The boss fight: the Jelly
A slow, heavy mass of jelly that does not fear your blows: she uses them. Hit her hard and chunks break away; let them live and she swallows them back with the HP they carried. Her marsh sticks to your boots, and her Jelly Spit adds more.
In short
- Where — in the menu, the PvE selector, then the Waris boss or the weekly boss in USDC, solo, in a duo or in a trio.
- Her — 10,000 HP and 4 MP: she comes to you, and her Crush reaches 2 tiles.
- The split — every chunk of 100 HP she loses in the same game turn splits off into a little jelly, which carries those HP away with it.
- The merge — at the start of her 2nd turn after the split, she swallows every little jelly still alive and gets its HP back: kill them before that.
- The marsh — whoever starts their turn in a jelly puddle, or stuck to her, is mired: 2 MP fewer; every puddle tile costs one more MP to cross.
- Limit — 50 turns at most: the leaderboard counts the HP she lost, minus the HP she got back.
The Jelly
She starts at the top of the marsh, among the puddles, with only one idea: getting into melee. She has 10,000 HP, whether you are alone, two or three, 14 AP and 4 MP on each of her turns. Her passive, Gelatinous Body, cushions all your hits: 30% permanent damage resistance. And every hit, even cushioned, splits her: that is the whole trap of the fight. The harder you hit her in the same turn, the more she splits into little jellies, and each one carries away part of what you took from her. Only her little jellies get tougher as the group grows.

| Fighter | HP solo | HP duo | HP trio | AP | MP | Role |
|---|---|---|---|---|---|---|
| Jelly | 10 000 | 10 000 | 10 000 | 14 | 4 | Boss |
| Little Jelly | 60 | 90 | 95 | 0 | 2 | Summon |
His spells
| Spell | AP | Range | Per turn | Effect |
|---|---|---|---|---|
| Crush | 4 | 1 – 2 | 2 | She rears up and slams down with all her weight: 85 to 110 damage, up to 2 tiles away, and the target, stuck, loses 2 AP on their next turn (can be dodged). Twice per turn, never twice on the same target. On a stuck hero, she splashes the other enemies stuck to her: 90 to 110 damage. |
| Sticky Spit | 3 | 3 – 7 | 1 | She spits a ball of sticky jelly, 3 to 7 tiles away in line of sight: 50 to 65 damage, and the target, stuck, loses 2 AP on their next turn (can be dodged). Once per turn. |
| Mud Dive | 2 | the whole map | 1 | She sinks into the mud and resurfaces on any free puddle tile of the map, without line of sight. Her starting tile stays mired: a puddle for 3 of her turns. Once per turn. |
| Jelly Spit | 4 | 2 – 7 | 1 | She spits a lump of jelly up to 7 tiles away in line of sight: 45 to 60 damage to her enemies on the tile and the 4 around it, and the jelly stays there as a puddle for 2 of her turns (3 below 66% of her HP) — anyone who starts their turn in a puddle is mired (2 fewer MP), and each puddle tile costs 1 more MP to cross. Every other turn (every turn below 66% of her HP). |
| Snatch | 3 | 2 – 6 | 1 | An arm of jelly snatches an enemy in a straight line, up to 6 tiles away: 35 to 50 damage, and they are pulled 3 tiles towards her. Every other turn (every turn below 33% of her HP). |
- Crush — her main attack, up to 2 tiles away: she only needs to be close, not stuck to you. Twice per turn, never twice on the same hero, and each removes 2 AP. On a hero stuck to her, it splashes the other enemies stuck to her: 90 to 110 damage each.
- Mud Dive — she sinks and resurfaces on any free puddle, without line of sight: she reaches the hero she wants, and escapes the one pressing her.
- Sticky Spit — from afar, in line of sight: it wounds and removes 2 AP on your next turn. Keeping your distance does not keep you safe.
- Jelly Spit — a lump of jelly thrown up to 7 tiles away, in line of sight, onto a cross of five tiles. It hurts her enemies in the cross, then the jelly stays there as a puddle for 2 of her turns. Every other turn at first, every turn from her second stage.
- Snatch — an arm of jelly, in a straight line only, up to 6 tiles: it hurts the hero and pulls them 3 tiles towards her, very often into Crush range. Every other turn, then every turn at her last stage.
- Gelatinous Body, her passive — 30% permanent resistance: your hits dent her less, but every HP she loses counts towards the split (see below).





