Ototo Development Team

Ototo Development Team (also known as Ototo Corps) is a feature introduced in the Version 6.0 Update. This feature allows the player to develop a new appearance for the Cat Base, Cat Cannon attacks and also further increase the Cannon's power. Ototo Development Team can be accessed by scrolling to the right in the GAMATOTO screen.
==Explanation==
Ototo Development Team is unlocked after clearing Empire of Cats Chapter 1 and is only functional after the player has upgraded the Cat Cannon Power, Range and Charge to level 10 at the Upgrade Menu. To develop, Ototo requires some resource materials and workers to build.
Materials can be obtained randomly when clearing stages in Stories of Legend, Uncanny Legends or Zero Legends. They can also be obtained from Heavenly Tower, Legend Quest, certain Gauntlets, or the Builder's Blitz Stages.
The engineer(s) required can be obtained from GAMATOTO Expedition randomly after clearing an expedition, one at a time with a maximum of having five engineers. When firing a GAMATOTO helper, the players also has the option to turn them into an engineer instead of sending them home.
Note that when in progress of upgrading, you may still obtain engineers from GAMATOTO Expeditions.
==Obtaining Materials==
:For a complete list of material drop rates, see Ototo Development Team/Item Drop Rates.
Materials are scattered throughout Legend Stages. Upon clearing any stage, there is a chance to get materials. There are 8 types of materials in Stories of Legend and Uncanny Legends: Bricks, Feathers, Coal, Sprockets, Gold, Meteorite, Beast Bones, and Ammonite. They are each associated with a certain trait (Red, Floating, Black, Metal, Angel, Alien, Zombie and Relic, respectively). The type of material dropped is not directly affected by enemies in that level; for example, Feathers can be received in levels that don't spawn any Floating enemies at all. Materials won't drop in most Event Stages (red), Collaboration Event Stages (purple) and Enigma Stages (yellow). No levels have a limit to how many materials can be obtained or how many times they will drop, so the player could just grind one stage forever. Torture Room is an effective stage for this since it's so quick, and every material drops there except Meteorite and Ammonite.
Each sub-chapter has a set percentage for each material to drop and a parameter for the number of times to apply the percentages. These are applied on all stages in a sub-chapter, so it's always more efficient to farm a stage with the lowest energy cost. A higher Crown difficulty generally increases the number of cycles to choose, thus effectively increasing the likelihood of obtaining materials and increasing the maximum material drop count. Crown difficulty does not directly change the drop rates. For example, The Legend Begins in 1-Crown has 2 cycles and there is a 13% chance each for bricks, coal, and sprockets. When a stage in this sub-chapter is cleared, 2 cycles will be held. A cycle will determine one of the possible materials or none. In this case, bricks, coal, and sprockets will be chosen at a 13% chance and there is a 61% chance for nothing to drop in each cycle. The materials will drop more frequently than the percentages in actual gameplay because the percentages in the data don't account for the number of cycles. Some of the recommendations below for material farming contain lower percentages. This is because some players may not be able to consistently complete later stages that are more difficult, or simply haven't reached these stages yet. 
* gives a maximum of 3 items.
* gives a maximum of 4 items.
* and give a maximum of 5 items.
The best sub-chapters to gain each material:
*Bricks - Glucosamine Desert (27%)
*Feathers - Risqué Terrain (16%), Laboratory of Relics (22%)
*Coal - Squishy Cave (20%), Capone's Jail (24%)
*Sprockets - The Legend Begins (13%), Quarantine Isles (15%), Diver's City (25%)
*Gold - Grotesque Gallery (15%), Pararila Peninsula (17%)
*Meteorite - Area 22 (33%)
*Beast Bones - Walk of Fame (32%)
*Ammonite - Abyss Gazers (27%), Drunken Foundry (35%)
Drop rates for materials per sub-chapter have a trend of matching the traits of enemies found in its stages. For example, Area 22 has a high drop rate for Meteorites and Suburbs of the Dead has a high drop rate for Beast Bones, as both sub-chapters feature a heavy presence of Alien and Zombie enemies, respectively.
It should be noted that through normal play Bricks, Coal, Gold and Ammonite will almost never be your limiting factor in base development. Early on you will be limited by Feathers. Next you will be limited by Beast Bones until you get to Suburbs of the Dead, after that you'll be limited by Meteorite until you hit Area 22. At which point you'll move so quickly through projects you'll eventually be limited by Sprockets and Beast Bones, since the highest percentage Sprockets stage isn't until Diver's City and that Beast Bones don't drop that often outside of certain chapters and that they get consumed a lot. Between Area 22 and Diver's City (which is a really long time) your best Sprocket farming stage will be Quarantine Isles, which also gives a respectable Beast Bone drop.
