Butcher
Bruiser / sustain / hooks
A durable close-range class built around Cleave, hooks, healing, self-damage, meat, and status pressure.
- Stat modifiers
- +3 CON, +2 STR, -2 SPD
- Unlock
- Beat The Core
Mewgenics currently has 14 class entries, but classes affect far more than simple melee, ranged, or support roles. They can change basic attacks, level-up options, mana use, summons, positioning, and the mechanics a cat can build around.
Use this hub to compare stat modifiers, unlock requirements, and core playstyles. Open a class guide when you need its abilities, passives, build directions, strengths, weaknesses, and the decisions that actually change how it plays.
Already know which class you are looking for? Open its full class guide directly.
Compare the class-level differences here, then use each linked class page for its abilities, passives, build engines, strengths, tradeoffs, and combat decisions.
Bruiser / sustain / hooks
A durable close-range class built around Cleave, hooks, healing, self-damage, meat, and status pressure.
Healing / cleansing / buffs
Turns healing into more than recovery through cleansing, regeneration, buffs, revives, overheal effects, and offensive Holy setups.
Cross-class / breeding / passive engine
Starts without listed class stat modifiers and builds its identity through Soul passives, Skill Share, inherited mechanics, and unusual passive combinations.
Music / summons / shapeshift
Can develop into a music support, familiar-heavy summoner, shapeshifter, or a focused hybrid built around overlapping form and summon mechanics.
Melee / Bruise / counters
Uses direct melee pressure, positioning, repeated basic attacks, Bruise, counters, and large physical hits to control close-range fights.
Ranged / finishers / control
Uses ranged attacks, precise positioning, kill payoffs, traps, summons, and passives that reward carefully planned attacks.
RNG / rerolls / extreme Luck
Uses random spells, random buffs, rerolls, extra turns, and extreme Luck to create unusual runs that can develop in very different directions.
Elemental spells / mana engines
Builds around spell sequencing, elemental damage, mana rules, cheap spell chains, heavy burst, or basic-attack conversions such as Paw Missile.
Stances / combos / multi-hit
Switches between ranged and melee stances while turning movement, refreshed basic attacks, repeated hits, and armorless bonuses into long combo turns.
Leeches / corpses / summons
Converts Leech stacks, corpses, healing, and self-damage into stronger basic attacks, familiars, free spells, captured enemies, or other resources.
Gravity / mana-state / control
Manipulates battlefield position with Gravity while building around full mana, excess mana, repeated spellcasting, or Gravity-based support and debuffs.
Defense / displacement / rocks
Controls dangerous space through durability, facing, Knockback, ally protection, mobility, Trample, rock generation, and Pet Rock builds.
Crits / backstabs / coins
Uses Speed to create attack angles, then converts backstabs, critical hits, multi-hit attacks, Poison, coins, and kill resets into extended turns.
Tech / weapons / equipment
Builds around Tech, temporary weapons, weapon uses, equipment effects, crafting, robots, or explosions instead of one fixed combat loop.
A dash under Unlock means the current class data does not list an unlock requirement. It is not treated as proof that the class is available by default.
Start with the job or engine your team is missing, then use the class guide to decide which abilities and passives actually support that direction.
Start here when you want a cat that actively controls close-range space instead of staying behind the team.
These classes create value from distance, positioning, critical hits, or controlling when and where an attack lands.
These builds care heavily about mana, sequencing, repeated casting, Tech, or converting one resource into another.
These classes can turn familiars, Leeches, corpses, animals, robots, or copied units into a major part of the fight.
Start here when the team needs recovery, buffs, cleansing, shared passives, or effects that improve several cats at once.
These classes change direction more dramatically depending on passives, inherited mechanics, forms, rerolls, or level-up options.
Each class page owns the class itself. A mechanic gets a separate page only when it creates an independent player problem that needs more detail than the class guide can reasonably provide.