Mewgenics: What is Forbidden Frost – Effect Breakdown, Battle Use, Damage and Healing, and Risks Explained

What to know

  • Forbidden Frost is presented as a forbidden spell that applies Freeze 2 to almost everyone, sparing you and one chosen unit.

  • It also deals 5 damage to enemies while healing allies for 5 HP, making it both control and sustain in one cast.

  • The spell is limited to once per battle, so timing matters more than raw value.

  • Forbidden spells in Mewgenics are associated with permanent consequences such as disorders, so the upside comes with long-term risk.


In Mewgenics, Forbidden Frost is a perk card that reads like a power move and a warning label at the same time. In a game built around tactical fights and long-run consequences, this kind of effect is designed to tempt you into taking short-term control now, even if it warps your run later.

Pointer Quick details
Type Forbidden spell with permanent-consequence warning. 
Crowd control Applies Freeze 2 broadly, excluding you and one chosen unit. 
Damage and healing Deals 5 damage to enemies and heals each ally 5 HP. 
Cast limit Castable once per battle. 
Long-run risk Forbidden spells can lead to disorders (which may be mixed positive/negative). 
 

What Forbidden Frost really does

The headline is the Freeze 2 blanket: most units get locked down except for you and one other unit you pick, which effectively creates a temporary numbers advantage where only your side is truly operational. Because it also deals 5 damage to enemies and heals allies 5 HP, it doubles as a swing turn that can stabilize your team while pushing opponents closer to cleanup range.

Reddit: Deltarune

That design fits how Mewgenics often trades immediate power for future complications, since the game explicitly ties forbidden spells to disorders gained through events or forbidden magic. In other words, you’re not just choosing a combat trick; you’re choosing to potentially rewrite the rest of your run.

When casting Forbidden Frost tends to make sense

You generally get the most out of once-per-battle effects when you treat them like a pivot point rather than a routine cast. Since the card spares you and one chosen unit, you can plan turns where that chosen unit is positioned to capitalize, for example by finishing priority targets or protecting fragile allies during the freeze window.

Because forbidden spells can be linked to disorders, it’s smart to think in terms of risk budgeting: if your run is already shaky, the immediate swing might be worth the long-term downside, but if you’re cruising, you may not want to invite chaos.

How to use Forbidden Frost in a fight

Step 1

Identify the one unit you want active besides you, then choose it deliberately based on what wins the fight fastest, since everyone else is expected to eat Freeze 2.

Step 2

Cast Forbidden Frost at the moment it creates a tempo break, ideally when enemies are about to act or when your team needs a reset, because it simultaneously controls the field, damages enemies, and heals allies.

Step 3

Use your spared turn advantage to remove the biggest threat first, since the spell is once per battle and you want lasting value from the window it creates.

Step 4

After the fight, be ready to adapt your run if consequences appear, because forbidden spells are associated with disorders that can change how your cats behave or perform.

Forbidden Frost is a high-impact panic button that can also be a planned win condition if you build around acting while others can’t. If you like runs that embrace volatility and adaptation, the forbidden-spell consequence system makes this kind of card especially interesting, because it can reshape your cats through disorders after you take the power.

Leave a Reply

Your email address will not be published. Required fields are marked *