Companion Combat
Individual levels scale both basic attack and offensive skill damage: level 1 uses this page's base values; level 10 deals 2.62× damage and also has 2.8× health and +9 armor. Caretakers and slimes with the same caretaker cannot harm their own bonded slimes.
Attacks use animated fire, water, frost, storm, venom, solar, earth, and arcane textures. Projectiles have luminous cores and tapered trails; impacts use expanding rings, with richer high-rarity sigils. Reduced motion and visual quality options limit animations.
Player guide · Bond and commands · Bosses
In 0.17.0, all 60 species receive a companion combat profile based on acquisition difficulty. Starter species use affordable attacks; hybrids and advanced lineages add combos, control, and range. Prismatic, Supercell, Aurora, Eclipse, and Ancestral provide rare tools. Celestial occupies the final tier with powerful offense and protection, a long windup, and a high energy cost.
Prepare your team
Use adults bonded to the same caretaker, with at least 40 trust. Special skills require their listed energy cost; following and basic attacks still work at zero energy. Feed and care for the group before a ritual. Defensive responds to attacks received or made by the caretaker; Aggressive also seeks visible hostiles within 16 blocks. Passive retains support and protection while cancelling attacks, including projectiles already in flight. Follow requires training 40 and remains limited to five slimes per caretaker.
Tanks close in and attract more attention from nearby minions. Ranged attackers try to maintain distance; supports position around the caretaker or an injured ally. Companions try to move away from boss warning centers when safe ground is available. This does not guarantee a dodge: respect each attack's geometry and avoid trapping your slimes against walls.
For three to five companions, start with one tank, one support, and one to three attackers, including an elemental combo. Stone, Floral, Water, and Electric make an accessible team; replace roles with advanced lineages as you progress.
Combos and limits
- Water + electricity: Soaked lasts about five seconds. Electric, Storm, and Energized Crystal deal 50% more primary damage to wet targets. Chains have bounded target counts, range, and line-of-sight checks.
- Ice: three Chilled applications briefly root a target, followed by six seconds of shared freeze protection. Natural immunities still apply.
- Caustic: creates a short corrosion field that removes four armor points. Multiple casters cannot stack the armor reduction indefinitely.
- Eclipse: alternates solar and lunar phases. Landing the lunar phase on the same target before its solar mark expires triggers an area convergence.
- Healing: each ally accepts only one companion heal every two seconds, capped at six health per activation even with increased server settings.
- Shields: Ancestral grants four absorption health; Celestial grants eight. Shields last five seconds, with a shared ten-second renewal lock. Multiple slimes cannot stack them.
- Control: pulls and pushes respect knockback resistance; resistant bosses cannot be held in an endless tornado.
Attacks check range, sight, and allies. Projectiles can miss and walls block them. Interrupted windups cost no energy; launched shots cost energy even if they miss. Capture and world reload preserve recovery without replaying pending casts. These attacks do not destroy blocks.
All 60 species
Base values assume 20 ticks per second, before genes, armor, effects, and server settings. Damage is the primary special hit; areas, ongoing effects, fire, and contact are additional where described. Zero denotes support. Support range describes its assistance radius; species conditions still apply. Hover over the companion portrait to inspect its profile. Wild slimes retain their separate ecological abilities.
| Species | Tier / role | Ability | Damage | Energy | Cooldown (s) | Range |
|---|---|---|---|---|---|---|
| Common Slime | 1 / Brawler | Impact Jump | 3 | 4 | 3 | 2.5 |
