Boss
Big Slime
Classic splitting boss — divides into medium then small slimes as damaged. Board can flood with slimes if adds are not cleared.
Big Slime is a mini-boss encountered at the halfway point of The Caves in Act 1. Functionally similar to Boris from The Sewers, Big Slime is a melee attacker that relies on ramming and trampling to deal damage rather than complex attack patterns. It charges across the arena attempting to collide with your cats, dealing 8 damage per hit, which is substantial enough to threaten fragile backline units in a single impact. Big Slime can also push aside rocks in its path, so hiding behind environmental cover is not a reliable defensive strategy.
The defining mechanic of this fight is Big Slime's death trigger: when killed, it splits into 4 medium slimes that continue fighting independently. This means the encounter effectively has two phases, and teams that burn all their cooldowns killing the initial slime can find themselves overwhelmed by the split. The medium slimes are individually weaker but collectively dangerous if they spread across the arena and start hitting multiple cats simultaneously. Resource management across both phases is the real challenge here.
Stun, Immobile, and Freeze are the strongest counters to Big Slime's trampling behavior, shutting down its primary damage source entirely. Save AoE abilities and summons like Flea Familiars, Bear Traps, or Bramble for the split phase, as these will catch the medium slimes and kill them far faster than chasing each one individually. Classes with crowd control excel here: a Mage or Druid can lock down the initial slime while your damage dealers conserve resources for the split. Position your team to avoid getting lined up in Big Slime's charge path, and always have a plan for handling the four smaller slimes before you deliver the killing blow.
Details
Strategy Guide
Quick Facts
- Type
- Boss
- Confidence
- High
- Verified
- Mar 17, 2026