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From Cyclones to Crazed Cats, The Battle Cats has plenty of these kinds of levels. Some of these even go into SNK Boss territory!


In General

  • If they’re available to play in that difficulty, then Cat God help you if you decide to take any stages on in 4-star difficulty, which restricts you to Special and Rare cats, greatly reducing your selection of cats and blocking cats that can make stages ridiculously easy to beat (iCat, Octopus Cat, Can Can Cat, etc.), meaning that you have to get creative with what you have. And depending on the subchapter, can make the enemies stronger than 3-star difficultyFor a quick explanation 
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  • Stages with restrictions in general are usually a pain in the behind to beat, since they massively reduce your arsenal and force you to have an array of high-leveled cats in every rarity group. Restrictions that disallow Normals or Super Rares are especially damning, since they deprive you of your Basic and Crazed cats.

Empire of Cats

  • Hippoe (Chapter 1 Japan) is easy for most players, but since it is so early in the game, newcomers may struggle with it. It has high health and damage and will shred your cats unless you effectively meatshield, which is very hard due to the horrible cooldowns early game. If a new player's strategy is to spam everything, they will likely lose on this stage.
  • Chapter 3 Moon is this, as you go up against the dreaded Teacher Bun Bun. This level is a massive Difficulty Spike compared to the relatively tame Moons of the first two chapters due to Bun Bun's enormous health, One-Hit Kill area attacks and fast attack speed. He also comes with support from Kang Roos and Sir Seals, which are devilishly hard to beat for beginners.
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Into the Future

  • Into the Future has The Great Abyss representing a massive Difficulty Spike, as you fight the alien variant of the final boss of the respective Empire chapter. Chances are, the first few times you do this you will lose miserably.
    • Later in ITF, we have Floating Continent. If you don't know what you're doing, don't have enough Anti-Alien units, and/or have never done Carpaccio Waters yet, chances are you're going to get completely destroyed by Nimoy Bore.
  • All the Into the Future Moon levels are this.
    • Chapter one Moon introduces you to Cli-One, who has an exceptionally long range, insane damage and health, and the ability to weaken your cats. It's also backed up by plenty of tough aliens like LeMurr and Ursamajor, to name a few, and if you don't kill Cli-One fast enough, you'll also have to deal with Elizabeth the LVIth.
    • Chapter 2 has the Corrupted Valkyrie, who boasts insane health, attack speed, and damage, in addition to having an area attack. This isn't even counting the magnification all Aliens get: even with all Chapter 1 and 2 Anti-Alien treasures, she still has over a million health and deals 21000 damage per hit. Without them, she's nigh-impossible to beat. In addition, she's backed up by the same Aliens as before, except this time Scissoroo and Mistress Celeboodle join the fun. Oh, and she doubles her attack when she hits half health. Have fun!
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    • Then Chapter 3 tops it all off with Raging Bahamut. He has insane speed, staggering attack and health, and a very fast area attack. Fortunately, he gets knocked around very easily. Unfortunately, his HP and attack values are so high, he's pretty much impossible to beat without all the treasures from all 3 chapters. Oh, and he's still backed up by a ton of aliens, including Alpacky if you take too long to take him out.

Cats of the Cosmos

  • Just like Into the Future, The final levels of Cats of the Cosmos are this:
    • Chapter 1 has The Cat God (Floating) as the Final Boss who is pretty slow, but has incredible health, devastating multi-stage attacks, and enough range to hit almost any cat before it even approaches him. Throughout his whole fight, he will also spam almost all the types of Star-Aliens to plow through your units to let him advance and kill your backline. The worst part is that, even though he's plenty deadly himself, if you don't have all the treasures for him, he's 11 times stronger. You will practically need a 100% Mystery Mask, Elemental Rock–Paper–Scissors, and copious anti-star-alien treasures and units to beat him.
    • Chapter 2 has Cat God (Cool Dude), who no longer has any Floating weaknesses. In exchange for much lower range, he has an Attack that will knockback and slow down your cats on the first 2 hits with the final hit dealing a ton of damage to them, not to mention that said attack covers a huge area in front of him to the point where most long-ranged cats would still get hit by it. He is also accompanied by Kid Tappa, who will make it so that you will have a hard time trying to hit him, as well as Ribbo and Star Peng and, like before, you need to have the Mystery Mask and the anti-star-alien treasures at 100% otherwise, the stage becomes nigh-impossible to beat.
    • Chapter 3 has Final Boss Giga-God (Cool Dude) who still has a 3 hit attack but this time, the first hit warps all your cat backwards and unleashes a wave attack that reaches very far, thus allowing the warp to hit cats from farther away while the second and third hits deal damage to any cat that wasn’t affected by the warp (with the last hit being the strongest). This, along with support from Mesocosmocyclone and General Gregory, makes dealing with him very difficult to beat to anyone that didn’t prepare for him and like always, you need the Mystery Mask treasure to be at 100% lest you want to fight a near-invincible boss.

