Guide

Mewgenics Necromancer – Stats, Leeches, Corpses & Builds

Necromancer class guide for Mewgenics with Leech Shot, leech builds, corpse mechanics, Eternal Servitude, Immortal Leeches, key passives, and the Boneyard unlock.

Class Guide Sep 22, 2026

Necromancer is Mewgenics’ Leech, corpse, and death-manipulation class. Its basic attack already applies Leech, and the class can build from there into swarms of leech familiars, huge Leech stacks, corpse-powered spell loops, captured enemy familiars, or healing engines that damage the whole enemy side.

The class becomes much easier to understand once I stop treating corpses and Leeches as side effects.

They are resources.

Quick answer: build Necromancer around either Leech application, corpse conversion, or a healing / self-damage engine. Leech Mother and Numbing Leeches want the basic attack to trigger as many effects as possible. Immortal Leeches wants Leech stacks to die or expire and then be carried into the next basic attack. Corpse Connoisseur and Eternal Servitude want bodies to remain available. Dark Ritual and Decompose want to consume those same bodies. The main Necromancer decision is often not “what can I cast?” but what should this corpse or Leech stack become?

Necromancer at a Glance

Necromancer TraitValue
RoleLeeches / corpses / summons / sustain
Stat bonuses+2 Constitution, +1 Charisma
Stat penalty-2 Strength
Basic attackLeech Shot
Basic attack power3 Physical Damage
Basic attack effectLobbed attack that inflicts Leech 1
Best atLeech stacking, corpse conversion, summons, long-fight scaling
Main weaknessSeveral engines compete for the same corpses or setup pieces
UnlockClear The Boneyard

Necromancer sacrifices Strength for Constitution and Charisma, which fits a class that often wins through persistent effects, summons, and resource loops rather than one large physical hit.

Its basic attack also deals only 3 Physical Damage instead of the 5-damage baseline seen on several other classes.

That lower raw number makes sense once the attached Leech 1 becomes part of the build.

How to Unlock Necromancer

Necromancer unlocks by clearing The Boneyard.

The important part for the class page is straightforward:

finish The Boneyard once and Necromancer becomes available.

After that, Necromancer has additional class-specific unlocks from clearing later areas with the class. For example, completing The Boneyard with Necromancer unlocks Servus Mortem.

Those later unlocks expand the class, but they are separate from unlocking Necromancer itself.

Necromancer Basic Attack: Leech Shot

Necromancer’s basic attack is Leech Shot.

It is a lobbed ranged attack that deals 3 Physical Damage and inflicts Leech 1.

The low damage number can look weak if I compare it directly with Fighter, Tank, or Thief.

That is the wrong comparison.

Leech Shot becomes strong when the Leech application itself triggers the build.

Leech Mother can add a familiar.

Numbing Leeches can triple the attack’s status and hit effects.

Immortal Leeches can load additional Leech stacks onto the next basic attack.

Feed can permanently increase the amount of Leech applied for the rest of the battle.

Once those pieces appear, Leech Shot stops being “a 3-damage attack.”

It becomes the delivery system for the class.

Necromancer Is a Conversion Class

The class repeatedly turns one resource into another.

A corpse can become:

  • a free spell through Dark Ritual;
  • Leeches through Decompose;
  • a captured familiar through Eternal Servitude;
  • healing and food through Corpse Connoisseur;
  • area damage through Death Bloom.

A Leech stack can become:

  • healing;
  • a leech familiar;
  • a larger future Leech application through Immortal Leeches.

HP can become:

  • damage through Blood Geyser;
  • party healing through Blood Rain;
  • extra summons through Parasitic once the HP comes back.

That is why Necromancer builds become much more coherent when I choose what resource conversion matters most.

Key Necromancer Active Abilities

Necromancer has a large pool, but these abilities show its main engines clearly.

