How many Mewgenics classes are there? Having a great cat is one thing – sure, they may have unbelievable base stats, but without a proper class attached, those stats may be going unused. At the beginning of each adventure, you can assign each of your brave felines a collar that determines their skillset, and knowing which of these is the best is vital if you want to go the distance.
Mewgenics is easily one of the strangest strategy games we’ve played in some time, and that isn’t just because of the grotesque nature of many of its elements. The freeform nature of your cats and what they can do leads to a ton of skill expression, and in turn, a host of things you can get wrong without even knowing it.

All Mewgenics classes
The makeup of your team in Mewgenics is vital if you want your run to succeed. You want to have a balance of offence and defence, especially if you’re approaching one of the more difficult locations. A cat that can act as a tank (like the Tank, for instance) to draw aggro and soak damage protects your more fragile characters so they can deal damage at will.
A Cleric is also generally a good option, as mistakes can often be erased with a few healing spells, and as always, cats that can deal damage are a must, as you can’t win a round on a solid defence alone. Finding what works for you and the cats you have on hand is important and a fun process. Knowing what each class does is the first step in mastering your surroundings, so here is every class in Mewgenics.
Tank
- +4 Constitution
- -1 Intelligence
- -1 Dexterity
The Tank is there to soak damage, knock enemies around the board, and generally protect the rest of your squad so they can do what they do best. The Tank role is best suited to cats with solid base health and movement speed, and benefits from armor and brace items.
Fighter
- +2 Strength
- +1 Movement Speed
- -1 Intelligence
The Fighter is a melee class that – if left unattended – can deal an incredible amount of damage. It may seem a little two-dimensional at first, but having a cat with a lot of movement speed and a lot of strength can pay dividends when it comes to taking down individual enemies.
Mage
- +2 Intelligence
- +2 Charisma
- -1 Constitution
- -1 Strength
The Mage class excels at dealing elemental damage with spells, and while it isn’t as long-range as the Hunter, it can deal a ton of damage and inflict status effects like no other. High Intelligence and Charisma are a must, so you can cast spells as often as possible.
Hunter
- +3 Dexterity
- +2 Luck
- -1 Constitution
- -2 Speed
The Hunter is one of the best raw damage dealers on the team, and can flex into several different paths depending on what your levels up give you. It can do everything from spawn familiars to charming enemies, as well as hitting enemies from extreme range.
Cleric
- +2 Charisma
- +2 Constitution
- -1 Speed
- -1 Ranged
A must for nearly any team, the Cleric is a healer who will keep your team alive and healthy through even the toughest fights. Can also double up as an off-tank, but without armor from items, it won’t last as long as its true tank counterpart.
Thief
- +4 Speed
- +1 Luck
- -1 Strength
- -1 Constitution
The most nimble of classes, the Thief excels at getting in and out of fights without getting hit, dealing high backstab damage in the process. The Thief class is also adept at gathering extra coins and items for your team, making sure you’re never without the tools to win your future battles.
Necromancer
- +2 Constitution
- +1 Charisma
- -2 Strength
The Necromancer is an incredibly useful class to have on your side; by attaching leeches to your enemies, it utilizes lifesteal to become incredibly tanky while also dealing ramping damage. Can also raise dead units as zombies to fight for your team.
Tinkerer
- +4 Intelligence
- -1 Luck
- -1 Charisma
The Tinkerer generally goes one of two ways during a run: an offensive powerhouse that utilizes temporary weapons to pour damage on the enemy, or a backline threat that creates deadly contraptions and units that do the dirty work for them. Either works, really.
Butcher
- +3 Constitution
- +2 Strength
- -2 Speed
The Butcher is a class that thrives in combat. Its is unique in that it has a melee attack that can hit anything in a 360 degree circle around it, and that they have a hook capable of dragging enemies into its orbit. It can keep itself healthy by hacking health items from its enemies, but needs defensive items to be a primary tank.
Druid
- +3 Charisma
- +1 Luck
- -2 Constitution
The base Druid class doesn’t actually deal any damage. What it does come with, though, is a familiar who does the dirty work for them – you can spec the Druid into a class that buffs teammates and spawns more familiars, or lean into the transformation abilities and get it in the mix.
Psychic
- +1 Intelligence
- +1 Charisma
- +1 speed
- -1 Constitution
Having control of the battlefield is invaluable, and being able to move the enemy around the board can often save your other units from taking unnecessary damage. The Psychic class specializes in such a thing and is able to move both enemies and inanimate objects around the battlefield.
Monk
- +2 Intelligence
- +2 Charisma
- -1 Strength
- -1 Ranged
The Monk is a versatile fighter, with a melee and a ranged stance to vary up its approach. The Monk is best used with mobility and shielding, ensuring that it can get in and out of fights and stay healthy while it does it.

Unlocking new Mewgenics classes
You unlock new Mewgenics classes by completing sections of the map. The Scrapyard, Sewers, etc., all yield a new class collar to add to your collection. There is also the colourless collar that is available to purchase once you send enough cats to the shop, which duplicates a random class when you embark on a journey, allowing two of the same class to be taken.
Now that you know all of the Mewgenics classes, you can decide which of your feline friends are best suited to each role. Don’t be alarmed if the superpowered class you chose once seems almost timid in comparison to your next run; the randomness must be embraced, and eventually it can be harnessed.
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