All Class Collars in Mewgenics (& How to Get Them)
Collars in Mewgenics are an optional but highly useful choice before sending your cat party into combat. You can put them on individual cats to boost stats, helping them perform better as tanks, healers, fraggers, and more.
Mewgenics Combat Guide
Mewgenics is heavily combat-focused, so knowing how to fight is a no-brainer, and this guide will exactly help with that.
While you can skip them, doing so may limit your units’ potential in many situations, so having collars is generally a smart move. This guide covers all the available collars in the game, explaining what each one does and how to snag them for the best gameplay experience.
How to Get Class Collars in Mewgenics
When you start the game, you receive four free collars, also called classes, which are enough to get through The Alley. After that, tougher bosses and mobs will require stronger classes for your fighters.
To get more collars in Mewgenics, just complete chapters across the game’s acts: The Alley, The Sewers, The Boneyard, The Bunker, The Crater, The Moon, The Core, The Rift, and The Lab. Each of these grants one class, which you can collect from the Butch NPC.
Below is a detailed look at all 13 class collars in this tactical role-playing roguelike.
All Class Collars in Mewgenics
|
Class Collars |
What Do They Do? |
Base Stat Changes |
How to Unlock? |
|---|---|---|---|
|
Fighter |
Allow your cats to perform strong melee attacks and smash down mobs in the arena. |
+2 Strength +1 Speed -1 Intelligence |
Free |
|
Hunter |
Makes your pets attack enemies from a distance while remaining in a relatively safe position. |
+3 Dexterity +2 Luck -1 Speed -1 Health |
Free |
|
Mage |
Grants the equipped unit the ability to cast spells and deal more elemental damage. |
+2 Charisma +2 Intelligence -1 Constitution -1 Strength |
Free |
|
Tank |
As the name suggests, this one turns your critters into the team’s tank, letting them withstand heavy hits while keeping constant pressure on enemies. |
+4 Constitution -1 Dexterity -1 Intelligence |
Free |
|
Cleric |
Any critter wearing this can heal the team faster. |
+2 Charisma +2 Constitution -1 Speed -1 Dexterity |
Clear Act 1, Chapter 1: ‘The Alley,’ head to the Boon County map from your house’s side menu and visit Butch’s Hideout. |
|
Thief |
Gives your units the ability to attack from behind (which deals the most damage) and dodge incoming hits. It also helps them collect more coins during combat. |
+4 Speed +1 Luck -1 Strength -1 Constitution |
Finish Act 1, Chapter 2: ‘The Sewers,’ go to Butch’s Hideout and complete the dialogue with the NPC. |
|
Necromancer |
Turns your animal companion into a soul sucker, dealing that type of damage and messing with mob corpses. |
+2 Constitution +1 Charisma -2 Strength |
Wrap up Act 1, Chapter 3: ‘The Boneyard,’ and receive it from Butch at his house. |
|
Tinkerer |
Builds weapons and explosives in the arena and uses them to attack enemies. |
+4 Intelligence -1 Luck -1 Charisma |
Complete Act 2, Chapter 2: ‘The Bunker,’ and enter Butch’s Hideout. |
|
Druid |
Summons help in the arena, especially animals and a Crow companion. |
+3 Charisma +1 Luck -2 Constitution |
End Act 2, Chapter 2: ‘The Crater,’ and enter Butch’s Hideout. |
|
Psychic |
Makes your units able to control objects from a distance using their mind! |
+1 Intelligence +1 Charisma +1 Speed + Mana -1 Constitution |
Clear Act 2, Chapter 3: ‘The Moon,’ and head into Butch’s Hideout. |
|
Butcher |
Uses the Meat Hook to pull enemies on nearby tiles closer, allowing the critter to deal damage. |
+3 Constitution +2 Strength -2 Speed |
Finish Act 2, Chapter 3: ‘The Core,’ and speak to Butch. |
|
Jester |
Gives a variety of buffs to your entire team of feline, including a huge luck boost, extra turns, increased damage, and more. This one is an exceptional class. |
TBA |
End Act 2, Chapter 4: ‘The Rift,’ and engage with Butch. |
|
Monk |
Allows your units to be highly flexible in combat, switching between melee and ranged stances while attacking twice per turn. |
+2 Intelligence +2 Charisma -1 Strength -1 Dexterity |
Complete Act 3, Chapter 1: ‘The Lab,’ and talk to Butch from the side menu. |
A cat with no class selected is called collarless, and in a fight, its stats remain unmodified, staying at their original values.
How to Upgrade Your House in Mewgenics
Wondering how to expand your house in Mewgenics? Here’s how to do it and how many extra rooms you can unlock.
How to Choose The Right Class for Your Cats in Mewgenics
Initially, the general rule for picking collars in Mewgenics is to choose ones that enhance the stats your cats are already strong in. For example, critters with high Strength perform exceptionally well as Fighters, while those with higher Constitution (HP-related stats) make excellent Tanks. You can check their base stats in the top-left corner of the Equip Class Collars screen, so the process is pretty straightforward.
That said, inherited abilities from parent cats should also influence your class decision. For instance, a pet with the ‘Burst’ ability works well as a Mage or Hunter, since this skill lets them fire magic blasts, and these classes transform units to deal either spell or projectile damage, making it a combination. Later, once you unlock armor and weapons, you can prioritize individual stats even more, depending on the build you want for your team.
While you can assign a particular class to a cat, it can actually perform more than one ability via its other active and passive skills. For example, a Fighter (with melee attacks as its main focus) could also use a Cleric’s healing ability and function as a Tank through its chosen abilities. Generally, it’s best to select passives that match the ones you already have. That said, the possibilities are vast and worth experimenting with, especially once you get the hang of the game.
How to Upgrade Your House in Mewgenics
Wondering how to expand your house in Mewgenics? Here’s how to do it and how many extra rooms you can unlock.
Keep in mind that fans can equip a single class collar to two cats using the Blank Collar, an item bought from Tracy’s P. Mart. This allows you to have two Tanks or two Jesters in your party. Amazing, isn’t it?
For those who aren’t familiar, Tracy’s shop only opens after you successfully carry out all missions in The Alley region and return home. Once unlocked, the store can be accessed from the Boon Country map, but you’ll need to donate cats and purchase a few items before she restocks the Blank Collar.