intermediate classes

Mewgenics Class Tier List — All Collars Ranked

Our tier list ranking all collars in Mewgenics from S-tier to B-tier, with explanations of why each class deserves its position.

tier listclassescollarsmeta

Not all classes are created equal in Mewgenics. While every collar has its uses, some are consistently stronger than others across different situations. Here’s our ranking based on overall effectiveness in combat.

S-Tier — Best Classes in Mewgenics

These are the classes you should prioritize building around. They excel in nearly every situation.

Cleric

Rating: S-Tier — Essential

The Cleric is the single most important class in Mewgenics. Healing is extremely scarce, and Clerics are the most reliable way to keep your team alive. Key strengths:

  • Only reliable source of sustained healing in combat
  • Can revive fallen cats with resurrection abilities
  • CPR and Revive skills are game-changers
  • Solid defensive stats make them survivable

Every squad should have at least one Cleric. There is no substitute for consistent healing.

Fighter

Rating: S-Tier — Reliable DPS

Fighters are the gold standard for damage dealing. They combine high attack with enough HP to survive frontline combat:

  • Excellent single-target damage with melee abilities
  • Good HP pool for a damage dealer
  • Versatile — works in almost any team composition
  • Strong early game and scales well into late game
  • Benefits greatly from rear attacks

Butcher

Rating: S-Tier — Highest Damage

The Butcher is a glass cannon — the highest raw damage output of any class:

  • Devastating melee attacks that can one-shot enemies
  • Benefits massively from positioning (rear attacks)
  • -1 Defense downside is manageable with proper team support
  • Eliminates threats before they can act

Pair with a Tank or Cleric to cover the Butcher’s fragility.

Mage

Rating: S-Tier — Best AoE

Mages are essential for clearing groups of enemies efficiently:

  • Area of effect damage hits multiple targets
  • Elemental spells with status effects
  • Good Speed stat for acting early in turn order
  • Critical for dealing with swarm encounters
  • Some of the strongest abilities in the game for board control

A-Tier — Strong Classes in Mewgenics

Reliable choices that fill specific roles very well.

Hunter

Rating: A-Tier — Mobile Ranged

Hunters are excellent ranged damage dealers with superior mobility:

  • Highest Speed among combat classes
  • Powerful ranged attacks from safe positions
  • Great at sniping backline targets like enemy healers
  • Falls off slightly in tight spaces where positioning is limited

Tank

Rating: A-Tier — Best Defender

Tanks are the backbone of defensive strategies:

  • Highest Defense in the game
  • Can taunt enemies to protect squishier teammates
  • Shield allies with damage redirection abilities
  • Somewhat less useful in fights where burst damage is more important

Monk

Rating: A-Tier — Counter-Attacker

Monks are deceptively powerful thanks to their counter mechanics:

  • Retaliates when hit, dealing damage back
  • Gets stronger the more enemies attack them
  • Acts as both attacker and defender simultaneously
  • Requires enemies to engage in melee to be most effective

Thief

Rating: A-Tier — Resource Generator

Thieves provide unique resource-generation capabilities:

  • Pickpocket steals coins and items from enemies
  • High speed for fast positioning
  • Enables the infinite coins strategy with Copycat
  • Decent damage output as a secondary role

B-Tier — Situational Classes in Mewgenics

These classes have their moments and can shine in specific circumstances, but aren’t as universally reliable.

Psychic

Rating: B-Tier — Crowd Control

Psychics are powerful in theory but inconsistent in practice:

  • Mind control effects can disrupt enemy plans
  • Highly situational — some enemies resist mental effects
  • When it works, it’s devastating; when it doesn’t, the Psychic contributes little
  • Better in later acts where enemies have more dangerous abilities

Necromancer

Rating: B-Tier — Summoner

Necromancers add bodies to the field but at a cost:

  • Summons act as extra team members, increasing action economy
  • Summoned undead are fragile and can be killed quickly
  • Managing summons adds complexity to combat
  • Can be powerful in longer fights where summons have time to accumulate

Tinkerer

Rating: B-Tier — Trap Specialist

Tinkerers need setup time that isn’t always available:

  • Traps and gadgets can control areas effectively
  • Requires advance planning — less effective reactively
  • Best when you know what enemies to expect
  • Their contraptions can be devastating but take time to pay off

Druid

Rating: B-Tier — Jack of All Trades

Druids are flexible but master of none:

  • Balanced stats mean they don’t excel anywhere
  • Nature effects and summoning provide variety
  • Can fill multiple roles in a pinch
  • Better options exist for dedicated roles (Cleric for healing, Mage for AoE)

Special Mention: Jester

The Jester is in a tier of its own. It copies abilities from other collars, making it wildly unpredictable. A well-played Jester can be the best class in the game; a poorly played one contributes nothing.

Our recommendation: only use the Jester once you understand all other classes well enough to know which abilities to copy and when.