Mewgenics has 47 mutations spread across 10 body part slots, and the game tells you almost nothing about which ones are worth breeding for. Here’s every mutation ranked from broken to useless, with practical advice on how to farm the ones you want.
TL;DR
- Pikachu Tail and Dice Eyes are the two best mutations in the game. Pikachu Tail gives shadowstep teleportation. Dice Eyes gives a free random stat buff every single turn.
- Exhaust Pipe and Pointy Ears are close behind. Permanent speed scaling and passive healing on basic attacks.
- Farm mutations in a separate room from your breeding room. High Mutation stat + zero breeding = controlled mutation without polluting your gene pool.
- Cats can hold up to 10 mutations (one per body part slot). Plan which slots you’re filling.
- Birth defects aren’t all bad. Duck Leg gives water immunity and Conjoined Twin gives +2 INT.
Also a Pokemon Go player? We just published two deep guides for trainers: Best Pokemon Go Accessories covers power banks, phone mounts, gloves, and everything else you need for long sessions. And our Best Auto Catchers guide ranks every Bluetooth catcher on the market.
How mutations work
Mutations are permanent traits tied to a specific body part: arms, body, ears, eyes, eyebrows, fur, head, legs, mouth, or tail. Each slot holds one mutation. A fully mutated cat carries up to 10 at once, and every single one passes down through breeding.
You get mutations four ways:
- Furniture with the Mutation room stat causes cats to develop random mutations overnight. Higher stat means more mutations per night.
- Random events during adventures can permanently mutate a cat. These tend to give strong effects with no tradeoffs.
- Certain items trigger mutations, sometimes when a cat falls in battle. Running fragile cats into danger on purpose is a legit strategy.
- High Appeal attracts stray cats, and some arrive pre-mutated.
Mutations inherit through breeding. High Stimulation in your breeding room increases the chance that kittens get their parents’ mutations rather than losing them. If you want the full breakdown on stat inheritance and room optimization, our beginner guide and house guide cover those systems in depth.
⚡ Genetics note: Mutations follow dominant/recessive rules. A cat can carry a mutation invisibly (Aa genotype) and pass it to offspring. Two carriers have a 25% chance of producing a kitten with that mutation expressed. This means a “clean” looking cat might be hiding exactly what you want.
S-Tier: The broken ones
These mutations change how you play. If you’re breeding endgame cats and they don’t have at least two of these, you’re leaving damage on the table.
| Mutation | Slot | Effect | Why it’s S-Tier |
|---|---|---|---|
| Pikachu Tail | Tail | Movement becomes shadowstep (teleport) | Ignore terrain, walls, and enemy zones. Teleport behind anyone for free backstabs. The single best mobility tool in the game. |
| Dice Eyes | Eye | Gain a random stat buff at the end of each turn | Free scaling every turn with no downside. By turn 5 you’ve stacked multiple stat boosts. By turn 8 you’re a monster. Broken on long fights. |
| Exhaust Pipe | Tail | +1 Speed each turn | Speed determines turn order and movement range. By turn 3 you’re acting before everything. By turn 6 you’re untouchable. Stacks with Speed gear. |
| Pointy Ears | Ear | Heal 1 HP per basic attack hit | Passive sustain on every attack. Fighters and Monks (who attack twice) get absurd mileage. Keeps your frontline alive without a Cleric. |
| Rat Mouth | Mouth | Basic attack inflicts Poison | Free poison on every swing. Poison ticks every turn, ignoring armor. Fighters applying poison while dealing full melee damage is unfair. |
| Bear Leg | Leg | +1 STR, +1 CON | The only mutation with pure upside and zero downside. Two free stat points on your most important combat stats. Every melee cat wants this. |
If I had to pick just two: Pikachu Tail and Dice Eyes. Pikachu Tail solves positioning permanently. Dice Eyes solves scaling permanently. Everything else is optimization on top of those two.
Pikachu Tail and Exhaust Pipe compete for the tail slot. You can’t have both on the same cat. For most builds, Pikachu Tail wins because teleportation is harder to replicate than speed. But on a pure speed-stacking Thief build, Exhaust Pipe pulls ahead since you’re already getting mobility from SPD alone.
