The Dynamites Rare Cat Capsule Event


Rares


Super Rares


Ubers and Legend Rares

Summoner Satoru



Summoner Satoru is a good anti-Aku CC unit and LD attacker. He has 37k HP with 3KBs, 3200 DPS at 470 Range (LD 370 to 770), 20 Speed, 3600 Cost, CD of 85s, and 100% chance to Slow Akus for 6s and a 20% chance for Shield Pierce with an 8.7s attack frequency. He also has immunity to Surge.

The main strengths of Satoru lies in his anti-Aku abilities. The 100% Slow with good 69% uptime makes for a reliable CC unit VS most mid-to-long-ranged unshielded Akus, like Condemned Peng. Against shielded Akus like Fallen Bear, Satoru's 20% shield pierce, although inconsistent, could sometimes work to allow the slow to connect. Support from other shield piercers like Aku Researcher also helps his ability to connect. His Surge Immunity can also protect him from the death surges of Aku enemies, as well as allow him to be used in certain general surge stages with decent success. His acceptable DPS, great standing range, and high 300 piercing range also allow him to be used as a passable general LD sniper.

Despite having quite impressive and unique abilities, Satoru has several big drawbacks that hurts his performance by quite a bit. First is his questionable survivability. Despite having an impressive range, his combination of low KB count, low HP and high speed makes his overall survivability mediocre at best. This means he can't be used effectively against high range Aku bosses like Jagando and Possessed Empress. His large blindspot also makes him a risky pick vs short ranged Aku enemies like Aku Gory, as well as in general use when melee enemies are present. Shields also limit his CC role severely, and his own ability as a shield piercer is abysmal, taking on average nearly a minute between successful procs. Shield Piercing is the most important ability for an anti-Aku as without it, they cannot be controlled and their effective HP is not something that can be easily dealt with using raw damage, so this harms Satoru's viability immensely.

Overall, Satoru has very apparent strengths and weaknesses. His potentially excellent Anti-Aku CC is hindered by his low chance to pierce shields, and his good standing range is hindered by subpar defenses elsewhere and a dangerously large blindspot. All this comes together to mean his ideal niche is very narrow; unshielded midrange Akus.



Lasvoss



Lasvoss Reborn is a situationally fantastic midrange Nuker with 153k Damage, 30% chance of Savage Blows, and 50% Strengthen at 30% HP. He has 68k HP, 320 range, 2 KBs, and a 100% chance to survive a lethal strike. His cooldown is also relatively short at 71.2s, but his cost is high at 5400. Since he is a Nuker, he has a slow attack frequency of 16.7s (putting him at ~9200 base DPS) and a 2.6s foreswing. Lasvoss also has every status immunity. His Evolved Form is considerably worse, with inferior damage, HP and abilities, making it very situational, but True Form requires Elder Fruit, Epic Seeds and Gold Fruit and is hence only available very late.

Lasvoss's strength lies in the fact that he is an incredibly min-maxed unit. With the ability to potentially deal over a million damage in one hit when strengthened at level 50 with Savage Blow, Lasvoss can make quick work of even the toughest of bosses; and his HP boost in True Form grants him the endurance he needs to land a hit on them. He's also useful for his many immunities, granting him usage in, for example, Henry stages. He also has a very versatile Research Up L combo (Bad Guys) with Killer Cat and Li'l Nyandam. This combo is remarkable in itself, and furthermore strengthens his synergy with Stone Cat, who can help him land hits more easily.

Lasvoss's True Form is what makes him good and it is only accessible in the late game at an immense cost. Before that, his low bulk, mediocre DPS and late Strengthen all make him unreliable. You can still find uses for him on wave stages, Midranger stages, or against certain bosses like Puffsley; but his scope is very limited. While his True Form fixes his lacking stats, Lasvoss is still a very high-risk high-reward Uber. His attacks, lacking any form of piercing range, can be easily soaked up by a stray peon that steps even slightly in front of the intended target. If this happens, he will be unproductive for the next 16.7 seconds, enough time for your run to fall apart. Reliance on RNG to land Savage Blow also adds to this inconsistency especially at lower levels. Additionally, while Lasvoss has high HP for his role, he can still get KB'd very easily by high damage enemies like Owlbrows, and only having a very mild range advantage against some midrange enemies like R. Osts pairs badly with his long foreswing, giving the enemy pushers plenty of time to cross that range gap and take him down before he can strike. Lastly, although his cooldown should make him a very expendable unit, Lasvoss is set back by a substantial deploy cost, further forcing the player to think well when (or if!) it is best to spawn him.

