Guide

Mewgenics Cleric – Stats, Abilities, Passives & Builds

Cleric class guide for Mewgenics with healing, buffs, debuff removal, Morale Boost, Healing Aura, offensive Holy builds, and unlock details.

Class Guide Sep 22, 2026

Cleric is Mewgenics’ dedicated healing and support class, but treating it as a cat that only restores HP misses most of what makes the class strong.

Cleric can turn healing into stat growth, remove debuffs with its basic attack, spread Health Regeneration across the party, reward its own kills with team-wide buffs, revive downed cats, and even convert healing tools into offensive Holy damage.

Its real job is not simply to keep HP bars full.

Quick answer: Cleric is strongest when healing is doing a second job. Natural Healer improves raw recovery, Healing Aura turns Health Regeneration into party sustain, Caretaker fixes Cleric’s own healing problem, Morale Boost turns Cleric kills into team scaling, and Evil Patron or Blessing of Holy Fire can turn the same healing kit into offense. Pick the payoff first, then choose healing spells that feed it.

Cleric at a Glance

Cleric TraitValue
RoleHealing / buffs / cleansing / support
Stat bonuses+2 Charisma, +2 Constitution
Stat penalties-1 Dexterity, -1 Speed
Basic attackMelee Attack / Heal
Basic attack power5
Basic attack effectDamages enemies but heals allies
Best atSustaining the party, removing debuffs, scaling allies, converting healing into other value
Main weaknessPure healing can become inefficient if the party does not need it
UnlockClear The Alley

The Constitution bonus helps Cleric survive closer to the rest of the party, while Charisma supports its support-focused identity.

The Speed penalty matters more than it looks because many Cleric spells are strongest when the Cleric can actually reach the cat that needs help.

That is why movement spells such as Buddy Up, Stand In, Emergency, and Call Over are not filler. They solve one of the class’s real practical problems.

How to Unlock Cleric

Cleric is one of the earliest unlockable classes.

You unlock it by clearing The Alley for the first time.

Depending on the run, the Alley route may end with Radical Rat or Queen Hippo, but the class unlock itself is tied to completing the area rather than a separate side quest.

That makes Cleric an important early progression unlock because it introduces a much more reliable recovery and support option before the later Acts open up.

Cleric Basic Attack: Damage Enemies, Heal Allies

Cleric’s normal basic attack is Melee Attack / Heal.

It has 5 power and behaves differently depending on the target:

  • target an enemy and it deals damage;
  • target an ally and it heals.

That immediately makes Cleric’s basic action more flexible than a normal melee attack.

A turn where nobody needs healing does not force Cleric to waste its basic action.

A turn where a nearby ally needs a small heal does not require spending mana.

This becomes much more important with passives such as Purifier, because the basic attack can stop being just five points of healing and start removing debuffs at the same time.

Cleric Is About Turning Healing Into Extra Value

Raw healing matters early.

Later, the strongest Cleric builds usually want healing to trigger something else.

Examples include:

Natural Healer making each heal larger.

Caretaker healing Cleric whenever another unit is healed.

Healing Aura spreading Cleric’s Health Regeneration to the party.

Booster converting excess healing into random stat increases.

Divine Gift getting cheaper based on how much HP Cleric healed that turn.

Evil Patron making healing abilities hurt enemies.

This changes how I evaluate a heal.

The question is not only:

How much HP does this restore?

It is also:

What else happens because I healed this target?

Key Cleric Active Abilities

Cleric has a large active pool, but these abilities cover the most important decisions.

AbilityCostCore EffectPractical Role
Cure Wounds5 ManaHeal an adjacent unit for 10Strong direct healing
Benediction5 ManaHeal everything for 2 HPWide healing / build enabler
Cleanse3 ManaRemove all debuffs from a unitDebuff answer
Awaken1 ManaRevive a body to 1 HPCheap emergency revive
Booster6 ManaHeal 4; excess healing becomes random stat upsOverheal scaling
Adoubement5 ManaHeal, cleanse, give random stat, and make target AlphaMulti-purpose support
Circle of Protection8 ManaGive nearby units Holy ShieldDefensive setup
Divine Gift10 ManaGain All Stats Up; cost drops based on HP healed that turnHealing payoff
Emergency5 ManaRun next to the ally missing the most HPRescue mobility
Enlighten8 ManaMake another unit’s next spell freeResource support

These are not interchangeable heals.

