Mewgenics Disorder

Anemia in Mewgenics

When you take damage, you have a 10% chance to gain Bleed 1. Gain 2 Charge for each damage you take from Bleed.

Note: this entry is kept under the existing mutations database URL for compatibility, but its gameplay type is classified as Disorder.

Mewgenics Disorder

Anemia

Mechanic-based disorder β€’ Risk: Low

Risk
Low
Based on extracted effects

Triggers

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Stat hubs

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No numeric deltas extracted.

⚑ Strategy Guide

What does Anemia do?

When you take damage, you have a 10% chance to gain Bleed 1. Gain 2 Charge for each damage you take from Bleed.

How RNG affects Anemia

Anemia has RNG-driven behavior, so it is less reliable than a fixed stat or trigger. Use it when the upside is strong enough to justify inconsistent outcomes.

Is Anemia worth using?

Anemia is relatively low-risk compared with more punishing disorders. It is safest when its effect supports the cat's normal role without forcing awkward play.

Effect Breakdown

Extracted from structured data and community notes.

Stat changes

No confirmed numeric modifiers found.

Triggers
Chances
  • 10% When you take damage, you have a 10% chance to gain Bleed 1.

Flags & Constraints

These are the decision blockers you should notice mid-run.

No major constraints detected.

Analysis tools

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What to do next

Actionable guidance generated from extracted flags.

If you keep it
  • β€’ Use this mutation only when it clearly fits your current plan.
If you breed it
  • β€’ Avoid long-term commitments if the effect is uncertain or high-risk.
If you fight with it
  • β€’ Mind the odds: repeated low % triggers are swingy; don’t over-commit to them.

Related mutations

Same tag / similar trigger / similar stat direction.

Similar triggers
Similar stats
  • No matches yet.
Source text (raw community notes)