Alice boss icon
MewGenius Answerbook Risk: High

Alice Boss Guide

Safest opener, biggest mistakes, and the cleanest way to beat Alice in Mewgenics.

HP 66 MV 4 Damage 2 Luck 5 The Lab

Fast answer

Read this first
Main idea

Open with non-spell pressure or only cast from blocked line-of-sight positions. Identify the easiest Pull into Choke lane and deny it immediately.

Biggest mistakes
  • Casting in Alice's line of sight and feeding repeated Telekinesis value.
  • Ignoring how dangerous Psychic Ping-style multi-cast chains become when each cast can trigger retaliation.
Winning line
  • You cast only from blocked line-of-sight positions or skip spell lines entirely.
  • You use melee, weapon-based, or other stable non-spell damage to wear Alice down.

Verified facts

Confirmed

Quick confirmed mechanics worth knowing before you start the fight.

Alice is a Psychic-class miniboss found in The Lab.
Alice has 66 HP, 2 damage, 4 movement, and 5 Luck.
Her core pressure comes from anti-spell displacement and follow-up positioning damage.
Line of sight matters more than raw burst in this fight.
Steady non-spell pressure is safer than repeated caster loops.

Before you start

Quick-scan notes before you commit to the fight.

Quick scan

Safest opener

  • Open with non-spell pressure or only cast from blocked line-of-sight positions.
  • Identify the easiest Pull into Choke lane and deny it immediately.
  • Use the first two turns to scout safely, identify the main loss pattern, then commit.

Bring / avoid

  • Bring: Reliable non-spell damage
  • Bring: Cats that can survive or recover after forced displacement
  • Bring: A positioning plan that does not rely on repeated open-line casting
  • Useful: Body-blocking units
  • Useful: Weapon-based damage

Fight plan

The safest way to approach the fight without reading a wall of text.

Decision-first notes
Win conditions
You cast only from blocked line-of-sight positions or skip spell lines entirely. You use melee, weapon-based, or other stable non-spell damage to wear Alice down. You control Pull into Choke lanes before they turn one mistake into a lost round.
Opener
  • Open with non-spell pressure or only cast from blocked line-of-sight positions.
  • Identify the easiest Pull into Choke lane and deny it immediately.
Midfight
  • Avoid Ping-style spell chains that repeatedly trigger retaliation.
  • Trade safely with stable damage while forcing Alice to spend turns on awkward pulls instead of clean setups.
Finisher
  • Finish with a clean non-spell sequence whenever possible.
  • Do not throw the fight by using one greedy cast in open line of sight at the end.
Detailed notes
Positioning, run killers, and loadout reminders.
β–Ύ
Run killers
  • Casting in Alice's line of sight and feeding repeated Telekinesis value.
  • Ignoring how dangerous Psychic Ping-style multi-cast chains become when each cast can trigger retaliation.
  • Letting Psychic Pull drag a fragile cat into an easy Choke follow-up.
Positioning rules
  • If another unit blocks line of sight, cast from behind that body instead of in the open.
  • Do not assume all spell movement is safe; only casts whose effective line or destination stays out of Alice's line of sight should be treated as lower-risk.
  • Keep fragile cats out of straight Pull into Choke follow-up lanes.
  • Do not stack multiple casters where one bad displacement ruins the whole board.
  • Reposition after every forced movement instead of trying to 'tank through' Alice's geometry.
Loadout hints
Reliable non-spell damage Cats that can survive or recover after forced displacement A positioning plan that does not rely on repeated open-line casting
Body-blocking units Weapon-based damage Cats that can re-engage quickly after being moved
Spell-heavy tempo loops Fragile backlines with no line-of-sight discipline Greedy Psychic Ping-style multi-cast lines

Source: community wiki + competitor gap synthesis Β· Last tested: 2026-04-22 Β· Some move values are still being confirmed in live runs.

Detailed notes

Mechanics, background notes, extra item links, and deeper context.

β–Ύ

About Alice

Alice is safest when you treat the fight as an anti-spell positioning check, not a caster duel. Break line of sight before casting, avoid feeding repeated Telekinesis value, and do not let Psychic Pull convert into a free Choke line.

Type: Mini-Boss Area: The Lab Act 3 Role: Anti-Spell / Positioning Bruise Backflip

Mechanics snapshot

Main mechanics
Line of Sight Knockback Positioning Punish Anti-Spell Reactive
Key triggers
Telekinesis can trigger when a cat casts a spell in Alice's line of sight. Alice chains positioning pressure through Pull into Choke patterns. Spell-heavy tempo loops become much worse if they repeatedly feed retaliation.

Moves to know

Telekinesis

Punishes spell casts made in Alice's line of sight by forcing displacement.

Psychic Pull

Repositions a target into danger lanes.

Psychic Choke

Converts bad Pull geometry into real punishment.

FAQ

Quick answers to the most common questions about this fight.

How do you beat Alice in Mewgenics? β–Ύ

Treat the fight as an anti-spell positioning check. Break line of sight before casting, avoid feeding repeated Telekinesis value, and use stable non-spell pressure.

How do you avoid Alice's Telekinesis? β–Ύ

The safest method is to cast from behind another unit or otherwise break line of sight before using a spell.

Why are Psychic Ping-style spell chains bad against Alice? β–Ύ

Because repeated casts can repeatedly feed her anti-spell retaliation, which makes the health and position trade collapse very quickly.

What is the safest opener against Alice? β–Ύ

Open with non-spell pressure or only cast from blocked line-of-sight positions, then deny the easiest Pull into Choke lane before Alice gets free geometry.

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