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.

38
Bosses
25
High Risk
24
Unverified
92
Mechanics
Filter by Mechanic

Tip: use mechanics to transfer learning — the same mechanic often needs the same positioning rules.

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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 boss icon

Boris

Risk: High
HP: 200 MV: 2 Bonus: 3

Movement/laning boss; trample spacing is the win condition.

TrampleReactive Move
Big Slime boss icon

Big Slime

Risk: Medium
HP: 64 MV: 4 Bonus: 1 Unverified

Split boss; fight is about timing the kill and managing spawns.

Bonus TurnsTrample
Guillotina boss icon

Guillotina

Risk: High
HP: 400 MV: 3 Bonus: 2 Unverified

Guillotina 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.

Bonus TurnsTrample
Zodiac boss icon

Zodiac

Risk: High
HP: 50 MV: 4 Unverified

Cover puzzle boss with an ammo cycle and a degrading battlefield.

Ranged ThreatAmmo
Queen Hippo boss icon

Queen Hippo

Risk: Medium
HP: 80 MV: 1 Bonus: 2

Control boss with a hard time limit; spacing is the fight.

Bonus TurnsKnockback
Rat King boss icon

Rat King

Risk: High
HP: 100 MV: 2 Unverified

Add-spawning trample boss with throws; control the board or get swarmed.

TrampleSummon/Spawn
Zaratana boss icon

Zaratana

Risk: High
HP: 600 MV: 3

Zaratana 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.

TrampleSummon/Spawn
Pyrophina boss icon

Pyrophina

Risk: High
HP: 600 MV: 4

Pyrophina 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.

Fire TrampleBurn
Gambit boss icon

Gambit

Risk: Medium
HP: 110 MV: 4

A 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.

Three turns per roundUses a D6 placed on the field

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.