The little jellies
- Where they come from — from the Jelly herself: every chunk of 100 HP she loses in the same turn splits one off, which drops onto a free tile 2 to 6 tiles from her, as close as possible. No free tile: the chunk is lost in the mud, and those HP are gone for her.
- What they are worth — 60 HP solo, 90 as a pair, 95 as a trio: fewer than the HP they carry away. Killing one always pays back more than it costs.
- What they do — nothing against you: they hit no one. They crawl back to their mother, 2 MP per turn, but distance makes no difference: the merge happens wherever they are.
- When they come back — freshly dropped, they are smooth; the day before the merge, they bristle with spikes. At the start of her next turn, the Jelly swallows them back.
- If the Jelly falls, her little jellies fall with her.

The split
Everything is counted per game turn, the one that goes up to 50: the turns of all the heroes, hers and those of her little jellies. The HP she loses during that turn add up, wherever they come from: hits, poisons, burns, reflected damage. Each time that total crosses a multiple of 100, a little jelly breaks away and carries that chunk off. On the next game turn, the count starts again from zero.
In a group, your hits add up: it is not one hero who makes the chunks drop, it is the group. And the split takes nothing away from you as long as the chunks do not come back: the HP she lost count for you, and a dead little jelly makes them permanent.

The merge
At the start of each of her turns, every little jelly still alive moves closer to the merge. On the Jelly’s 2nd turn after its fall, it is swallowed back, wherever it is, and the Jelly recovers the HP it carried. Those recovered HP are taken off your score: the leaderboard counts what she lost, minus what she took back. For each chunk, you therefore have the rest of the turn it drops and the whole next game turn. When a little jelly bristles, it is warning you: this is its last turn.


The jelly puddles
The marsh has 41 puddle tiles, and Jelly Spit lays more, for 2 of her turns (3 from her second stage on). A hero, or a hero’s summon, who starts their turn in a puddle is mired: 2 MP fewer that turn — and the same if they start their turn stuck to the Jelly. The puddle does not wound, but every puddle tile you walk into costs one more MP. The Jelly and her little jellies glide through it unhindered.

Her stages
Below 66% and then below 33% of her HP, she moves to a new stage: she quivers with all her bulk and pushes all your heroes back 2 tiles. The HP she recovers by swallowing her little jellies never take her back to a previous stage. At the second, her Jelly Spit comes back every turn and her puddles last longer; at the last, her Snatch too, and she gains 2 MP on each of her turns.
| Tier | HP left | What changes |
|---|---|---|
| Quivering Jelly | 66 to 100% | Jelly Spit every other turn, her puddles last 2 of her turns; Snatch every other turn |
| Bubbling Jelly | 33 to 66% | Jelly Spit every turn; her puddles last 3 of her turns |
| Ravenous Jelly | below 33% | Jelly Spit every turn; her puddles last 3 of her turns; Snatch every turn; +2 MP every turn |

The Jelly Marsh
A clearing drowned in jelly. At the top, where she starts, puddles are everywhere; in the middle, two mud ponds, empty space that does not block line of sight, frame a central passage that is mired too; at the bottom, the dry, covered edge where your heroes start. Dead trees are walls that block line of sight; tufts and mossy rocks are low: you can see, and aim, over them. To reach her you have to cross puddles: pick the ones where you will not end your turn.

