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Slime Guide for Go Go Muffin
Last updated: 14/2/2025
Slime Rampage, otherwise known as slime or rampage, is a recurring
boss event lasting 1 week. Rampage Features 4 variations of slimes,
each with their own unique twist.
Slime Rampage's main mechanic is element matching. Players must combine
Elemental Symbols to gain buffs and to prevent the boss from unleashing
powerful attacks. This mechanic is present through every variation of
slime, with tweaks and modifications.
There are a total of 9 elements. These consist of 3 base elements, 3
combination elements, and 3 repeat elements. The 3 base elements are
fire, plant, and water, and are combined to produce the 6 other elements.
Combination elements are the result of combining two different
elements. The combination elements are Steam, Flower, and Campfire.
Fire + Water = Steam
Water + Plant = Bloom
Plant + Fire = Campfire
Repeat elements are the result of combining two of the same element.
The Repeat elements are Wave, Fireball, and Leaf.
Water + Water = Wave
Fire + Fire = Fireball
Plant + Plant = Leaf
Each successful combination grants the player the Elemental Blessing
buff. The buff increases the player's damage, and can stack up to 20
times. Failing to combine wipes all Elemental Blessing stacks and
triggers the boss to deal massive damage.
In all variations of slime, the plant sector increases all healing effects.
We recommend having a dedicated tank and healer for maximum rewards.
The Slime Rampage arena contains 3 sectors marked by an element. Fire,
Water, Plant. These sectors are a crucial part of the Element Combination
Mechanic. Each slime has specific interactions regarding these elemental
sectors, and requires the player to be actively moving.
By default when standing in the Plant Sector, it applies an outgoing
healing bonus. The healer’s primary directive after every element combination
is to re-position on the plant sector, as it boosts all healing effects.
There are two moves that are omnipresent within all slime variations
that all players should be aware of.
The first of the two moves. The slime charges up and releases a
massive single target attack, capable of one shotting any unit past
a certain boss health threshold. Because of this, we recommend
bringing a full tank running [War Cry] and [Stalwart Shield] to stay
alive and keep the team safe.
Each variation of slime applies a debuff / damage over time through the
headbutt, and can potentially soak up most of the team's healing. Refer
to each slime variation guide below to learn how to cleanse them.
The second and last of the two moves that are omnipresent in all slimes. After a brief charge up, the slime deals massive sustained AoE damage, and can potentially wipe the whole team if players' hp are low. It is recommended that the tank bring and use [Banner of Courage] to reduce the likelihood of the team wiping
The first boss in the series, introducing the element matching
mechanic and a deviation to it. The water slime's headbutt applies a
DoT. This damage over time is silent but deadly, slowly soaking up
more and more of the healer's resources. It's advised to cleanse it
by moving towards the plant sector when possible.
The Water slime's mechanics can be split into two parts. Element Matching
(Standard) and Element Combination (Water Slime Exclusive). Element Matching
is used during the first half of the fight. At certain time interval,
the boss do Element Combination.
When initiated, an elemental symbol appears above the bosses' head. All players will need to move towards the element reflected by the boss. After a few seconds, the boss checks if the player is on the correct element.
When done correctly, a check mark appears, granting the player a
stack of the “Elemental Blessing” Buff.
When standing on the wrong element, a cross mark appears, massively damaging
the entire team and removes all stacks of the “Elemental Blessing” buff
from the player.
An introduction to the Element Combination mechanic, this is the
first time that Combined Elements are introduced into play. All
combinations include the water element.
When initiated, a 3 part graphic containing elements will pop up on the
screen. The water element, a missing element, and a combined element.
The goal in this mechanic is to figure out the missing element that will
combine with water to form the shown combined element. The player then
moves and stays in the missing element's sector, until the countdown
ends.
When done correctly, a check mark appears, granting the players a
stack of the “Elemental Blessing” Buff.
When standing on the wrong element, a cross mark appears, massively damaging
the entire team and removes all stacks of the “Elemental Blessing” buff
from the player.
The second boss in the series, this boss alters the element
combination mechanic, putting its own spin on it. This fight also
introduces a new environmental hazard that can catch those unaware
off-guard.
The environmental hazard comes in the form of occasional lightning strikes.
This slime's headbutt applies a debuff (named Chain Lightning) that spawns
an indicator below the player's character model. Moments after this indicator
appears, lightning strikes, dealing massive damage to players caught
in its Area of Effect. These deal enough damage to massively impact survivability
and should not be taken lightly. It is advised for players to move to
a new sector when the indicator shows up.
A variation to the Element Combination mechanic.
When initiated, two elemental symbols will appear. A basic element, and
a combined element. The goal in this mechanic is to find the missing
basic element that when combined with the shown basic element, forms
the shown combined element.
When done correctly, a check mark appears, granting the player a
stack of the “Elemental Blessing” Buff.
When standing on the wrong element, a cross mark appears and massively
damages players that failed to match. This damage removes all stacks
of the “Elemental Blessing” buff from the player. The slime then immediately
initiates its headbutt, and applies the [Chain Lightning] debuff to the
target of the headbutt.
The third boss in the series, a tricky slime that introduces
mechanics that requires parties to coordinate properly to succeed.
This slime's headbutt inflicts a massive dot on whoever is hit. Move
to the fire sector to cleanse the effect.
At the start of the encounter, two players have a line connected to each other. These two players are now linked, and must coordinate to create the combined element shown on screen.
When done correctly, a check mark appears, granting the players a
stack of the “Elemental Blessing” Buff.
When at least one person is on the wrong element, a cross mark appears,
massively damaging the entire team and removes all stacks of the “Elemental
Blessing” buff from both players.
To healers/tanks and those paired with them:
We advise healers to stay on the plant sector when possible for the increased
healing buff. In scenarios where combined elements need the plant sector,
those linked to healer should adjust their positioning.
In combinations where the plant sector is not needed, the partner should
stay still and let the healer adjust accordingly.
This concept applies to tanks and their partners, but rather than the
plant sector, the tank should stay in the fire sector. This is because
as the boss targets the tank with their headbutt, the applied damage
over time gets cleansed immediately.
The last boss in the series, shifting the focus from combining elements to doing math.
Used in the first half of the fight, the standard rotation
introduces the rotation mechanic. When prompted, a spinning graphic
with a number in the middle shows up on screen.
The spin indicates which direction to go. The number indicates how many
times to move towards that direction.
Special Note: Stay in the water sector. All movement and math
we will introduce in the section ahead are based on the water
sector.
Amount of Moves
1 = move towards the direction shown
2 = move opposite of the direction shown
3 = stay in place
4+ = subtract by 3 until ending up with a number from 1-3. Then follow
the directions above for that number.
Used in the second half of the fight, this mechanic puts a spin on
the standard rotation and puts two graphics up on screen. The player
must then subtract these numbers and take the direction of the
higher number.
Amount of Moves
1 = move towards the direction shown
2 = move opposite of the direction shown
3 = stay in place
4+ = subtract by 3 until ending up with a number from 1-3. Then follow
the directions above for that number.
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