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All Classes in Mewgenics and How To Unlock Them

All Classes in Mewgenics and How To Unlock Them

The world of Mewgenics is defined by its deep and layered combat system, where team composition is paramount. Central to this system are the Mewgenics Classes, which dictate a cat's starting statistics, abilities, and overall role in a party. You begin with access to a handful of foundational roles, but as you progress through the game’s varied and dangerous environments, you will unlock a total of fourteen distinct classes. Understanding how each class functions, its strengths, and its weaknesses is the key to navigating the game’s challenges.

This guide provides a complete overview of every class, their statistical modifications, and the specific in-game milestones required to unlock them.

Mewgenics Classes Complete List

Classes are represented by collars that you select at the start of each run. You will unlock new collars from a character named Butch after defeating the bosses of new areas and completing specific milestones. The journey to collect all of them is a long one, woven directly into the main progression of the game.

  • Collarless (No stat changes) — starting class
  • Hunter (+3 Dexterity, +2 Luck, -1 Constitution, -2 Speed) — starting class
  • Fighter (+2 Strength, +1 Speed, -1 Intelligence) — starting class
  • Mage (+2 Intelligence, +2 Charisma, -1 Constitution, -1 Strength) — starting class
  • Tank (+4 Constitution, -1 Speed, -1 Dexterity) — starting class
  • Cleric (+2 Charisma, +2 Constitution, -1 Speed, -1 Dexterity) — reach The Sewers for the first time, then talk to Butch
  • Thief (+4 Speed, +1 Luck, -1 Strength, -1 Constitution) — complete The Sewers for the first time, then talk to Butch
  • Necromancer (+2 Constitution, +1 Charisma, -2 Strength) — complete The Boneyard for the first time, then talk to Butch
  • Druid (+3 Charisma, +1 Luck, -2 Constitution) — complete The Crater for the first time, then talk to Butch
  • Tinkerer (+4 Intelligence, -1 Luck, -1 Charisma) — complete The Bunker for the first time, then talk to Butch
  • Butcher (+3 Constitution, +2 Strength, -2 Speed) — complete The Core for the first time, then talk to Butch
  • Psychic (+1 Intelligence, +1 Charisma, +1 Speed, -1 Constitution) — complete The
  • Moon for the first time, then talk to Butch
  • Monk (+2 Intelligence, +2 Charisma, -1 Strength, -1 Constitution) — complete The Lab for the first time, then talk to Butch
  • Jester (No stat changes) — complete The Rift for the first time, then talk to Butch

You can use Blank Collars to field multiple copies of a single class, forgoing diversity for a more focused strategy. I see this as a high-risk, high-reward approach that depends heavily on the specific challenge. Unlocking new classes requires you to not only reach new areas but to complete them and then report back to Butch, who makes the new collars available.

Classes Explanation

Each class is designed for a specific function within a team, from front-line damage absorption to back-line support and healing. The following sections detail the playstyle of each class, offering insight into their unique abilities and tactical applications. Success often depends on building a balanced team where different roles complement one another to cover any potential weaknesses.

Collarless

All Classes in Mewgenics and How To Unlock Them 1

Image credit: mewgenics.wiki.gg

The Collarless cat is a blank slate, available from the very beginning of the game. It comes with no inherent stat modifications, meaning its base effectiveness is determined entirely by the individual cat's innate qualities and the abilities it acquires through leveling up. This class has access to a very broad list of both active and passive abilities, creating a gameplay experience heavily defined by randomization; a powerful Collarless cat is possible, but it lacks the focused statistical advantages that define other classes, making it an inconsistent but potentially surprising choice.

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Hunter

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The Hunter is a starting class focused on ranged combat and damage. Its stats favor a cautious playstyle, with a significant +3 bonus to Dexterity for accuracy and a +2 to Luck for critical hits, offset by penalties to Constitution and Speed. This encourages players to keep the Hunter at a distance, shooting at enemies from afar while staying out of harm's way. Abilities like Hedge In allow it to lay traps, controlling the battlefield, while passive skills such as Bullseye increase its critical hit chance, making it a reliable source of damage throughout a run.

Fighter

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A default class built for direct, aggressive melee combat, the Fighter excels at closing the distance and smashing enemies. Its +2 bonus to Strength and +1 to Speed facilitate a fast-paced, offensive approach. The Fighter is designed to move quickly across the battlefield, using abilities like Juiced, which doubles its movement range for a turn, or Leap, which allows it to jump forward and damage enemies upon landing. This mobility makes the Fighter an excellent choice for players who prefer to end engagements quickly and decisively, punching their way to victory.

Mage

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The Mage is another of the four starting classes, specializing in casting a variety of spells and dealing elemental damage. With +2 bonuses to both Intelligence and Charisma, its power is rooted in its magical abilities rather than physical prowess. The Mage's toolkit includes spells like Frost Blast, which can freeze enemies in place, and Surf, which pushes them back. It must maintain a clear line of sight to its targets, making positioning a critical element of its playstyle. I do believe that its ability to teleport can be used to great effect, allowing it to reposition for a perfect shot or escape a dangerous situation.

