Unlocking All Collar Classes in Mewgenics: Top Picks for Your Party

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Mewgenics can be quite the challenge for your feline crew. Some cats may be born with genetic quirks, others might sustain injuries from skirmishes, and some could even be lost in battle—all of which can be beyond your control. However, you do have the power to choose your cats’ classes, represented by different collars.

Each of the 13 classes offers unique abilities, but you can only select up to four for each run. The upgrades and items you find during your journey further differentiate each class, making your choices and team composition crucial. Fortunately, with the right skill combinations, any class in Mewgenics can shine, so don’t stress if you have favorites.

Here’s a rundown of all 13 classes in Mewgenics and how to unlock them:

Class

Unlock Requirements

Stats

Fighter

Available immediately

+2 Strength, +1 Speed, -1 Intelligence

Hunter

Available immediately

+3 Dexterity, +2 Luck, -1 Constitution, -2 Speed

Mage

Available immediately

+2 Intelligence, +2 Charisma, -1 Constitution, -1 Strength

Tank

Available immediately

+4 Constitution, -1 Intelligence, -1 Dexterity

Cleric

Complete the Alley and talk to Butch

+2 Charisma, +2 Constitution, -1 Speed, -1 Dexterity

Thief

Complete the Sewer and talk to Butch

+4 Speed, +1 Luck, -1 Strength, -1 Constitution

Necromancer

Complete the Junkyard and talk to Butch

+2 Constitution, +1 Charisma, -2 Strength

Tinkerer

Complete the Shelter and talk to Butch

+4 Intelligence, -1 Luck, -1 Charisma

Druid

Complete The Crater and talk to Butch

+3 Charisma, +1 Luck, -2 Constitution

Butcher

Complete The Core and talk to Butch

+3 Constitution, +2 Strength, -2 Speed

Psychic

Complete The Moon and talk to Butch

+1 Intelligence, +1 Charisma, +1 Speed, -1 Constitution

Monk

Complete The Lab and talk to Butch

+2 Intelligence, +2 Charisma, -1 Strength, -1 Constitution

Jester

Complete The Rift and talk to Butch

No stat bonuses

Clerics are arguably the most vital class in Mewgenics, as they can heal and remove negative effects that can spiral out of control if not addressed. As you delve deeper into runs and tackle tougher challenges, having the ability to heal your team during combat can be a game-changer.

Clerics also possess the Cleanse ability, which is essential for removing common negative effects like bleed and poison that become more prevalent in later areas. This ability can prevent these effects from stacking and potentially wiping out your team. Additionally, it can negate certain ability downsides, such as the Fighter’s Berserk skill that inflicts Bruise. You can even upgrade Cleanse to grant shields to allies for each debuff removed.

Clerics provide a variety of invaluable buffs. I particularly enjoy using Swift Servant to enhance a Fighter or Thief, allowing them to maneuver more freely on the battlefield.

While it may be a starting class, the Hunter stands out as a top-tier damage dealer throughout the game. With powerful long-range attacks, Hunters can eliminate targets from a distance while often avoiding melee hazards. They aren’t particularly tanky, so you’ll need to strategize around this vulnerability.

Hunters also have access to various trap skills, such as Tactical Retreat, which leaves a trap behind as you teleport to safety, and the Traps passive that allows you to set bear traps from afar, dealing bonus damage when an enemy is caught. This is excellent for crowd control and can counter many bosses’ unique mechanics, like Dybbuk’s dodges. Just be cautious not to hinder your own team with poorly placed traps.

The Marked skill is especially potent, boosting your team’s damage against a single target or an entire enemy type when upgraded. Pair this with other strong attacks like Arrow Flurry for massive damage in a single turn. Notably, attacks against a marked target will never miss, significantly enhancing the effectiveness of spells that typically have a chance to miss and countering enemies that dodge or hide.

The Fighter is another starting class that remains effective throughout the game, delivering heavy damage in close combat. They also boast decent durability with armor-providing gear, allowing for high mobility and crowd control through skills like Inhale, Gravity Slam, and passives such as Scars and Hamster Style.

One of my favorite Fighter builds utilizes Berserk for a self-buff (which can be cleansed by Clerics), followed by charging in with Fire Punch and powerful basic attacks.

Unlike some other classes, such as the Psychic or Tank, Fighters don’t pose much risk of accidentally harming or debuffing their teammates, making them a low-risk, high-reward option.

In turn-based combat, managing your turn economy is crucial. The Necromancer can manipulate the turn order by summoning undead armies, allowing you to overwhelm key enemies before they can strike.

With high constitution and a life-stealing basic attack, the Necromancer can be surprisingly resilient while dealing more damage than a traditional frontliner like the Tank, especially in prolonged boss encounters where their leech effect can accumulate each turn. Just remember that zombie cats will consume corpses, which could include your own allies.

The Monk is a versatile class, capable of switching between ranged and melee stances and attacking twice per turn. While they may not deal as much damage early in a run, with the right skills, Monks can become formidable, using their extra attacks to amplify many buffs and effects.

Since the effectiveness of each class often depends on the stage (for instance, melee classes struggle in the Crater and Sewers), Monks excel in their adaptability, fitting into various roles from defensive frontline fighter to magic damage dealer.

Your four little kitties need to work together to form a strong team, compensating for each other’s weaknesses and amplifying strengths. Early on, when your class and item options are limited, a solid team composition would be:

This setup is aggressive and tanky, capable of delivering heavy damage each turn. The Hunter provides essential ranged damage and is a more reliable choice than the Mage, the other starting ranged class. It’s a safe option, which is crucial at this stage.

As you progress through later zones, gain access to more items, and unlock additional classes, the need for a dedicated tank diminishes, especially since Fighters and Clerics can serve as effective frontliners on their own. In that case, consider a party composition like this:

Remember, your party composition should be tailored to the stage you’re tackling. For example, the Sewers and Crater present significant challenges for melee classes due to their hazards, so opting for classes with ranged capabilities like the Monk or Mage, or even the Psychic and Tinkerer with the right skills, can be more reliable choices.

End of Article

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