# How to get np in battle cats?

**Answer # 1 #**

Unlocking Talents requires NP, which can be obtained by exchanging Cats or Talent Orbs in Storage after Into the Future Chapter 3 has been completed.

**Answer # 2 #**

Ever heard the saying that cats are like liquid? They have a wide variety; needless to say; they are adorable. The same is true for The Battle Cats; you will encounter several cat species with various skills. The game is simple, but If you are a new player, you may need a little understanding of how the game works. So here is our Battle Cats beginner's guide to make you ready for a good start.

Content

Although it belongs to the casual genre, Battle Cats strongly focuses on combat. Your job is to make your army of cats engage in combat with any kind of enemies the game throws at you and succeed. While playing the game, all you have to do is deploy the cats, but it is not that simple either. It should be done with a strategy.

We are here to give you the tools you need to build your own strategy and succeed in Battle Cats, so let's move on.

If you understand the fundamental cats, you can defeat the Empire of Cats without using other troops. Here is a description of them.

Try to pair and combine these cats with one another. It is the best way to make them complement each cat. Tank Cat, for instance, works well with all ranged units, and tankers are excellent versus some other foes that don't inflict much damage. More details can be taken from our tier list of The Battle Cats.

In Battle Cats, the enemy limit is the maximum number of cats you or the enemy can have on the stage at once, with a variable limit on each level. Once enough enemies are on the stage, they won't produce new enemies until one of them dies.

Here's an example. Alaska has a ten enemy cap, and only ten of them will appear at once; they won't spawn again until you kill one of them.

The number of enemies you can see states that there is a cap on the number of enemies within the group. The number of enemies can range from one, typically the boss, to infinity, typically the peons.

In the case of Star Ocean, the number of enemies is everything but the boss, so let's examine the top decay on this one. The top decay starts with one scissor root, three crocks of sand, and five civilians. Until one crock dies, another crock will not spawn.

Some opponents will be referred to as bosses; they are mutually exclusive and possess three distinctive qualities. Varied bosses also appear to have different spawning patterns for them. They frequently spawn considerably in advance of the opposing base while the rest typically spawn slightly behind.

There are two ways to activate spawns: a timer and an enemy's health. These conditions specify the time a specific group of enemies becomes active and starts to produce enemies inside their group. When the enemy base's health falls below a specified threshold, they will start producing enemies; as indicated by the timer; they will start producing enemies after a set time.

An enemy group with multiple enemies will have a spawn interval; this interval can be fixed or range between a maximum and a minimum number, in which case the game will randomly choose between them. When one enemy from the group spawns, they will initiate a timer with a set number, and after a set period of time, they will spawn another; this continues until there are no more enemies in the group left.

Priority of spawn relates to the enemy limit and everything else. When a stage reaches its enemy limit, it will continue to queue up all enemies to release according to a priority while simultaneously continuing timers and intervals until the enemy count decreases, and they will spawn following their priority.

Priority should be given to upgrading the titan and lizard cats, with the low priority cats being the cow, fish, bird, and gross cats. However, you should upgrade each of these troops regardless because they are so affordable compared to most other units. Early on, though, you won't have much experience, and you should be concerned about the blue upgrades.

Battle Cats use nyanko points (NP) as the currency to upgrade a cat's talons, which can add new abilities, enhance existing ones, or make many other significant changes to a unit. The only way to get NP is by selling units you obtained from the gacha and talent orbs.

Selling unusual units will get you 5 NP, while selling super rares will give you 15. Ubers give you 50, and legend rarely gives you 150.

The extensive choice is between giving up your units' stats or selling them for NP, but how do you proceed with this? First, you can sell every duplicate you get while maintaining a cap on your units' levels, but this may be unwise for a casual player.

You don't have to decide whether to use or sell a unit immediately; you can't wait to make that decision until you are sure you need to. On the other hand, if you are uncertain and not in a hurry, you can always keep the unit in the refrigerator just in case.

Always use the new troops and sell just the ones you would not use, such as low-level Ubers or duplicates you have no use for. A great way to get the most extraordinary battle cat is to incorporate the best android emulator, LDPlayers' Multi-Instance Sync Feature; doing this is not that hard; follow the step-by-step instructions, then you will be golden.

