Choosing the right class in Mewgenics can make the difference between dominating Act 3 bosses and watching your entire squad get wiped in the sewers. With 14 collars available (plus the Collarless option), understanding which classes perform consistently versus which require perfect RNG becomes essential for successful runs.
This tier list breaks down every Mewgenics class based on reliability, late-game performance, and how well they function when skill drafts don’t go perfectly. Let’s find your new favorite collar.
S-Tier Classes (The Meta Defines)

Cleric – The Run Saver
Unlock: Complete Act 1 – Alley, then speak with Butch
Stats: +2 Charisma, +2 Constitution, -1 Speed, -1 Dexterity
The Cleric sits at the top for one simple reason: it keeps everyone alive. Late-game Mewgenics becomes a brutal war of attrition where injuries, diseases, and debuffs stack quickly. Clerics provide reliable healing, revive downed cats, and cure injuries that would otherwise end runs.
The Cleanse ability removes devastating negative effects like bleed and poison before they snowball. You can even use it to remove downsides from your own abilities (like Fighter’s Berserk self-inflicted Bruise).
Items like Nurse Mask and Scrubs boost healing output further, while Open Wounds provides offense when needed by scaling damage based on enemy missing health.
Hunter – The Sniper King
Unlock: Available by default
Stats: +3 Dexterity, +2 Luck, -1 Constitution, -2 Speed
The Hunter delivers some of Mewgenics’ highest damage from complete safety. Heavy Shot and Arrow Flurry obliterate targets at range, but accuracy problems can ruin runs.
Here’s the trick: common items like Monocle, Man’s Glasses, and Bullseye guarantee physical attacks always hit, completely negating the Hunter’s main weakness. Once you secure hit-guarantee items, Hunters become unstoppable boss killers.
The Marked skill increases team damage against single targets (or entire enemy types when upgraded) and makes marked enemies impossible to miss – perfect for countering dodge-heavy bosses like Dybbuk.
Fighter – The Action Economy Monster
Unlock: Available by default
Stats: +2 Strength, +1 Speed, -1 Intelligence
Turn-based combat revolves around action economy, and Fighters dominate this aspect. Multiple abilities refresh actions, grant bonus attacks, or improve mobility dramatically.
Skills like Confront, Leap, Meteor Slam, and Berserker Dash close gaps instantly. Follow up with wide-area attacks (Spin, Side Slash) or bonus strikes via Stoopzerk. Cosmic Punch literally removes enemies from combat temporarily by uppercutting them into orbit.
Fighters fit seamlessly into any team composition without requiring specific support, making them incredibly consistent across all runs.
A-Tier Classes (Strong and Reliable)
Tank – The Immovable Wall
Unlock: Available by default
Stats: +4 Constitution, -1 Intelligence, -1 Dexterity
Tanks absorb punishment while protecting squishier teammates. Steelskin shrugs off tremendous damage until turn’s end, while Goad and Bodyguard redirect enemy aggression.
The downside? Some level-ups offer situational rock-based skills (spawning rocks, petrifying enemies) that don’t always match your needs. Despite this, raw survivability keeps Tanks consistently valuable.
Butcher – The Sustain Juggernaut
Unlock: Complete Act 2 – Core, then speak with Butch
Stats: +3 Constitution, +2 Strength, -2 Speed
The Butcher’s Meat Hook pulls distant enemies into melee range (think Scorpion from Mortal Kombat), then Cleave creates food pickups while dealing area damage.
High Strength clears enemy packs, while high Constitution provides survivability. The twist? Butchers heal by eating food drops scattered across battlefields. Skills like Succ, Glutton, or Hog Rush maximize food collection, creating a self-sustaining damage dealer.
Mage – The Glass Cannon
Unlock: Available by default
Stats: +2 Intelligence, +2 Charisma, -1 Constitution, -1 Strength
Mages blast enemies with devastating spells like Magic Missile (free casts) and Meteor Storm (horde obliteration). Intelligence and Charisma boost mana regeneration, enabling frequent spellcasting.
The main limitation? Line-of-sight requirements. Unlike Hunters who lob projectiles freely, Mages need clear paths to targets. AoE spells like Mega Blast require careful positioning, and very few items remove line-of-sight restrictions.
B-Tier Classes (Situational Stars)
Monk – Versatile hybrid with two basic attacks (melee strike and ranged shot) that switches stances. However, penalties to Strength and Dexterity weaken basics unless you draft compensating skills. Excels with the right build (including instant-kill abilities like Five Point Palm Exploding Heart Technique), struggles otherwise.
Psychic – Battlefield control specialist using gravity effects, pulls, and slows. Excellent against bosses but relies heavily on teammates capitalizing on control effects since basic damage output is pathetically weak.
Thief – High-speed assassin with strong burst damage, but many attacks require precise positioning (like backstabs). Low Constitution makes mistakes lethal. Without mobility tools, Thieves struggle staying safe.
C-Tier Classes (RNG Dependent)
Druid – Summons creatures and transforms into animal forms with AoE healing. Extremely varied playstyles create high mismatch potential between drafted skills. Low Constitution compounds positioning risks.
Necromancer – Reanimates corpses (including powerful enemies like sharks and golems) and excels when downed. Unwieldy kit requires specific items/passives to function optimally. Soul Link (making linked units take shared damage) is mandatory.
Tinkerer – Crafts weapons with Item Proxy and Armor Specialist passives providing set bonus advantages. However, crafted weapons vary wildly in quality, and high-tier gear requires rare Tech resources plus Duct Tape passive.
D-Tier: Collarless
Collarless cats have access to 100+ generic skills, but most are weak single-target attacks. Only viable when cats are born with exceptional innate abilities, or as “mules” carrying detrimental quest items.
Best Team Compositions
Early Game (Limited Unlocks)
Tank + Fighter + Hunter + Cleric
Safe, balanced, aggressive. Tank absorbs damage, Fighter and Hunter dish it out, Cleric keeps everyone alive.
Late Game (All Classes Unlocked)
Fighter + Hunter + Cleric + Necromancer/Monk
Fighter and Cleric frontline effectively, eliminating dedicated Tank needs. Hunter provides consistent ranged damage. Necromancer adds turn economy through summons, while Monk adapts to any situation.
Stage-specific adjustments: Sewers and Crater punish melee classes with hazards. Swap to ranged-capable classes like Monk, Mage, Psychic, or Tinkerer for these zones.
Frequently Asked Questions
Cleric tops the tier list due to reliable healing, revival capabilities, and injury removal that keeps runs alive during brutal late-game encounters. No other class provides comparable survivability support.
Fighter, Hunter, Mage, and Tank are available immediately. Unlock remaining classes by completing specific acts/zones (like Cleric from Alley or Butcher from Core), then speaking with Butch afterward.
Early game: Tank + Fighter + Hunter + Cleric. Late game: Fighter + Hunter + Cleric + Necromancer/Monk. Adjust based on zone hazards (use ranged classes in Sewers/Crater).
Jester occupies a unique “X-tier” position with the largest skill selection pool (pulling from all other classes). Extremely RNG-dependent – you might draft god-tier abilities immediately or get stuck with weak options like Dump (literally dropping poop).
Tank (forgiving positioning), Mage (simple spellcasting with strong AoE), and Cleric (keeps mistakes from ending runs). Avoid Tinkerer, Necromancer, and Druid until you understand core mechanics.








Leave a Reply