In Zero Legends, a new set of 8 materials called Extra-Dimensional materials each being a "Z" version of one of the original materials drop. These materials are used to upgrade Foundation and Style components of the Cat Base. In addition to drops in Zero Legends, they can also be obtained by spending 5 of the original material and an engineer to merge 1 Extra-Dimensional material in an hour (after completing Eldritch Forces). Due to the need to use 1 Engineer to create 1 Extra-Dimensional material, it is recommended to obtain the materials from Zero Legends if it is unlocked. However, the only way to obtain Ammonite Z currently is from merging, as they do not drop in the existing Zero Legends stages. Note that Zero Legends has a maximum of 4 materials unlike SoL and UL.
The best sub-chapters to gain each material:
*Bricks Z - Garden of Wilted Thoughts (20%)
*Feathers Z - Demon of Deciliter Bay (17%)
*Coal Z - Konjac Valley (18%)
*Sprockets Z - Konjac Valley (18%)
*Gold Z - The Ururuvu Journals (28%)
*Meteorite Z - Stratospheric Pathway (43%)
*Beast Bones Z - Garden of Wilted Thoughts (15%)
*Ammonite Z - N/A
==Getting Engineers==
Engineers can be obtained from GAMATOTO expeditions. Player will be notified when obtaining one. Can be obtained at the same time as an expedition assistant for GAMATOTO. Retiring an expedition assistant also gives the option to change them to an engineer.
The engineer will be spent on base upgrade, and players can have up to 5 at once. Once the limit is reached, no extra engineers can be obtained. Base upgrades can cost from 1-4 engineers.
==Upgrading Tutorial==
To access Ototo Corps, simply go to the GAMATOTO screen and swipe left. This will take you to the Ototo Corps screen. Once on the Ototo Corps screen, tap on the engineer, and select an upgrade. If the required materials are available, development on a project can commence and will finish in 12 or 24 hours.
*You can't upgrade any Cannon past level 10 if your Cat Cannon Attack and Cat Cannon Charge aren't level 20+10.
==Base Upgrade Materials/Information==
Warning: Cancelling the progress will not return engineers or materials used. Progress can be sped up using Catamins, just like GAMATOTO expeditions.
==Foundation and Style Upgrades==
Each Foundation of the non-default bases has an effect of reducing all deployed Cat units' damage taken from a specific trait. Similarly, each Style component gives Resistance against a specific ability. These effects are only unlocked when each part is upgraded to level 1; just building them will not give any effects in battle. The percentages for effects of all Foundation and Style types begin from 0.75% at level 1 and increase by 0.75% per level up to 15% at level 20. Note that Foundations do not reduce damage taken by the base.
Target Trait resistance and Wave/Surge resistance can stack: for example, against Red EnerG, with the Waterblast Style and Foundation equipped, his Surge damage would be reduced to 72.25% of his base damage, and direct hit damage to 85%.
Base Type 	Foundation Target Trait	Style Resistance Ability
Slow Beam 	Floating 	Slow
Iron Wall 	Black 	Waves
Thunderbolt 	Angels 	Freeze
Waterblast 	Red 	Surge
Holy Blast 	Zombies 	Weaken
Breakerblast	Aliens 	Toxic
Curseblast 	Relic 	Curse
==Tips==
*Foundation/Style/Cannon combinations are saved between formation slots, so double check which Cannon you have equipped if you're making significant changes to a formation.
*For most early stages, the normal Cat Cannon is perfectly capable if not the best choice. It excels at clearing out enemies with very low health (including the dreaded Assassin Bear but not Metals), knocks enemies back, and can be used to interrupt an enemy just before they finish a long attack animation, giving the player a bit more time to attack them. Once you've progressed to where the normal Cat Cannon is unable to kill any enemies, you'll want to use something else, except for levels where you can't get around Assassin Bear.
*In the late stages, the Thunderbolt will be a good, safe choice if you don't know what's coming. It is thus recommended to upgrade it at some point.
*The Slow Beam excels at applying a moderate length slow effect to all enemies on the battlefield. It is perfect for keeping fast and powerful enemies from plowing through your defenses, either after your front line is cleared by an enemy attack, or as a means of giving your status effect-inflicting Cat Units more time to do their job.
*The Iron Wall can be used to instantaneously block non-Zombie enemies from advancing for a brief moment, and is most effective against enemies with slower attack rates that do not inflict Critical Hits. It is also capable of stalling enemies that are usually immune/highly resistant to the other cannon effects such as Shielded Aku enemies and Sages. Unlike the Slow Beam, the Iron Wall can result in enemies grouping up in front of the wall, which could be a good chance to wipe them out all at once with a powerful Area Attack. However, if your cat limit is full, you cannot use the Iron Wall, because it counts as a cat.