Cure Wounds solves an HP problem.

Cleanse solves a status problem.

Booster wants overhealing.

Divine Gift wants a whole turn built around healing first.

Emergency solves positioning.

Enlighten may create more value than another heal if the team is already safe.

Cure Wounds: Simple Healing Still Has a Place

Cure Wounds costs 5 mana and heals an adjacent unit for 10 HP.

The upgraded version heals all adjacent units.

This is the straightforward Cleric button.

It is good when the actual problem is simply that one cat is about to die.

But it also highlights Cleric’s positioning issue.

The base version requires adjacency, so a slow Cleric standing on the wrong side of the fight may have the correct spell and still be unable to use it.

That is when movement support becomes part of the healing build rather than a separate utility choice.

Benediction: Healing Everything Changes With the Build

Benediction costs 5 mana and heals everything for 2 HP.

The upgraded version drops the cost to 3.

On a plain Cleric, this is broad but shallow sustain.

With the right passive, it becomes much more interesting.

Healing Aura can make the overall sustain package stronger.

Evil Patron can turn healing effects into enemy damage.

Blessing of Holy Fire can convert Holy spells into offensive effects against enemies.

That means Benediction’s value is much more dependent on the passive package than its small base number suggests.

Cleanse and Purifier: HP Is Not the Only Thing Cleric Fixes

Cleanse costs 3 mana and removes all debuffs from one unit.

Upgraded Cleanse affects an area.

That alone gives Cleric a reason to exist in fights where raw HP recovery is not the real threat.

But Purifier can make debuff removal even cheaper.

Purifier causes Cleric’s basic attack to remove debuffs from allied targets.

The upgraded version also gives the target All Stats Up.

That creates an excellent basic-action decision:

if an ally needs both a small heal and debuff removal, do not spend mana on Cleanse automatically.

Use the basic attack if it solves both problems.

Awaken and Born Again: Not All Revives Cost the Same

Awaken costs only 1 mana and revives a body to 1 HP.

The upgraded form also gives Holy Shield and All Stats Up.

Born Again is much more expensive at 10 mana, but revives a unit to full HP and gives All Stats Up. The normal version puts Cleric to sleep afterward, while the upgraded version removes that downside.

The distinction matters.

Awaken is the emergency button.

Born Again is the full reset.

If I only need a unit standing again so another heal or defensive effect can save it, paying 1 mana is often enough.

Booster: Overhealing Can Be the Point

Booster heals for 4.

Any excess healing is converted into an equal amount of random stat increases.

That completely changes the normal logic of healing.

Usually, healing a nearly full-health target wastes value.

With Booster, overhealing is exactly how you generate the extra stats.

So the best Booster target is not always the most injured cat.

Sometimes the stronger play is deliberately healing a healthier unit because the excess becomes permanent combat value for the current battle.

Divine Gift Rewards a Healing Sequence

Divine Gift normally costs 10 mana and gives Cleric All Stats Up.

Its cost is reduced by 1 mana for every HP Cleric healed on other units during that turn.

That makes the order of actions important.

Using Divine Gift first wastes the discount.

Healing first can make it dramatically cheaper.

A good Divine Gift turn looks more like:

heal allies → generate the discount → cast Divine Gift

rather than simply treating Divine Gift as a 10-mana buff.

This is one of Cleric’s clearest turn-sequencing mechanics.

Cleric Passives That Define Builds

PassiveCore EffectWhat It Changes
Natural HealerHeals restore +2 additional HPStraight healing efficiency
PurifierBasic attack removes ally debuffsTurns basic heal into utility
Healing AuraCleric’s Health Regen also applies to alliesCreates passive party sustain
CaretakerHealing another unit also heals ClericSolves self-sustain
Morale BoostAllies gain All Stats Up when Cleric kills somethingTurns Cleric into a scaling support
Sharing is CaringPickups collected by Cleric also affect alliesPickup / mobility support
Protect the WeakLow-HP allies gain +50% DodgeEmergency survival
Evil PatronHealing abilities also damage enemiesOffensive healer
Blessing of Holy FireHoly spells damage enemies harder and Burn themTemporary Holy offense

These create very different Clerics.

A Healing Aura Cleric wants regeneration.

