There are 13 Mewgenics classes in this cat breeding turn-based roguelike, although you'll only start the game with four. Knowing how each of the classes works, alongside what the best ones are and how to unlock them in the first place, is key to progressing through this incredibly deep and layered game from the creator of The Binding of Isaac.
So whether you've just started the game and you want to know what's coming up for you or you want to know how to unlock a specific one, here are the details for the different Mewgenics classes.
Update (Feb. 16): We've updated this guide with information about two more classes, as well as some context about Blank Collars.
Mewgenics classes and how to unlock them
Classes in Mewgenics are represented by collars, which you'll select at the beginning of each run. As you defeat bosses in new areas, you'll unlock more collars to use from Butch. Keep playing through each available path, and eventually you'll have them all, but note that it will take a while before you can nab those late-game classes.
Notably, you can also use Blank Collars to have multiple copies of one class on your team. Blank Collars are, well, collars, but aren't classes, so if you want more information about those, you can check out our Blank Collar guide.
Below we list the 13 Mewgenics classes, their stats, and how to unlock them.
|
Class |
How to unlock |
Stats |
Description |
|---|---|---|---|
|
Fighter |
Default |
+2 Strength, +1 Speed, -1 Intelligence |
Punch your way to victory! Fighters are great at doing big strong melee attacks and smashing things to pieces! |
|
Hunter |
Default |
+3 Dexterity, +2 Luck, -1 Constitution, -2 Speed |
Shoot things from afar! Hunters are great at hitting things from a distance while staying out of danger themselves! |
|
Tank |
Default |
+4 Constitution, -1 Intelligence, -1 Dexterity |
Get in the way! Tanks are great at absorbing damage and pushing enemies around! |
|
Mage |
Default |
+2 Intelligence, +2 Charisma, -1 Constitution, -1 Strength |
Blast your foes! Mages are great at casting all sorts of crazy spells and dealing elemental damage! |
|
Cleric |
Complete the Alley |
+2 Charisma, +2 Constitution, -1 Speed, -1 Dexterity |
Be the best friend! Clerics are great at keeping your team alive and helping them recover from taking hits! |
|
Thief |
Complete the Sewer |
+4 Speed, +1 Luck, -1 Strength, -1 Constitution |
Attack from the shadows! Thiefs are great at evading hits, collecting coins, and striking from behind! |
|
Necromancer |
Complete the Boneyard |
+2 Constitution, +1 Charisma, -2 Strength |
Rise from the dead! Necromancers are great at playing with corpses and leeching life from enemies! |
|
Tinkerer |
Complete the Shelter |
+4 Intelligence, -1 Luck, -1 Charisma |
A crafty inventor! Tinkerers are great at crafting temporary weapons and using all sorts of crazy gadgets! |
|
Druid |
Complete the Crater |
+3 Charisma, +1 Luck, -2 Constitution |
One with nature! Druids are great at summoning animal friends and come with a special Crow counterpart! |
|
Butcher |
Complete the Core |
+3 Constitution, +2 Strength, -2 Speed |
Meat meat meat meat meat! Butchers are great at cleaving chunks of meat off of things and have a hook to pull stuff towards them! |
|
Psychic |
Complete the Moon |
+1 Intelligence, +1 Charisma, +1 Speed, -1 Constitution |
Clear your mind! Psychics are great at manipulating things from afar and moving objects with their minds! Psychics also have +5 starting mana. |
|
Monk |
Complete the Lab |
+2 Intelligence, +2 Charisma, -1 Strength, -1 Constitution |
A versatile combat master! Monks can switch between ranged and melee stances and attack twice per turn! |
|
Jester |
Complete the Rift |
No stat changes |
You can be anything! Jesters have no limits! |
Correction (Feb. 20): A previous version of this guide had the wrong unlock requirement for the Necromancer. We've updated the guide to fix this.