You can use this for many things, not just the re-rolling process; Using Synchronizer is a fantastic way to manage numerous accounts simultaneously, especially while playing RPGs. Additionally, it might be quite helpful if you want numerous versions of your game to do the same action, such as defeating monsters and collecting event rewards.

**Answer # 3 #**

Sengoku Wargods Vajiras

Cyber Academy Galaxy Gals

Lords of Destruction Dragon Emperors

Ancient Heroes Ultra Souls

Dark Heroes

The Almighties The Majestic Zeus

Frontline Assault Iron Legion

Nature's Guardians Elemental Pixies

Girls & Monsters: Angels of Terror

Tales of the Nekoluga

Red/Air/Metal Busters

Princess Punt Sweets

**Answer # 4 #**

This article will explain the mathematics and mechanics of levelling up cats in battle cats. Some elementary algebra will be used to explain points, though conclusions in plain English will also be given. This will be of interest to you if you have ever had questions like:

The results here are a combination of common knowledge, datamined information from the game’s code, and mathematical analysis. Information is believed to be correct as of October 17th, 2020, and based on BCEN 9.9.

Every form of every cat in the game has base stats; initial damage per hit and HP values. These are the stats a cat would have at Level 1, with no EoC treasures at all. Note that I said every form of every cat. These values can change from form to form of the same cat, and when a unit’s evolved/true form improves it stats, it is because these values change. For these purposes, different forms of the same cat are hence unrelated, and are as different to one another as unrelated cats.

We will call these base stats D and H, for damage and HP respectively.

When you obtain EoC treasures, or level up your cat, you are increasing its stats above these base values. The higher a cat’s base stats are, the more levelling/treasures increase them - it is a proportional increase. This is why it is more important to level up cats with large stats, rather than those with status effects but poor raw stats.

First let us discuss how much EoC treasures increases stats. Legendary Cat Sword treasures increase damage, and Legendary Cat Shield treasures increases HP.

A level 1 cat without treasures has D damage and H hp.

For x% completion of Legendary Cat Sword, a level 1 cat will have (1 + 1.5x / 300) × D damage.

For x% completion of Legendary Cat Shield, a level 1 cat will have (1 + 1.5x / 300) × H HP.

What this algebra means is the following:

This is a significant difference and these are some of the most important treasures to get very early on in the game as a result. These extra stats continue to multiply your stats after levelling up too. At 200% treasure completion, a cat at any level will have double the HP and damage as it would without any treasures.

Note that Catbot (as well as sites like mygamatoto) show stats of cats with x = 300% treasure for both sword and shield.

...which leads into the next question. How much does levelling up improve your cats?

At low levels, levelling up a cat once increases its stats by 20% of the base stats (+0.2). That is, without treasures for now:

and so on.

This means that a Level 6 cat is twice as strong as a level 1 cat, and a level 11 cat is three times as strong as a level 1 cat.

We will now assume full EoC treasures for all following discussion, so all stats are multiplied by 2.5. As a result, the 20% increase with each level is now a 2.5 × 20% = 50% increase.

and so on.

We still observe that a level 6 cat will be twice as strong as a level 1 cat, and a level 11 cat three times, as before.

A general formula for the stats of a cat at level L, would then be:

Level L → |2.5 + 0.5(L — 1)| × D damage and |2.5 + 0.5(L — 1)| × H HP.

or, with some simplification:

Level L → (2 + L / 2) × D damage and (2 + L / 2) × H HP.

That is, a Level 30 cat (with full treasures) would have (2 + 30 / 2) = 17 times its base stats (level 1, no treasures). Level ups due to XP, due to + levels from dupes, and catseye level ups all increase L by one as usual.

This is not the end of the story, however. At higher levels, the amount of stats gained becomes smaller (or in one special case, higher!)