Legend Stages

  • Volcanic Defender rushes you with several Shy Boys at the beginning before sending Teacher Bun Bun at you shortly after. It's a brutally strong push for the start of the level where you likely don't have enough money for Ubers and heavy hitters, and if you can't kill the Shy Boys for money fast enough then Bun Bun will lay waste to your cats.
  • Labyrinth of Hades, Bun Bun Black's debut level, is devilishly hard due to him being backed up by Kory. Individually they're not too much of a challenge, but together they cover each others' weaknesses alarmingly well, with Kory killing off heavy-hitters that would normally take out Bun Bun and the latter killing all your remaining meatshields, which are already being spammed less to stop Kory from spamming Shockwaves. The combination of the two is extremely hard to beat.
    • Then in Shadow Cosmopolis, we have Docking Massacre, which is basically Labyrinth 2.0, replacing the aformentioned Bun Bun Black and Kory with the much stronger Bun Bun Symbiote and Berserkory.
  • Beached Mammals starts off with several Shadow Boxer Ks, which is manageable...until you hit the base, and the unholy combo of Bun Bun Black, J.K. Bun Bun, and Bore come out at the same time. Like the stage above, they cover each others' weaknesses well, and the combination of types (Red, Red/Floating and Black/Floating) makes it impossible to focus on just one type weakness.
  • Ancient One-Piece is very difficult. The level sends out a Bore during the first few seconds, which will shred any defenses you can muster during that short time. And if that doesn't make you go Oh, Crap!, then the 2 THE SLOTHs and the Director Kurosawah that come out right after will.
  • The Great Escaper is a unique stage that has Ururun Wolf as a boss. Although her stats are impressive, she's not the main problem; rather, that would be the droves of Shadow Boxer Ks and steady stream of Bores and R.Osts sent to reap your soul, the latter of which is a typeless enemy that cannot be exploited. It's practically required to have a large amount of True Forms or Ubers to beat it, and even if you do, the chance of getting Ururun is so low you'd be better off using a Treasure Radar.
  • Satan's Bedroom is a fierce enemy gauntlet, containing coloured variants of all of the first bosses! That's saying nothing of the Bore and Master A., or the Trolly Bloggers and Dark Otters.
  • Saint Red Fox is an extremely difficult stage, with Li'l Nyandam as a boss. He's not the main threat, though; instead, that honour belongs to the Shy Boys and Le'noirs hammering your defences. This level's only saving grace is that you may recruit Li'l Nyandam. However, there is only a 3% chance of doing so, unless you want to use a Treasure Radar...
  • Benzene Field is hard not necessarily because of the enemies, but because it is almost required to have some kind of knowledge of the level beforehand. In short: there are 9 Faces and 1 Rain D., and every time an enemy dies a Bore comes out of the base. This means that it is extremely easy to accidentally kill too many enemies at once and get overrun by Bores.
  • Warrior's Dawn is basically the aforementioned Chapter 3 Moon, except everything is even more terrifyingly strong than the first go-through.
  • No More Bad Dreams has all 4 variants of Teacher Bun Bun at the same time serving as the enemy boss. Have fun.
  • Learned to Love has Codename: Red Riding as the enemy boss, backed up by many Demonic Spiders such as Le'noir, Brollow, H. Nah, and Sunfish Jones. Red Riding herself has the longest range in the game, being able to snipe your base once she takes a few steps outside her own, albeit having an Arbitrary Minimum Range. It almost becomes a Timed Mission to kill her before she whittles your base down to nothing, something made hard by the Sunfish Jones blowing up anything that gets close to her.
  • Darkweb contains almost every shockwave enemy in the game. Given that shockwaves have longer hitboxes when used by enemies, it's almost impossible to even send a unit without it getting hit at least once. And besides those, the level features tons of Demonic Spiders such as Le'noir, Gory Black and Mr. Angel.
  • The Infected King has Big Sal as the boss, who has infinite burrows, huge HP, and an attack that will One-Hit Kill your base. The four Camelles in his base are just the icing on the cake. While it is possible to exploit him in various ways, they all require extremely precise timing, specialized cats, or huge amounts of knowledge on the stage.
  • Rickety Coaster in Mouseyland. It is Darkweb 2.0, featuring even more shockwave enemies than it. The enemies come out sequentially (Elizabeth, then 2 Korys, then Berserkory, then Dober P.D., and finally Two Can) and are all backed up by Pigeon de Sables. You will need cats either strong enough to withstand the shockwave-fest or that are immune to them.
  • Multiversal Studios has Inumusha as a boss, which has huge HP, a One-Hit Kill attack, and a large number of knockbacks to make hitting him all the more difficult. He also comes with almost every zombie in the game to back him up, including Zang Roos and Zir Zeals. And to make things worse, the enemy base can attack with a 25,000 damage shockwave that covers the whole stage. Although you can recruit him after beating the level, like before, it's only a 3% chance...
  • Sea Breeze Salon has every Bore variant barring Razorback, and there isn't just one of each, but there are 45 Bores in total, which consist of 22 Bores, 22 Nimoy Bores and one Boraphim. Oh, Crap!, indeed.
  • Procrastinator Parade, and to an extent the following level Grand Exhibition, are both hard for the same reason: an infinite spam of "peons" (read: Demonic Spiders) backed up by long-ranged heavy hitters. For the first, it's an infinite R.Ost rush backed by Camelle, and for the second infinite Two Cans supported by Kurosawah.
  • No Return Flights, which has become arguably one of the most notorious levels in the entire game. Coming right after the above two, it starts off with just a few weak Otta-smack-u's... until the base is hit, at which point the unholy combination of Master A., a huge horde of Rain D.'s, and Dolphina is sent out, with more of the latter two being sent out every few seconds. There's pretty much no way to beat the stage without Ubers, since the particular combination of enemies leaves almost no way for Cats to avoid getting shredded.
  • Houses of the Holy sees the return of the Doge Base, but that's not the main threat; rather, that "honour" belongs to the steroid Li'l Bun Bun and army of Mr. Angels and Pigeon de Sables waiting for when the base is hit. Let's hope your anti-wave units are in top condition.
  • Cubist Crimes in the chapter Grotesque Gallery. You're pretty much dead if you don't know exactly what's going to happen, since if you damage the base without killing it instantly, you will lose to the endless stream of steroid Brollows that appear.
  • In the same chapter, we have Gouache Ghouls. If you want to beat it, you'll have to stall out the first Angelic Gory and Angel Fanboy long enough for a squad of Ms. Signs to appear, allowing you to abuse the enemy limit to destroy the base. If not, you'll have to contend with an almost endless army of hyperbuffed Angels, including a Sunfish Jones that packs 12 million HP.
  • Being the final proper stage of Stories of Legend, The Legend Ends is chock-full of these.
    • Thirst for Vengeance contains Professor A. and a Razorback, backed up by Tackeys and Hackey. Unless Razorback is lured an unsafe distance to your base, Professor A. will tear apart your close-ranged stall/status units while Tackey/Hackey hammer away at your backline - all while Razorback tears through your meatshields.
    • A Moment of Serenity sends out an angelic boss squadron consisting of Sunfish Jones, Boraphim, Cala Maria, and Winged Pigge. The four Angels cover each other's weaknesses remarkably well, so you're likely toast unless you brought a copious amount of anti-Angel units.
    • False Resurrection features all four colorless long-distance enemies (Mr. Mole, Dolphina, Croakley, and Henry), which can hammer your units with both heavy damage and status effects from a stupidly long range while bypassing your meatshields. And if you thought that close-range units could easily solve this problem, then the Assassin Bears, Li'l Bun Buns and Doge Cannon will make you reconsider that.
    • Twilight Zephyr is a Boss Rush featuring some of the game's worst Demonic Spiders. Holding them off is hard enough, but not helping is the fact that the level is one of the shortest stages in the game. Considering that the majority of the bosses border on Lightning Bruiser, the majority of the fighting will be dangerously close to your base.
  • Eldritch Forces, the first and last level in Laboratory of Relics, is very difficult. The boss, Mecha-Bun, has immense amounts of HP, fast movement speed, and nonstop area attacks that deal huge damage. Because of his Omnistrike ability, he is capable of hitting foes beyond his range - meaning that he can push through your meatshields at a frightening rate. While its Floating typing gives it numerous weaknesses, the level essentially becomes a matter of whether you can whittle down his enormous health bar before he destroys your forces - not helped by the buffed peon spam throughout the level.

Uncanny Legends

Being the successor to Stories of Legend, it’s to be expected that Uncanny Legends will be as hard, if not harder, than it. This is thanks to the Relics, who are much more powerful than any type found in Legend Stages and can stop cats from doing any anti-trait abilities thanks to their unique ability called Curse.
  • Its entry stage , An Ancient Curse, is ridiculously difficult. Relic Bun Bun serves as the boss, and like his predecessor he has enormous health and attack speed. However, unlike Mecha-Bun, he is knocked back only half the amount of times and has even longer range from his Omnistrike ability (however, he only has half the attack power and is slower). The worst part about him comes from his Curse ability: he has the ability to completely negate anti-trait abilities (e.g. Slow, Stop, Knockback, Strong Against, Resistant, Attack Only) at a guaranteed rate if he attacks them. Worse still, he's a Relic enemy, meaning that almost nothing is effective on him. As for his peons, he spams Relic Doges - obnoxiously powerful enemies that have obscenely high stats for basic minions, area attacks, and the same Curse ability and Relic typing as the boss.
  • The start-off of Rutsborg Vortex isn’t too bad, having only Mooth and some weak Mooks. However, once the base is hit, you are assaulted with a powerful angel swarm consisting of Heveanly Hippoes, Angelic Gories and Angelic Sleipnirs. As if that wasn’t enough, Othom shows up as well acting as a dangerous support enemy who can deal a decent chunk of damage and can attack Cats ahead of his range meaning that the frontlines will be broken through much more quickly and, if you brought him, Curse more Ramen Cats, disabling his Resistance and allowing the angels to pummel him down. All of this, combined with the occasional Sir Rel and Relic Doge, makes the stage nearly impossible to beat without True Form Sol Legends and Slapstick Cats.
  • Panic Tower isn’t too bad since the Teacher Bears aren’t too tough and the Znaches are just an annoyance at worst. That is, if it weren’t for the 2 Cadaver Bears that are in the stage and not only that, they are now stats 3 times stronger than their Into the Future Outbreak appearances, meaning that they can tear apart your meatshields with ease before moving on to your ranged attackers. Furthermore, the Znaches can now pose a threat thanks to them since their burrows can cut off your meatshield line, allowing them to push forward even faster as well as taking out any ranged attackers unfortunate enough to get in his way.
  • Sage of the Peak, which is a remake of Volcanic Defender, is quite similar to its predecessor except every enemy is stronger and you now have to face of against 4 Teacher Bun Buns.
  • Raging Caldera, a remake of Flaming Caldera, is basically the same as its predecessor except the base barely needs to be damaged to make the boss show up, there are now six Kories in the base, each coming out in groups of 3 and the Kories are 6 times stronger.
  • Primitive Souls is an absolute nightmare to beat. While the enemies themselves aren’t too bad, those being buffed up Dark Otta, Ginger Snache and the Mooths at the start, they become extremely dangerous with the presence of Dogumaru. He is a pure Relic enemy whose attack and health are moderate, if not weak, in comparison to other Demonic Spiders but has a fast attack rate, can strike cats ahead of his range, which is enough to outrange some long-ranged ubers and most non-Uber cats, and always curses on hit to compensate for it. He synergizes extremely well with the aforementioned enemies, with them killing the cats that Dogumaru damaged, allowing him to advance while he helps get rid of any area attackers that can normally kill them easily. This gets even worse when the two other Dogumarus get spawned and if all of them are still alive, then you have a near-unkillable force that can shred through your meatshields with little effort and allow every enemy to advance easily. This stage also has a chance to drop Dogumaru, but at the usual 3% chance, meaning that you’ll need a Treasure Radar if you don’t want to play through this stage again and again. And just to put the cherry on this pain sundae, this is a No Continues Stage meaning that you have to beat this in one go and that the Force-Close trick won’t work here.
  • Nautilus Tomb consists of a deadly synergy between a buffed-up Lord Gravey and 2 Mr. Moles. The former can easily kill most cats in one hit and, coupled with his fast attack rate, can make the moles advance while the latter can Knockback and kill most non-Uber cats that outrange Gravey and allows him to push really hard. Unless the moles are killed, you can expect them to move towards your base very easily.
  • Total Myopia starts off with a Relic Doge and Metal Doge spam, both of which are tough but aren’t too hard to deal with. However, once you hit the base, you are assaulted with metals such as Super Metal Hippoe and Sir Metal Seal, which is normal for many hard metal stages. What makes this different is that they’re supported by 3 Lorises, that slowly come one after the other, who can render any cat whose job is to inflict status effects usless and can deal decent damage against the critical attackers. Since the aforementioned metals mentioned push hard, getting your status effect cats cursed can turn the battle into a very difficult one.
  • Lonely Goldfish contains Dagshunds and Celeboodles who spawn infinitely, buffed up to the point where each can take and deal a lot of damage on their own, but both of them are not spammed like crazy. What makes it difficult is the three Henries that appear in the stage, each of them being able to cripple your offensive force (freezes any oncoming attackers) and the meatshield spam that protects your attackers, allowing the aforementioned two enemies to push back against you very easily. Worse still, because of their numbers, the three Henries can slowly, but surely, destroy your base in minutes forcing to attack quickly lest they make you lose, which is difficult to do thanks to how hard-to-kill every enemy is.
  • While the start-off of Bell Collector isn’t hard at all (only Gory Blacks, Owlbrows and Duches, all of which aren’t hard to kill), the boss wave is. For that part, it has 2 highly buffed Kories and a Youcan, all of which can push with ease thanks to their powerful waves, along with the previously mentioned enemies supporting them as well. Even using Wave Blockers might not be enough to net you a win since their regular attacks can easily kill any close-ranged Wave Blocker, thus allowing their waves to go mostly unblocked.

