lophiiformes Angaburu is another Zombie/Floating Behemoth that is more annoying than dangerous. It's not particularly threatening outside of its beefy 420,000 base health, with its attacks being somewhat short-ranged and not as damaging as you'd expect from a Behemoth, and it having a highly exploitable typing giving it many weaknesses. However, its attacks inflict a guaranteed Slow with a good uptime, and more importantly have a 75% change to spawn a level 1 Mini-Surge anywhere between 280 and 980 range. The surge deals only a fifth of its already mediocre damage but can greatly prolong its Slow, making it hard to approach Angaburu or its allies; when combined with Angaburu's fairly fast attack rate, the thing can produce walls of wildly random Surges that cut off the incoming flow of reinforcements and stop rushers in their tracks, allowing other, stronger enemies to enter the gap and wreak havoc. Furthermore, as a Zombie, unless you can Z-Kill it, it'll come back with half health 6 seconds after you first kill it, making it harder to get it out of the way for good.

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