For example, if we look at the damage Glorious Amaterasu (D = 1000) does at different levels, we observe the following:

You may notice that the increase between 60-70 is half the size of the increase from 30-40, or 40-50, or 50-60. Yes, after a certain point, if you are lucky enough to have a +20 uber, Amaterasu starts to get less benefit from levels. However, this doesn’t just affect ubers, and can affect almost all cats to some extent, including many that you will realistically get to such levels. This is called a Levelling Curve. There are three main types of Levelling Curves in the game:

Gain normal increase (+0.5D/+0.5H) per level up to lv 60 then half thereafter (+0.25D/+0.25H)

Gain normal increase (+0.5D/+0.5H) per level up to lv 60 then half (+0.25D/+0.25H) up until lv 80 then a quarter thereafter (+0.125D/+0.125H)

Gain normal increase (+0.5D/+0.5H) per level up to lv 70 then half (+0.25D/+0.25H) up until lv 90 then a quarter thereafter (+0.125D/+0.125H)

There are three exceptions to these rules.

Gain normal increase (+0.5D/+0.5H)) per level up to lv 30 then half thereafter (+0.25D/+0.25H)

Gain normal increase (+0.5D/+0.5H) per level up to lv 20 then half thereafter (+0.25D/+0.25H)

Gains normal increase (+0.5D/+0.5H) per level up to lv 20 then 3× (+1.5D/+1.5H) up to lv 30 then 6× (+3D/+3H) up to lv 40 then 9× (+6D/+6H) up to lv 50

See the following post for a breakdown of the discovery and calculation of this.

The main takeaway of this is that levelling stuff past a certain level (usually 60) gives diminishing returns. For rares, super rares, ubers and legend rares, a further soft cap at 80 or 90 for rares exists.

The stat formula in equation is only valid for cats in the first part of their levelling curve. It is possible to write down more general formulae which account for the levelling curve, but this adds no further intuitive understanding and only makes the algebra more cumbersome, so will be omitted here. In future calculations in this document it will be assumed that L is sufficiently low that the levelling curve does not need to be accounted for, so we can use the simple equation above.

Some notes on this:

Attack Talent Orbs also operate in terms of base stats. An S rank orb adds +5D damage to your attacks vs the relevant trait. (A = 4, B = 3, and so on). An increase in damage by 5D is quite large, comparable to ten level ups at low levels. Basically, it is equivalent to powering up a Lv 30 cat to Lv 40.

A generalisation of the equation to include an orb of level O would be:

Level L → ( + O) × D damage,

where O = 0 for no orb, O = 1 for a D-orb, and so on until O = 5 for an S-orb.

Because of levelling curves, however, it is not always just “plus 10 levels”. Orbs always add the same amount of stats, but additional levels become less valuable as you level up more. It is hence also the equivalent of 70 to 90 on a rare, or 60 to 80 on a super rare, as the orb still adds the same amount of stats (5D) but the level ups are worth less (0.25D, 1/20 of the orb) than at lower levels. Indeed, very high levels, an S-Rank attack orb is worth 40 levels (0.125D = 1/40 of an S orb). A level 90 rare with an S rank orb has the attack power of a level 130 without, and a level 80 super rare becomes as strong as a level 120 with no orb. Ubers are unlikely to reach this level even for the most hardcore (legitimate) players so are not considered here, but they follow the same curve as super rares, as mentioned above.

Defense orbs do not directly work in terms of base stats, but instead based on a % reduction in damage, and are beyond the scope of this work.

Damage multipliers like Massive Damage do not stack with orbs, and only affect the part of damage which comes from levels. That is, for a damage multiplier M,

Level L → ( M + O) × D damage.

Beyond level 30, it costs 1 catseye per level to power up a cat. Beyond level 45, it costs 2 catseyes per level instead.

The first thing to note, is that if you were to spend 10 catseyes, you could do either of the following power ups:

It is hence inefficient to use catseyes on powering up cats from Lv 45 to Lv 50, when there are still stat focused cats at lower levels, as the stat gain per catseye diminishes by half.

However, this is further complicated by rares and super rares with enough + levels to reach their levelling curve.

Consider a Level 30+25 rare. We could then do the following upgrades with rare catseyes, paying attention to the levelling curve C rules.

Notice that the last 5 power ups hit the levelling curve and add only half the stats, at the same time the catseye cost doubles, therefore the catseyes becomes only one quarter as valuable as before. The lesson to learn here is that boosting with catseyes can very quickly become very cost-inefficient with gacha rares/supers with many + levels. Be careful when deciding if it is truly worth it; for something with immense base stats like Can Can, it surely still is. For something more moderate, it might be worth considering if something less boosted is worth the investment.