Event Stages

  • Every Crazed Cat stage. No spoilers, as there are just so many:
  • The Awakening stages are of similar difficulty to the Crazed stages, and while most of them aren't too bad, there are a few troublesome ones:
  • The Cyclone stages are this, too. In case you think they're too hard, their rematch stages (2-stage maps where you unlock the true forms of their cat drops) are even harder.
    • Crimson Catastrophe (Attack on R-Cyclone) is the easiest one, due to the numerous weaknesses of the boss, but the boss, Red Cyclone, has ludicrous health, attack power, and attack speed. It also comes with Sir Seals and One Horns, both of which are Demonic Spiders of the highest degree. Oh, and all three are Immune to Flinching. Good luck.
      • Its rematch stage, Crimson Vengeance, is even worse. The first stage (Wrath of R-Cyclone) is a clone of the original, but with a $1200 and over restriction in place - meaning that cats that normally broke the original stage, like iCat or Sanzo, are unusable. If you get past that, then you'll have to deal with Revenge of R-Cyclone, which buffs up the Cyclone and peon spam, while adding a Mr. Mole that will pick apart your Red stallers from the backline while the Cyclone advances.
    • Heaven of Darkness (Attack on B-Cyclone) is also easy, as Black Cyclone has very low attack power, but it still has enormous health and lightning-fast attack speed. It also comes with Shadow Boxer K's and a heavily buffed Dark Emperor Nyandam.
      • When rematched in NEO Darkness Heaven, you're limited to only using Rares for Wrath of B-Cyclone - and there are nearly no good anti-Black Rares, although anti-Floating ones can still make short work of B-Cyclone. The second stage, Revenge of B-Cyclone, on the other hand, has you fight three double-strength Black Cyclones, while throwing out a copious amount of strong Black and Zombie foes like Shadow Boxer K and Zory as assistance.
    • Peerless (Attack on W-Cyclone) is quite difficult, even though White Cyclone has low stats compared to the other Cyclones, due to it only having one element. It also comes with almost every typeless enemy in the game. Yes, that includes THE SLOTH. It also still has the trademark Cyclone high health, attack power, and attack speed.
      • In the first stage of Peerless Too, Wrath of W-Cyclone, you're limited to 10 cats at once - making stacking crowd control out of the question, and therefore making stalling the Cyclone a lot more difficult. In Revenge of W-Cyclone, you have to fight the White Cyclone at double strength, and Elizabeths are added into the mix to shred your anti-floating cats with shockwaves.
    • Wrath of Heaven (Oncoming Maelstrom) is extremely difficult. Unlike many of the other Cyclones, Divine Cyclone also has only one element (Angel), and anti-Angel Cats are quite hard to come by. The cyclone is also supported by Gabriels and Heavenly Hippoes. Oh, and it still has that ridiculous health, attack power, and attack speed, while being Immune to Flinching on top of that.
      • Wrath of the Divine is even harder. Wrath of A-Cyclone restricts you to only using rares, and there are very few rares capable of debuffing a pure Angel like Divine Cyclone (the most reliable anti-angel Rare, Ramen Cat, is a wall and not a debuffer, making it nearly useless against the Cyclone due to its overwhelming attack power). If you get past that, you'll have to fight three quadruple-strength A-Cyclones (one of which shows up seconds after the stage starts), along with backup from colorless Demonic Spiders like Rain D.s and a Camelle.
    • Still too easy for you? Tornado Carnival has the above 4 cyclones, all in one level. Oh crap, indeed. The worst part is that beating it rewards you with 3 measly Silver Tickets.
    • Sweet Irony (Attack on Titanium) has the Metal Cyclone, which is obviously a metal enemy. This means that it takes only 1 damage from any attack except a Critical Hit. Sound easy? Well, unlike all other metal enemies, Metal Cyclone has the Cyclone standard ungodly health, attack power, and attack speed. It also comes with Super Metal Hippoes and Sir Metal Seals. It's almost necessary to bring along theother anti-metal Cats from the other Cyclone stages.
      • Bitter Irony has Wrath of Titanium, which restricts you to using cats that cost $750 or less. While this still leaves options like Catasaurus or the other Cyclone cats open, it deprives you of some of your most powerful options, like Catornado, Cheerleader Cat, or most anti-Metal Ubers. Revenge of Titanium takes it up a notch - while the more powerful Metal peons have vanished, they've been replaced with Black enemies to throw a wrench into your strategies, including infinite Assassin Bears that spawn on a timer.
    • Dimension of Despair (Black Hole Rising), the 6th Cyclone stage, has Cosmic Cyclone as the boss. Although it has quite low attack compared to the other Cyclones, it has a lot of health, and without anti-Alien treasures, it is 7 times stronger. The stage is almost Unwinnable without all the treasures and copious anti-Alien and Floating Cats, and even with them, its no pushover due to having significantly longer range than the other Cyclones. Not to mention it can weaken your cats and strengthen itself once it takes enough damage.
      • In Dimension of Delirium, Wrath of Black Hole deprives you of your meatshields with a $300 cost or above restriction, essentially leaving you with only crowd control units to stall the Cosmic Cyclone. In Revenge of Black Hole, the Cosmic Cyclone does away with the Shibaliens and brings in Metal One Horns, which block or kill anti-Aliens and are nigh-impossible to kill without crit hitters - which in turn forces you to adapt your strategy around them.
    • The Perfect Cyclone in Red Sky at Morning (Oncoming Storm) may have the lowest stats of all the Cyclones, but it makes up for it by having about 5 times as much range. Thankfully, it cannot attack Cats that are too close to it, but that's what the constant stream of Trolly Bloggers and Doge Darks is for. The only way to beat it is to use your toughest Cats to get inside its minimum range.
      • Its Awakening stage, Red Sky at Night, is one of the worst ones of them all. While the first stage is fairly trivial (Wrath of Red Sky limits you to only Super Rares, which includes Kotatsu Cat - a unit that utterly manhandles Perfect Cyclone's stage), Revenge of Red Sky is a nightmare, adding in a ton of Angelic Peon spam and making the Kotatsu spam strategy almost completely invalid. In particular, there's an Angelic Sleipnir making sure that nothing gets into the eye of the storm, like in No Plan A - killing the Sleipnir while the Perfect Cyclone crushes everything that gets close to it is the key between a victory and a one-sided defeat.
    • And for those who are looking for an even harder challenge, look no further than Tornado Carnival II. An even harder version of the first Tornado Carnival, with the Red, Black, White, and Divine Cyclones replaced with the much harder Metal, Perfect, and Cosmic Cyclones. Unlike the previous ones, each of them has vastly different weaknesses, forcing you to build a deck that can counter all three. And just to add insult to injury, the only reward for beating them is, again, 3 measly Silver Tickets.
    • The 2nd Dimension (The Wormhole Opens) has the Super Cosmic Cyclone, which has the same long range as its predecessor, is no longer a Floating enemy (meaning fewer weaknesses), and a 100% chance to warp anything it hits. This means that it can easily toss aside anything you send at it and just continue moving forward to destroy your base. While its stats are rather weak with all the treasures, getting all of them is very difficult thanks to the difficulty of Cats of the Cosmos stages, the third chapter in particular pretty much requires you to be in the late-game parts of the game in order to fully complete the anti-Starred Alien treasures, meaning that it’s either you wait until you complete the set or fight it in a super-buffed state. Hope you brought Anti-Aliens.
      • SCC returns in The 3rd Dimension, its Awakening stage. Revenge of the Wormhole limits you to only Specials and Normals, depriving you of nearly all of your Alien crowd control. This forces you to rely almost entirely on Li'l Macho Legs and Holy Valkyrie to stall out the Cyclone, while hoping that you can kill the Cyclone quickly before your luck runs out. In Wrath of the Wormhole, not only is the SCC six times stronger, it comes with buffed Mesocosmocyclones as backup, along with a red Professor A. that laughs in the face of anti-Aliens and will take down any Warp Blockers sent out to stall the Cyclones.