Tank

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As its name suggests, the Tank is built to absorb immense amounts of damage and control the flow of battle. This starting class receives a massive +4 bonus to Constitution, the highest of any class, making it incredibly durable. Its primary role is to get in the way, protecting more fragile teammates like Clerics and Mages. The Tank can use abilities like Body Guard to shield an ally or Batter Up to knock enemies away, directly controlling the enemy's positioning and creating openings for the rest of the team.

Cleric

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The Cleric becomes available after you reach the Sewers for the first time and speak with Butch. This class is the preeminent support unit, focused on healing and keeping the team alive. With +2 bonuses to Charisma and Constitution, it is both resilient and effective in its support role. The Cleric's abilities, such as Friend or Foe and Born Again, provide powerful healing that can snatch victory from the jaws of defeat. Its passive ability, Protect the Weak, grants a higher dodge chance to allies with low health, making the Cleric an indispensable member of almost any team composition.

Thief

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After completing the Sewers and talking to Butch, you unlock the Thief. This class has the highest Speed stat in the game, with a +4 bonus, making it excellent at evading hits and maneuvering around the battlefield. The Thief excels at attacking from the shadows and collecting coins. Its signature ability, Assassinate, deals high damage and has a high critical chance but requires the Thief to be positioned behind an enemy. This requirement can be met by using other skills like Shadow or Stalk, which allow the Thief to move behind a target, creating a playstyle that revolves around careful positioning and opportune strikes.

Necromancer

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The Necromancer is unlocked by completing the Boneyard. This class revolves around manipulating corpses and leeching life from enemies. Its effectiveness is highly dependent on acquiring the right set of skills during a run. With an ability like Soul Link, which damages all linked enemies simultaneously, the Necromancer can become a formidable fighter. Without such key skills, however, it can feel like the weakest link, relying heavily on items and allies to contribute meaningfully to battles, making it a high-variance, all-or-nothing class.

Druid

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Completing the Crater unlocks the Druid, a class that is one with nature. The Druid can summon animal friends and even comes with its own special crow companion. The class's success is heavily tied to randomization; without the right abilities from the start, the Druid may never reach its full potential as a powerful fighter. This issue is compounded by its low Constitution stat, which receives a -2 penalty, making it one of the most fragile classes in the game and a difficult choice for players who dislike relying on luck.

Tinkerer

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The Tinkerer, unlocked after completing the Bunker, is a crafty inventor who specializes in crafting temporary weapons and utilizing an array of gadgets. With a +4 bonus to Intelligence, it excels at item-based strategies. However, its success is deeply rooted in the unpredictable nature of its craftable items. While the Tinkerer has the potential to create incredibly useful weapons and armor, especially with the right passive skills, there is an equal chance of ending up with useless junk, making it a class for players who enjoy embracing randomness and adapting their strategy on the fly.

Butcher

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Unlocked by completing the Core, the Butcher is a powerful melee class that excels at cleaving chunks of meat off its enemies. It has high Constitution and Strength but suffers from a significant -2 penalty to Speed, which can make it clunky and difficult to position effectively. The Butcher has a hook to pull enemies towards it and an attack that generates healing items in the form of meat. While its ability to sustain itself is strong, its low mobility means it can struggle to get where it needs to be, creating a trade-off between power and agility.

Psychic

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The Psychic becomes available after you complete the Moon. This class is designed purely for crowd control, manipulating the battlefield with its mind. Its gravity-inspired spells are perfect for moving enemies around, allowing you to completely reshape the enemy's battle lines. The downside to this powerful control is the Psychic's low Constitution and mediocre damage output. This fragility means players may find themselves spending more time protecting the Psychic than utilizing its unique abilities, making it a specialized class that requires a dedicated team to support it.

Monk

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Completing the Lab unlocks the Monk, a versatile combat master. The Monk is a unique class that can switch between ranged and melee stances and is capable of attacking twice per turn. This flexibility allows it to adapt to nearly any situation on the battlefield. While it may take some time to get used to its mechanics, a Monk with a strong set of starting skills can become one of the most powerful cats in the game, capable of dealing damage from any position.

Jester

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The Jester is unlocked after completing the Rift and is perhaps the most unique class in Mewgenics. It has no stat modifiers, and its large ability pool is influenced by player choices at the beginning of a run and how the cat is leveled up. This makes the Jester incredibly unpredictable; you have the same chance of drawing a set of weak, ineffective abilities as you do of getting an incredibly powerful combination. Success with the Jester comes down to a player's skill at the game and their ability to adapt to a constantly changing toolkit.

Mewgenics Walkthrough

Progressing through Mewgenics involves a long journey across multiple acts, each containing distinct areas with tougher enemies and unique challenges. You can unlock all Acts with our Mewgenics walkthrough guide, which details every step needed to advance. While the main path is mostly linear, some secret locations demand the completion of specific, multi-step quests tied to the game’s bosses and lore. This guide provides a clear path through the main story, detailing how to unlock every act and the secret areas hidden within them.

vitaliiD
Vitalii Diakiv

Vitalii Diakiv writes gaming blogs and guides, focusing on the latest announcements and games matched with pop-cultural phenomena. Second, he covers esports events Counter-Strike 2, Marvel Rivals, League of Legends, and others.

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