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** Zory takes everything about Gory and makes it worse: he has even higher stats than Gory Black, and his DPS is insane. 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.

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** Zory takes everything about Gory and makes it worse: he has even higher stats than Gory Black, Black with the insane DPS to match, and his DPS is insane.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.



** [[BearsAreBadNews 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.

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** [[BearsAreBadNews 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.



** Lowkey is a fusion of all the other Face variants -- it has the attack speed of Shy Boy, the range of [[{{Superboss}} Hannya]], and the MightyGlacier HP and speed of the original Face, along with a guaranteed Curse on anything it hits. 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.
** [[FeatheredFiend M. Ost]], much like the original R. Ost, has no real weaknesses: massive HP, decent damage with great DPS, supersonic movement speed, and just enough range to hit Thaumaturge Cat. It would be bad enough as is, but it's also guaranteed to [[BlownAcrossTheRoom knockback]] and [[TheParalyzer slow]] anything it hits, giving it incredibly high pushing power. It would have been a pain if Slapsticks weren't around to neutralize it.

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** Lowkey is a fusion of all the other Face variants -- it has the attack speed of Shy Boy, the range of [[{{Superboss}} Hannya]], and the MightyGlacier HP and speed of the original Face, along with a guaranteed Curse on anything it hits. 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.
it and let them counterattack.
** [[FeatheredFiend 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 range to hit Thaumaturge Cat. It would be bad enough as is, but it's also guaranteed to [[BlownAcrossTheRoom knockback]] and [[TheParalyzer slow]] anything it hits, giving it incredibly high pushing power. It would have been a pain if Slapsticks weren't around to neutralize it.



** 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 [[TakingYouWithMe death surge]], which spawns fairly far away from him to hit lots of cats at once, hits hard, and lasts a long time (delivering a maximum of 3 hits). While one is merely annoying, Condemned Pengs become a massive threat when [[ZergRush spawned in huge hordes]] -- most notable on NASA, where they'll create a gigantic wall of death surges if killed at the swame time.

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** 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 [[TakingYouWithMe 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 [[ZergRush spawned in huge hordes]] -- most notable on NASA, where they'll create a gigantic wall of death surges if killed at the swame time.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 [[CriticalHit 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.
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** 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 -- he can barely be outranged by 350-range cats like Housewife, but very inconsistently. Finally, when killed, he has a [[TakingYouWithMe 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 [[ThatOneLevel 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. 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.

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** 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 [[TakingYouWithMe 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 [[ThatOneLevel 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.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.



** While most Doge variants are GoddamnedBats 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 in later maps), it hits hard enough to OneHitKill 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 [[LastChanceHitPoint 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 600, 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 [[{{Superboss}} Advent boss levels]]. It's a Long Distance backliner, giving it a [[ArbitraryWeaponRange 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.

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** While most Doge variants are GoddamnedBats 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 in later maps), starting as early as the midgame), it hits hard enough to OneHitKill 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 [[LastChanceHitPoint 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 600, 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 [[{{Superboss}} Advent boss levels]]. It's a Long Distance backliner, giving it a [[ArbitraryWeaponRange 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.up, because he's just that much of a menace if he's able to establish ground.

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* 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 [[SplashDamageAbuse 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 in later [=SoL=] stages? Meet [[ThatOneBoss Berserkory]]. He has almost a million health, shaves off more than 7000 HP with each attack, and 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. You better have a lot of anti-red units or units with Wave Immune/Wave Shield traits if you even want to stand a chance against this axe-wielding monster.
* H. Nah is a nasty Traitless enemy with high HP and damage, and a 100% chance to knock back your cats. Considering he's usually sent out in huge droves, it's practically needed to use cats that can deal area damage at a safe range.

