Choosing the right class in Mewgenics is one of the most important decisions you’ll make before a run. Classes define how each cat behaves in combat, what abilities they can learn, and which roles they fill on the battlefield.
Because Mewgenics uses grid-based, turn-based combat, positioning, survivability, and ability synergy matter just as much as raw damage.
1. Mewgenics Best Class Tier List
Each class is represented by a collar, equipped before a run. As cats level up, they gain access to abilities from their class-specific pool, shaping their long-term effectiveness. Below is the best classes tier list in Mewgenics, ranked by their performance in combat:
|
Tier |
Class |
|
S-Tier |
Fighter, Cleric |
|
A-Tier |
Butcher, Hunter, Tank, Jester |
|
B-Tier |
Monk, Psychic, Mage, Thief |
|
C-Tier |
Tinkerer, Druid, Necromancer |
2. S-Tier
S-Tier classes are the strongest and most reliable picks in Mewgenics. They perform well in nearly every situation, scale cleanly into late-game fights, and are easy to build around.
2.1 Fighter
The Fighter is the strongest frontline DPS in Mewgenics, built to aggressively close distance and delete enemies with raw physical power. Fighters shine early and remain deadly into the late game due to excellent scaling and simple, reliable mechanics.
Stat Modifiers: +2 Strength, +1 Speed, −1 Intelligence
Strengths
- Extremely high melee damage output
- Strong early-game dominance
- Excellent mobility through movement-based skills
- Multiple cleave and multi-target attacks
- Easy to pilot with low mechanical complexity
- Scales well against elite enemies and bosses
Weaknesses
- Constant exposure to enemy attacks
- Weak magic synergy and low mana efficiency
- Relies heavily on positioning and frontline support
How to Play Fighter
- Berserk — Activate at the start of combat to gain +Strength buff for heavy damage (turn into Berserker Dash afterward).
- Berserker Dash — Dash toward the nearest high-threat enemy (caster or elite) and hit them.
- Bull Rush — If Berserker Dash is on cooldown or unnecessary, dash and attack again toward the priority target.
- Big Punch/Cosmic Punch — Use one of these high-damage melee attacks to finish weakened enemies or deal heavy damage to bosses.
- Synchro Spin — If multiple enemies are adjacent and you have allies nearby, use this to hit everyone at once.
- Tail Whip — Use when surrounded or when you need to hit two directions at once.
2.2 Cleric
The Cleric is an S-tier support class whose primary role is keeping the team alive through healing, revives, and status management. Clerics rarely decide fights through damage; instead, they win runs by preventing deaths, undoing mistakes, and stabilizing long encounters.
Stat Modifiers: +2 Charisma, +2 Constitution
Strengths
- Strong, repeatable single-target and group healing
- Access to revives, making failed turns recoverable
- Can cleanse injuries and negative status effects
- Excellent sustain in long fights and boss encounters
- Enables aggressive play from Fighters and other frontline classes
Weaknesses
- Very low damage output
- Slow movement and poor repositioning
- Vulnerable if enemies bypass the frontline
- Relies heavily on teammates to finish enemies
How to Play Cleric
- Breath of Life – Heal the most injured frontline ally at the start of your turn.
- Born Again – Apply early in fights or before bosses to boost survivability and recovery.
- Cure/Cleanse – Remove injuries or harmful effects from key allies before they escalate.
- Revive – Use immediately when a cat goes down; do not delay unless the area is unsafe.
- Blind/Debuff Ability – Reduce enemy accuracy or threat when healing is not urgent.
- Reposition Behind Allies – End your turn out of enemy threat range and behind the frontline.
3. A-Tier
These classes often excel in specific roles or team compositions and can rival top-tier classes when played correctly, but they usually require better positioning, stronger synergy, or more careful decision-making to reach their full potential.
3.1 Butcher
The Butcher is a frontline bruiser that blends high health, strong melee damage, and self-sustain into a single role. Unlike pure tanks, Butchers actively threaten enemies while absorbing damage, making them ideal for prolonged fights and elite encounters.