| Water Slime | 1 / Ranged | Soaking Jet | 2 | 5 | 3 | 7 |
| Stone Slime | 1 / Tank | Stone Charge | 4 | 6 | 5 | 5 |
| Mud Slime | 1 / Brawler | Muddy Impact | 2 | 4 | 3.5 | 3 |
| Sand Slime | 1 / Skirmisher | Sand Burst | 2 | 5 | 4.5 | 4 |
| Fungal Slime | 1 / Support | Weakening Spores | 2 | 5 | 5 | 4 |
| Moss Slime | 1 / Support | Moss Recovery | 0 | 3 | 5 | 5 |
| Wind Slime | 1 / Skirmisher | Wind Gust | 2 | 5 | 4 | 5 |
| Fire Slime | 2 / Ranged | Ember Spit | 3 | 6 | 4 | 8 |
| Ice Slime | 2 / Ranged | Frost Shard | 2.5 | 6 | 4.5 | 8 |
| Crystal Slime | 2 / Ranged | Crystal Shot | 4 | 7 | 5 | 9 |
| Amethyst Slime | 2 / Ranged | Resonance | 3 | 7 | 5 | 8 |
| Corrupted Slime | 2 / Ranged | Deterioration | 4 | 10 | 7 | 7 |
| Soul Slime | 2 / Brawler | Soul Siphon | 4 | 8 | 5 | 4 |
| Void Slime | 2 / Skirmisher | Spatial Pull | 3 | 8 | 6 | 6 |
| Magma Slime | 2 / Tank | Lava Touch | 4 | 8 | 6 | 4 |
| Floral Slime | 2 / Support | Vital Bloom | 0 | 5 | 5 | 6 |
| Luminous Slime | 2 / Support | Cave Guide | 0 | 5 | 8 | 6 |
| End Slime | 2 / Skirmisher | Dimensional Step | 3 | 8 | 6 | 5 |
| Iron Slime | 2 / Tank | Iron Guard | 4 | 6 | 5 | 4 |
| Obsidian Slime | 2 / Tank | Obsidian Bastion | 5 | 7 | 7 | 4 |
| Electric Slime | 2 / Ranged | Directed Discharge | 3 | 8 | 5 | 7 |
| Venom Slime | 2 / Ranged | Toxic Cloud | 2 | 8 | 6.5 | 7 |
| Energized Crystal Slime | 3 / Ranged | Conductive Shard | 5 | 10 | 6 | 10 |
| Ferrofluid Slime | 3 / Ranged | Magnetic Needles | 5 | 9 | 5 | 8 |
| Caustic Slime | 3 / Ranged | Corrosive Pool | 2 | 10 | 7 | 7 |
| Sculk Slime | 3 / Ranged | Echo Pulse | 6 | 12 | 7 | 9 |
| Bog Slime | 3 / Tank | Mire | 4 | 8 | 5 | 4 |
| Steam Slime | 3 / Skirmisher | Steam Veil | 3 | 8 | 5 | 5 |
| Glacial Aquatic Slime | 3 / Ranged | Glacial Jet | 4 | 10 | 5.5 | 9 |
| Volatile Flame Slime | 3 / Skirmisher | Flame Gust | 5 | 10 | 5.5 | 7 |
| Amber Slime | 3 / Tank | Adhesive Resin | 3 | 8 | 5.5 | 5 |
| Abyssal Slime | 3 / Ranged | Abyssal Lure | 5 | 10 | 6.5 | 8 |
| Solar Slime | 3 / Ranged | Solar Flare | 5 | 10 | 6 | 9 |
| Lunar Slime | 3 / Ranged | Lunar Tide | 4 | 9 | 6 | 9 |
| Magmatic Slime | 3 / Tank | Magmatic Rupture | 6 | 10 | 5.5 | 5 |
| Coral Slime | 3 / Support | Restoring Reef | 0 | 8 | 6 | 5 |
| Mycelium Slime | 3 / Support | Spore Network | 0 | 10 | 7 | 5 |
| Glass Slime | 3 / Skirmisher | Refractive Camouflage | 4 | 8 | 6 | 6 |
| Storm Slime | 3 / Ranged | Storm Front | 5 | 12 | 7.5 | 8 |
| Prismatic Slime | 4 / Ranged | Prismatic Refraction | 7 | 16 | 9 | 11 |
| Supercell Slime | 4 / Ranged | Storm Core | 8 | 20 | 12 | 10 |
| Aurora Slime | 4 / Support | Aurora Veil | 0 | 16 | 10 | 5 |
| Eclipse Slime | 4 / Ranged | Convergence | 7 | 18 | 8 | 10 |
| Ancestral Slime | 4 / Tank | Ancestral Guardian | 5 | 18 | 11 | 6 |
| Hive Slime | 4 / Support | Battle Pollinators | 0 | 12 | 10 | 6 |
| Celestial Slime | 5 / Ranged | Astral Judgment | 18 | 28 | 20 | 12 |
| Geode Slime | 3 / Tank | Geode | 6 | 10 | 7 | 5 |
| Pollinator Slime | 3 / Support | Pollinator | 3 | 10 | 7 | 8 |
| Blizzard Slime | 3 / Ranged | Blizzard | 6 | 10 | 6 | 10 |
| Fulgurite Slime | 3 / Ranged | Fulgurite | 8 | 12 | 7.5 | 12 |
| Bioluminescent Slime | 3 / Support | Bioluminescent | 4 | 10 | 7 | 10 |
| Ash Guardian Slime | 4 / Tank | Ash Guardian | 6 | 16 | 11 | 6 |
| Mirage Slime | 3 / Skirmisher | Mirage | 5 | 12 | 9 | 7 |
| Steel Slime | 3 / Tank | Steel | 7 | 12 | 7.5 | 5 |
| Cordyceps Slime | 3 / Ranged | Cordyceps | 4 | 12 | 8 | 9 |
| Resonant Slime | 3 / Ranged | Resonant | 7 | 14 | 9 | 10 |
| Volcanic Slime | 4 / Tank | Volcanic | 9 | 18 | 11 | 7 |
| Adamantine Slime | 4 / Tank | Adamantine | 10 | 18 | 12 | 6 |
| Phoenix Slime | 5 / Support | Phoenix | 7 | 24 | 15 | 10 |
What each skill does
Common Slime — Impact Jump: Leaps into its target and delivers a knockback impact.
Water Slime — Soaking Jet: Fires water, pushes and soaks its target to prepare elemental combos.
Stone Slime — Stone Charge: Prepares a short charge and delivers a heavy knockback impact.
