Jelly Operator
Know Your Cells

Amoeba
+10% additive team damage

Plasmid
+15% additive team speed

Ribosome
+50% additive team damage

Organelle
+25% team speed; touching cells attack 1.5x faster

Immunoid
Absorbs critical hits; each hit delays the next obstruction attack

Virus
Infects touching cells; +10% global damage per infected tile

Mitochondria
+50% team speed in a separate multiplier

Gigacyst
+200% team damage in a separate multiplier
Passives and groups of three
Cells contribute team bonuses, even when their personal damage is small. Damage and speed bonuses stack in separate groups. With Cells of Three unlocked, every third cell of a type contributes twice its usual passive. Three Amoebas count as four for the team damage bonus. Virus infection depends on occupied tiles instead.
Virus and Organelle placement
A Virus infects a cell through an orthogonal contact, and the whole cell becomes infected. The team damage multiplier is 1 + infected tiles รท 10. Organelle gives touched cells a local speed multiplier. A cell receives that local boost once, regardless of how many Organelles touch it. Large cells can make infection especially valuable.
Critical condition and revival
Critical Status lets an operation continue after the timer. The obstruction starts killing cells, which can stop a cell's attacks when its core dies. The game keeps team bonuses cached from the start of the operation. Immunoid tiles take priority, and each tile destroyed delays the next kill. Revival Shots let you bring cells back. The simulator's death order is seeded; the game can choose a different order.
Steroids and weakening
Stronkroid gives five seconds of faster attacks. The simulator compares activation times to pick a burst window. Immuno Weakening adds one percentage point to the weakening multiplier for each landed Amoeba hit. This can reward speed and a longer fight over the highest starting DPS. Compare the battle result as well as the headline damage.
Pick a fever for the job
The six Feverizer levels unlock six modifiers in order. Double damage helps pushes; Bloodcells and experience have their own modifiers. Damage and speed can win when faster attacks build Immuno Weakening. Rising fever adds 1% damage per second; it is not exponential despite the in-game wording.
Spend attempts carefully
Clearing a new obstruction refunds the operation attempt. A failed push consumes one, except for the first two obstructions. Farming damage still earns Bloodcells. Daily Transfusion scales with your best Bloodcell operation, and DPS Biometrics rewards a best-ever DPS record.
Cell experience and damage
Cell Biology unlocks experience from attacks that land. Cells gain levels individually, so slow attackers can lag behind. The runtime uses a linear level damage bonus, increased by Cell Mutilation. Cell Metabolism checks each 100 combined levels in this build, even though its description says 10.
What the optimizer can prove
Damage formulas, shapes, costs, and unlocks come from the installed game. Layouts are searched with repeatable random seeds, legal placements, and local improvements. The result is the best layout found within the search budget. The spending plan ranks incremental gains; it is not a proof of the fastest possible route through all 72 obstructions.