How to beat her
- Kill the spiky little jellies first: they merge back on the Jelly’s next turn, and each gives her a whole chunk of HP back.
- Keep something to finish them off: an area spell or a sure hit every turn, set aside for the chunks that drop; they have fewer HP than they carry away.
- Hit her together, in the same game turn: the chunks drop anyway; better that they all drop at once, close to her, within reach of your area spells.
- Don’t end your turn in a puddle: you would start the next one mired, with 2 MP fewer, often what would have taken you out of Crush range.
- Do not stay in a straight line with her: her Snatch only travels in a straight line; on a diagonal, it cannot reach you.
- Spread out: Jelly Spit takes a cross of five tiles, and leaves a puddle on each one.
Solo, duo, trio
- Solo — her little jellies have only 60 HP, but both her Crushes land on you: stay out of range whenever you can. The hard part is doing everything at once: hitting her and finishing off her chunks. Alternate a turn where you hit her hard with a turn where you clean up what dropped, before it gets spiky.
- As a pair — her two Crushes are split between you, or both land on the most wounded. Split the roles: one hits the Jelly, the other keeps their AP for the little jellies and finishes each one before the merge. Swap roles when the one hitting her gets snatched away from the chunks.
- As a trio — little jellies at 95 HP, and your combined hits knock many more loose; as a trio, she also hits 15% harder. Don’t all press against her: her Crush splashes everyone stuck to her. Two heroes hit, the third only cleans up, ideally a class with area spells. And spread out: as a trio, Jelly Spit always finds two targets side by side.
Tips by class
- Warrior — Celestial blade strikes a cross: enough to hit two little jellies that dropped side by side. Warrior’s wrath, recast without waiting, hits hard enough to split off a chunk by itself: keep a Lunge to finish it off. Two variants serve you well here: Anchor, in place of Warrior’s leap, keeps you in place (neither her Snatch nor the shockwave of her stages moves you), and Steel storm pulls the little jellies around you towards you.
- Brute — Quake pulls everything in its cross towards its centre: gather the little jellies before hitting them together. Stomp hits everything around you; Stoneskin soaks up her Crushes on the turn she has you pinned. Charge brings you back into melee when her Snatch has pulled an ally. As a variant, the golem of Call of the rock guards the tiles where the chunks drop.
- Arcanist — Blast and Comet finish off several little jellies at once when they drop close to each other. Blink takes you out of a puddle without spending MP, and the Flame elemental finishes off a stray chunk from afar. As a variant, Soothing chant heals your group and hurts the little jellies caught in its area.
- Shade — your traps are invisible: lay them between the little jellies and their mother, on the path they take as they crawl back to her. Creeping venom eats away at a freshly dropped little jelly during its turns of respite. Shadow veil gives you MP on the turn a puddle took one from you. As a variant, Fickle blade tries a huge hit on the Jelly, enough to split off a chunk with a single spell.
- Clockmaker — Pivot moves entities from one arm of its cross to the other: bring two little jellies together to hit them at once. Reflection and Recall take you out of a puddle without spending MP. As a variant, Breaker hits every little jelly caught in its cone with a single spell.
- Artificer — your charges blow up all around them: placed around the Jelly, where the chunks drop, they finish off several with a single Ignition. Roll takes you out of a puddle and gives you an MP back. As a variant, Diving bell anchors you: her Snatch no longer moves you, at the cost of fewer MP on your next turn.
Common mistakes
- Leaving a spiky little jelly alive: it merges back on the Jelly’s next turn, and a whole chunk of HP goes back to her.
- Ignoring a chunk that dropped far away: distance does not slow her down; she swallows it back wherever it is.
- Ending your turn in a puddle: two MP fewer on the next turn, often the ones you need to escape the Crush.
- Staying lined up with her: her Snatch drags you back into melee, straight into her Crush.
- Hitting with no one to clean up: plenty of damage, and just as many HP flowing back to her two of her turns later.
The weekly boss
The Jelly is the weekly boss from Monday 26 October 2026: the Waris boss and the weekly boss in USDC are played against her. Win or lose, a boss’s loot gives no Waris, only crystal chances for every % of its HP your team takes off: a 0.3% chance of a Common Crystal in the Waris boss; 1.5% for a Common Crystal and 0.05% for a Legendary Crystal in the weekly boss in USDC. The HP she recovers by swallowing her little jellies back are taken off your score. The leaderboard, the prize pool and the loot in detail are on the Loot page.
There is no defeat against a boss: bringing it down is a victory, falling before that counts neither as a defeat nor as a victory. Experience, like the loot, follows the share of its HP your team took off.
Frequently asked questions
Why does the Jelly split?
It is the split: every chunk of HP she loses in the same game turn breaks away from her as a little jelly, which carries those HP away. The harder your group hits her in the same turn, the more she splits.
Should you kill the little jellies?
Yes, and before the merge: at the start of her second turn after their fall, she swallows back those still alive and recovers their HP, which are taken off your score. Killed before that, those HP stay lost for her.
Does damage to the little jellies count for the leaderboard?
No: only the HP the Jelly lost count, minus the HP she got back. But a dead little jelly is a chunk of HP she will never take back.
Do the little jellies attack?
No. They crawl back to their mother without hitting anyone, and distance does not delay the merge: only their death prevents it.
How do you avoid getting mired?
Cross puddles if you need to, but do not end your turn in one: it is by starting your turn in a puddle that you lose an MP. Jelly Spit puddles dry up after a few of her turns; the marsh puddles stay.
Can you push the Jelly?
Yes. Pushes, pulls and position swaps move her like any other fighter: a way to get her away from an ally she is holding under her Crush.