Mud Slime — Muddy Impact: A close-range strike that slows its target.
Sand Slime — Sand Burst: Raises sand, dealing close damage and brief Blindness.
Fungal Slime — Weakening Spores: Nearby spores deal damage and weaken a small enemy group.
Moss Slime — Moss Recovery: Efficiently regenerates itself while wet or standing on moss.
Wind Slime — Wind Gust: Pushes a small group with a quick gust.
Fire Slime — Ember Spit: Fires an aimed ember that ignites its enemy.
Ice Slime — Frost Shard: Three chill applications briefly root the target, followed by temporary freeze immunity.
Crystal Slime — Crystal Shot: Fires an accurate shard while keeping distance. Can refract arrows.
Amethyst Slime — Resonance: A pulse that deals damage and reveals nearby enemies with Glowing.
Corrupted Slime — Deterioration: Fires a corrupted fragment that applies Wither.
Soul Slime — Soul Siphon: Drains and slows its target while recovering some of its own health.
Void Slime — Spatial Pull: Deals damage and pulls its enemy closer.
Magma Slime — Lava Touch: A close incendiary strike; recovers health in lava.
Floral Slime — Vital Bloom: Directly heals its injured caretaker within six blocks.
Luminous Slime — Cave Guide: Grants its caretaker Night Vision in dark caves outside combat.
End Slime — Dimensional Step: Fights up close and uses a defensive blink when injured.
Iron Slime — Iron Guard: Combines high armor, melee protection and a guarding impact.
Obsidian Slime — Obsidian Bastion: A slow, blast-resistant tank with a heavy close impact.
Electric Slime — Directed Discharge: A short-range discharge that conducts through nearby soaked enemies.
Venom Slime — Toxic Cloud: Leaves a temporary poisonous area at its target.
Energized Crystal Slime — Conductive Shard: Its shot conducts a discharge to another target; soaked enemies take more damage.
Ferrofluid Slime — Magnetic Needles: Fires metal needles and can intercept one arrow every five seconds.
Caustic Slime — Corrosive Pool: Creates a three-second pool that deals periodic damage and reduces armor by up to four points.
Sculk Slime — Echo Pulse: Prepares a medium-range sonic pulse against moving targets, dealing damage and Darkness.
Bog Slime — Mire: A stronger impact that spreads slowing to nearby enemies.
Steam Slime — Steam Veil: A short-range steam attack that applies Blindness.
Glacial Aquatic Slime — Glacial Jet: A shot that soaks, pushes and builds chill.
Volatile Flame Slime — Flame Gust: Combines area knockback with fire on the primary target.
Amber Slime — Adhesive Resin: A resin impact that applies strong Slowness.
Abyssal Slime — Abyssal Lure: A medium-range attack combining damage, Darkness and Slowness.
Solar Slime — Solar Flare: Fires solar flame and recovers its own health in sunlight.
Lunar Slime — Lunar Tide: Fires a slowing lunar shard and supports its caretaker’s vision at night.
Magmatic Slime — Magmatic Rupture: An advanced form with stronger incendiary impact and greater reach.
Coral Slime — Restoring Reef: Stronger area healing that requires both the slime and allies to be wet.
Mycelium Slime — Spore Network: Shares healing among nearby allies, prioritizing the most injured.
Glass Slime — Refractive Camouflage: A close strike with brief camouflage and periodic arrow refraction.
Storm Slime — Storm Front: Combines discharge, knockback and secondary damage to nearby enemies.
Prismatic Slime — Prismatic Refraction: Its shot refracts into up to two nearby enemies for reduced damage.
Supercell Slime — Storm Core: After a long windup, releases area lightning and leaves a tornado that groups enemies.
Aurora Slime — Aurora Veil: Creates a temporary zone that protects allies and slows enemies.
Eclipse Slime — Convergence: Alternates fire and slowing; completing both phases on one target releases an area convergence.
Ancestral Slime — Ancestral Guardian: Grants its caretaker a finite shield during combat and repels their attacker.
Hive Slime — Battle Pollinators: Two temporary pollinators alternate ally healing and weakening the marked target.
Celestial Slime — Astral Judgment: Charges a powerful beam with secondary area impact. Protects the team and grants a stronger caretaker shield.
Continuous combat
Basic attacks continue while special skills recover. Melee keeps a one-second interval. Ranged and support slimes can fire weaker basic shots every 1.5 seconds, within eight blocks or their shorter profile range. Basic shots cost no energy and apply no special-skill effects: they use 55% of the species' basic damage, or 35% for support, with normal gene and level multipliers.
Defensive companions finish an engaged fight rather than abandoning it solely because the caretaker's initial hit aged out. Aggressive companions retain a valid target instead of switching to slightly closer enemies; direct caretaker threats still take priority. Brief obstructions allow up to two seconds of pursuit, but attacks still require visibility and cannot pass through walls. Wounded bonded slimes use companion positioning instead of the automatic flight response of docile wild slimes. Territory limits, ally protection, Passive stance, and skill costs remain enforced.