Stat Modifiers: +3 Constitution, +2 Strength
Strengths
- Very high survivability due to massive Constitution
- Strong melee damage with reliable cleave abilities
- Excellent sustain through food generation and healing
- Can control enemy positioning using Meat Hook
- Performs well in long, drawn-out fights
- Functions as both damage dealer and damage sponge
Weaknesses
- Very low mobility and slow repositioning
- Vulnerable to ranged enemies and kiting
- Relies on enemies being close to be effective
- Can struggle if isolated or surrounded without support
How to Play Butcher
- Meat Hook – Pull a priority enemy (caster or elite) into melee range.
- Cleave/Spin Cleave – Hit multiple enemies once they cluster around you.
- Slice and Dice – Focus damage on the highest-threat target.
- Chomp – Heal yourself while dealing damage during extended fights.
- Basic Attacks – Finish weakened enemies to maintain pressure.
- Hold Position – Stay engaged to block paths and protect allies behind you.
3.2 Hunter
The Hunter is a default ranged class that excels at dealing high damage from a safe distance while controlling the battlefield. Unlike frontline fighters, Hunters avoid taking hits by keeping their distance, using critical hits, traps, and sniper abilities to eliminate high-priority targets efficiently.
Stat Modifiers: +3 Dexterity, +2 Luck
Strengths
- Massive critical damage with sniper abilities
- Can hit enemies from long range, bypassing obstacles and allies
- Excellent for boss fights due to consistent, high damage output
- Battlefield control with abilities like Bear Trap, Sniper, Bullseye, and Arrow Flurry
- Works well with trap control or critical hit-focused builds
- Can target enemies safely before they reach your team
Weaknesses
- Low survivability if enemies close the distance
- Slower movement compared to Clerics and Fighters
- Struggles in close-quarters combat or against melee swarms
- Requires careful positioning to remain effective
How to Play Hunter
- Bear Trap – Immobilize high-threat enemies approaching your team.
- Sniper – Focus long-range attacks on priority targets, maximizing critical hits.
- Bullseye – Apply damage boosts or status effects to key enemies from distance.
- Arrow Flurry – Hit multiple clustered enemies while maintaining distance.
- Lobbed Shot – Use as standard ranged attack for mid-range targets or to bypass obstacles.
- Positioning – Keep your distance; avoid melee combat and use terrain to your advantage.
3.3 Tank
The Tank is a defensive frontline class in Mewgenics that specializes in absorbing damage, protecting allies, and controlling enemy positioning. Unlike damage dealers, Tanks focus on durability and battlefield control, making them ideal for prolonged fights and safeguarding weaker teammates.
Stat Modifiers: +4 Constitution, -1 Dexterity, -1 Intelligence
Strengths
- Extremely high survivability due to top-tier Constitution
- Absorbs damage to protect allies from one-shot attacks
- Can push, knock back, or reposition enemies for battlefield control
- Excels at standing in front of enemies, allowing teammates to deal damage safely
- Functions as a damage sponge in long fights
- Ideal for defensive playstyles and controlling enemy movement
Weaknesses
- Low damage output compared to offensive classes
- Reduced Intelligence limits ability usage and utility
- Slower movement and less flexible in repositioning
- Ineffective if isolated without support or if enemies bypass the frontline
How to Play Tank
- Hold Position – Stand in the frontline to absorb damage and protect squishier allies.
- Push / Knockback Abilities – Reposition high-threat enemies or block paths to control fights.
- Taunt / Threat Management – Draw enemy focus to reduce damage on teammates.
- Basic Attacks – Use low-damage attacks strategically to finish off weakened enemies.
- Positioning – Stay between enemies and vulnerable allies; maintain control of chokepoints.
3.4 Jester
The Jester is a flexible, hybrid class in Mewgenics that can adapt to any combat situation by combining abilities from all other classes. Unlike specialized classes, Jesters excel at versatility and creativity, making them ideal for players who enjoy building hybrid or custom strategies.