Lasvoss shines best in some stages where conventional Backliners fail, and you need raw damage output to push through. At other places he fails completely because of heavy peon spam or high DPS enemies. This puts him at a well-defined place in the meta, as a very unique unit who abandons all unnecessary things to instead focus on dealing potentially ridiculous damage. He is held back by his expensive True Form, without which he is mediocre even in ideal setups due to his weaknesses largely outshining his strengths. In True Form, though, the extra damage and health are enough to overcome his drawbacks and make him truly formidable in the right situation. It is recommended to highly invest in this unit (boost to level 40/50) after unlocking True Form to make the high cost worth it, and increase his damage output to unparalleled levels.



Cat Clan Heroes



Cat Clan Heroes is a decent midrange LD attacker and Support unit at 350 range (200 to 575 LD range), 2800 DPS with a 2s foreswing, 71k HP with 3 KBs, a small (3%) chance to Critical Hit, 100% chance to proc Weaken against Red/Black/Floating/Relic enemies to 50% for 5 seconds, 3450 cost, and 71s CD. Talents can add a 20% chance to Dodge its traits for 2s, and grant Immunity to Toxic. Before TF, it does not target Relic and has drastically lower HP, and is therefore much less used.

CQH has a good LD area, with a large inner range of 150 and a decent 225 pierce. The Weaken is consistent, and coupled with LD is able to hit just about everything on the field with a good uptime of 55%. The Weaken proc is especially relevant against Relics, as your alternative of Awakened Mina is far less consistent. It has a large HP pool with a respectable KB count, giving it decent survivability. This along with the short cooldown and low deployment cost mean it can often be stacked, with two or more unsynced CQHs on the field providing effective Weaken support across multiple traits. Full backswing is also a plus, as it allows for instant reset of the attack cycle when KBed, mainly due to M. Ost or Mr. Mole. Its Toxic Immunity Talent is a one-off 100 NP cost, and may be worth it if you lack other Toxic Immune options, especially as CQH's Floating CC synergises well with this against Zollow and Gobble, though the impact of this is ultimately minor due to a lack of relevant stages. Meanwhile, the Dodge Talent proves reasonably effective at improving survivability given CQH's decent effective bulk and four-trait coverage, but is unlikely to be used enough to be worth the cost.

Meanwhile, CQH's DPS is very low, even compared to other LD units. His critical hit chance is so low that it is in practice, useless. And while his Weaken proc is good, it is virtually unnecessary for Floating and Black enemies, and is rarely used for Reds. The foreswing may also be considered a bit long. It also is mainly good only in True Form, which requires you to obtain an Elder Seed and an Epic Seed, requiring the completion of SoL49 and UL1 respectively to be able to obtain these materials.

Cat Clan Heroes is in most cases solely used as an anti-Relic, or as a general LD Uber if you do not have any better options. His usage gets better in late game, namely higher Starred UL, as you will see more and more of a need for something that can slow down enemy pushing power.



Nurse Cat



Nurse Cat is a decent Backliner with about 48k HP, 5800 DPS with 38k Damage, 460 range, 3 KBs, and the ability to KB and 4s (4.8s with full treasures) Slow Black and Floating enemies, each with 50% chance to proc. She also has a 6.6s attack rate of which half is foreswing, 121 second recharge, and costs 4350. Talents can improve both her proc rates to 80%.

With good range and damage, Nurse Cat works well as a general backline attacker. Her decent attack rate is able to control peons rather well while also being able to do a considerable amount of damage per hit. While not the most reliable, her CC isn't too shabby either, able to work fairly well at keeping Floating and Black enemies off of her, even if replaceable. These two traits push relatively hard, and Nurse can either proc her CC or brute force KB many of them. Although not the most reliable CC for Floating and Black, with talents she can raise her proc rates, which make her a lot more reliable. Sanzo Cat and Bombercat do work for most Black and Floating enemies, but with Nurse's range she can counter a few enemies that those two can't, like Le’noir. Nurse also has a Curse Immunity talent to stay relevant in the face of Relics.

Nurse Cat has a long foreswing, meaning she has a considerable chance to miss her attacks, although her fast attack rate helps make up for it a little. In addition, Nurse has only mediocre survivability with few chances to reposition, with below average KB count and health. In some cases, hard hitting enemies, especially by late game, can easily kill her with a few hits, sometimes even 1 or 2. She does have higher than average refresh rate, but in later stages in the game the lack of good survivability can hurt. KB against Black is also a seldom used CC as they naturally have high KB count save for a few enemies, and against Floating can sometimes do more harm than good due to Mizli Syndrome. Both traits are also widely powercrept by more accessible options and Nurse will perform worse as a specialist control unit than the likes of Bomber and Sanzo even if you invest in her expensive talents.