    • The Zyclone in The Rolling Dead (Unholy Tempest) is downright infamous for its difficulty. In addition to its insane stats, it's a pure Zombie Type, meaning that it's able to come back to life when it dies. However, unlike other zombies, it can revive infinite times, and it comes back with full health instead of half. In addition, it's backed up by a ton of assorted Zombies, and Anti-Zombie cats are extremely hard to get. This level is nearly impossible to beat without copious amounts of Anti-Zombie Ubers like the NEK-0 Sky Fortress and other Anti-Zombie units like Lumbercat, and even then, the majority of the level is entirely dependant on whether your cats proc their abilities or not, which has gained it infamy for being one of the most RNG-based levels in the game, period. And to top it off, its pure-Zombie typing makes the Anti-Floating cats you used on the other Cyclones useless.
      • Too easy? Try The Dead Keep Rolling, Zyclone's Awakening stage. Wrath of the Unholy is already a piece of work, forcing you to use units under $600, but the second stage is even worse. Not only does Revenge of the Unholy make you fight three Zyclones, but it adds in Star-Alien minions, like Ribbo, Le'Solar, and UltraBaaBaa. Not only do the Star-Aliens make dealing with the Zyclones a lot harder, what with Ribbo warping your units, UltraBaaBaa blocking everything, and Le'Solar killing all your anti-Zombies, they are subjected to a ridiculous buff that makes the Aliens themselves extremely dangerous - and that's on top of the buff that Star-Aliens already have. It's almost mandatory to have all of the anti-Star-Alien treasures from all three chapters of Cats of the Cosmos, lest you want to be fighting a battle against an army of Nigh Invulnerable Aliens. Oh, and in case you've forgotten, this is on top of the three Zyclones ripping through the field with impunity.
    • In case the first two were too easy, try Tornado Carnival III. While there are only two Cyclones this time, those two happen to be the Super Cosmic Cyclone and Zyclone. The two bosses cover each other's type weaknesses well, and dealing with both at once is incredibly difficult. The spam of Zoges and Shibalien Elites doesn't help, either.
    • Primeval Cyclone, which is found in Typhoon Nemo (Charybdis’ Mouth), is downright unfair. While it doesn't have as much attack as the others, it's a pure Relic type boss that is also the fastest Cyclone in the game, is Immune to Flinching, and still has the standard Cyclone attack speed and health. What's more, like all Relics, it can curse your Cats, and like Cosmic Cyclone, its damage will triple when below half HP, making it much harder to handle. All this, combined with the Gory Blacks, Li’l Bun Buns and Sir Rels that come along with it, makes beating this Cyclone quite a difficult task.
  • Pretty much all the Advent Stages are this. Normally, stages are rated on a scale from Easy to Insane. These stages are rated Deadly. Worst of all, Cat food restarts and Save Scumming are disabled for these stages.
    • Clionel Ascendant (No Plan A), the Angelic Advent Stage, is downright infamous for being this. The boss, Cruel Angel Clionel, has an Arbitrary Minimum Range... and that's its ONLY weakness. It has a lot of health, and its attack is fast, ludicrously powerful and extremely long ranged, as well as slowing anything that survives. Not to mention it comes with Angelic Gories, Trolly Bloggers and Sleipnirs, all of which are Demonic Spiders of the worst kind and pretty much exist to stop your units from entering Clionel's blind spot. You will need a lot of patience and careful strategizing if victory over Clionel is to be attained - even Uber Rares usually can't save you.
      • The game tops itself with Clionel Dominant, the Awakening stage for Drone Cat. The first stage (New Testament) is a redo of No Plan A, but with a restriction of 5 units on the field at once. Considering how hard No Plan A was already, doing it with only 5 units on screen at once is a nightmare at best and impossible at worst. The second stage, A Cat Screaming Love, is a mixed bag - while the Sleipnirs and Angelic Gories are gone, they've been replaced with extremely buffed Heavenly Hippoes and Relic Doges. The Doges in particular are incredibly nasty - in addition to their high stats, they can curse your units, depriving them of the anti-Angel abilities and effectively making Clionel and the other minions immune to their special effects.
    • River Styx (Realm of Carnage), another Deadly stage and the Red Advent Stage, is quite possibly one of the hardest ones. The boss, Hannya, has massive range, incredible attack power, relatively fast attack speed, weakens your cats to 1/4 of their attack power at a guaranteed rate. and is supported by lots of Ginger Snaches, Bores, and R. Ost. The R. Ost in particular is a real hair-puller - as a White enemy, it laughs in the face of the anti-Reds you likely brought to deal with Hannya and the Bores, and the units that usually counter it are liable to get destroyed by Hannya.
      • Hannya's returns with a vengeance in the much harder River Acheron Stages. Wrath of Carnage has you redo Realm of Carnage, but without using any Rares or SR units - which deprives you of nearly all the options used to defeat Hannya the first time around, and all but forces you to either abuse Ubers or use overleveled Normals/Specials. While the second stage, Revenge of Carnage, is considered to be slightly easiernote , it's still no slouch - Hannya now supports a legion of Zombie enemies, which will gleefully abuse the shorter stage length to burrow all the way to your base and rip through the units sent to fend off Hannya with impunity.
    • Queen's Coronation (Honey Trap), the Alien Advent Stage, is extremely difficult. The boss, Queen B, has extremely fast, extremely long-ranged area attacks that have a thankfully large blind spot. However, said attacks apply a lengthy slow that lasts slightly longer than her attack rate, basically guaranteeing that any cats hit will be shredded shortly. In addition, its blind spot is covered by THE SLOTH, and packs of Brollows and Kroxos are sent regularly to plow your frontline.
      • If you've taken out Queen B, then look no further than Queen's Condemnation, her rematch stages. The first stage, Honey Drip, is a clone of Honey Trap but with a restriction of 3900 or under in place. Not only does this invalidate almost all Ubers that would normally make the stage far easier, it particularly deprives you of Awakened Bahamut - who is a keystone in many Queen's Coronation strategies. If you can get past that, then you'll have to contend with Royal Jelly Hell - while Queen B has abandoned all of the Demonic Spiders from her previous stage, she switches them out to highly buffed Wall Doges, Cyberhorns, and Dark Otters, which will wall all the units you send at the boss while pushing you back at the same time.
    • King Wahwah's Revenge (N-1 Grand Prix), the White Advent Stage, has the eponymous King Wahwah as the boss, who has rather low HP for an Advent Boss but a deadly, uber-long range multi-stage attack that is guaranteed to knock back anything it hits. As a typeless boss, there are very few units able to exploit it, and it comes backed up with hyper-buffed Doge and Kang Roo variants to mix things up. The kicker? The stage only allows Normals and Uber Rares, which greatly limits your choices of cats and makes an already hard stage even harder. Your only options are to hope that you have Ubers that you can use or use incredibly overleveled Normals.
      • Then comes King Wahwah’s Return, his rematch stage. The first stage, Revenge of N-1, might be easier thanks to restricting you to Super Rares rather than Normal/Uber, and some Super Rares hold powerful advantages over some of the enemy types in the stage. However, the second stage, Wrath of the Dogelord, is not. King Wahwah, instead of coming with a slow trickle of enemies, now comes in with a peon spam consisting of Those Guys, Trolly Bloggers, Mr. Angels, Ginger Snaches, Kroxos, and Brollows. This makes for a deadly cycle wherein the heavy spam of Mooks means that when Wahwah attacks, they’ll be able to push forward thanks to his knockback, which also allows Wahwah to move forward, repeating the cycle. While the spam dies down once the Brollows spawn, chances are you'll be nearing defeat by that point.