Stat Modifiers: None (starts neutral, no bonuses or penalties)
Strengths
- Maximum flexibility: Can use abilities from Hunter, Tank, Cleric, Fighter, or Monk
- Adaptive gameplay: Switch roles mid-combat to respond to changing situations
- Extra rerolls on ability selection when leveling, enhancing customization
- Can copy abilities and effects from other collars for hybrid builds
- Excellent for players who enjoy experimenting with combinations and synergies
Weaknesses
- Starts weaker than specialized classes in pure damage, survivability, or utility
- Heavily relies on Luck for ability selection, making early progression inconsistent
- Requires strong game knowledge to optimize hybrid builds effectively
- Can struggle in highly specialized encounters without careful planning
How to Play Jester
- Ability Selection – Choose skills strategically from other classes to suit your team’s needs.
- Adapt Mid-Combat – Switch between ranged, melee, support, or crowd control depending on the scenario.
- Copy Effects – Use your passive to mimic enemy or teammate abilities for maximum advantage.
- Reroll Advantage – Utilize extra rerolls when leveling to refine your hybrid build.
- Positioning – Stay versatile; leverage mobility and ability diversity to avoid vulnerabilities.
4. B-Tier
B-Tier classes in Mewgenics are solid, situational choices that can perform well under the right circumstances. While they offer useful abilities and combat potential, they generally have more weaknesses compared to A-Tier classes and require careful play to maximize their effectiveness.
4.1 Monk
The Monk is a versatile hybrid class in Mewgenics that blends melee and ranged combat with unique stance-switching and combo mechanics. Monks can switch between close-range and long-range stances seamlessly, making them ideal for players who enjoy flexible, adaptive combat.
Stat Modifiers: +2 Intelligence, +2 Charisma, -2 Strength, -2 Dexterity
Strengths
- Switch between melee and ranged stances to adapt to different encounters
- Abilities like Combo Throw, Combo Pull, Way of the Hare, and Running Jab chain together for massive damage
- Abilities enhance movement, repositioning, and avoiding damage
- Gear sets provide +2 shield per turn, boosting survivability over time
- High mana regeneration and pool due to Intelligence and Charisma bonuses
Weaknesses
- Lower melee and ranged base damage compared to specialized classes
- Strength and Dexterity penalties reduce early attack power
- Requires ability management and timing to maximize combos effectively
- Can struggle if caught out of position without proper stance switching
How to Play Monk
- Stance Switching – Alternate between melee and ranged stances depending on enemy distance.
- Combo Attacks – Chain abilities like Combo Throw and Running Jab to maximize damage.
- Mobility Use – Utilize movement-enhancing skills to avoid attacks and control positioning.
- Shield Management – Rely on passive shields to sustain through prolonged fights.
- Action Economy – Plan combos and stance transitions carefully to optimize every turn.
4.2 Psychic
The Psychic is a support and control class in Mewgenics that specializes in manipulating enemies and objects with mind powers. Unlike damage-focused classes, Psychics excel at controlling the battlefield, slowing or repositioning foes to give teammates a tactical advantage.
Stat Modifiers: +1 Intelligence, +1 Charisma, +1 Speed
Strengths
- Exceptional crowd control, able to slow, pull, or push enemies
- Can manipulate objects and the environment to gain tactical advantage
- Supports allies by controlling enemy positioning rather than relying on damage
- Fast movement and improved mana pool thanks to Intelligence, Charisma, and Speed bonuses
- Abilities like Gravity Pull, Increase Gravity, and Telekinetic Pull allow precise battlefield manipulation
Weaknesses
- Low Constitution makes the Psychic fragile and vulnerable in direct combat
- Deals minimal damage compared to offensive classes
- Heavily reliant on teamwork to maximize effectiveness
- Requires careful positioning and timing to avoid being overwhelmed
How to Play Psychic
- Control Enemies – Use Gravity Pull and Telekinetic Pull to slow or reposition foes.