Nurse Cat shines as a generalist Backliner thanks to her above average range, but stiff competition in this category means there are better options. Awakened Ururun can perform Nurse's job as a generalist as well, even outperforming Nurse in many cases thanks to higher DPS, only being situationally more useful where her 10 extra range matters like Master A. As a specialist, in late game where Sanzo and Bomber are sometimes impeded by longer ranged enemies with Curse, Nurse can remain relevant as a higher ranged alternative that still works well under those conditions. Overall, she is a strong generalist and a decent specialist, but not quite powerful enough in either role to be a top choice in most stages.



Baby Cat



Baby Cat is essentially useless before TF, but in TF (CitC) it becomes a powerful melee attacker who creates level 2 Wave Attacks, dealing 60k Damage per hit with a 10s TBA and a 2s foreswing. His base stats include 105k Health with 2 KBs and nearly 6000 DPS (not including waves), a fast recharge at around 50s, and low cost of 3150. He has a 30% chance to Knockback Alien and Floating enemies but this is rarely useful and can even be detrimental. Finally, he has the Freeze Immune ability.

Having good speed and high health allows CitC to move to the frontline and quickly deal considerable damage, even to Backliners, with a great 12k DPS or 120k Damage (provided both the initial hit and wave connect). His large base HP and low KB count makes him hard to interrupt and able to function as a melee Tanker. This use is enhanced by his fast cooldown, often allowing you to keep at least one on the field for most of the battle. He also works well to counter stages with troublesome Freeze proc enemies like Henry.

CitC's biggest glaring weakness is his long foreswing and TBA, causing him to miss his attacks at times. Coupled with low range and no defensive abilities to enhance his HP pool, he can struggle to survive in stages with a high DPS frontline for extended periods of time, and thus does not get a second chance at landing a hit after a miss. While somewhat alleviated by his semi-disposable cooldown, you may find CitC dies before he can do his job if used carelessly.

CitC is one of the few wave attackers to have such a high damage per hit, that even one successful attack can change the course of the battle, and this makes him valuable to own throughout the game. He is incredibly powerful in mid game where it is rare to find stages with the raw enemy DPS to kill him before he can connect. Deep into late game, the average stage is not so compatible with his build, but there will still be specific stages where he can shine and effectively carry you, and his destructive power is only made better as you hypermax and ultramax him for those situations.



Marauder Cat



Paladin is a unit that is specialized to kill Metal enemies with a 50% Critical Hit chance. His general stats are poor; 39k HP with 3 KBs and 6800 base Damage (1400 DPS) at 245 range. His cooldown is 48s and he costs 2250. Through talents, he also can obtain a 30% chance to Freeze Metal enemies for 2 seconds, Slow Immunity and Zombie Killer.

Paladin is a decently consistent critter with half of his attacks dealing solid damage to Metals. He has cheap cost and fast recharge rate, letting him be easily replaced if one is down. He is also granted with area attack, which helps him clear peons with ease and damage the main threat at the same time. This further improves his ability as an anti-Metal attacker, making him one of the best anti-Metals in the game with his consistent area crits and short cooldown.

Despite his strength against Metals, Paladin has utterly garbage stats outside of them, his DPS is awful for any range class but especially useless on a melee-range attacker. It doesn't help that his survivability isn't that great, with low health and KB count. He also has Knockback Immunity, which makes him worse as he cant use SMH's KB ability to reposition himself to safety. To add insult to injury, his talents are also terrible, with Zombie Killer which is completely irrelevant as he has low damage output, Slow Immunity that only works in one stage (March to Death) and Freeze ability that has too low duration for what it's worth.

Overall, Paladin is a unit that works extremely great against Metals, but has terrible generalist usage due to his low stats. If you are struggling against Metals, definitely a unit that can help you a ton, but outside of that, not a good unit to use.



Lesser Demon Cat



Greater Balrog Cat is a fantastic 180-range Single Target Melee attacker with a very short 28.2s Cooldown and low cost (3000, or 2250 with talents). His main feature is simple; very high base stats. His level 30 stats are 66k HP with 3 KBs and 64k Damage, but given his role and place in the meta it is informative to also consider his stats at higher levels: 86k HP/83k Damage at level 40, and 105k HP/101k Damage at level 50. With his rapid 2.27s attack rate and 0.93s foreswing, his DPS then sits at 28k/36k/45k at level 30/40/50 respectively. Furthermore, he is immune to Weaken and has 12 Speed. His place in the meta is truly defined, though, by his Strengthen talent (+200% Damage on 3rd and final KB), and as such his lower forms with worse stats and no access to this talent are irrelevant and should not be used.

