Dungeon Boss Wiki


Kelpy Shells
Fast Plant Healer 
Gold Hero



Element: Water
30% vs Fire units
-25% vs Nature units


Excess Tokens:
1 Token → 30 Aether

Unlocked
Background
Waterlogged? There's no such thing as too much water!
Abilities & Traits
&
Attack Speed Fast
Attack Range Ranged
Damage Water
Epic The Magic Conch
Buddy Synergy None
Combat Style

Her plants have been known to rip through metal and rapidly rust anything it touches.
Damage (7/9)
Toughness (6/9)
Team Support (8/9)
Crowd Control (8/9)
Synergy (5/9)
See Hero Rating for more details about this.

Statistics Total Bonus1 Traits2 Epic Base
Attack (ATK) +130% +115% -20% +20%
Defense (DEF) +130% +115% - -
Skill (SKL) +245% +115% +20% +30% 0
Max Health (HP) +176% +115% - +20%
Crit Chance (CRIT) 5% +0% - - 5%
Crit Multiplier 200% - - - 200%
Dodge Chance 0% - - - 0%
Damage Penetration 0% - - - 0%
Damage Reduction 0% - - - 0%
Chaos Damage Reduction 0% - - - 0%

1Bonus (ATK, DEF, SKL, HP) includes Hero Stars (★★★★★★) and Hero Rarity.
2Stats affecting Traits:  Fast

Resistances
Fire
Burned
0%
0%
Nature
Poisoned
Wounded
18%
18%
18%
Water
Frozen
Chilled
Cryosleep
Frostbitten
33%
Immune
33%
33%
Immune
Light 0%
Lightning
Shocked
Paralysis
0%
0%
0%
Dark
Diseased
Banished
0%
0%
0%
Spirit
Feared
Stoned
Possessed
Marked
6%
6%
6%
6%
6%

Abilities (Active) Traits (Passive)
Wash Out Fast
Waterlogged Field Insulated Woolies
Algae Wash Plant Growth
Growth Swell Dryad Ice
Cleansing Aura
Mutual Help
Reed Guard

First Ascension
Second Ascension
Abilities & Traits

&

Abilities & Traits

&

Required Hero Stars and Evos

Evo Cost Index: 2740

Evo Cost Index: 8200

Epic Kelpy Shells
Effect: Chance to deal 3x damage, grow allied Plants, and add Backsplash to all enemies.

Release Date: March 11, 2020

Epic Part 2 Part 3
The Magic Conch Reedy Wand The Conch
If you have Kelpy Shells at level 50 or higher and fully ascended,
you can make this hero Epic.

Doing this raises it's Skill/Max Health/Attack by a set percentage,
as well as adding a special effect to it's Basic Attack.
Check Epic Heroes for more information.

 Kelpy Shells tokens: Heroic Summon Events

There are no Dungeons in which Kelpy Shells tokens are available.

Rune Slots: (standard)
Kelpy Shells has the standard rune slots for a Water hero.
Water Water Fire Light Dark
Abilities & Traits: &

Wash Out
Basic Attack (None)

Basic Ranged Water attack on target enemy with a chance to add Drenched on CRIT.
Effects | Drenched


Waterlogged Field
Special Attack (5 turns, AoE)

Ranged Water attack on all enemies, lifestealing for all allies. Reduces enemy healing and a chance to add Drenched for 3 turns.
Effects | Reduced Healing | Lifesteal | Drenched


Algae Wash
Special Attack (3 turns), requires 1st Ascension

Recovers health split between all allies and cleanses all debuffs. Grows allied Plants and Water allies become Plants. Starts Powered.
Effects | Cleanse | Heal | Starts Powered | Growth


Growth Swell
Special Attack (4 turns, AoE), requires 2nd Ascension

Ranged Water attack on all enemies. Purges two buffs from enemies, cleanses one debuff from all allies, and Grows allied Plants.
Effects | Purge | Cleanse | Growth


Fast
Trait (Passive)

Attacks first, but Attack is reduced by 20% and Skill is boosted by 20%. (Heroes sharing the same Speed go in order of positioning, left to right, as chosen at the beginning of the battle. See Attack Speed for details.)