    • Dead on Debut (Parade of the Dead) manages to top these all off. The boss, Daboo of the Dead, has a ridiculous amount of health and a lethal omnistrike attack with gigantic range. In addition, he is immune to all negative effects and comes with an extensive amount of Angel and Zombie support, the enemies of said categories being Demonic Spiders of the highest level. Oh, and due to his Zombie typing, he can revive himself an indefinite number of times if the killing blow is not dealt by a Zombie Killer - though mercifully, he only recovers 10% of his health, making him easy to kill once he revives. Have fun!
      • His rematch stage, Dead by Encore, is possibly one of the hardest of them all. The first level, Prisoner’s Progress, is already a handful since it’s the original stage but with no cats under 1200$, heavily reducing your choice of non-Uber cats that make this stage bearable. The second, March to Death, can be best described as Bionic Seaweed with Daboo, featuring the boss supported by a legion of triple strength metal enemies. Normally, the metals by themselves aren’t too problematic, but since Daboo can easily one-hit kill most, if not all, anti-metals and critical attackers, they become a nightmare to kill since they No-Sell everything else. And said metals include two Super Metal Hippoes and a Sir Metal Seal, all of which push incredibly hard and are also extremely hard to kill thanks to their buffs and Daboo killing all of your crit hitters. You will need a ton of luck if you want to stand a chance at beating this stage.
    • While many consider Deeply Dreaming (Bombergirl) to be a joke because of its status as the easiest of the Advents when one knows what to do, it’s still comes as tough to the unprepared. It looks underwhelming at first, just consisting of a few beefed up, but manageable Bores... Then the boss, Bakoo, shows up. It has lots of knockbacks and has slightly higher range than Bird Cat, but her effective range is among the longest in the game, and each of her attacks packs enough strength to destroy all your units, heavily damage the base, and permafreeze anything remaining. If you don't do something like building up a massive long-distance stack, then expect to have a hard time taking Bakoo down.
      • The difficulty is kicked up a few notches when you rematch Bakoo in A Deeper Dream. Wrath of the Dreamer has a no Specials/Super Rares restriction in play, which deprives you of several key crowd control options (eg. Bombercat, iCat), some potent burst damage options (eg. Awakened Bahamut, Pizza Cat), and some long-distance/shockwave units that could normally damage Bakoo from behind her defensive line (eg. Vaulter, Mina, Crazed Gross), forcing you to mostly rely on brute-force tactics to reach Bakoo before she decimates your ranks. Meanwhile, Revenge of the Dreamer pits you against three Bakoos, with Elder Sloths sent in to take out any attackers that would normally outrange and push Bakoo back - all while Doge Darks and Gory Blacks are sent in to plow through your units.
    • Blue Impact (Puffer Planet), the 2nd Alien advent, pits you against Puffsley's Comet. He's extremely fast and will ram the first target he reaches, dealing a colossal amount of damage in a deceptively wide area (~500-500, outranging many ranged attackers), while knocking back anything that survives. While he has to rest for a significant amount of time between attacks, getting knocked back will instantly reset his attack - and he has 400 knockbacks, which lets him attack at a disturbingly frequent rate. His 400 knockbacks also make him a lot harder to hit with slow-but-damaging attacks, which helps circumvent his HP, which is on the lower end of advent bosses (900,000, meaning he gets knocked back every time he takes a measly 2250 damage). Plus, he doesn't fight alone - he's supported by hyper-buffed Starred Aliens, including Star Pengs that will rip into your meatshields and Corporal Weylands/Project A's to harass you from range. Oh, and all of his peons can use Warp, which can potentially open a hole in your lines for Puffsley's Comet to rush through and wreak havoc.
    • With the surprising advent of alternative Advents, the first of these - Courts of Torment (The Pure Land), the Red/Black advent - proves to be an extreme challenge. The boss, Black Okame, is a variant of Hannya that has shorter range, less damage, and can't inflict Weaken. However, he compensates with over double the health, a doubled attack rate, an omnistrike that puts his effective range on par with his predecessor, and guaranteed knockback on his attacks. He can also No-Sell Freeze, so using things like Bombercat or iCat on him are out of the question, and additionally doesn't get knocked back until death, making him harder to push back without dedicated knockback or a Sniper Cat. And like any boss worth its salt, he comes with fierce reinforcements in the form of extremely buffed up Ginger Snaches, Doge Darks, and Gory Blacks, all of which are designed to rip through your defenses while Okame advances and takes potshots. His only weakness is his dual typing burdening him with many more type weaknesses - provided, of course, the units with type advantages over him are also able to outrange him or weather his brutal attacks.
    • Pappu's Paradise (Saintly Sister) is a level guaranteed to push players' limits. Heavenly Herald Pappu is an Angel variant of Daboo with slightly less HP and far lower damage while having a longer effective range and having only one knockback, while still retaining Daboo's ability to No-Sell debuffs and waves. However, Pappu brings a brand new ability to the table - Poison, which makes every hit a Percent Damage Attack that shaves off 40% of her targets' HP added onto her base damage (which also goes through Metal). This makes her low damage all but irrelevant, since she's going to be killing even the tankiest of cats in three hits at maximum - and her massive omnistrike means she'll be hitting a lot of units at once. The good side is that she can still only hit the base with her pathetic base damage, meaning it's going to take a while for her to whittle it down. Unfortunately, that's what the spam of peons is for - Wall Doges to defend Pappu, Dagshunds to wall units while retaliating with fierce area attacks, and worst of all, Sir Rels to rip into your already-weakened forces with their obscene DPS, while cursing anti-Angels that would be good against Pappu. If that wasn’t enough, when her hp gets down to 30%, her attack triples, allowing her to destroy the base faster. Once she reaches this point, you better kill her fast or she’ll quickly turn your base to rubble.
    • The Old Queen (I'll Be Bug) is a piece of work. The boss of the level is Queen Mother V, a Relic variant of Queen B who has slightly higher damage, a slightly slower attack rate, and three more knockbacks. The kicker is that she trades in her Slow ability for the ability to Curse units for a whopping 111 seconds, essentially permanently disabling their special abilities if they get hit. Like Queen B, however, the main problem lies with her support units - the Relic Doges and Ginger Snaches can be a dangerous nuisance, and the One Horns can wall units sent to kill the Queen Mother. However, the most damning of them all are the double-strength Professor As that defend the boss' blind spot with constant, long-ranged attacks that rip through even tank units like wet tissue. Not only are these the strongest of any Professor As in the game, they have an infuriatingly high chance to slow units and render them unable to approach again before being torn apart. And if Queen Mother V or the Relic Doges curse your anti-Red units, then there's nothing that can save them from the Professors or the other peons.
    • Bottom of the Swamp (Flow Like the Stream) puts you against Kappy Jr. What he lacks in range, he more then makes up for it in other stats - packing 2 million HP, nearly 40k damage per hit, and a White typing that gives him few weaknesses. However, his true power is his ability to create a devastating Surge Attack if his hit connects, potentially wiping entire clusters of cats off the map at once. The worst part about this is that the Surge spawns at a random point within a range of 150-750, meaning that whether it kills off your frontliners or valuable backline DPS is entirely up to luck. His peons can also be a problem, being Those Guys, The Thrillerz, and Scissoroos, who tank for Kappy, cut off your meatshield line and do big damage, respectively. The Thrillerz are the most annoying, due to grouping up units farther away than normal, causing them to be destroyed by Kappy's surge attack, letting him advance and allowing the cycle to start anew.