A Morale Boost Cleric needs some way to actually secure kills.

An Evil Patron Cleric starts evaluating healing spells by their offensive coverage.

Natural Healer: Strongest When Numbers Are Still Small

Natural Healer adds 2 extra healing to Cleric’s heals.

The upgraded version increases that to +4 and also starts each battle at full HP.

This is simple, but simple is useful.

Early in progression, when the spell pool and passive pool are still limited, increasing every heal is immediately valuable.

Later, a Cleric with a mature engine may get more from passives that add entirely new functionality.

Natural Healer improves what Cleric already does.

It does not create a new engine by itself.

Healing Aura: Health Regeneration Becomes Party-Wide

Healing Aura gives Cleric +1 Health Regeneration and applies Cleric’s Health Regeneration to allied cats.

The upgraded version gives +2 Health Regeneration and also allows uncapped HP.

This makes Health Regeneration much more valuable on Cleric than it looks on the stat sheet.

An additional point of regeneration is no longer helping one cat.

It can affect the whole party.

That means items or effects that increase Cleric’s Health Regeneration can become team-sustain pieces rather than personal survival tools.

Caretaker Fixes Cleric’s Self-Healing Problem

Caretaker heals Cleric whenever it heals another unit.

The base version heals Cleric for half the amount.

The upgraded version heals Cleric for the full amount.

This matters because one of the awkward states for a support Cleric is:

the party needs healing, but Cleric itself is also low.

Without Caretaker, every heal spent on someone else delays Cleric’s own recovery.

With Caretaker, those two goals stop competing.

That lets Cleric keep doing its actual job instead of repeatedly spending turns healing itself.

Morale Boost: Cleric Needs to Get the Kill

Morale Boost gives allies All Stats Up whenever Cleric kills something.

The upgraded version also refreshes Cleric’s basic attack after the kill.

This creates one of the most unusual Cleric builds because the support cat now wants last hits.

A Cleric that only heals and never finishes enemies will barely use the passive.

A Cleric with offensive spells, converted healing damage, or a source of easy kill targets can repeatedly turn kills into party-wide stat growth.

Summons can make this particularly interesting because additional disposable units create more possible kill triggers.

The practical lesson is simple:

Morale Boost is not a passive healing build. Cleric needs a way to actually kill things.

Sharing is Caring: Pickups Become Party Buffs

Sharing is Caring gives Cleric +2 Speed.

Whenever Cleric picks up a non-coin pickup, allies receive the same effect.

The upgraded version increases the Speed bonus to +4 and creates pickups near the party at the start of battle.

That Speed bonus matters because Cleric normally has a Speed penalty.

This passive partly repairs that weakness while turning Cleric into a pickup distributor.

It becomes especially valuable when the run already has reliable ways to generate useful pickups.

Without pickup generation, the passive is much less consistent.

Protect the Weak: Emergency Dodge, Not Normal Sustain

Protect the Weak gives allies at 5 HP or less +50% Dodge Chance.

The upgraded version raises the threshold to 10 HP.

This does not replace healing.

It creates a safety window while a cat is already in danger.

That can be especially useful with effects such as Guardian Angel or other Dodge support, but I would not deliberately leave everyone low just to activate it unless the build has a clear reason.

The passive is strongest as insurance when recovery is one turn behind the incoming damage.

Evil Patron: The Healing Kit Can Become Offense

Evil Patron makes Cleric’s healing abilities damage enemies.

It also gives tile-targeted healing spells +2 range.

The upgraded version doubles Holy-element damage.

This can completely change how Cleric evaluates spells.

Benediction is no longer only broad healing.

A heal that touches several enemies can become an area damage tool.

Range improvements also reduce one of Cleric’s biggest frustrations: being unable to reach the correct target.

This is one of the cleanest offensive Cleric directions because it reuses the class’s existing healing spell pool instead of asking you to build an unrelated damage kit.

Blessing of Holy Fire: Powerful, but Temporary

Blessing of Holy Fire changes Holy-element spells so they deal double damage to enemies instead of healing them and inflict Burn 2.

The upgraded version triples the damage and inflicts Burn 3.

There is a major condition:

the blessing is lost when Cleric kills a unit.

That means this is not a permanent “all healing is now damage” conversion.

You want to get as much value as possible from the offensive Holy turn before the Cleric scores the kill that ends the blessing.