Insulated Woolies
Trait (Passive)

Cannot be Frozen, Chilled or Frostbitten.
Effects | Freeze Immune | Chill Immune | Frostbite Immune


Plant Growth
Trait (Passive)

This plant grows, increasing Max HP and ATK at the end of each round. (Stacks up to 8 times and resets each encounter. When a hero with Plant Growth moves from one room to another in a Campaign dungeon, they uproot themselves, setting their stacks back to 1 in the new room. Stacks are set to 0 on death.)
Effects | Growth


Dryad Ice
Trait (Passive), requires 1st Ascension

Starts dungeons in Ice Block, reducing damage taken (90% Damage Reduction) and Debuff immune until their first turn. Can't be stolen, copied, or purged.
Effects | Ice Block | Shapeshift | Damage Reduction | Invulnerable


Cleansing Aura
Trait (Passive), requires 2nd Ascension

If the Hero can act at the end of the round, cleanses 1 Debuff on all allies.
Effects | Cleanse


Mutual Help
Trait (Passive), requires 2nd Ascension

Whenever an ally uses an ability that applies a debuff, the Hero will heal 15% of their base Health.
Effects | Heal


Reed Guard
Trait (Passive), requires 2nd Ascension

Plant allies gain DEF for each stack of Growth.
Effects | DEF+

Buffs & Debuffs:

Chill Immune - immunity (Status Effect)
Can't be Chilled which would stop the regeneration of the energy to use special attacks.

Cleanse - effect (Status Effect)
This effect instantly removes 1+ debuff(s) from the target ally.

Damage Reduction - effect (Damage/Damage Reduction)
The damage suffered is mitigated by certain percent. Damage Reduction is capped at 90% and applied multiplicative.

DEF+ - buff (Defense)
Target has boosted DEF.

Drenched - debuff (Attack)
AoE attacks deal less damage.

Freeze Immune - immunity (Status Effect)
Can't be Frozen.

Frostbite Immune - immunity (Status Effect)
Can't be Frostbitten.

Growth - buff (Stack/Health/Attack)
The plant hero grows (max 8 stacks). Growth increases Max Health (~38% for the first 4 stacks to a max of 150%) and Attack (5% for each stack, max 40%). The number indicates their growth level. Purge resets the the counter to 0, and let them shrink. Entering a new room resets it to 1. Can't be copied or stolen.

Heal - effect (Health)
Recovers HP for the target ally.

Ice Block - buff (Shapeshift/Damage Reduction/Status Effect)
Target has +90% Damage Reduction and cannot be buffed or debuffed until their first or next turn. This ability cannot be stolen, copied, or purged.

Invulnerable - buff (Status Effect)
Target is immune to all debuffs.

Lifesteal - effect (Health)
Target heals, or recovers HP, for a % of the damage dealt during an attack.

Starts Powered - effect (Energy)
This Ability has full energy and can be used at the beginning of the battle.

Purge - effect (Status Effect)
This effect instantly removes 1+ buffs from the target.

Reduced Healing - debuff (Health)
Target's healing rate is reduced by 50%.