- Support Teammates – Manipulate enemy positioning to protect allies or set up combos.
- Object Manipulation – Use mind powers on the environment to create barriers or hazards.
- Positioning – Stay at mid-range to avoid damage while maintaining control over enemies.
- Mana Management – Use abilities efficiently to maintain battlefield control throughout fights.
4.3 Mage
The Mage is a default ranged spellcasting class in Mewgenics that specializes in elemental magic and devastating AoE attacks. Mages deal high damage from a distance, using powerful spells to control and eliminate groups of enemies while supporting their team with utility and survival abilities.
Stat Modifiers: +2 Intelligence, +2 Charisma, -2 Strength, -2 Constitution
Strengths
- Exceptional ranged magical damage with elemental spells like Lightning, Ice, and Fire
- Powerful AoE attacks such as Meteor Storm and Mega Blast to control crowds
- Utility abilities like Teleport, Cryo-Heal, and Absorb enhance mobility and survivability
- Gear bonuses provide extra starting mana, allowing more frequent spellcasting
- Becomes increasingly powerful as more spells and gear are unlocked
Weaknesses
- Low Constitution makes the Mage fragile in melee combat
- Strength penalty reduces effectiveness at close range
- Heavily reliant on mana management and positioning to stay alive
- Can struggle against enemies that close the distance quickly
How to Play Mage
- Cast Elemental Spells – Use AoE abilities to damage multiple enemies at once.
- Teleport – Move quickly to avoid melee threats or reposition strategically.
- Cryo-Heal / Absorb – Use defensive abilities to sustain yourself in prolonged fights.
- Positioning – Maintain distance from enemies to maximize spell effectiveness and survivability.
- Mana Management – Balance spell usage to avoid running out during critical moments.
4.4 Thief
The Thief is a mobility and damage-focused class in Mewgenics that excels at repositioning, dodging danger, and landing critical strikes. Thieves rely on speed and positioning to deal damage effectively while avoiding enemy attacks, making them ideal for hit-and-run or aggressive playstyles.
Stat Modifiers: +4 Speed, +1 Luck, -1 Strength, -1 Constitution
Strengths
- High mobility: Can move quickly around the battlefield and dodge enemy attacks
- Critical hits: Luck bonus increases chances for critical strikes and special effects
- Stealth and positioning: Can start battles hidden and gain additional dodge chance
- Backstab potential: Deals massive damage when attacking enemies from behind or specific tiles
- Excels at aggressive, hit-and-run combat
Weaknesses
- Low Constitution makes the Thief fragile in melee combat
- Strength penalty reduces base melee damage
- Effectiveness heavily relies on positioning and map awareness
- Vulnerable if enemies close the gap or catch them off-guard
How to Play Thief
- Position Strategically – Stay behind enemies or on advantageous tiles to maximize damage.
- Use Dodge – Exploit high Speed and dodge bonuses to avoid attacks.
- Hit-and-Run Attacks – Reposition after attacking to stay safe and maintain pressure.
- Backstab / Critical Focus – Focus on abilities and attacks that trigger from behind enemies.
- Team Synergy – Coordinate with allies to create openings for maximum damage output.
5. C-Tier
C-Tier classes in Mewgenics are generally not recommended due to their significant limitations and weaknesses in combat. While they can occasionally be effective in niche situations or with specialized builds, they often struggle with survivability, damage output, or utility compared to higher-tier classes.
5.1 Tinkerer
The Tinkerer is a hybrid/utility class in Mewgenics that specializes in crafting weapons, gadgets, and tech-based abilities. Unlike straightforward damage dealers, Tinkerers rely on skill management and crafted gear to influence combat, making them ideal for players who enjoy strategic planning and experimental builds.
