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.
Mewgenics Alice Boss Guide
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.
Fast answer
Read this first- 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.
- 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.
About Alice
Alice appears during Act 3. The encounter is built around anti-spell / positioning.
Alice stats
Core fight data for this boss.
- Location
- The Lab
- HP
- 66
- Damage
- 2
- Movement
- 4
- Luck
- 5
- Size
- 1x1
Mechanics snapshot
The main mechanics and triggers that shape this fight.
Moves to know
Important attacks, abilities, or fight behaviors to recognize.
Punishes spell casts made in Alice's line of sight by forcing displacement.
Repositions a target into danger lanes.
Converts bad Pull geometry into real punishment.
Verified facts
ConfirmedQuick confirmed mechanics worth knowing before you start the fight.
Fight plan
The safest way to approach the fight without reading a wall of text.
- 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.
- 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.
- 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.
Positioning & loadout
Run killers, positioning rules, and setup reminders.
βΎ
- 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.
- 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.
FAQ
Quick answers to the most common questions about this fight.
How do you beat Alice in Mewgenics? βΎ
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? βΎ
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? βΎ
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? βΎ
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.