Mewgenics has 14 collars to choose from, and the gap between the best and worst is massive. Data from over 1,000 tracked runs shows S-tier classes hitting 65%+ win rates while D-tier picks barely crack 25%. This mewgenics class tier list breaks down every collar with unlock conditions, key abilities, and honest rankings so you stop wasting runs on bad picks.
TL;DR
- S Tier: Cleric, Tank, Hunter – these three carry runs on their own
- A Tier: Butcher, Psychic, Fighter – strong secondary picks for any team
- Cleric + Fighter combo has a ~90% win rate in community-tracked data
- Tinkerer and Collarless are trap picks – avoid unless you’re looking for a challenge run
Mewgenics class tier list: all collars ranked
How we ranked
Four factors determined each collar’s placement: consistency (how often it contributes to winning runs), skill ceiling (how much a good player can squeeze out of it), team synergy (how well it works with other classes), and ease of use (how forgiving it is when things go sideways).
We weighted consistency the heaviest. A class that wins 65% of runs is just better than one that sometimes pops off but usually falls flat. The community-tracked data from 1,000+ runs backs up these rankings pretty cleanly.
S Tier: the run carriers
These three collars are the backbone of almost every winning team. If you’re building a party and you don’t have at least one of these, you’re making things harder than they need to be.
Cleric (unlock: clear The Alley)
Stats: CHA +2, CON +2, DEX -1, SPD -1
The single most important class in Mewgenics. Awaken costs just 1 mana and revives a downed cat. Prayer heals multiple targets across the arena. Born Again is a full revive with stat boosts for 10 mana. And passives like Blessing of Spirit give your entire team end-of-turn healing, mana, and stat boosts just for existing.
Every hard fight in the game becomes manageable with a Cleric on the field. The stat spread isn’t flashy, but CHA +2 powers your healing output and CON +2 keeps the Cleric alive long enough to use it. The Cleric paired with a Fighter has a roughly 90% win rate in community-tracked runs. That number alone tells you everything. If you’re new to the game, our beginner guide covers how to unlock this collar early.
Tank (default)
Stats: CON +4, DEX -1, INT -1
CON +4 is the highest single-stat bonus of any collar. That translates to a massive health pool that lets your Tank absorb hits while the rest of your team works. The Push Attack basic hits and knocks enemies back in one action. Batter Up launches enemies 10 tiles across the board. Belly Flop jumps on targets and immobilizes them.
What makes the Tank S-tier over just “good” is battlefield control. You’re not just surviving, you’re rearranging the entire fight. Petrify combined with Eat Rock is a nasty combo against bosses. And the Monkey Paw event interaction that enlarges Tanks is borderline broken. Available from the start, no unlock needed.
Hunter (default)
Stats: DEX +3, LCK +2, SPD -2, CON -1
The Hunter’s Lobbed Shot basic attack fires over units and obstacles. That alone makes it the safest damage dealer in the game. You never need to put your Hunter in harm’s way. Arrow Flurry fires five shots for 8 mana. Bear Trap and Bomb Shot give you area control. Ball of Spiders spawns little friends to body-block for you.
DEX +3 directly powers your ranged damage, and LCK +2 means more crits on Arrow Flurry. The SPD penalty hurts your turn order, but that barely matters when you’re lobbing shots from across the map. Against bosses like Radical Rat that need to die fast, a well-built Hunter closes the fight before it gets dangerous.
A Tier: strong picks
Not quite run-defining on their own, but any of these three will pull their weight in any team comp. A full party of A-tier picks can clear every act without problems.
Butcher (unlock: clear The Core)
Stats: CON +3, STR +2, SPD -2
The Butcher is what happens when you cross a Tank with a Cleric and give it a meat cleaver. Cleave basic attacks hit wide areas. Hook pulls enemies to weird board positions where they can’t do anything useful. And the big trick: Butcher drops food pickups that heal your entire team. That’s team-wide sustain without needing a dedicated healer.
CON +3 and STR +2 make it beefy and hard-hitting. The SPD penalty means it moves late in turn order, but by then your other cats have set up the board for a big Cleave turn. If you don’t want to run a Cleric, Butcher is the next best option for keeping your team alive.
Psychic (unlock: clear The Moon)
Stats: CHA +1, INT +1, SPD +1, CON -1
The Psychic manipulates enemy positions and generates mana like no other class. Braingeyser pushes your mana past the cap, which lets you chain abilities that other classes could never afford. Become Entropy costs 14 mana but straight up vaporizes a tile’s contents and stuns bosses. Asteroid drops 5 damage plus bruise on a target.