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* 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 [[SplashDamageAbuse 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.
immunity, and his damage will be doubled agains the target he's directly attacking.
** And in later [=SoL=] stages? Meet [[ThatOneBoss Berserkory]]. He has almost a million health, shaves off base health and deals considerably more than 7000 HP with each attack, and 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. You better have a lot of anti-red map, crippling incoming reinforcements before they can even arrive. Furthermore, he's ImmuneToFlinching, meaning that without knockback units or units with Wave Immune/Wave (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 traits if 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 even want can sneak in Shield Piercers, which are liable to stand 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 chance against this axe-wielding monster.
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 huge droves, groups, it's practically needed to use cats that can deal area damage at a safe range.



* Dober P.D. has a ridiculous amount of health, fairly damaging attacks, and a moderate 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 [[BrutalBonusLevel 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 ElementalRockPaperScissors, his stats are through the roof, and he has Omnistrike, which lets him push faster than before. The real killer, however, is that he swaps out the waves for 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 LuckBasedMission; 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.

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* Dober P.D. has a ridiculous amount of health, fairly damaging attacks, and a moderate 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 [[BrutalBonusLevel 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 ElementalRockPaperScissors, his stats are through the roof, 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 surges, 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 LuckBasedMission; 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.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.
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** Iguanidae Ibulijon takes the stat inflation of the Behemoths to another level: he has ''[[DamageSpongeBoss 4.2 million HP]]'' that surpasses the likes of ''[[FinalBoss Zero Luza]] and [[{{Superboss}} Esoteric Uril]],'' 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.

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** Iguanidae Ibulijon takes the stat inflation of the Behemoths to another level: he has ''[[DamageSpongeBoss 4.2 million HP]]'' that surpasses the likes of ''[[FinalBoss Zero Luza]] and [[{{Superboss}} Esoteric Uril]],'' 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.
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** 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 [[spoiler:Zero Luza]], where it can easily open a hole in your lines for the boss to exploit.

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** 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 [[spoiler:Zero Luza]], in Revival of Origin, where it can easily open a hole in your lines for the boss to exploit.



* [[spoiler:[[LostTechnology 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 [[PowerNullifier shut down the special abilities]] of most cats that they hit.

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* [[spoiler:[[LostTechnology [[LostTechnology Relic enemies]]]] 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 [[PowerNullifier shut down the special abilities]] of most cats that they hit.



** 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, [[Catch22Dilemma needs you to beat Magamojoe as the boss.]] Even without UL True Forms, [[spoiler:Great Ape Luza]] can turn Magamojoe into mincemeat if protected a bit, but getting him requires beating Uncanny Legends, leaving you [[MortonsFork with two equally painful decisions]]: do you try to take down Revival of Origin early to get [[spoiler:Luza]] and beat Megamojoe, or do you face Megamojoe without UL True Forms before tackling Revival of Origin?

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** 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, [[Catch22Dilemma needs you to beat Magamojoe as the boss.]] Even without UL True Forms, [[spoiler:Great Great Ape Luza]] Luza can turn Magamojoe into mincemeat if protected a bit, but getting him requires beating Uncanny Legends, leaving you [[MortonsFork with two equally painful decisions]]: do you try to take down Revival of Origin early to get [[spoiler:Luza]] Luza and beat Megamojoe, or do you face Megamojoe without UL True Forms before tackling Revival of Origin?
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** Crocodylidae Kurocroc is a rusher-type enemy like Puffington or Idi, 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.

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** Crocodylidae Kurocroc is a rusher-type enemy like Puffington or Idi, 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.''2.7 million 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.
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** Iguanidae Ibulijon takes the stat inflation of the Behemoths to another level: he has ''[[DamageSpongeBoss 4.2 million HP]]'', 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.

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** Iguanidae Ibulijon takes the stat inflation of the Behemoths to another level: he has ''[[DamageSpongeBoss 4.2 million HP]]'', HP]]'' that surpasses the likes of ''[[FinalBoss Zero Luza]] and [[{{Superboss}} Esoteric Uril]],'' 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.
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** Lutrinae Gokurakko, Otta's Angel variant, starts showing up often in later stages. It has slightly less attack power than Dark Otter, but has over double the health at ''400,000'' without magnification, an alarmingly high value for a spammed 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.