Similarly, it is commonly advised to sell duplicate cats for NP if they are not stat-oriented units like Psychocat or Stilts. Meanwhile, it is worth adding a + level to attackers or high HP units like Cameraman or Ramen. This remains the case. However, there are also “borderline” cases where it could go either way. Cats like Vaulter with some respectable stats but also often used as a proc unit, for example. The levelling curve might be important to consider here, as the stat value of + levels eventually drops, but the NP returns remain constant.

Consider a Level 30 super rare with ok stats. You could

Now consider a Level 50+10 super rare of the same species. You could

If you were unsure before, know that at this point the gain is halved if you choose to use vs sell. If user rank is your main concern, or if you don’t need NP, this will likely not concern you. If you are interested in performance vs cost, however, this may be worth keeping in mind.

Uber rares are worth a special mention. It is widely recommended to sell ubers for NP as they give a massive 50NP. If you are the type of player to + your stronger ubers, though, note again that at Lv 50+10, further dupes will give half the benefit, and the 50NP should now look more appealing.

As a general rule, I’d say the mere 5NP for a rare is never a game changer, and you can continue to + stat-based rares indefinitely, or at least up until the second soft cap at Level 90, comfortably. Super rares and ubers with their higher NP value are worth slightly more careful concern, however.

In a previous section we derived the base stat multiplier of a low level (before the curve) cat at level L with full treasures: We found the damage of a cat with full treasure at low Level L. We can also show that without any treasures, a cat at low level (before the curve) K, this is:

Level K → (0.8 + K / 5) × D damage and (0.8 + K / 5) × H HP.

We can then ask the question, at what level K does a treasureless cat need to be at, to be equal in stats to a level L cat with treasures?

This is the solution of

2 + L / 2 = 0.8 + K / 5

or

K = 6 + 2.5L

So a treasured cat with L = 4, is equivalent to a treasureless cat at K = 6 + (2.5 × 4) = 16. An Eraser at Level 4 with treasure has 2400 HP. An Eraser at Level 16 with no treasure also has 2400 HP.

At higher levels, this gets more complicated due to the levelling curve, but here is a graph showing the value of K on the x-axis and the corresponding value of L on the y-axis for rare (green), normal (blue) and uber (orange) cats.

To interpret this, draw a line from the level of the treasureless cat on the x axis up to the plotted graph, then draw a line across to the y axis to see what level that is equivalent to with treasures.

If we look at a Lv 100 normal cat with no treasure, we see it’s a bit weaker than a Lv 30 normal with treasures. A level 130 rare cat with no treasure is between lv 33 and lv 34 with treasures.

A level 120 treasureless uber doesn’t even reach lv 30 treasured stats.

Don’t neglect treasures!

It is commonly stated that "manics at a given level have roughly the same stats as basics at double the level". Knowing what we now know about levelling curves, this merits some further investigation.

Let us consider King Dragon (D = 400) vs Manic King Dragon (D = 880). As a function of level (x-axis), the damage per hit of these cats with full treasure (y-axis) then looks like this.

Now, let us look at the ratio of these damage values (manic/normal, y axis) vs the adjusted level (x-axis) such that x = 40 means Lv 40 manic and Lv 80 normal (double) and so on.

We see an interesting curve. At low levels, the manic is actually far better than the double-level normal.

This is because at low levels, a big percentage of the damage is from the initial level 1 value of 2.5D, and the normal cat only has a few extra levels on the manic. At higher levels, the difference becomes smaller as the normal takes a bigger lead in level, starting to balance out the huge initial stat difference.

At x = 20 (lv 20 manics, lv 40 normals), the normals start to close the gap even more as the crazed hit their levelling curve soft cap.

This trend continues until x = 30 (lv 30 manics, lv 60 normals) by which point, normal King Dragon (12,800 damage) has even taken a slight lead over Manic King Dragon (12,760 damage).

After this however, the soft cap for normals kicks in, and the manics take a slight lead again, but the ratio stays mostly flat until x = 50 where MKD has 17,160 damage, and normal KD has 16,800 damage.

