How Rabies Scales Over Time
Rabies grants +2 Strength and -1 Intelligence after each battle, making it a strong long-run scaling disorder for cats that do not rely heavily on Intelligence.
Mewgenics Disorder
Your basic attack is a melee attack. You can't equip face armor. After each battle, gain +2 STR and -1 INT. If your INT is 0 or less, you have Madness.
Note: this entry is kept under the existing mutations database URL for compatibility, but its gameplay type is classified as Disorder.
Stat Tradeoff • Contagious • Madness risk • Equipment lock • Risk: High
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Rabies grants +2 Strength and -1 Intelligence after each battle, making it a strong long-run scaling disorder for cats that do not rely heavily on Intelligence.
Once Intelligence reaches 0 or below, Rabies causes Madness, making the cat attack the nearest unit on its turn. This creates a hard limit unless you have a way to prevent or mitigate the downside.
Bare Minimum is especially valuable because it preserves the upside while avoiding the Madness drawback. Effects that manage low-Intelligence risk can also improve Rabies significantly.
Simulate stat gains, scaling effects, or long-run risk depending on this entry's mechanics.
disorder scaling simulator
Simulate repeated Soothing Glow+ casts, random stat gains, and mana cost changes from synergy effects.
Extracted from structured data and community notes.
These modifiers come from the structured stats data, not just text parsing.
No explicit probability found.
These are the decision blockers you should notice mid-run.
Actionable guidance generated from extracted flags.
Same tag / similar trigger / similar stat direction.