Unlock the hidden paths to Mewgenics classes: a guide to methods, mysteries, and the exact steps that transform your roster.
Mewgenics classes and how to unlock them
Mewgenics features several unique classes that shape how your cats perform in combat and daily activities. Each class determines a cat’s stats, abilities, and growth potential, allowing for different playstyles and team strategies. Classes are gained through specific breeding outcomes, rare events, or items that influence a kitten’s genetics. Some classes appear only after meeting particular breeding conditions or reaching milestones in your campaign, rewarding experimentation with traits and mutations across generations.
Classes in Mewgenics are represented by collars. Here’s a list of the first 10 and how to unlock them. We’re still working out how to unlock the remaining three, but we’ll update this guide once we can verify them ourselves.
| 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 Junkyard | 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! |
Best early guide for choosing a class in Mewgenics
For early game, the safest and most forgiving approach is to build around survival first (healing and tanking), then layer in damage and utility as you unlock more options.
Simple class recommendations
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Must-get early:
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Cleric – unlock as soon as you clear The Alley in Act 1; it is widely considered the single most important class because it’s the only dedicated healer and can also cleanse debuffs.
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Tank – available from the start, very forgiving for new players because it soaks hits and keeps squishier cats alive.
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Strong damage choices for beginners:
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Hunter – a starting class with some of the highest consistent ranged DPS in the game; great for learning positioning and staying safe.
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Fighter – another starting class that offers strong melee damage and mobility, but is slightly riskier than Hunter because it must stand closer to enemies.
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Mage – also starts unlocked, with straightforward, powerful spells and good area damage; easier to understand than more complex “setup” classes.
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Classes to leave for later:
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Necromancer, Tinkerer, Druid, Jester and some other unlockable collars tend to be more RNG-dependent or mechanically complex, and most beginner-focused guides suggest learning fundamentals first before centering runs around them.
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Recommended early-game team
A commonly suggested “training wheels” lineup from beginner and tier-list guides is:
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Tank (frontline soak)
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Fighter or Hunter (primary DPS; pick Fighter if you like melee brawlers, Hunter if you prefer safe ranged damage)
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Mage (extra damage and AoE when available)
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Cleric (healing and debuff removal once unlocked from The Alley)
This setup teaches positioning (Tank/Fighter), focus-fire and range (Hunter/Mage), and resource management plus injury prevention (Cleric). You can comfortably clear early acts with something close to this, then start experimenting with more exotic collars as you get familiar with enemy patterns and hazards.
Best early game team compositions with starting classes
For early game with only starting collars, aim for 1 frontliner, 1-2 consistent damage dealers, and at least 1 support-leaning cat, using the simplest, low-risk classes you have access to. Below are some very strong, beginner-friendly setups that use only the initial classes you start with.
Core ideas for early teams
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Put a tanky cat in front (high HP/Defense collar) to soak hits while others deal damage.
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Use at least one reliable DPS cat that can hit safely (ranged or mobile melee).
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Reserve one slot for a support-style collar (buffs, debuffs, utility, basic healing or shielding if available in your starting set).
Recommended 4-cat compositions (starting classes only)
1. “Training Wheels” lineup (very safe)
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Front: Tank collar (highest HP/Defense among your starters).
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Back 1: Hunter-style ranged DPS.
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Back 2: Mage-style AoE/spell DPS.
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Flex: Another Tank or a bruiser-type Fighter, depending on what feels easier to pilot.
Why it works:
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The Tank protects the team while you learn enemy patterns and positioning.
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Hunter and Mage give you both single-target and AoE damage without complex setups.
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Double-frontline (Tank + Fighter) is very forgiving if you’re still mispositioning.
2. “Balanced Damage” lineup (faster clears)
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Front: Tank collar.
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Back 1: Fighter (melee DPS with some mobility).
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Back 2: Hunter (ranged DPS).
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Back 3: Any basic support/utility collar you have available (buffs, debuffs, or control).
Why it works:
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Tank + Fighter give you strong physical damage and solid frontline presence.
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Hunter cleans up ranged threats and punishes dangerous enemies from safety.
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The support slot can be anything that improves consistency: extra accuracy, shields, or soft crowd control.
3. “Safe caster” lineup (if you like spells)
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Front: Tank collar.
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Back 1: Mage.
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Back 2: Mage or hybrid DPS.
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Back 3: Ranged DPS (Hunter-type) or a utility/support collar.
Why it works:
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Tank keeps enemies away from your fragile spellcasters.
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Double casters help you quickly wipe packs of weak enemies and learn how to play around cooldowns.
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A ranged or utility cat covers situations where enemies resist certain damage or get too close.
How to choose between these
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Pick more Tanks/Fighters if you are dying often or still learning movement and terrain.
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Add more Hunters/Mages if you feel safe but runs are too slow; this speeds up clears at the cost of safety.
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As soon as you unlock proper healing/support collars in your progression, replace your weakest DPS with a dedicated support to stabilize longer runs.
If you tell me which exact starting collars you have access to (names or basic descriptions), I can suggest a concrete 4-cat lineup and who should stand in each tile.