  • The first event stage in the Day of the Cat event was a pushover for most, and the second was much harder but still managable. The same, however, can't be said for the final stage of the event, The 222 Incident. While the enemy base's cannon blast could not do much damage before, now it's a guaranteed 20,000 damage to all cats on the battlefield, which is sure to shred all but the hardiest of units. The real deal, however, is the endless hordes of Killer Cats spammed at ferocious strength magnifications. To elaborate, each Killer Cat has 288,000 HP and deals 19,200 damage per hit, and while only one shows up at first, the enemy base soon spamming dozens of them. The kicker is that while the enemy Killer Cats (at least under their 8000% buff in this stage) are a nightmare for anyone without good anti-black units, the one you get for beating this stage is the definition of Joke Character.
  • Thought the Crazed stages were bad? Say hello to the Manic stages. Much, much, MUCH harder versions of the Crazed stages that also disable continues, where you may unlock the True Forms of the Crazed Cats. However, don't expect the game to just hand them over - these levels are some of the most notorious ones in the game for a reason...
  • Crazed Moneko, specifically her last stage (in THE MOON). Instead of one stage, Crazed Moneko had four, and the fourth level comes directly after the third (which is no walk in the park since it has both tough Zombies and a Sleipnir), so you need to make one layout that can handle two vastly different levels at once. Moneko herself is significantly watered down in the early stages, but in the final stage (where you actually unlock her), she has a colossal amount of HP and a devastatingly powerful multi-hit attack with a 50% crit rate. To make matters worse, Crazed Moneko is is guaranteed to fire a devastating shockwave if her third hit connects, which can crit for a lethal 40,000 damage to nearly your entire army. She will mow down your army unless you bring anti shockwave units, which are exceedingly rare. Oh, and hyperbuffed, respawning Bores, Cyberhorns, and Imperator Saels assist her as well.
  • Similarly, the Li'l Cats Awaken Stages where you unlock the True Forms of the Li'l Cats, are of a difficulty level a bit below the Manic Stages, and they are made infinitely harder by the fact that they only permit Rares and Specials. Oh, and continues are disabled too.
    • Tiny Meows has the Li'l Mohawk Cat, which like its predecessor has ridiculous health, enormous DPS and nonstop area attacks. While the Teacher Bears aren't as magnified as in Deathhawk, but the Master As have been replaced by Professor As which can do even higher damage at even longer range, all while being able to slow your units while the Li'l Mohawk shreds your frontline.
    • Tiny Will may be an exception, as it sends out the Li'l Eraser Cat, which for some reason has less HP (2,400,000) than the Li'l Mohawk (3,200,000) and the original Crazed Tank (3,200,000). However, it is nowhere near easy, as there are still buffed Gory Blacks and Owlbrows, and the Duches/Capys from before have been replaced with heavily buffed Dagshunds, and 2.4 million health is still a lot...
    • Tiny Chopper sends out the Li'l Dark Cat, which has the same HP, freezing effect and crushingly fast attack speed as its Manic counterpart, although it does a lot less damage. However, the Reds in the level are disposed of in favor of Angelic enemies, including Sunfish Jones, who will blast apart anything that gets too close to him. Since anti-angel rares and specials are scarce, taking him and his Angelic army down with only Special/Rare cats can prove to be a problem.
    • Tiny Creeper is bit of an exception, as the Li'l Macho Legs Cats have stats in between that of Crazed Gross and Manic Macho Legs. Regardless, they share the guaranteed shockwave chance, which is especially nasty when you only have Specials/Rares, and remember that the game spams them...
    • Tiny Horns brings out the Li'l Lion Cat, which has lower damage than Manic Lion while retaining the same HP, movement speed and attack speed. However, like Manic Lion, they are spawned in a huge drove when you hit the base, and players might not be able to withstand it since each Li'l Lion is enough on its own.
    • Tiny Wings has the Li'l Flying Cat as the boss. While it has lower stats than Manic Flying Cat, it still has extremely high HP and devastating long-ranged attacks, which means you will spend a long time chipping this guy down to nothing. The Bores have been ditched in favor of extremely buffed One Horns, and the Mooths with Owlbrows, which will work together to slowly make mincemeat of your frontline while the boss devastates you with its laser attacks.
    • Tiny Fins constantly spams Li'l Island Cats which have slightly lower attack than the Manic Island, but make up for that with slightly more health. A constant stream of them is extremely taxing on your limited meatshields, and that's not even getting into the buffed Super Metal Hippoe that will show up once you hit the base.
    • Tiny Tail sends out several Li'l King Dragon Cats which, while having significantly less health than even the normal Crazed Lizard, make up with it for much more powerful attacks, even stronger than the Manic King Dragon. In addition, while no reinforcements come when you hit the base, the level can stack up to 10 Li'l King Dragons compared to Draconian's 3. The stream of Otta-smack-u's is ditched in favor of swarms of Gabriels and Doge Darks which, although giving you far more cash, can shred your frontlines much more effictively.
    • And Tiny Fists might be the worst offender of them all. While the Li'l Jamiera Cat may have less damage than even the Crazed Titan, only the same HP as the Crazed Titan, and none of the knockback/slowing effects, it compensates for that with a 90% chance to fire a Level 7 Shockwave with each attack. Worse still, since it's a Calamity Stage, you are locked out of most cats that have immunity to shockwaves, the exceptions being Li'l Lion, Miyamoku Musashi, and Curling Cat, all of which require strenuous effort to get. While the support isn't as threatening, there are Trolly Bloggers thrown into the mix to catch you off guard.
  • The Heavenly Tower starts off easy, but the later levels can get absolutely brutal, especially since floors 20+ disable continues. For example...
    • Floor 15 is the first major Difficulty Spike in the tower. Newer players may have a hard time fending off a Dober P.D. and buffed versions of the 3 enemies from the September event.
    • Floor 19 is Satan's Bedroom v2 with a wider variety of enemies. First, an Angelic Sleipnir comes out with a squad of Gabriels, which makes it hard to stall out. Once you hit the base, the main bosses show up in the form of a 300% Bore backed up by I.M. Phace, Shy Boys and Metal Doges, a combination that is extremely hard to beat. And if you beat back that onslaught, you have to deal with Director Kurosawah and Bun Bun Black, all supported by Dark Otters.
    • Floor 20 has an onslaught of Awakened enemies, the main one being a Dancer Cat backed up by an army of other awakened enemies, such as Gato Amigo, Riceball Cat, Hyper Mr. and Unicycle Cat. Fighting just the Dancer would be hard enough, but the support makes it hard to even hand hits on it. And since they're all typeless enemies, you can't exploit them.
    • Floor 21 is a brutal onslaught of Red enemies, starting the first 10 seconds with 2 superbuffed Shy Boys that will gleefully shred your defense while you struggle to gain money. If you kill them, then you have to deal with a 200% Red Cyclone backed up by several Capies and Blitzen. This stage is nigh-impossible to beat without copious anti-red cats and Ubers, and even with them it's not guaranteed you will win.
    • Floor 24 spams all manner of buffed Black Enemies for a long period of time, culminating with Dark Lazer as the boss. Combined with the long-ranged support from Le'noir and Tackey, this stage becomes extremely difficult without anti-Black units or Ubers.
    • Floor 25 features many Demonic Spiders such as Gory Black, Otta-smack-u and Pigeon de Sable, along with shockwave units such as Kory and an incredibly buffed Elizabeth. And if you take too long (which most players will), you will have to deal with Berserkory and Heavy Assault C.A.T. as well.
    • Floor 26 is essentially Oncoming Maelstrom 2.0, featuring Divine Cyclone supported by much stronger Angels such Angelic Gory and Angelic Sleipnir. Considering anti-angels are hard to get and Divine Cyclone is a pure Angel, beating this requires a lot of luck with the Gacha.
    • Floor 28 is a Metal fest, featuring every standard Metal in the game save for Metal Hippoe and Metal Cyclone under heavy buffs. Yes, that includes Super Metal Hippoe and Sir Metal Seal. While you would be tempted to bring a full team of critical hitters, the stack of Loincloth Cats in the back will dispose of any crit-hitters you send to kill the metals.