A-Tier: Always valuable
Not game-breaking, but you’d never be unhappy to see these on a kitten. Strong enough to build around, and most work on any class.
| Mutation | Slot | Effect | Notes |
|---|---|---|---|
| Spider Eyes | Eye | +5% crit chance | Stacks with Double Eyes for 10% total. Crit builds with multi-hit weapons can chain kills. Pairs well with Luck gear. |
| Double Eyes | Eye | +5% crit chance | Same as Spider Eyes. Both occupy the eye slot, so you pick one or the other. You can’t stack them on the same cat. |
| Wings | Arm | +2 SPD, fly away when hit | The escape triggers automatically. Gets your casters out of melee range when enemies close in. +2 SPD is solid on top. |
| Melting | Leg | +5 dodge chance | Flat dodge with no downside. Stack with grass tiles (50% dodge) and you’re nearly unhittable. Great on Thieves. |
| Axolotl Gills | Ear | Basic attacks create water tiles | Water tiles enable Gills regen, conduct electricity to groups, and extinguish fire. One cat with this controls the battlefield. |
| Snake | Leg | Basic attack forces target to face away | Turns every basic attack into a backstab setup for your next cat. +25% bonus damage on every follow-up hit. |
| Lightning Rods | Ear | Electric immunity | Lets you spam chain lightning without worrying about friendly fire. Also trivializes lightning-heavy zones. |
| Extra Eyes | Eyebrow | +1 Range | Free range on a slot nobody else wants. Hunters and Mages get more value per range point than anyone. |
| Long Neck | Head | +1 Range | Same benefit as Extra Eyes, different slot. Ideally you run both for +2 total range on your ranged cats. |
The range mutations (Extra Eyes + Long Neck) deserve special attention. +2 range on a Hunter or Mage means you’re hitting enemies before they can reach you. Combined with the Sniper + Overwatch synergy from our ability guide, ranged cats become untouchable artillery platforms.
B-Tier: Solid picks
Good mutations with meaningful tradeoffs. Worth keeping when they show up, but not worth farming specifically unless you’re building around them.
| Mutation | Slot | Effect | Notes |
|---|---|---|---|
| Thick | Eye | +3 INT, -1 STR, -1 DEX | Best raw stat mutation for casters. The -1/-1 doesn’t matter on a Mage who never swings a weapon. |
| Blobby Tail | Tail | +2 STR, -1 CHA | Solid melee boost. CHA loss hurts mana pool, so keep this on Fighters and Butchers who don’t rely on spells. |
| Tongue | Mouth | +2 CON, -1 SPD | More HP is always welcome. Speed loss stings but Tanks don’t need to go first anyway. |
| Bat Ears | Ear | +2 CON, -1 STR | Tanky mutation for support classes. Clerics and Druids don’t need STR. |
| Underbite | Mouth | +2 CHA, -1 LCK | More mana for casters. LCK loss reduces crits, so avoid on Hunters. |
| Socks | Arm | Ice immunity | Niche but unbeatable in ice zones. Completely ignores freeze and slow effects. |
| Tentacle | Arm | Knockback immunity | Keeps your frontline planted. Great on Tanks and Monks who need to hold position. |
| Fin | Leg | Free water tile movement | Situational but strong on water-heavy maps. Pairs with Axolotl Gills for water tile strategies. |
| Gills | Mouth | +2 HP regen while wet | Requires water tiles to function. With Axolotl Gills creating water, this becomes passive +2 HP per turn. |
| Bat Wings | Arm | Jump movement + Bruise on basic attack | Jump ignores terrain obstacles. Bruise debuff stacks with other damage effects. |
| Buff | Leg | +1 STR | Simple, clean, no downside. Bear Leg is strictly better since it gives +1 CON too, but if you already have Bear Leg, this stacks in a different slot. |
C and D-Tier: Situational to useless
These mutations either require specific setups to work, or just aren’t worth the body part slot.