AbilityCostCore EffectPractical Role
Leech Swarm12 ManaInflict Leech 3 on almost every unitMass Leech setup
Clew of Leeches8 ManaSurround a unit with leech familiarsSummon pressure
Feed2 ManaDestroy a body; basic attack gains +1 Leech for the battlePermanent Leech scaling
Dark Ritual2 ManaDestroy a body; next spell costs 0 manaCorpse-to-mana conversion
Decompose5 ManaDestroy a body and spawn 3 LeechesCorpse-to-summon conversion
Death Bloom0 ManaExplode a body for area damage and KnockbackCorpse-to-damage conversion
Eternal Servitude12 ManaRevive an enemy body to full HP as your familiarCorpse-to-army conversion
Blood Geyser6 ManaLose half max HP, then deal that much damage and FearHP-to-damage conversion
Blood Rain3 ManaTake 1 damage and heal all allies 1 HPSelf-damage / healing engine

The important thing is that several of these spells compete for the same corpse.

If I use Dark Ritual on a powerful enemy body, I cannot also turn that body into an Eternal Servitude familiar.

If I use Decompose immediately, that corpse becomes Leeches instead of a captured unit.

Necromancer therefore rewards planning one action ahead.

Leech Swarm: Start the Engine Everywhere

Leech Swarm costs 12 mana and inflicts Leech 3 on all units except Necromancer.

The upgraded version reduces the allied application while still placing Leech 3 on other units.

This is expensive, but the value is not just “everyone has Leech.”

It can immediately create targets for:

  • Leech-triggered healing;
  • Parasitic;
  • Immortal Leeches;
  • effects that care about healing;
  • Leech-based familiar generation.

The spell is best when the rest of the build knows what to do with all those stacks.

Without a Leech payoff, 12 mana is a large commitment.

Feed: One Corpse Can Permanently Improve Leech Shot

Feed costs 2 mana.

It destroys a body and makes Necromancer’s basic attack inflict +1 Leech for the rest of the battle.

The upgraded version can consume a body at range.

This is a very clean long-fight scaling tool.

A weak or disposable corpse can become permanent value for every later Leech Shot.

The tradeoff is that the body disappears.

So before using Feed, I ask:

Is this corpse more valuable as +1 Leech for every future basic attack, or as a summon / free spell / explosion right now?

That decision is pure Necromancer.

Dark Ritual: Corpse Into Free Spell

Dark Ritual destroys an adjacent body and makes the next spell cost 0 mana.

The upgraded version makes the next two spells free.

This can convert a corpse into far more mana value than the 2-mana cost suggests.

It is particularly attractive before expensive abilities such as:

  • Leech Swarm;
  • Eternal Servitude;
  • Dig Up the Dead;
  • other high-cost Necromancer spells.

But again, the corpse is consumed.

Do not spend the only valuable enemy body on Dark Ritual if Eternal Servitude was the actual plan.

Decompose: Turn a Body Into Leeches

Decompose destroys a body and spawns 3 Leeches.

The upgraded version spawns 5.

This is one of the cleanest ways to connect the corpse side of Necromancer with the Leech side.

A dead enemy becomes multiple new familiars.

That makes Decompose especially appealing when the build already has effects that improve leeches or benefit from having more allied bodies on the board.

It is less impressive when the battlefield is already crowded and summons are blocking useful tiles.

Death Bloom: A Corpse Can Be a Bomb

Death Bloom costs 0 mana and explodes a body, damaging and knocking back adjacent units.

The upgraded version affects a much larger area.

This is the opposite of Eternal Servitude.

Eternal Servitude preserves the corpse as a long-term asset.

Death Bloom cashes it out immediately for battlefield impact.

A corpse surrounded by enemies is a good explosion target.

A powerful enemy body I want to recruit is not.

Eternal Servitude: Not Every Corpse Should Be Destroyed

Eternal Servitude costs 12 mana and resurrects an enemy body at full HP.

That enemy joins the party as a captured familiar.

The upgraded version also lets the resurrected unit take an extra turn immediately.

This creates one of Necromancer’s most distinctive build directions.

Instead of spawning generic familiars, the class can turn actual enemies into part of its army.

That means enemy quality matters.

A weak corpse may be Feed fuel.

A powerful corpse can be far more valuable alive again.

The gameplay material also points out that Corpse Connoisseur + Eternal Servitude can support an undead-army style run, including preserving access to useful bodies across encounters when the right supporting pieces appear.

Clew of Leeches: Surround One Target With Bodies

Clew of Leeches costs 8 mana and surrounds a unit with leeches.

The upgraded version uses beefy leeches.

This spell is not simply another Leech-status applicator.

It creates actual familiar bodies around a target.