    • All of this pales to the first unique-boss floor: Floor 30. There is very little support in this level (occasional Trolly Bloggers, Ginger Snaches and Doge Darks), but the main challenge is the boss Hermit Cat. He has 4 million health, a crushingly high total attack stat of 66,666, a 3-stage attack, which divides the attack stat by 3, and a guaranteed chance to make a level 5 shockwave with each of the 3 attacks. Worse, since he's typeless, he cannot be easily exploited by many cats, any shockwave immune units can and will be taken down by his normal attacks and his support can easily rush down the meatshields that try to stop Hermit Cat and rush you down if he does a wave attack. You will need copious shockwave-proof Ubers and/or immense concentration and anti-peon cats to defeat him, although this stage's saving grace is that you are guaranteed to get Hermit Cat if you beat it.
    • Floor 31 opens with a Crazed Cat and spams Crazed Cows as peons.
    • Floor 32 spawns TWO Crazed Tanks at the start of the level. If that's not enough, Rain D. is constantly spammed as well.
    • Floor 33 has the unholy Dual Boss combo of Crazed Bird Cat and Crazed Axe Cat, which were enough trouble individually but now become an absolute nightmare together. Fortunately, Villain Forgot to Level Grind, so they're exactly as strong as their first appearance while your Cats are likely stronger. Unfortunately, the constant spam of double-strength Crazed Gross Cats that are sent out as backup didn't.
    • Floor 34 has a heavily buffed Ururun Wolf sent out at the start, but that's only the beginning, as after 30 seconds a 200% Cosmic Cyclone will be sent out as well. Keeping your anti-aliens alive can prove to be a major problem with Ururun herself delivering lethal long-ranged attacks constantly..
    • Floor 35 is a spam of Crazed Fish Cats, Dolphinas, and Trolly Bloggers. The Trolly Bloggers and Crazed Fish will work together to keep you out of Dolphina's blind spot, allowing her to hammer your backline.
    • Floor 36 consists of Doge Dark, Coffin Zoge, Zackie Peng, Znache. These enemies all support the Crazed Lizard, of which he is spawned indefinitely, though it takes a while for a new one to spawn. Fail to rush the stage, and the Crazed Lizard stack will slowly, but surely, defeat you.
    • Floor 37 starts off with Teacher Bun Bun and Dark Emperor Nyandam, which aren't so bad since they are at rather low magnifications. But once you hit the base, it sends out Crazed Titan Cat and Li'l Nyandam, along with an endless drove of Li'l Bun Buns. Have fun!
    • Thought the Metal Cyclone and Zyclone weren't RNG-heavy enough for you? Well fear not, because Floor 38 has you fight both of them at once. And yes, they're still backed up by peons in the form of Metal Doge and Zoge.
    • Floor 39 features a 200% Codename: Red Riding as the enemy boss, backed up by an Elder Sloth and a horde of Mr. Moles and Tackeys. It's almost obligatory to pin her to the base, or else she'll destroy your base in 5 hits maximum — and the constant barrage of Long Distance attacks don't make things any easier.
    • Floor 40 has you fight Masked Yulala as the boss. While he's nowhere as strong as Hermit Cat from Floor 30, he has crushingly fast area attacks, is guaranteed to warp your cats backwards upon a hit, and is insanely fast: fast enough to reach your base in about ten seconds flat. If you don't meatshield properly (which is very hard to do as you need near frame-perfect timing to pull it off) and use units with Warp Blocker, then Yulala will blitz your base and wreck it in a matter of seconds, and in addition to this it's a typeless and hard to exploit. The icing on the cake is that the base will periodically send out Gabriels and Mr. Angels: enemies designed to screw up your meatshielding and let Yulala advance. However, like before, this level's redeeming quality is that you are guaranteed to get Yulala as a unit once you beat him.
  • Every stage in the Growing Strange series of levels is this. Fittingly, all of them have the Merciless difficulty. What makes these stages even harder is that after beating the entrance stage, you will get a random stage from 7, each one specializing in a different enemy type. As such, specializing a team isn't an option - you have to make an all-purpose lineup capable of handling the entry stage and any of the 7 stages after, which is easier said than done. In fact, these stages were so hard to make a general lineup for that, in version 8.0, all of them were made considerably easier (The exception being An Elder Secret, which was made easier back in version 7.5).
    • An Elder Secret is only the entry stage, but it already doesn't mess around. Players will have to contend with incredibly buffed enemies of all types, and a tag-team combo of a buffed Berserkory and Maawth as the bosses.
    • Color of Blood, the Red stage, is possibly one of the worst of them all. The unholy combo of several Capies, Professor A., and Hackey serve as the bosses, each of which is freakishly tough in its own right. The three of them won't hesitate to combine their abilities to give your Cats one hell of a time trying to take them downnote  - not helped by the constant spam of hyper-buffed Ginger Snaches.
    • Fear of Flight is often considered the easiest of the stages. Nonetheless, a horde of buffed Li'l Bun Buns and Brollows, compounded by an infinite swarm of Pigeon De Sables, can prove to be taxing on your defenses.
    • Hearts of Darkness sends out Razorback backed up by a ton of Black peons, including Tackeys. Razorback himself has a ton of health and can charge through your defenses very quickly, while his minions get rid of any stallers that could normally wall Razorback. Not to mention, the Tackeys will gleefully snipe all of your longer-ranged units, including Bombercats that would normally be Razorback's kryptonite.
    • Holy Wrath features numerous Winged Pigges, along with Cala Maria and a bunch of Chickful As. The Winged Pigges' weaken ability will make anything with less than 341 range useless, while using their immense bulk to wall your cats and allow Cala Maria/Chickful A to tear through your units with impunity.
    • Galactic Threats immediately sends out buffed Scissoroos that have incredibly high pushing power considering how little money you likely have at that point in the level. And when you hit the base, several Ursamajors and an Elder Sloth come out, which will blast through any defenses you can muster unless you have a sufficent amount of anti-Aliens capable of outranging those two.
    • Clash of Steel features Metal Doges and Metal One Horns, with Super Metal Hippoe and Sir Metal Seal serving as the boss. What makes it difficult is that all of these Metals are subjected to a ridiculous buff, making them able to plow through your forces with alarming speed and shrug off crits from even the most damaging crit-hitters in your arsenalFor example... . This is on top of the RNG-heavy nature of the Metals in general.
    • Seas of Death isn't really anything to write home about, just featuring a huge rush of hyper-buffed Zombies and a Zamelle as the boss. Still, you'd have better brought a lot of Zombie Killers or you're toast.
  • The Legend Quest is very infamous thanks to it’s status as a giant Luck-Based Mission. All the event consists of is a series of Stories of Legend stages that are randomly picked depending on what Level the player is in More specifically  which wouldn’t be too bad, if it weren’t for the fact that upon playing any stage a random portion of a random part of your current lineup will get replaced by completely random cats. Worse still, it’s entirely possible that nearly all of your cats will get affected by this, giving you a difficult time at best and an instant loss at worst if you’re playing a mid to late-game stage. Mercifully, as you play the same stage over and over, the portion of cats that will be randomised will become smaller and smaller and the chances of you getting said smaller portion will increase, to the point where it will only change 2-0 cats in the lineup, but you don’t want to constantly do this as playing these stages require stars, which are obtainable by beating star difficulties in Stories of Legend, and every time you win or lose a stage, the required stars increase by 1, up to a max of 5 stars, and stars will only recover if the next Legend Quest event rolls around, so if you fail to beat every single stage it has and can’t get any more stars, it’s game over for your run.

