Trampy boss
Mewgenics Β· Boss

Mewgenics Trampy Boss Guide

Trampy looks chaotic but follows a fixed action loop. Count the sequence, prepare for Loogie and Fleas, avoid the buffed punch, and use the Sleep step as your safest reset or burst window.

Location: The Junkyard HP 99 Damage 5

Fast answer

Read this first
Main idea

Start counting from Dump and treat the fight as a fixed six-action loop.

Biggest mistakes
  • Treating the sequence as random and getting caught by a move that was fully predictable.
  • Letting Blind, Slow, Poison, and spawned Fleas accumulate while Trampy also stacks Drink buffs.
Winning line
  • Track the fixed six-step sequence and position for the next action rather than the current one.
  • Use cleanse or status removal to prevent Loogie and Dump from turning into a long attrition loss.

Trampy stats

Core fight data for this boss.

Location
The Junkyard
HP
99
Damage
5
Movement
3
Luck
5
Size
1x1

Mechanics snapshot

The main mechanics and triggers that shape this fight.

Main mechanics
Bonus Turns Fixed Action Cycle Summon/Spawn Status Pressure Self-Buff Sleep
Key triggers
Trampy repeats a fixed sequence: Dump, Loogie, spawn Fleas, Drink, melee punch, then Sleep. After waking, the sequence starts again from Dump. Trampy begins the fight with 20% Miss Chance and gains additional combat buffs from Drink.

Moves to know

Important attacks, abilities, or fight behaviors to recognize.

Dump

Spawns Poop on an adjacent tile; if the tile is occupied, the unit is displaced and receives 2 Poison.

Loogie

Deals 5 physical damage with a lobbed projectile and applies 2 Blind plus 2 Slow.

Spawn Fleas

Spawns 2 Fleas on empty adjacent tiles.

Drink

Heals 5, grants combat buffs, then throws a bottle that deals 5 physical damage and creates Glass.

Basic Melee Attack

Punches an adjacent unit for 5 physical damage.

Sleep

Applies 3 Sleep and heals 15.

Fight plan

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

Decision-first notes
Win conditions
Track the fixed six-step sequence and position for the next action rather than the current one. Use cleanse or status removal to prevent Loogie and Dump from turning into a long attrition loss. Exploit the Sleep step as a recovery or burst window before the cycle restarts.
Opener
  • Start counting from Dump and treat the fight as a fixed six-action loop.
Midfight
  • Prepare for Loogie and Fleas early, then back away before the buffed melee punch.
  • Cleanse dangerous status stacks before they overlap with Trampy's Drink buffs.
Finisher
  • Use the Sleep window to stabilize or commit burst, then end before another full sequence if possible.
Positioning & loadout
Run killers, positioning rules, and setup reminders.
β–Ύ
Run killers
  • Treating the sequence as random and getting caught by a move that was fully predictable.
  • Letting Blind, Slow, Poison, and spawned Fleas accumulate while Trampy also stacks Drink buffs.
  • Standing in melee range for the punch after Trampy has already increased its damage and critical chance.
Positioning rules
  • Do not stand next to Trampy when the melee punch step is next.
  • Keep space around the team so Fleas and Poison tiles do not lock multiple cats into the same area.
  • Use the predictable Sleep step to reset formation instead of chasing damage through the dangerous part of the cycle.
Loadout hints
Prioritize
AOE or efficient cleanup
Avoid
Single-target-only damage with no cleanup