In Mewgenics, your cat’s genetics shape its potential, but class collars define its role. Without the right collar, even a strong cat struggles to survive. With the right one, that same cat can carry an entire run.

Mewgenics includes 13 main class collars, plus a special copy collar. You start with four, and you unlock the rest by clearing key chapters and visiting Butch’s Hideout. This guide explains how to unlock every class, what each one does, and how to build a balanced team.
Starter Classes (Unlocked by Default)
You begin the game with four collars. These form the foundation of every early and mid-game team.
Fighter (Red Collar)
- Role: Melee damage dealer
- Key Stats: +2 Strength, +1 Speed, −1 Intelligence
Fighters excel at direct combat. They move quickly, flank enemies, and punish targets with strong melee hits. This class works best with bleed or backstab passives and stays effective even late into the game.
Hunter (Green Collar)
- Role: Ranged damage and control
- Key Stats: +3 Dexterity, +2 Luck, −Speed, −Health
Hunters dominate from a distance. Traps, marking abilities, and high accuracy make them essential against fast or evasive enemies. This class keeps fragile cats out of danger.
Mage (Blue Collar)
- Role: Elemental damage dealer
- Key Stats: +2 Intelligence, +2 Charisma, −Strength, −Constitution
Mages turn the battlefield itself into a weapon. Fire, water, and terrain interactions allow massive damage output, but poor durability means they must stay protected.
Tank (Grey Collar)
- Role: Frontline defender
- Key Stats: +4 Constitution, −Dexterity, −Intelligence
Tanks absorb punishment and control enemy movement. They rarely deal high damage, but they keep your damage dealers alive. Every beginner team needs one.
Act 1 Unlocks: Core Survival Classes
Once you clear early chapters and speak with Butch, you unlock classes that dramatically increase survivability.
Cleric (White Collar)
- Unlock: Clear The Alley (Act 1)
- Role: Healer and support
The Cleric keeps your team alive. Healing, cleansing debuffs, and recovery abilities make this class mandatory for long runs. Skipping a Cleric almost always ends badly.
Thief (Black Collar)
- Unlock: Clear The Sewers (Act 1)
- Role: High-risk burst damage
Thieves act first, teleport behind enemies, and land devastating critical hits. Low durability makes positioning crucial, but the damage payoff is huge.
Necromancer (Purple Collar)
- Unlock: Clear The Boneyard (Act 1)
- Role: Summoner and control
Necromancers raise corpses to overwhelm enemies and disrupt turn order. This class thrives in drawn-out fights but requires careful corpse management.
Act 2 Unlocks: Specialist Classes
These collars add complexity and reward smart positioning and planning.
Tinkerer (Orange Collar)
- Unlock: Clear The Bunker (Act 2)
- Role: Engineer and area control
Tinkerers build turrets, bombs, and temporary weapons during combat. They shine in boss fights and defensive scenarios but need setup time.
Druid (Brown Collar)
- Unlock: Clear The Crater (Act 2)
- Role: Support summoner
Druids summon animals and apply powerful buffs. Their low durability demands careful placement, but strong builds can snowball fights quickly.
Butcher (Bloody Collar)
- Unlock: Clear The Core (Act 2)
- Role: Control bruiser
Butchers pull enemies with meat hooks and shred them up close. They move slowly but dominate tight spaces and enemy backlines.
Psychic (Pink Collar)
- Unlock: Clear The Moon (Act 2)
- Role: Battlefield control
Psychics manipulate objects, push enemies, and disrupt positioning. This class rewards creative players who value control over raw damage.
Act 3 Unlocks: Late-Game Powerhouses
These collars demand experience but offer massive flexibility.
Monk (Yellow Collar)
- Unlock: Clear The Lab (Act 3)
- Role: Hybrid DPS
Monks switch between melee and ranged stances and attack multiple times per turn. They scale extremely well with on-hit effects and advanced gear.
Jester (Jester Collar)
- Unlock: Clear The Rift (Act 3)
- Role: Ability copy and chaos
Jesters copy abilities from other collars. They lack raw stat bonuses but enable creative, unpredictable builds for advanced players.
Special Item: Blank Collar
The Blank Collar copies any unlocked class and allows duplicate roles in one team. You can run two Clerics, double Tanks, or stack DPS builds. Tracy sells this item after unlocking her shop.
All Mewgenics Classes and Unlock Requirements (Quick Table)
| Class | Role | How to Unlock |
|---|---|---|
| Fighter | Melee DPS | Default |
| Hunter | Ranged DPS | Default |
| Mage | Spell DPS | Default |
| Tank | Defense | Default |
| Cleric | Healing | Clear The Alley |
| Thief | Burst DPS | Clear The Sewers |
| Necromancer | Summoner | Clear The Boneyard |
| Tinkerer | Engineer | Clear The Bunker |
| Druid | Support | Clear The Crater |
| Butcher | Control | Clear The Core |
| Psychic | Control | Clear The Moon |
| Monk | Hybrid DPS | Clear The Lab |
| Jester | Copy Class | Clear The Rift |
Best Team Composition for Consistent Wins in Mewgenics
For most players, this setup offers the highest survival rate:
- Tank or Butcher – absorbs damage
- Cleric – keeps the team alive
- Hunter – safe, consistent damage
- Mage or Fighter – flexible damage slot
This composition balances damage, control, and survivability without over-complicating mechanics.
In Mewgenics, collars matter more than raw stats. Unlocking the right classes early and building balanced teams makes the difference between steady progression and constant wipes. Focus on survivability first, then experiment once your roster expands.
If you want help with breeding synergies, collar combinations, or boss-specific setups, drop a comment and we’ll help you refine your run. Play Now!