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** 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 ''400,000'' without magnification, a minimum of 250% strength in the levels it shows up in, giving it ''1 million HP'', an alarmingly high value alarming amount for a spammed 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.money, but not enough to justify how much more effort it takes to kill even one.



** Pterowl Hazuku has stats even more inflated than the ones that come before it (1.85 million health and 36,600 attack), bordering on [[{{Superboss}} Advent boss levels]]. It has the long range ability, giving it a [[ArbitraryWeaponRange minimum range]], but that also lets its attack reach from 330 all the way to ''1060'', which will cause a lot of deaths as your units rush to try and kill it. 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.

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** Pterowl Hazuku has stats even more inflated than the ones that come before it (1.85 million health and 36,600 attack), bordering on [[{{Superboss}} Advent boss levels]]. It has the long range ability, It's a Long Distance backliner, giving it a [[ArbitraryWeaponRange 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; 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.
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** 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, [[Catch22Dilemma needs you to beat Magamojoe as the boss.]] Fortunately, if you've fully beaten Uncanny Legends and don't have the True Form Legends yet, [[spoiler:Great Ape Luza]] can turn Magamojoe into mincemeat if protected a bit.
** 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 paired anti-Angel massive damage and Behemoth Slayer.

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** 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, [[Catch22Dilemma needs you to beat Magamojoe as the boss.]] Fortunately, if you've fully beaten Uncanny Legends and don't have the Even without UL True Form Legends yet, Forms, [[spoiler:Great Ape Luza]] can turn Magamojoe into mincemeat if protected a bit.
bit, but getting him requires beating Uncanny Legends, leaving you [[MortonsFork with two equally painful decisions]]: do you try to take down Revival of Origin early to get [[spoiler: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 paired combination of anti-Angel massive damage and damage, Behemoth Slayer.Slayer, and Wave immunity.
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** 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, a variety of immunities, including freeze immune, making Bombercat unusable against it, weaken immune, making Heavy Assault CAT and other units that inflict weaken less effective against it, and surge immune. Lastly, its stats outside of damage is 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 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 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 [[Catch22Dilemma Magamojoe gates the Epic Behemoth Stones needed to evolve them in the first place.]].Fortunately, once you've fully beaten Uncanny Legends, [[spoiler:Great Ape Luza]] can turn Magamojoe into mincemeat if protected a bit.

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** 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 freeze immune, making to Freeze (making Bombercat unusable against it, weaken immune, making it), Weaken (making Heavy Assault CAT and other units that inflict weaken less effective against it, it), and surge immune. Surge. Lastly, its stats outside of damage is 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 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 [[Catch22Dilemma Magamojoe gates Mining Epic, the source of the Epic Behemoth Stones needed used to evolve them in the first place.]].place, [[Catch22Dilemma needs you to beat Magamojoe as the boss.]] Fortunately, once if you've fully beaten Uncanny Legends, Legends and don't have the True Form Legends yet, [[spoiler:Great Ape Luza]] can turn Magamojoe into mincemeat if protected a bit.



** Crocodylidae Kurocroc is a rusher-type enemy like Puffington or Idi, 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 ''[[DamageSpongeBoss 4.2 million HP]]'', 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, whom the player will almost certainly have considering how late Ibulijon shows up.

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** Crocodylidae Kurocroc is a rusher-type enemy like Puffington or Idi, 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 Knockback being actively detrimental for reasons stated above.
** Iguanidae Ibulijon takes the stat inflation of the Behemoths to another level: he has ''[[DamageSpongeBoss 4.2 million HP]]'', 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, whom and unlike Magamojoe shows up at a later point when the player will almost certainly have considering how late Ibulijon shows up.likely has them.
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** 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 1-2 hits 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.

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** 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 1-2 hits 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.
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** 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.
** 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 its "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.

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** 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.
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 its her "lower" stats still being easily enough to obliterate most non-resistant units in one hit 1-2 hits 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.

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** 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.

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** 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, 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 Dragons or anti zombie anti-Zombie units.


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** 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.
** 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 its "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.

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