| Mutation | Slot | Effect | Tier | Verdict |
|---|---|---|---|---|
| Reflective Eyes | Eye | 10% reflect projectiles | C | Too unreliable at 10%. If it were 25% it’d be A-tier. Right now it’s a coin flip that rarely pays off. |
| Bandage | Leg | +1 LCK each time you’re hit | C | Requires getting hit repeatedly. Tanks might benefit but they’d rather just not take damage. Win-more on the wrong end. |
| Cat Face Face | Mouth | +2 LCK, -1 CON | C | Luck is the best late-game stat, but losing CON on a crit-fishing build makes you fragile. Works on backline Hunters only. |
| Upside Down Cross | Eyebrow | +2 damage when ally dies | C | Requires your team to die. If your allies are dying regularly, you have bigger problems than +2 damage. |
| Blood Tears | Eye | Start Bleeding, gain charge when damaged | C | Starting every fight bleeding is rough. The charge mechanic can be built around, but the cost is steep. |
| Needle | Eye | +1 Thorns | D | 1 damage to attackers. Takes the eye slot that could have Dice Eyes or Spider Eyes. Not worth it. |
| Gold Tooth | Mouth | 5-10 coins when downed | D | You get coins when your cat falls. If you’re farming coins, there are better ways. Takes the mouth slot from Rat Mouth. |
| Pointy | Mouth | 1% instakill on basic attack | D | Sounds fun, almost never triggers. 1% per hit means you’d need 70 swings for a coin-flip chance. Just deal more damage instead. |
| Stretched Tail | Tail | +1 SPD | D | Occupies the tail slot that could have Pikachu Tail or Exhaust Pipe. +1 SPD is not worth that opportunity cost. |
The remaining mutations I haven’t listed (Bandaged Arm, Car Tire Arms, Human Ears, Bent Ears, W Eyes, Crescent Eyes, Human Eyes, Triangle Head, Stick Legs, Hairy Body/Fur variants) are all C-tier. They give minor stat bumps with minor tradeoffs. Fine if they show up on a kitten, not worth chasing.
Birth defects worth keeping
Inbreeding produces birth defects. These are negative mutations that occupy the same body part slots as positive ones. Most are garbage. A few are worth tolerating or even building around.
| Defect | Slot | Effect | Why it’s usable |
|---|---|---|---|
| Duck Leg | Leg | -2 SPD, water immunity | Water immunity lets your cat stand in water for free Gills regen, ignore water-based attacks, and use electrified water zones as safe ground. The SPD loss matters less on Tanks. |
| Conjoined Twin | Head | +2 INT, -3 CHA | +2 INT is real value for mana regen. The -3 CHA is brutal on mana pool, but if you’re stacking CHA from other sources, a Mage can absorb it. |
| Bent Leg | Leg | Trample (damage when moving through tiles) | Free damage during movement. Pairs with high-mobility builds. Thieves with Pikachu Tail can trample through enemies while teleporting. |
| Conjoined Body | Body | +2 CON, -3 SPD | +2 CON on a Tank who already has low Speed priorities. Not ideal, but if you’re already slow, the extra HP is welcome. |
Everything else from inbreeding is pure downside: No Mouth blocks consumables, Red Eyes gives accumulating miss chance, Floppy Ears starts you immobilized, Inward Eyes starts you confused. Avoid. If you want the details on managing inbreeding risk, the “One and Done” rule is covered in our beginner guide: inbreed one generation to lock a trait, then immediately breed out with an unrelated stray.
How to farm mutations: the three-room system
The biggest mistake new players make is cranking the Mutation stat in their breeding room. This creates “mutation pollution,” where kittens are born with random unwanted mutations competing with the ones you’ve been carefully breeding for. Instead, separate the two processes entirely.
Room 1: The breeding room
High Comfort (for breeding frequency) and high Stimulation (for inheriting the better parent’s stats and mutations). Zero Mutation furniture. This room is for passing down what you’ve already collected, not for generating new mutations. Keep your best breeding pairs here. Our breeding guide covers how to optimize this room for multi-generational stat stacking.
Room 2: The mutation lab
High Mutation stat (5-15 range) with a totem or other mechanism to prevent breeding. Cats in this room accumulate random mutations overnight without producing unwanted kittens. Move promising cats here after birth, let them cook for a few nights, then check what mutations they picked up. If they got something good, move them to Room 1 for breeding.
Room 3: Recovery
High Health stat. Heals injuries and cures diseases overnight. Cats coming back from adventures go here first. This room keeps your gene pool healthy. Sick cats breed poorly and can spread disease to your breeding pairs.
⚡ Mutation inheritance tip: Each mutation has a base 50% chance to pass down when only one parent carries it. Higher Stimulation increases this: roughly 55% at 20, 67% at 100, and 75% at 200. This means with 6 mutations on two parents, a kitten might inherit 3-4 of them. Breed multiple litters and select the best results each generation. It takes patience, but after 4-5 generations you can have cats with 8+ targeted mutations.
For the full room setup including furniture recommendations, check our house guide.