The passive kit is where things get interesting. Antigravity gives you flying movement and cheaper gravity spells. Blink randomly teleports you when enemies target you. Beckon adds knockback to your basic attack. It’s a lot of moving parts, and the Psychic rewards players who can think two turns ahead. High ceiling, but a steeper learning curve than anything in S tier.
Fighter (default)
Stats: STR +2, SPD +1, INT -1
The Fighter does exactly what you expect and does it well. High Strength for damage, extra Speed for turn priority, and skills that give you more actions per turn. Berserk grants a strength boost at the cost of bruise status. Big Punch hits for 10 damage at just 3 mana. Assert Dominance turns your Fighter into The Alpha if it scores a kill, buffing the whole team.
The Avenger passive is worth calling out specifically. When allies go down, the Fighter gets stat boosts and healing. In bad situations where your team is falling apart, the Fighter gets stronger. That kind of comeback potential puts it above the B tier classes even though its kit looks simple on paper. Available from the start and pairs well with literally every other collar.
B Tier: solid options
Good classes that work well in the right team but don’t carry runs by themselves. You’ll get value from any of these if you build around their strengths.
Druid (unlock: clear The Crater)
Stats: CHA +3, LCK +1, CON -2
The Druid summons a crow familiar that mirrors all of your stats. That’s basically a free fifth party member every round, because the crow respawns if it dies. Battle Cry buffs all your familiars. Animal forms give the Druid different playstyle options mid-fight. The CON -2 penalty is the main downside. Your Druid will be fragile, so keep it in the back with the Hunter.
Mage (default)
Stats: CHA +2, INT +2, CON -1, STR -1
Magic Dart does 5 base damage, Magic Missile does 3 but can’t miss and has infinite range. Blizzard hits a line for 6 damage with knockback, slow, and a chance to freeze. Black Magic dumps your HP to 1 and converts it all to mana for a massive spell turn. The Mage’s problem is fragility combined with needing to be in specific positions for spells. When it works, it looks incredible. When it doesn’t, you have a dead cat.
Necromancer (unlock: clear Boneyard)
Stats: CON +2, CHA +1, STR -2
Blood Magic converts HP to mana at no mana cost, once per turn. Blood Rain hurts you but heals all allies. The Bed Bugs passive starts every fight with leech familiars. Drain is a lifesteal basic attack. The Necromancer occupies a weird space where it’s a self-destructive support class. CON +2 helps absorb the self-damage costs. Works best with a Cleric to keep topping it off.
C Tier: situational
These classes can work, but they need specific conditions, good RNG, or a very particular team around them. Not recommended for consistent clears.
Thief (unlock: clear Sewers)
Stats: SPD +4, LCK +1, CON -1, STR -1
SPD +4 is the highest speed bonus in the game, and Assassinate hits for 10 damage with shield ignore and up to 100% crit chance. That sounds amazing until you realize it only works from behind the target. Shadow lets you teleport behind enemies, but getting backstab positioning consistently is unreliable. Great for gold farming with the Luck bonus. As a damage dealer, the Hunter does the same job without the positioning gymnastics.
Jester (unlock: clear The End)
Stats: None
The Jester has the most unique mechanic in Mewgenics. When you draft abilities at the start of a run and at level-ups, the Jester pulls from every other class’s ability pool. In theory, this means you can build the perfect hybrid class. In practice, you’re gambling on getting the right abilities in draft. A Jester that rolls Awaken, Berserk, and Braingeyser is broken. A Jester that rolls Tinkerer Craft and Nail Throw is a wasted party slot. The inconsistency kills it.
Monk (unlock: clear The Lab)
Stats: CHA +2, INT +2, DEX -1, STR -1
The Monk attacks twice per turn and switches between ranged and melee stances. Sounds strong, and with good starting skills it genuinely can be. Anneal gives shields with a free first cast each turn. The problem: Monks can’t equip most weapons or items. That restriction cuts off a huge chunk of the game’s power scaling. You’re trading equipment flexibility for double attacks, and most of the time that trade doesn’t work out.