Collaboration Stages

  • Puella Magi Madoka Magica Collab
    • The original incarnation of The Stagebuilding Witch (Deadly). It featured Walpurgisnacht, which had 2.4 million HP, lethal area attacks that were guaranteed to score a Critical Hit (resulting in its attacks doing 80,000 damage each and also stopping Metal Cat stalling in its tracks), a colossal Omnistrike coupled with a low standing range to give it huge pushing power, Base Destroyer to ensure it'll One-Hit Kill your base if it reaches it, and the ability to No-Sell all waves and status effects. While Walpurgis was (and still is) the only enemy on the stage, it was still easy to slip up when stalling her, and Walpurgis could easily punish even the smallest timing mistake and advance. However, this is no longer the case - for reasons unknown, Walpurgisnacht has been nerfed to 10% strength on her stage, making it trivial to defeat her for most players - only time will tell if she ever regains her former power.
    • However, the collab also introduced a far stronger foe: Homulilly, faced in A Fake Mitakihara. In her Veteran stage, she's nerfed to 30% so she does rather low damage - but even in this state, she still has more HP than the Crazed Titan boss. And when faced at her strongest in The Nutcracker Witch (Merciless), you best hope you've got your game on. In that stage, Homulilly has 9 million HP, a powerful area attack with a low standing range and massive Omnistrike (letting her push incredibly quickly), total immunity to waves and status effects, Base Destroyer to turn your base to rubble in a few hits if she catches it in her huge range, and worst of all - a guaranteed chance to halve the attack power of anything it hits. Since 12,000 damage isn't a One-Hit Kill most of the time, her weaken massively cripples your units without killing them, and effectively doubles her health to give her 18 million HP. Even while using Witch Killers or even Magical Girl Ubers, cracking Homulilly is still liable to take a massive amount of time and effort, often taking between 10 minutes to half an hour assuming you don't die first. And as if Homulilly wasn't enough on her own, the level features hyper-buffed Ginger Snaches and Doge Darks, which will rip through anything outside of things that resist them (which will likely be slaughtered by Homulilly), as well as handily kill off your Witch Killers.
  • Fate/Stay Night: Heaven's Feel Collab
    • King of Heroes (Deadly) has you up against Gilgamesh, who has 1.5 million health and uses rapid multi-hit area attacks with obscene standing range, even longer maximum range, a good 15k total damage over 3 hits, and no time between attacks. Since he has a colossal blind spot, it would normally be easy to enter it and hammer away at Gilgamesh, but that's what the swarms of Metal enemies (which include a Sir Metal Seal) are for. Not only do the Metals wall anybody that tries to get to Gilgamesh, they also push forward incredibly quickly, allowing Gilgamesh to advance. And that's when Gilgamesh himself becomes a problem - he'll gleefully rain hell on your units while they struggle to beat through the Metal swarm, and his area attacks are capable of killing off almost all critical hitters you send to take down the Metals in question. If he advances far enough, he'll even be able to snipe your base with impunity - and if you get to him, his eight knockbacks easily let him reposition behind his meatshields. And if you get him below half HP, his attack power doubles - woe betide you if the Sir Metal Seal is still alive at this point, because Gilgamesh will likely lay waste to whatever's on your field if not killed fast after he activates his strengthen.
    • Wreathed in Darkness is another Deadly stage which pits you against Saber Alter. Saber herself has a beefy health pool, decently damaging attacks that strike fast, a nearly nonstop attack rate, and a guaranteed chance to fire a Shockwave with every attack. Not only does this effectively double her damage against anything that doesn't resist or block waves, it also lets her tear through meatshields incredibly quickly and reach backline attackers that'd normally outrange her. Not helping is her fast movement speed allowing her to rush towards your base the second she gets an opening. And she's not alone - highly buffed Alien and Zombie enemies spawn in to assist her, the latter of which will burrow under your units and resurface later, cutting off your meat shields and letting Saber advance. Thankfully, Saber gets knocked back pretty easily.
  • Neon Genesis Evangelion Collab
    • Refusal Type (Merciless), the second and final level of The 10th Angel Strikes. The stage pits you against The Tenth Angel, Zeruel, who packs 2.5 million HP and an ultra long-ranged attack that deals 150,000 damage per hit - enough to One-Hit Kill all but the bulkiest of units. To make matters worse, he doles out said attacks decently quickly and can No-Sell every debuff in the game, not to mention having the Wave Blocker trait to nullify your Cat Cannon. The icing on the cake is that it also spams hyper-buffed Doge variants and Gories to take care of anything you send to stall it. The stage is nigh-impossible unless you use the Cat Combo with Shinji and Kaworu to massively buff the Eva Angel Killer trait, allowing your Eva Angel Killer units to devastate Zeruel, but even then victory isn't guaranteed because of how strong the peons are.
    • And when the Collab rolled around another time, it blew Zeruel out of the water with a new Advent boss: Awakened Eva Unit-13. First found on It's Not Your Fault (Veteran), Unit 13 is nerfed to 15% power - and somehow still manages to be a piece of work. And when you fight it at full power on We'll Meet Again (Merciless)...you better be praying. At full strength, Unit 13 has 4 million HP, a surprisingly rapid area attack dealing 100,000 damage, an Omnistrike of -3600 to 1200, total immunity to status effects and waves, the ability to simultaneously freeze (for 5 seconds), knock back, and halve the attack of anything it hits (for a whopping 25 seconds) at a guaranteed rate, and the ability to double its attack power at 50% health - giving it the dubious honor of being the enemy with the most abilities. The stage is nearly impossible to beat without Eva Killers, and Unit 13 is so damn strong that the strategy that let players handle Zeruel very well is not a guaranteed win against this monster. It's impossible to outrange its attacks, its low standing range of 200 actually makes it push forward even faster (since it doesn't need to stop as much for incoming foes), its slew of status effects actually makes stalling worse for the player unless they have immune units (even then, most immune units either can't survive a hit from Unit-13 or aren't immune to all three statuses it inflicts), and its strengthen coupled with its status effects mean it can actually take on Eva Angel Killers while Shinji/Kaworu's Cat Combo is active (especially since none of them have any status immunities, letting Unit 13 cripple even the Eva Ubers). And to make matters even worse, it's not the only threat - highly buffed peons like B.B. Bunnies, Shibaliens and Trolly Bloggers are spammed to throw off your likely-already-fragile strategies. Unlike it's home movie, nobody's here to incapacitate it this time, so good luck - you'll need it.
  • Street Fighter V Collab
    • After clearing four New Challenger stages, you will unlock an Advent stage where you can battle Akuma to unlock the Akuma Giraffe Cat. His first stage, Master of the Fist, isn't too bad - the boss is only at 7% power and his only backup are relatively weak White peons. However, the second stage, Sekia Goshoha, is rated Deadly for a reason. To start off, the stage liberally spams buffed Black enemies, all of which are capable of tearing through your units with alarming ease. Then you get into Akuma himself, who is a Black enemy with 1.2 million HP, a rapid attack with a long standing range and an even longer effective range (hitting up to 550 range, longer than Bahamut and most ranged attackers), and deals a ton of damage with each hit (54,000 damage divided over 3 multi-hits). Akuma's fast attacks, long range and omnistrike allow him to One-Hit Kill swaths of cats at once, kill ranged attackers from behind their protection and push towards the base alarmingly quickly. If you're not on top of your game, Akuma can easily push through your defensive line and spell a quick game over, especially if his minions appear at an inopportune time. Fortunately, his status as a Black enemy renders him vulnerable to Elemental Rock–Paper–Scissors.

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