Best mutations by class
Different classes want different things from their mutations. Here’s what to prioritize when breeding cats for specific roles. For full class breakdowns, see our class tier list.
| Role | Priority Mutations | Why |
|---|---|---|
| Fighter / Butcher | Bear Leg, Rat Mouth, Pointy Ears, Snake, Blobby Tail | Raw STR, poison on hit, self-healing, backstab setups. These classes live in melee and need to hit hard while staying alive. |
| Mage / Druid | Thick, Dice Eyes, Extra Eyes, Long Neck, Underbite | INT for regen, CHA for mana pool, range for safe casting. Dice Eyes scaling is strongest on casters who stay alive long enough to stack buffs. |
| Tank / Necromancer | Pointy Ears, Bear Leg, Tongue, Bat Ears, Melting | CON stacking, passive healing, dodge. Tanks want to absorb hits. Pointy Ears turns that into a sustain engine. |
| Thief / Hunter | Pikachu Tail, Spider Eyes, Exhaust Pipe, Melting, Snake | Mobility, crits, dodge. Thieves teleport behind targets for backstab damage. Hunters want range + crit to delete from distance. |
| Cleric / Psychic | Wings, Extra Eyes, Long Neck, Axolotl Gills, Lightning Rods | Escape tools, range for safe positioning, terrain control. Supports die fast when caught in melee. Wings auto-escape + range mutations keep them safe. |
| Monk | Pointy Ears, Rat Mouth, Bear Leg, Pikachu Tail, Dice Eyes | Monks attack twice per turn. Anything that triggers on basic attacks (healing, poison, backstab setup) gets doubled. |
Monks deserve a callout. Because they attack twice, mutations like Pointy Ears (heal 2 HP per turn instead of 1) and Rat Mouth (double poison application) become twice as good. If you’re building a team comp around a Monk carry, prioritize on-hit mutations above all else.
Gear for cat people
If you’re deep enough into Mewgenics to be optimizing mutation bloodlines, you’re probably spending a lot of hours in front of a screen. Here are some picks for long sessions.
8BitDo Pro 2 Controller
Great d-pad for grid-based games. Works with PC and Switch.
ZOMOPLUS Cat Paw Keycap
Silicone artisan keycap. Fits most mechanical keyboards.
SOMIC G951 Cat Ear Headset
LED cat ears, detachable mic, surprisingly decent sound.
8BitDo Pro 2 has the best d-pad for tactics games at this price. ZOMOPLUS Cat Paw Keycap is a cheap way to rep the cat life on your keyboard. And the SOMIC G951 has RGB cat ears and a mic that doesn’t sound like a tin can. Worth it for the aesthetic alone. For a deeper look at controllers, check our 8BitDo Ultimate 2C review.
Frequently asked questions
How many mutations can one cat have?
Up to 10, one per body part slot (arms, body, ears, eyes, eyebrows, fur, head, legs, mouth, tail). A fully mutated cat with 10 targeted mutations is the endgame goal. Most players settle for 6-8 good ones since some slots have weak options.
Can you remove unwanted mutations?
Yes. Purge Potions and Gene Purge Syringes remove unwanted mutations from a cat directly. You can also breed them out over generations by pairing with unmutated strays and selecting kittens that didn’t inherit the unwanted trait.
Do mutations pass down to kittens?
Yes. All mutations are inheritable. High Stimulation in the breeding room increases the pass-down rate. Each mutation has a base 50% chance to transfer when one parent carries it, and higher Stimulation increases the odds further. Breed multiple litters and pick the best results.
What’s the difference between mutations and birth defects?
Both occupy the same body part slots, but birth defects come specifically from inbreeding related cats. Most birth defects are purely negative (stat penalties, status conditions at battle start). A few have silver linings, like Duck Leg’s water immunity or Conjoined Twin’s +2 INT.
What’s the best first mutation to breed for?
Bear Leg. It’s +1 STR and +1 CON with zero downside, and it benefits every class. Once you’ve locked Bear Leg into your bloodline, start chasing Pikachu Tail or Pointy Ears depending on whether you need mobility or sustain.
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Summary
47 mutations, 10 body part slots, and a genetics system that rewards patience. The short version: get Pikachu Tail for teleportation, Dice Eyes for infinite scaling, Bear Leg for free stats, and Pointy Ears for sustain. Farm mutations in a dedicated room away from your breeding pairs. Breed multiple litters per generation and be ruthless about which kittens make the cut.
For more Mewgenics strategies, check out our best team comps, class tier list, and ability synergies guide.