Balrog's greatest strength is the uniqueness of his role. He serves as a frontline general attacker similar to Can Can or Manic Island, but with higher stats and longer cooldown. At full investment, his Strengthen talent allows him to reach the highest raw DPS in the game, exceeding 100k strengthened DPS at level 40, which melts through anything he hits effortlessly, ranging from bulky peons like Star Pengs to boss-tier enemies like Bores. His high base HP helps keep him alive long enough to land hits even on his final KB, and thanks to his tiny cooldown and low cost, he is very disposable - if one fails just summon another. His Weaken Immunity is also helpful for Calamary and Hannya stages, but he can't normally hit Winged Pigge without an elaborate setup.

The biggest hindrance to Balrog's versatility is his Single Target nature; you can't effectively use him on stages with heavy peon spam like Gestalt Decay, or Palcaccio Waters. It should be noted too that while he is quite bulky, his 3 KBs means he's still going to get juggled by super-high DPS enemies who outrange him like R. Ost, Bun Bun Variants, etc. His low range, average speed, and significant foreswing also expose him to proc effects from enemies like M. Ost, Mole variants, and Professor A, limiting or completely removing his effectiveness against them. Finally, Balrog's usage at level 30 and without talents is lackluster and does not really outweigh these weaknesses in most situations. He hence requires heavy investment compared to other ubers, with at least 10 Uber Catseyes and 235 NP (Strengthen talent) recommended to be spent on him before serious use, though he is devastatingly effective when reaching this point.

Balrog stands as one of the most phenomenal Ubers in the game when you have him hypermaxed and talented, although his usage before that is pretty unremarkable. You should leave him alone entirely, or go all-in with your investment. Strengthen talent and level 40 is essential, and in the late game, level 50 + attack/HP/cost talents further boost his effectiveness to staggering levels. This makes him fundamentally impossible to rate meaningfully. He is either unremarkable at low levels, or ridiculously overpowered at high levels and talented. There are stages that are easy with a conventional Backliner that Balrog cannot lift a finger against because of range or single target issues, but also many stages that are hellish to complete with conventional strategies that Balrog pretty much solos as long as he can get a clean hit or two on the boss. This gives him a truly unique place in the meta.



Cat Machine



Cat Machine is a decent Tanker unit that is made for melee ranged combat as seen from his low 140 range pre-TF and 190 range in True Form. He has a relatively high 153k base Health with 1 KB, along with a 65 second Cooldown and 3600 cost. He deals 94k Damage per hit with a 5.6s foreswing, for 11k DPS. Cat Machine has decent stats as a Tanker and can be used in stages where Tanker units are favorable, but his most defining feature is his Wave Blocker ability in True Form, cancelling out wave attacks entirely. Talents grant him a Freeze proc (50% chance, 4s - not useful), Immunity to Knockback and faster movement speed.

Cat Machine's ability to cancel out wave attacks is extremely helpful in stages with annoying bosses such as Dober P.D, Elizabeth the LVIth, Berserkory, and many more. Additionally, its Resistant ability can help it tank more attacks (750k effective HP) from certain Red and Alien traited waver enemies which in turn allows it to stay on the field longer to keep blocking the waves. It also has decently fast speed (which can be enhanced further with Talents) which can help it arrive in the heat of battle quicker to assist your frontline. Other than that, it is also fairly cheap with low cooldown which allows it to be more disposable than many other tanks. It also only has one knockback which can be favorable as it increases its endurance and holds the line longer.

Unfortunately, that's where the positives stop. Its most notable weakness has to be it’s incredibly long foreswing which can make his attacks miss easily and reduce the overall damage it does on the field. Lack of Curse Immunity really limits his usage in Uncanny Legends where high DPS enemies in his traits could quickly destroy him after he gets cursed, and lack of Warp Immunity renders him almost null as a tank against Star Aliens. KB Immunity needs to be unlocked for 100NP to make him work against the likes of Nimoy Bore. Tanking Red and Alien enemies is a rather odd niche to have as Red and Alien enemies generally have really high damage output that can even eat through hundreds of thousands of HP in a short time. Worse of all, waves as a whole have been powercrept, with Talented Dancer and Octopus handling most wave enemies. Octopus in particular outperforms Cat Machine at his Wave Blocker role due to greater disposability and spam rate.