This creates an interesting decision with wide spells such as Benediction.

You can pressure several enemies at once, but the first actual kill can shut down the engine.

Best Cleric Build Directions

Cleric has several legitimate build paths, and they do not want the same things.

Pure Healing Cleric

This direction values:

  • Natural Healer;
  • Caretaker;
  • Cure Wounds;
  • Awaken;
  • Born Again.

The goal is reliability.

This is especially useful early when the party simply cannot afford to lose cats and you do not yet have enough pieces for a more complicated engine.

Health Regen Cleric

This build revolves around Healing Aura.

Health Regeneration on Cleric effectively becomes party Health Regeneration.

That makes regeneration items and effects much more efficient.

The build gets even stronger once upgraded Healing Aura gives uncapped HP, because continued regeneration can keep producing value rather than stopping at normal maximum health.

Cleanse / Utility Cleric

Purifier and Cleanse are the core ideas.

This Cleric is not selected because the party lacks HP.

It is selected because dangerous debuffs are the thing ruining fights.

Purifier is particularly good because it can solve:

small heal + debuff removal

with one free basic action.

Morale Boost Cleric

This is a much more aggressive support build.

Cleric needs a reliable way to finish units.

Every kill gives allies All Stats Up, and upgraded Morale Boost refreshes the basic attack.

Offensive Holy spells, Evil Patron, summons, or other disposable targets can all make the trigger easier to use.

The build becomes much worse if Cleric never gets last hits.

Offensive Holy Cleric

Evil Patron and Blessing of Holy Fire create two different versions of offensive Cleric.

Evil Patron is the more stable conversion engine because healing abilities gain offensive value without depending on a temporary blessing.

Blessing of Holy Fire can create a much more explosive damage window, but the effect ends once Cleric gets a kill.

The build therefore cares about timing and target HP much more than a normal healer does.

Overheal / Stat Cleric

Booster and Divine Gift reward healing even when emergency recovery is not the main issue.

Booster turns excess healing into random stats.

Divine Gift rewards how much healing happened earlier in the same turn.

This is the build where “nobody is hurt” no longer means “Cleric has nothing useful to do.”

Cleric Failure States

Failure StateWhat Actually Went Wrong
Only healing after damage happensCleric ignores buffs, cleanse, positioning, and proactive defense
Standing too far from the partyStrong adjacent heals become unusable when they are needed
Using Divine Gift before healingYou pay the full mana cost instead of earning the discount
Taking Morale Boost with no kill toolCleric never triggers its main scaling passive
Using Booster only on badly injured catsYou miss the overheal-to-stat conversion
Ignoring Cleric’s own HPThe healer becomes the next unit that needs saving
Treating Protect the Weak as normal defenseIts Dodge bonus only appears after allies are already low
Using Holy Fire without watching kill orderThe first Cleric kill removes the blessing
Taking Sharing is Caring without pickup generationThe passive has too few triggers to justify the slot

Cleric’s biggest failure is not “not enough healing.”

It is spending every action fixing HP while ignoring the extra systems that make those heals much more valuable.

What I Look for During a Cleric Run

If I see Natural Healer early, I am happy to build a straightforward sustain Cleric.

If I see Healing Aura, I start valuing Health Regeneration much more aggressively.

If I see Caretaker, I can let Cleric focus on other cats without constantly worrying about its own HP.

If I see Morale Boost, I immediately ask how Cleric is going to secure kills.

If I see Sharing is Caring, pickup generation and mobility become more interesting.

If I see Evil Patron, I start checking every healing spell for offensive coverage.

If I see Blessing of Holy Fire, I start thinking about kill order instead of treating every enemy as an identical target.

The class changes dramatically depending on which payoff appears.

Is Cleric Worth Using?

Cleric is valuable long after the party stops needing a simple dedicated healer.

Its strongest setups can remove debuffs, turn Health Regeneration into party-wide sustain, convert overhealing into stats, revive downed cats cheaply, distribute pickups, reward kills with All Stats Up, or use Holy healing spells as offensive tools.

That gives Cleric a much better long-term identity than “the cat that restores HP.”

The Cleric builds I trust most answer one question clearly:

what extra value am I getting every time I heal?

Once that answer is clear, the rest of the build becomes much easier to choose.

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