Jellyfish
The Jellyfish is a fragile but irritating hollow: low health, low-medium damage, and a fully ranged, electricity-themed kit. Its Electric Ball projectile is parryable, blockable and dodgeable with low damage and low posture damage - but it is documented as tracking, so lazy sidesteps will not shake it the way they shake a straight-line cero.
Electric Field is the zone-control move: an area effect around the Jellyfish dealing low damage, documented as dodgeable only. Since blocking is not listed as an option, back out of the field's radius rather than turtling inside it. With so little health behind those tricks, the Jellyfish usually dies quickly once you close the distance.
It drops the Electric Core, a hollow part it shares with the Armadillo - and since the Armadillo drops two per kill, the Jellyfish is the softer but slower way to farm cores. The community source does not document where Jellyfish spawn, and the card's name is spelled 'Jelllyfish' on the original board - preserved here in the slug for cross-reference.
Details
Moveset
Electric Ball: parryable, blockable, dodgeable - low damage, low posture damage, with documented tracking, so it follows you until it connects or hits terrain. Electric Field: low damage, dodgeable only - an area denial pulse you should simply walk out of.
Gallery
Click any image to enlarge.
FAQ
What does the Jellyfish drop?
The Electric Core hollow part. Armadillos drop the same core - two at a time - so pick your farm based on how tanky an enemy you want to fight.
Can I block the Jellyfish's attacks?
Electric Ball can be parried or blocked, but Electric Field is documented as dodgeable only - step out of its radius instead.
Other enemies
Source-checked
Compiled from community documentation and cross-checked sources; values pending in-game verification. updated · GuideDex staff. Report a correction.