*The Thunderbolt can be used to freeze all enemies in front of the furthest away Cat Unit (closest to the enemy's base) for a moderate duration, in addition to doing slight damage which may be sufficient for wiping out peons. This can delay the action of enemies that have long attack animations without knocking them back, which might be preferable depending on enemy composition. It can also stall enemies so your status-inflicting cats can do their job. Note that it doesn't work on freeze immune enemies.
*The Waterblast can be used to remove a significant percentage of Metal enemies' health in front of the furthest away Cat Unit. As the Waterblast removes health based the target's remaining health and not their maximum health, it is best used against Metals with the largest health pools as early as possible for maximum effect. Never use Waterblast against non-Metal enemies; it will only remove 0.1% of the target's remaining health.
*The Holy Blast is an extremely potent anti-Zombie Cannon that removes a percentage of maximum health from all Zombies on the field, in addition to freezing them briefly, knocking them back, forcing burrowed Zombies to the surface (plus dealing significantly increased damage), and permanently killing Zombies who are finished off by the cannon. It is best used to intercept powerful Zombies (such as Cadaver Bear) who have already burrowed into the ground, or to chip away at and potentially finish off Zombies on the surface (even if they are not z-killed, as its soulstrike will get to chip them). Those with higher health, like Daboo and Z-Onel, can be much more manageable with its presence. Starting at level 20, it is capable of instantly Z-killing the corpses of Daboo and Big Peng Z, who otherwise revive infinitely at 10% HP. While it helps to demolish zombie-heavy stages, it does not have any effect against non-zombies.
*The Breakerblast is a fast-acting shot that quickly knocks back and breaks the Barrier of the nearest enemies. It can be used as an alternative to the Cat Cannon for knocking back and damaging only the enemies in the front, which may be preferable to knocking back all enemies depending on enemy composition. It can also be used to interrupt enemy attacks, and is easier to time due to its more immediate effect. Finally, it is very effective at breaking Barriers in a group of enemies, or one of a single tough enemy that easily obtainable Barrier Breakers might struggle with. Note when firing it make sure that there are no burrowed or defeated zombies, as well as KB-immune ones, as the Breakerblast cannon can waste its shot on them.
*The Curseblast is a Curse-type Slow Beam which Curses enemies, but doesn't inflict damage, so only bring it to stages with foes whose abilities can be Cursed. The abilities it affects are Weaken, Freeze, Slow, Knockback, Dodge Attack, Warp, Curse and Toxic. It is rarely the best choice, but it can reliably stop the nastiest effects, allowing your army to break free from Henry's perma-freeze and advance into his blindspot at once, for example.
*Base Foundations give all your units a significant boost in defense against enemies of a given trait. The most notable interaction related to this is that enemies such as Mr. Puffington and the 600% magnification Cadaver Bears in early 3-crown UL who deal 30,000 damage can be tanked by Manic Eraser with the damage reduction effect. Though expensive and essentially not available until ZL, upgrading at least the Curseblast and Holy Blast foundation effects is recommended for players going through 3-crown UL.
==Trivia==
*When Ototo Development Team was added, 10 was the highest level to which a Cannon could be upgraded. Version 6.8 raised the cap to 20 for all Cannons, Version 9.8 made it possible to upgrade Slow Beam, Iron Wall and Waterblast to level 30, Version 10.1 did the same for Thunderbolt and Holy Blast, Version 10.5 allowed level 30 for Breakerblast and Curseblast, and Version 11.8 made it possible to upgrade Normal Base to level 30.
*The Iron Wall Cat, Meditation Cat and Cheetah Cat are the only Cat Units with 0 speed.
*The Iron Wall Cat and the Cheetah Cat are the only Cat Units that do not attack.
*Prior to Version 12.2, the Foundation and Style parts were purely decorative. Only the Cannon (Effect) part changed the effect of the base.
*To fully upgrade all cannons, foundations and styles the following is needed:
**1623 bricks and 498 bricks-Z
**1124 feathers and 340 feathers-Z
**1503 coal and 471 coal-Z
**1105 sprockets and 273 sprockets-Z
**1035 gold and 265 gold-Z
**1255 meteorites and 391 meteorites-Z
**1163 beast bones and 310 beast bones-Z
**234 ammonites and 112 ammonites-Z
**1202 engineers and 6684 hours of upgrade time
***The total upgrade time assumes that upgrades are constantly happening with no down time in-between and catamins are not used. It does not account for the time needed for gamatoto to find engineers, the time needed to gather materials and simply the time and energy to play levels for materials.
***Due to there currently being no levels where ammonites-Z drop from, an extra 112 hours, 112 engineers and 560 ammonites are needed for merging. This is subject to change as more levels are added.
==Reference==
*https://seesaawiki.jp/battlecatswiki/d/%A5%AA%A5%C8%A1%BC%A5%C8%B3%AB%C8%AF%C2%E2
Category:Game Features