Overall, Cat Machine can be a good unit in certain levels but is a rather situational unit to have. It can help clean up certain wave enemies like Two Can variants and Kory variants which can be difficult to deal with at times. Although there are many Tanker units out there that can outperform it in certain situations, it is still a decent Red and Alien Tanker that can get its job done if used correctly.



Ice Cat



Ice Cat is a ranged anti-Red Crowd Control unit with an excellent 100% chance to Freeze for 4 seconds, while her attack frequency is a short 6.1 seconds (~66% uptime). She also has 34k HP and 3 KBs, with around 5000 DPS from a safe 425 range and a 2 second foreswing. Her deploy cost is 3300 and she has a 58 second CD. Before True Form stats are much lower and Freeze is only a 50% proc chance, making her largely unreliable and not worth using. With talents she can obtain Curse Immunity and the ability to survive a lethal strike.

Ice Cat's main ability is to freeze Reds consistently, from a high range, and for a long duration. This allows her to shut down the many Red enemies with high DPS that require CC to handle well, such as Bore, JK Bun Bun and Baron Seal. Her short CD can allow for multiple Ice Cats to stack and achieve permafreeze. Her DPS gives her some generalist value, and while having a below-average range for a Backliner and pretty low HP limit her usefulness as an attacker, her cheap cost and very short CD can cover for this. For very high intensity use like in Baron Seal, Survive talent is a welcome option to have.

While Ice Cat is an excellent crowd control for Red enemies, often iCat does the job fine with a similar Freeze uptime but much more spammability. Ice Cat is still convenient to make Red CC even easier, but it's not exactly a high demand job for an Uber to cover. Her range does however greatly exceed iCat's, giving her some distinctive use against higher ranged Reds. Curse Immunity looks like it would grant some extra relevance over iCat in the end game, but her low HP means she can't really afford to take hits regardless of if they're cursing her. Furthermore, Ice Cat has a bit of a long foreswing so she can miss, and her backswing is short enough that she sometimes advances too readily and gets killed after a missed attack leaves powerful Reds unfrozen, or in mixed stages.

Red Enemies sometimes just need freezing to be bearable, and Ice Cat is a great option for this. Easy stacking thanks to a low cooldown enables permafreeze, meaning that when she works she can completely trivialize a stage. While iCat mostly fulfills her role, Ice Cat still does a great job at high-uptime Freezing of Red enemies from a safe distance, with solid DPS as backup, and will find use in any player's collection.



Wonder MOMOCO



Momoco is a versatile Midranger with CC and a strange niche for her role. She has Freeze against Black, Angel and Red, with a Freeze duration of 2.2s with full ItF treasures. She can create a level 8 Wave which improves her CC abilities. She has multi-hit and can only Freeze and Wave on the first hit. She has relatively low survivability with 68k Health and 2 KBs. She also has solid damage, with her multi-hit damage (ordered from first hit to last hit) being; 5100, 10.2k, and 45.9k, although the wave increases her first multi-hit damage to 10.2k, making her DPS around 9900. Her cooldown is a little over 2 minutes.

Her obvious strengths are her gigantic wave and her Freeze proc. Her wave can hit up to 1733 range, which allows her CC abilities to reach all backliners of her traits. Her range is also quite good considering her niche, able to outrange the enemies that are most threatening to her; high DPS enemies such as Boraphim, Razorback, Winged Pigge, etc. Her damage is also quite good for her role, particularly on the last multi-hit. Her anti-Wave niche also increases her Midranger value, making her not need to fear wave-heavy stages like other Midrangers. Due to her long backswing, she can maintain safe distancing against fast pushers, which for a Midranger is quite useful. Her backswing gives a buffer so meatshields can either push forward, or allow enemy pushers to come back and rebalance standing ranges of units.

Despite her outstanding strengths, Momoco still has quite a few flaws. The most notable of these is her multi-hit. Because of her Freeze wave being on the very first multi-hit, against her target traits, the majority of the time her most powerful hit will miss. If she gets unlucky while damaging the enemy frontline, it can accidentally push meatshields into the backline. Her low survivability due to her KB count also weakens her performance quite a bit, due to her target traits being hard pushing traits. Her long foreswing per multi-hit can cause her to miss shots if given the wrong circumstance. Also due to her targeted traits having lower endurance than others, the first multi-hit may also miss, which is arguably the most important of them all. Her low wave damage limits her use as a sniper.

Her CC ability is quite useful, even in the current meta. While some of her use may be overshadowed by other units, she is still very valuable. Her use as a Midrange attacker is great and her wide range of targets, solid stat build and anti-Wave niche make her a very valuable unit to own.