Mewgenics Boss Guide
Not a timeline dump — a mechanics-first index. Search bosses by what actually kills runs: AOE, trample lines, bonus turns, invincibility windows, and map hazards.
Tip: use mechanics to transfer learning — the same mechanic often needs the same positioning rules.
Start here
A short list of fights that teach core mechanics and already have strong answerbook coverage. Use these first, then branch out via the mechanic filters.
Boris
Risk: HighMovement/laning boss; trample spacing is the win condition.
Big Slime
Risk: MediumSplit boss; fight is about timing the kill and managing spawns.
Guillotina
Risk: HighGuillotina is a large 2x2 bruiser-style boss that wants melee range. This fight is primarily about lane denial, spacing, and surviving her first clean engage.
Zodiac
Risk: HighCover puzzle boss with an ammo cycle and a degrading battlefield.
Queen Hippo
Risk: MediumControl boss with a hard time limit; spacing is the fight.
Rat King
Risk: HighAdd-spawning trample boss with throws; control the board or get swarmed.
Zaratana
Risk: HighZaratana is an asteroid-like kaiju House Boss whose real threat is not raw damage alone. She wins by making the battlefield worse: rocks clutter your lanes, Levitation upgrades the hazard package, and one bad Trample becomes much harder to recover from once the map is messy. Treat this as a board-state fight first and a damage race second.
Pyrophina
Risk: HighPyrophina is a fire-breathing House Boss whose real threat is not just Burn damage. The fight gets harder over time as the map catches fire, safe lanes disappear, and her roar punishes edge positioning while wiping away debuffs. This is a tempo and map-control fight first, and a damage race second.
Gambit
Risk: MediumA Desert boss built around die control. Gambit takes three turns per round and uses a field D6 to determine its final move, making movement, rerolls, and object control the key to the fight.
How mechanics kill runs
This site prioritizes mechanics over lore: most wipes come from a small set of patterns. Learn the pattern once, apply it across multiple bosses.
Trample
Line damage punishes clumping and sloppy lanes. Keep paths clear and protect your backline from straight-line hits.
Bonus Turns
Tempo snowballs fast. Assume you are behind on actions and save recovery tools for chained turns.
Invincible
Damage windows matter. Do not dump burst right before immunity—track timing and punish only when the window is actually open.
AOE
AOE punishes tight formation. Spread units, stagger positions, and do not give free multi-hit value.
Summon/Spawn
Adds snowball the fight. Stabilize spawns early before they overwhelm tempo and board space.
Destructible Map
The fight gets worse over time. End it before the map itself becomes the real boss.