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PvE · Weekly boss · The Jelly Marsh

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

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.

The Jelly in the middle of the marsh, two little jellies split from her, facing three heroes
The Jelly and two of her chunks: one has just dropped, the other, spiky, will merge back on her next turn.
FighterHP soloHP duoHP trioAPMPRole
Jelly10 00010 00010 000144Boss
Little Jelly60909502Summon

His spells

SpellAPRangePer turnEffect
Crush41 – 22She 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 Spit33 – 71She 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 Dive2the whole map1She 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 Spit42 – 71She 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).
Snatch32 – 61An 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: the Jelly slams down on the Warrior
Crush: she rears up and slams down on the Warrior, 2 tiles from her — 109 damage.
Jelly Spit: the puddle laid under the Warrior and the Arcanist
Jelly Spit: the lump lands between the Warrior and the Arcanist — 54 and 45 damage, and the cross stays as a puddle.
Jelly Spit: the Arcanist starts his turn in the puddle
On his turn, the Arcanist starts in the Spit’s puddle: 2 MP fewer, and his movement area shrinks.
Snatch: the Arcanist pulled towards the Jelly
Snatch: an arm of jelly snatches the Arcanist in a straight line — 44 damage, and the Arcanist is pulled 3 tiles, into range of her Crush.
Snatch: the anchored Warrior does not move
Anchored (Anchor, the variant of Warrior’s leap), the Warrior takes the Snatch without moving: 44 damage, 30 of them soaked up by his armour.

The little jellies

A little jelly killed by the Brute before the merge
Spiky, it was about to merge: the Brute crushes it with a Mace smash (38 damage), and the HP it carried are lost for the Jelly.

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.

Split: a little jelly breaks away from the Jelly
Split: this Fire bolt (13 damage) takes her losses for the turn past the threshold; a chunk splits off and drops in front of her.

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.

Two spiky little jellies, the day before the merge
The day before: spiky now, the two little jellies will merge back at the start of her next turn.
The merge: the Jelly swallows her two little jellies back
The merge, at the start of her turn: she swallows her two chunks back and recovers 100 HP for each.

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.

The Warrior starts his turn in a jelly puddle
The Warrior starts his turn in a puddle: mired, he has 2 MP fewer, and his movement area shrinks.

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.

TierHP leftWhat changes
Quivering Jelly66 to 100%Jelly Spit every other turn, her puddles last 2 of her turns; Snatch every other turn
Bubbling Jelly33 to 66%Jelly Spit every turn; her puddles last 3 of her turns
Ravenous Jellybelow 33%Jelly Spit every turn; her puddles last 3 of her turns; Snatch every turn; +2 MP every turn
Bubbling Jelly stage: her shockwave pushes the heroes back
Bubbling Jelly: she drops below 66% of her HP, quivers with all her bulk and pushes the three heroes back.

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.

The Jelly Marsh: the puddles, the two ponds, the dead trees and the heroes’ dry edge
The Jelly Marsh: the Jelly at the top, in the puddles; the two ponds in the middle; the heroes on the dry edge, at the bottom.

How to beat her

Solo, duo, trio

Tips by class

Common mistakes

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.