Shapeshift - effect (Shapeshift)
This hero can take an alternative form, mostly for defense. For a detailed description check out the Hero's traits/buffs and the other effects of the Shapeshift category.
Immunities & Damage Reduction: Under construction, see above 'Buffs & Debuffs'
Ascensions: (2740) = + &
(8200) = +
First Ascension Second Ascension
Coldfire Evo 2x Caveborn Evo 8x
Dark Evo 12x Dark Evo 40x
Nature Evo Monarch 15x Valkyrie Evo 4x
Water Evo 45x Water Evo Monarch 35x
Algae Wash (Special Attack/3 Turns) Growth Swell (Special Attack/4 Turns)
Dryad Ice (Trait/Passive) Cleansing Aura (Trait/Passive)
Mutual Help (Trait/Passive)
Reed Guard (Trait/Passive)
Synergies of Plant heroes (Family):
 Kelpy Shells can get following passive buffs when teamed up with other Heroes:

Plant Heroes get the following passive buffs:

 Epic Rapid Regrowth (Trait) by  Jumbeaux
Allies heal at the end of the round for each stack of Growth on this character. Plant allies also heal for each stack of Growth. (This trait replaces 'Rapid Regrowth' when the Epic is unlocked.)
 Plant Growth (Trait) by  Jumbeaux, Kelpy Shells, Lily Blossom, Moriko, Rocky the Shiitake
This plant grows, increasing Max HP and ATK at the end of each round. (Stacks up to 8 times and resets each encounter. When a hero with Plant Growth moves from one room to another in a Campaign dungeon, they uproot themselves, setting their stacks back to 1 in the new room. Stacks are set to 0 on death.)
 Fungus Amongus (Trait) by  Rocky the Shiitake
Plants gain a chance to poison on basic attack per stack of growth.
 One With Nature (Special Attack) by  Lily Blossom
Allies gain Damage Reflection and life steal for [40% base+0.5%/level] of damage on all attacks for 3 turns. Grows allied Plants. Nature allies become Plants until end of dungeon.
 Pollen Cloud (Special Attack) by  Lily Blossom
Ranged Nature attack on all enemies that grants team Evasion and buffs their DEF for 2 turns, Grows allied Plants.
 Sapping Vines (Special Attack) by  Lily Blossom
Ranged Nature attack on all enemies for [40% ATK] base damage and absorbs health for allies, reduces enemy healing, and Grows allies Plants for 3 turns.
Synergies of Water heroes (Element):
 Kelpy Shells can get following passive buffs when teamed up with other Heroes:

Water Heroes get the following passive buffs:

 Water Guard (Trait) by  Sir William
Increase DEF by [10%/15%/20%] for all Water allies. The boost increases with the rank (I/II/III) of this trait.
 Water Heart (Trait) by  Yasmin Bloom
+20% Max HP for self and Water allies.
 Shattering Team (Trait) by  IGOROK
Boosts damage vs Frozen targets for all Water allies.
 Elemental Empowerment (Water) (Trait) by  Samurai Takumi
ATK increases for each Water ally.
 Torrential Tides (Trait) by  Kai Makani
Water allies gain +15% Damage Penetration.
 Wave Rider (Trait) by  Kai Makani
Starts dungeons with +1 Energy and +10% Max Health for EACH other Water ally on the team.
Synergies of Healer heroes (Class):
Other Synergies of Heroes:
 Kelpy Shells can get following passive buffs when teamed up with other Heroes:

All Heroes get the following passive buffs:

 Adept Strikes (Trait) by  Serenity
Allies and self gain Haste after using a single target Melee Physical attack once per round.
 Critical Energy (Trait) by  Indigo
Grants team +1 Energy on CRITs.
 Cleansing Aura (Trait) by  Dagrund Blacksmoke, Kelpy Shells
If the Hero can act at the end of the round, cleanses 1 Debuff on all allies.
 Cloak of Fire (Trait) by  Ember Sanguine
Allies gain immunity to burn and take 50% less damage from fire attacks.
 Eyes of the Beholder (Special Attack) by  Iris
Buffs team +ATK, then does a Ranged Dark attack on enemies.
 Fiery Renewal (Trait) by  Ember Sanguine
Whenever a Burn debuff is applied to an enemy, all allies gain +5% max health.
 Fire Nova (Special Attack) by  Ignus the Mad
Ranged Fire attack on all enemies, with Rage adding an additional chance to Burn. Grants team Burning Touch (chance to Burn on Basic attacks).
 Frost-Tipped Blades (Trait) by  Samurai Takumi
Grants the team a chance to Chill on Melee Physical attacks.
 IFF Targeting (Basic Attack) by  Bauble
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
 Immunize (Trait) by  Mire, Zen
Each ally healed will gain Impervious (Cannot be Poisoned, Burned, Frozen, Chilled, Shocked, nor Diseased) for two turns.
 Master Assassin (Trait) by  Black Diamond
Self and allied single target abilities deal 100% more Damage on CRITs.
 Mend (Trait) by  Chief NubNub
Heal Team for [50% ATK] on CRIT. Triggers when landing a critical hit from a basic attack.
 Not Alone (Trait) by  Alrakis Skullkeeper, Lumin the Radiant
This hero gains +10% Damage Reduction for each other living ally.
 Sanctified Spell Absorption (Trait) by  Serenity
Allies take significantly reduced damage from non-Physical (-60%) and Chaos attacks (-20%).
 Sanctified Swamp (Trait) by  Grettle
All allies take 50% reduced Chaos Damage.
 Shell Power (Trait) by  Grondar
Allied Heroes gain Shell protection (allies cannot be Burned, Frozen, Chilled, Paralyzed or Shocked).
 Shielding Soul (Trait) by  Dagrund Blacksmoke
When killed, remaining allies gain an Aegis Shield.
 Spellseeker Weapons (Trait) by  Serenity
Allies Melee attacks have a chance to purge a buff on basic attack and can’t be retaliated against by Melee attackers.
 Spread the Wealth (Trait) by  Augustus
When at full HP, this Hero heals the team for a % of his HP every turn.
 Team Energy Vault (Trait) by  Ekko
Self and allies are immune to Exhaustion (=Energy Loss that is caused by use of abilities). Note: Passive traits like epic Malice "All Hope is Lost" can still drain energy.
 Team Precision (Trait) by  Pignius Maximus
Boosted CRIT damage for all allies. CRIT Multiplier is increased by [50%], percentage increases slightly with SKL.
 Venomous Embrace (Trait) by  Cobressa
Heals allies when Venom is applied on the enemies by Cobressa. The heal amount increases with the rank (I/II) of this trait. Enemies immune to Venom prevent the heal effect.
 Shard of Darkness (Trait) by  Craw, Mire
Allies start dungeons with [1/2/3] stacks of Foresight.
 Tempered Soul (Trait) by  Alrakis Skullkeeper
All allies and self gain an additional [5%/10%/15%] Chaos Damage Reduction (max 50%), depending on the rank of this trait (I/II/III). Skill increases the percent value.
 The Calm Before (Special Attack) by  Jin Lei
Silences all enemies and Buffs allies' Damage. This Hero gains stacks of Storm Power equal to the number of Light or Honorbound Heroes on the team. Starts Powered. (The Empowered Buff to applied to all allies and the caster to double (2x) their damage.)
Counters:
 Kelpy Shells can be countered by making use of the following traits and special attacks:

Plant Heroes are vulnerable to:

 Buzz Saw (Special Attack) by  Hagrim Felhorn
Melee Physical attack on target enemy with 75% splash damage that inflicts Nerve Damage on hit. Deals 3x damage to Flying and Plant enemies.
Non-Armored Heroes are vulnerable to:

 Flesh Shredder (Trait) by
 Jabber Clenchjaw
 Jibber Clenchjaw
 Mangle Jaw
2x damage against non-Armored targets.
 Incite Doom (Special Attack) by  Emperor Zulkodd
3 Melee Physical attacks on target enemy that deals 3x damage to non-Armored targets. If target dies, all other enemies' HP is set to 75% of their current HP.

Notes and Tips[]

 Kelpy Shells joined on December 2, 2019 during day 7 of the Fantastic Feasts 2019 event. She, the Water Plant, is the 98th Hero in the game.

Gallery[]