Essentially, it is true at high levels that manics are comparable to double level normals. At lower levels, they are better than double level normals, and for a brief moment around Lv 30 manics/Lv 60 normals, you might even see the normals pull ahead a tiny bit.

Levelling up cats is one of the most central and important parts of the game, but it is rarely understood in detail. A simple "higher is better" interpretation works for most purposes, but for your curiosity, or to optimise your late game decisions about where to invest your resources, a deeper mathematical treatment as detailed above may prove useful.

Corrections, questions and suggestions for future topics to cover are welcome can be pinged or DM’d to the original author (@ThanksFëanor#3087) at any time, or he can be found on the r/battlecats discord server.

**Answer # 5 #**

The Battle Cats Talent feature went live in 2018 as part of the massive 8.0 update. For the most part, Talents is a bonus feature that allows the player to select True Form cat units. In other words, you need to have a level 30 True Form unit to exploit this feature. As of the moment, 107 cat units can take advantage of this feature. What makes the talent feature important is the enhancement it provides to your maxed-out units. Talent enhancement requires NP (Neko Points or Cat Points) to work. You can acquire this special currency through cat or talent orb exchange in your storage.

The current exchange rate allows you to exchange normal and special cats for 1 NP, rare cats for 5 NP, Super Rare for 15 NP, Uber-Rare for 50 NP, and Legend Rare for 150 NP. Using talent orbs for exchange will depend on its grade: Grade D/C = 1 NP, Grade B = 2 NP, Grade A = 7 NP, and Grade S = 25 NP. You can use NP by selecting a True Formed unit in the upgrade menu. There is a minimum of 5 talents per True Formed.

For the most part, Talents are the evolved form of a cat unit’s effect/ability. This means that each effect/ability will eventually develop into a talent. With that said, some effects/abilities are exclusive to talents (see the list below for details).

There’s still a lot more exchange rate for the game, but the cost of unlocking each talent depends on the rarity of the unit. With that said, the cheapest to unlock is rarely followed by Special, Super-Rare, and Uber-Super Rare as the most expensive.

Also, Talents are available only for 107 cat units. The 107 cat units comprise 17 Special Cat units, 21 Rare Cat units, 16 Super-Rare Cat units, and 54 Uber-Rare cat units. Check out the list of units below.

Flying Ninja Cat, Riceball Cat, Pastry Cat, Skelecat, Heavy Assault C.A.T, Gato Amigo, Ultimate Bondage Cat, Dark Lazer, Dancer Cat, Beefcake Cat, Loincloth Cat, Hyper Mr., Li’l Macho Legs Cat, Lollycat, Li’l Dark Cat, Li’l Island Cat, Li’l Jamiera Cat.

Ectoweight, Magica Cat, Corrupted Psychocat, Ramen Cat, Rodeo Cat, Centaur, Necro-Dancer Cat, Sanzo Cat, Maximum the Fighter, Jiangshi Cat, Chill Cat, Cyborg Cat, Catasaurus, Dread Pirate Catley, Goemon Cat, Doctor Cat, Enchantress Cat, Elemental Duelist Cat, Acrobat Cats, Robocat, Cameraman Cat.

Can Cat, Roe Cat, Cyberpunk Cat, Octopus Cat, iCat, Fishman Cat, Luxury Bath Cat, Ultra Delinquent Cat, Tathagata Cat, Juliet The Maiko, Pizza Cat, Slapstick Cats, Catophone, Seafarer Cat, Housewife Cat, The Kitty of Liberty.

Here is the list of Uber Rare cats in The Battle Cats game.

The Almighty Aphrodite, Almighty Amaterasu, Almighty Ganesha, Ultralan Pasalan, Assassinlan Pasalan, Lufalan Pasalan, Ice Crystal Cat, Cat Machine Mk 3, Greater Balrog Cat, Paladin Cat, Cats in the Cradle, Joyful Nurse Cat, Immortal Yukimura, Immortal Keiji, Immortal Nobunaga, God-Emperor Sodom, God-Emperor Raiden, Immortal Shingen, Immortal Masamune, Immortal Kenshin, Divine Windy, Divine Thunder, Divine Kuu, Divine Kai.