Stat Modifiers: +4 Intelligence, -1 Luck, -1 Charisma
Strengths
- Can craft weapons and gadgets to adapt to different combat situations
- High Intelligence enhances mana, Tech abilities, and crafting potential
- Offers utility and versatility through unique tech-based mechanics
- Potentially very powerful with stacked Tech builds
- Adds strategic depth for players who enjoy planning and managing resources
Weaknesses
- Low Luck and Charisma reduce critical hit chance and mana efficiency
- Crafted weapons are inconsistent and can be unreliable without proper planning
- Requires careful Tech stacking and skill management to be effective
- Feels weaker than straightforward damage or control classes if not optimized
How to Play Tinkerer
- Craft Weapons Strategically – Use the Craft ability to generate weapons suited for current encounters.
- Manage Tech – Stack Tech bonuses to improve the power and reliability of crafted gear.
- Skill Selection – Choose abilities that complement your crafted weapon strategy.
- Positioning & Planning – Avoid direct frontline combat unless prepared with strong crafted gear.
- Resource Management – Optimize mana and gear to maximize the effectiveness of your tech builds.
5.2 Druid
The Druid is a support and summoning class in Mewgenics that focuses on nature magic, creature summoning, and buffs. Instead of dealing heavy damage directly, Druids enhance the battlefield through allies, transformations, and team synergy, making them ideal for strategic and supportive playstyles.
Stat Modifiers: +3 Charisma, +1 Luck, -2 Constitution
Strengths
- Can summon familiars and creatures like crows, squirrels, and caterpillars to fight alongside them
- Abilities like Form of the Elk allow shapeshifting for added versatility
- Charisma bonus improves spell interactions and buffs
- Luck bonus increases critical hit chances for both self and summoned allies
- Provides team utility and battlefield control through summons and support abilities
Weaknesses
- Low Constitution makes Druids fragile in direct combat
- Deals minimal direct damage; heavily reliant on summoned creatures
- Early abilities may lack synergy, requiring careful build planning
- Vulnerable if enemies bypass or eliminate summons quickly
- Requires team-focused strategy to maximize effectiveness
How to Play Druid
- Summon Allies – Deploy familiars and creatures to control the battlefield and distract enemies.
- Buff and Support – Use Druid abilities to enhance allies’ performance and survivability.
- Shapeshift Strategically – Utilize transformations like Form of the Elk to adapt to threats.
- Position Carefully – Stay behind summons and allies to avoid direct damage.
- Build Around Teamplay – Focus on synergy between your summons, buffs, and the squad for maximum impact.
5.3 Necromancer
The Necromancer is a dark magic and undead-focused class in Mewgenics that specializes in life-stealing, corpse manipulation, and summoning undead minions. Rather than relying on direct damage, Necromancers control the battlefield by turning fallen enemies into allies and using debuffs to weaken foes.
Stat Modifiers: +2 Constitution, +1 Charisma, -2 Strength
Strengths
- Life-steal abilities like Leech Shot and Full Moon help sustain health during combat
- Can summon skeleton allies using Summon Bones from defeated enemies
- Charisma bonus increases mana pool and spell effectiveness
- High Constitution enhances durability, allowing them to survive longer in fights
- Excels in strategic, build-dependent gameplay, making clever combos highly effective
Weaknesses
- Strength penalty reduces melee attack power, making direct combat weak
- Many abilities are conditional or build-dependent, requiring planning to maximize potential
- Relies on teammates, summons, or gear to unlock full effectiveness
- Minimal damage from basic attacks; most impact comes from spells and minions
- Vulnerable to enemies that can bypass or quickly eliminate summons
How to Play Necromancer
- Leech Life – Use attacks and spells that restore health from enemies.
- Summon Allies – Convert fallen enemies into skeleton minions to fight alongside you.
- Debuff Foes – Apply curses or negative effects to control enemy actions.
- Build-Dependent Strategy – Focus on abilities and gear that synergize with life-steal and undead summoning.
- Positioning – Stay behind allies and minions to maximize survivability while supporting the team.


