D Tier: skip these
Tinkerer (unlock: clear Bunker)
Stats: INT +4, CHA -1, LCK -1
The Tinkerer crafts a random weapon every turn with Tinkerer Craft. Sometimes you get something incredible. More often you get junk. Armor Specialist doubles equipment passive effects, which sounds strong until you realize you’re crafting disposable weapons you can’t keep. The INT +4 is nice, but CHA -1 and LCK -1 hurt. You’re better off with a Mage if you want INT-based damage. That said, the Tinkerer’s Item Proxy passive is secretly broken for set bonus builds since it reduces the number of pieces needed to activate a set.
Collarless
No stat bonuses, no class abilities, no reason to run one. Collarless cats exist for post-completion challenge runs or for sending to Tracy to buy Blank Collars. If you’re doing a normal playthrough, always equip a collar.
How to unlock every collar
Beat the area, then talk to Butch to receive the collar. Here’s the full unlock path:
| Collar | Unlock | Act |
|---|---|---|
| Fighter | Default | – |
| Hunter | Default | – |
| Mage | Default | – |
| Tank | Default | – |
| Cleric | Clear The Alley | Act 1 |
| Thief | Clear Sewers | Act 1 |
| Necromancer | Clear Boneyard | Act 1 |
| Druid | Clear The Crater | Act 2 |
| Tinkerer | Clear Bunker | Act 2 |
| Butcher | Clear The Core | Act 2 |
| Psychic | Clear The Moon | Act 2 |
| Monk | Clear The Lab | Act 3 |
| Jester | Clear The End | Act 3 |
| Blank Collar | Buy from Tracy (cats age 5+) | – |
Best team comps by tier
Knowing which collars are strong is half the battle. The other half is pairing them correctly. Here are three team setups that consistently clear every act:
The safe clear (90%+ win rate): Cleric + Fighter + Tank + Hunter. All S-tier except Fighter (A), but the synergy is unmatched. Cleric heals, Tank absorbs, Fighter does action economy tricks, Hunter deals safe damage from range. This is the team you run when you just want to win.
The aggro comp: Butcher + Fighter + Hunter + Psychic. No dedicated healer. The Butcher’s food drops handle sustain while the Psychic repositions enemies into your kill zone. Fast and violent.
The summon army: Druid + Necromancer + Cleric + Hunter. The crow, the leeches, and whatever else you summon flood the board. The Cleric keeps everything alive. Hunter provides consistent damage while the summons body-block for your team.
For a deeper breakdown of party builds, check our Mewgenics team comps guide which covers builds for every playstyle.
Mewgenics plays great with a controller, and the 8BitDo Pro 2 is our go-to for PC gaming. Hall effect sticks, Bluetooth and USB-C, and a $50 price point that undercuts the DualSense and Xbox controller.
Frequently asked questions
What order should I unlock collars in?
Prioritize The Alley first to get Cleric, which is the best class in the game. After that, clear The Core for Butcher and The Moon for Psychic. The Act 3 unlocks (Monk and Jester) are both C-tier, so don’t rush them.
What’s the best starting class in Mewgenics?
Hunter and Tank are the two strongest default collars. Hunter gives you safe ranged damage and Tank gives you survivability. Fighter is a solid third option. Avoid starting with only Mages since they’re fragile without a Tank or Cleric to protect them.
Does class tier matter on easy difficulty?
Less so, but it still matters. Even on lower difficulties, S-tier classes clear faster and more consistently. The real difference shows up on harder runs where bad class choices mean you can’t recover from mistakes.
Is the Blank Collar worth buying?
Yes, if you’re duplicating an S-tier collar. Running two Clerics or two Hunters is extremely strong. You need cats aged 5 or older to send to Tracy, and you can buy up to three per playthrough. Don’t waste them on C or D tier classes.
How many total collars are in Mewgenics?
There are 14 unique collars total: 4 default (Fighter, Hunter, Mage, Tank), 3 from Act 1, 4 from Act 2, 2 from Act 3, and the Blank Collar from Tracy. Collarless is technically a 15th option, but it’s the absence of a collar rather than a class.
Picking the right collar
Cleric, Tank, and Hunter are the three collars that consistently win runs. Build your team around at least one of them. Butcher, Psychic, and Fighter round out any roster. The B-tier classes work when you build around their kits, and C/D tier is for challenge runs or when RNG forces your hand.
If you’re still getting started, check out our Mewgenics beginner guide for breeding, combat basics, and everything the game doesn’t explain. Once you’ve settled on your classes, see which ability synergies and broken combos make each collar shine. Our house guide covers how to optimize your home base between runs, and our mutation tier list ranks every mutation so you know which ones to breed for each class.