Welcome to the Celestial Battlegrounds, a brand new event in Call of Dragons. If you’re looking to achieve a strong ranking, you’ve come to the right place. In this article, I’ll share my tips and tricks to help you beat your high score.
The Celestials have opened their battlegrounds to all comers! Challengers must deploy Legions and defeat all enemies across 10 stages before the timer runs out.
Your Legions’ Unit Count will be restored after a certain number of stages.
The quicker you complete the challenge, the higher your score! The highest-ranked challengers will gain extra rewards!
Event Duration: 3 days

Challengers must fight wave after wave of increasingly powerful foes to prove themselves.

How to complete Celestial Battlegrounds
There are 2 difficulty levels: Normal and Hard (x2 points).
Before each stage, players need to choose a buff for the enemies (complete list below).
1. Defeat enemies across 10 consecutive stages. Each successful stage will grant you points.
2. Clearing a stage quickly will grant you bonus points. The quicker your time, the more points you receive.

3. Each stage has a 5 minute time limit. If you exceed this time limit, or all your Legions are defeated, you will fail the challenge.
4. If you fail the challenge, you will not receive points for your current stage.

Celestial Battlegrounds Strategies
- Choosing Your Marches: During the Celestial Battleground, you’ll pick three marches to fight with you. To score more points, you’ll want to do this on a harder mode of difficulty. If you don’t yet have T5, don’t worry; you can play around and see how far you can push.
- Scoring Points: By reaching the 20,000 point mark, you’ll earn various rewards. Scoring well is essential, but ranking isn’t all that important.
- Maximizing Damage: Ranged damage is crucial. Tanks are not recommended; instead, focus on full glass Cannon blast damage. Micro optimizations, like placing Mages in the back, can also make a difference.
- Utilizing Artifacts: Low rage cost artifacts are beneficial. Be mindful that cooldown lasts between rounds, so plan accordingly.
- Racing Against Time: You’ll need to pick buffs for the enemy, but since you’re racing for time, choose ones that won’t hinder your progress. For example, you might pick “enemies gain 120% attack” if it won’t affect your strategy.
- Adapting to Challenges: Each round presents different battle effects, like healing rounds or enemies with increased attack. Adapt your strategy to overcome these obstacles.
- Final Boss Round: In the last round, you’ll face the boss. Selecting the right abilities and focusing your damage will lead to victory.
Celestial Battlegrounds Battle Effects
Attack
- Second Wind: 10s after battle begins, all enemy units’ ATK is increased by 30% every 5s, up to a maximum of 210%.
- Intensity Enemy: units deal 215% more Skill damage.
- Second Wind: 10s after battle begins, all enemy units’ ATK is increased by 15% every 5s, up to a maximum of 105%.
- Malice: Enemy units gain 60% ATK.
- Furious Anger: When an enemy unit’s HP is below 50%, their ATK is increased by 120%.
- Furious Anger: When an enemy unit’s HP is below 50%, their ATK is increased by 240%.
- Malice Enemy units gain 120% ATK.
- Intensity: Enemy units deal 107% more Skill damage.
Defense
- Darkshade: Every 5s, enemy units gain a shield (Shield Factor 1,500) that lasts 3s. While the shield is active, they deal 25% more normal attack damage.
- Struggle: When an enemy unit’s HP is below 50%, their DEF is increased by 80%.
- Darkshade: Every 5s, enemy units gain a shield (Shield Factor 3,000) that lasts 3s. While the shield is active, they deal 50% more normal attack damage.
- Obstinacy: Enemy units gain 80% DEF.
- Obstinacy: Enemy units gain 40% DEF.
- Tried and Tested: 10s after battle begins, all enemy units’ DEF is increased by 20% every 5s, up to a maximum of 140%.
- Tried and Tested: 10s after battle begins, all enemy units’ DEF is increased by 20% every 5s, up to a maximum of 70%.
- Struggle: When an enemy unit’s HP is below 50%, their DEF is increased by 160%.
Ability
- Soul Sap: In each stage, a random enemy unit will cast Soul Sap, increasing their ATK and DEF by 240%. Every time a nearby unit dies, this effect is reduced by 25%.
- Soul Sap: In each stage, a random enemy unit will cast Soul Sap, increasing their ATK and DEF by 120%. Every time a nearby unit dies, this effect is reduced by 25%.
- Overexertion: When battle begins, enemy units gain 56% ATK and DEF for 60s. When the effect ends, Darklings take damage (Damage Factor 1,400).
- Muster: In each stage, a random enemy unit will cast Muster, increasing the ATK and DEF of surrounding enemies by 96%.
- Muster: In each stage, a random enemy unit will cast Muster, increasing the ATK and DEF of surrounding enemies by 48%.
- Hale and Hearty: When an enemy unit’s HP is above 50%, its ATK and DEF are increased by 48%.
- Hale and Hearty: When an enemy unit’s HP is above 50%, its ATK and DEF are increased by 96%.
- Overexertion: When battle begins, enemy units gain 28% ATK and DEF for 60s. When the effect ends, Darklings take damage (Damage Factor 700).
Healing
- Death Heal: On death, an enemy unit heals surrounding enemies (10% of max HP).
- Self-Healing: After entering battle, enemy units receive healing every 5s (Healing Factor 1,250).
- Death Heal: On death, an enemy unit heals surrounding enemies (20% of max HP).
- Self-Healing: After entering battle, enemy units receive healing every 5s (Healing Factor 2,500).
Debuffs
- Bare-Knuckle: Reduces DEF of your Legion by 50%, and increases their ATK by 10%.
- Bare-Knuckle: Reduces DEF of your Legion by 100%, and increases their ATK by 20%.
Normal Attack Buffs
- Unleashed: When battle begins, enemy units’ first normal attacks deal additional damage (Damage Factor 8,000).
- Defilement: Enemy attacks can inflict Defilement. Each stack of Defilement reduces DEF by 4% and healing received by 2% for 3s. Max 10 stacks.
- Defilement: Enemy attacks can inflict Defilement. Each stack of Defilement reduces DEF by 8% and healing received by 3% for 3s. Max 10 stacks.
- Unleashed: When battle begins, enemy units’ first normal attacks deal additional damage (Damage Factor 4,000).
Rewards
Rewards are issued based on your top score.
Point | Rewards |
5,000 | ![]() ![]() ![]() ![]() |
10,000 | ![]() ![]() ![]() ![]() |
12,000 | ![]() ![]() ![]() ![]() |
20,000 | ![]() ![]() ![]() ![]() |
The top players also earn extra rewards!