That can generate pressure and additional attack sources, but it also consumes board space.

The more summon-heavy the Necromancer becomes, the more I pay attention to whether those extra bodies are helping or blocking my own cats.

Necromancer Passives That Define Builds

PassiveCore EffectWhat It Changes
Leech MotherBasic attack spawns a leech familiarTurns every basic attack into summon generation
Numbing LeechesBasic attack deals 0 damage but status and hit effects are tripledSacrifices raw hit damage for effect multiplication
Immortal LeechesLost Leech stacks are carried into the next basic attackCreates Leech accumulation
ParasiticHealing Necromancer spawns a leech familiarConverts recovery into summons
Worm LordTaking damage spawns a leech familiarConverts incoming damage into summons
Corpse ConnoisseurStarts battles with corpses and rewards destroying themGuarantees corpse resources
Spread SorrowDebuffs spread to random enemiesTurns single-target debuffs into board-wide pressure
Offload PainHealing damages every enemyConverts sustain into global damage
Servus MortemDestroys a random non-boss enemy at battle startFree opening removal

These passives create very different versions of Necromancer.

Numbing Leeches wants hit effects.

Corpse Connoisseur wants corpse-consuming spells.

Immortal Leeches wants Leech stacks to cycle.

Offload Pain wants healing frequency.

Servus Mortem does not need an engine at all; it creates immediate opening value.

Leech Mother: Basic Attacks Become Summons

Leech Mother makes every basic attack spawn a leech familiar.

The upgraded version spawns a beefy leech instead.

This is deceptively strong because anything that gives Necromancer more basic attacks also gives more familiar generation.

It also means effects that modify the basic attack can matter far more than their raw damage numbers suggest.

One Leech Shot is:

damage + Leech application + familiar spawn.

If the build starts generating several basic attacks, the number of familiars scales with it.

Numbing Leeches: Zero Damage Can Be the Upgrade

Numbing Leeches changes Necromancer’s basic attack to deal 0 direct damage.

In exchange, its status and hit effects are tripled.

The upgraded version also applies Mana Leech.

This looks terrible if I judge Leech Shot only by its damage.

It becomes much more interesting once the basic attack carries several effects.

At minimum, its Leech application is multiplied.

If the build has additional on-hit statuses or effects from other passives and equipment, those can become much more important than the three points of direct Physical Damage that were lost.

The practical question is:

How many useful effects are attached to this basic attack?

If the answer is “only Leech 1,” Numbing Leeches is merely interesting.

If the attack is carrying several meaningful effects, it can become the center of the build.

Immortal Leeches: Leech Stacks Do Not Have to Disappear

Immortal Leeches stores Leech value.

When a unit that Necromancer inflicted with Leech dies or loses those Leeches, the next basic attack applies that many additional Leech stacks.

The upgraded version also adds another +1 Leech to the basic attack.

This creates a snowball pattern:

apply Leeches → target dies / loses Leeches → stored stacks move forward → next target receives a larger application

That is why Leech-heavy summons and disposable targets can become valuable.

The Leech stack is not necessarily wasted when the current target disappears.

It can become fuel for the next one.

Numbing Leeches + Immortal Leeches

These two passives solve different parts of the same engine.

Numbing Leeches multiplies what the basic attack applies.

Immortal Leeches preserves Leech value when targets disappear.

Together, they shift the Necromancer away from direct-hit damage and toward rapidly escalating status application.

The gameplay material specifically identifies this as one of the strongest Leech directions because repeated Leech application can feed the next application rather than resetting from scratch every target.

The main risk is survivability.

A scaling engine is irrelevant if the Necromancer gets removed before the Leech loop has time to grow.

Parasitic: Healing Can Create an Army

Parasitic spawns a leech familiar whenever Necromancer gains health.

The upgraded version has a 50% chance to spawn a beefy leech instead.

This gives healing a completely different value.

A heal is no longer only recovery.

It can also be another summon.

That works naturally with Leech-heavy setups because Leech mechanics can help create repeated healing events.

There is one important limitation:

Necromancer needs missing health for normal healing to do anything.

If the cat is already full, the engine may stop unless the build has another way to keep creating valid healing events.

Worm Lord: Damage Can Also Create Leeches

Worm Lord spawns a leech familiar whenever Necromancer takes damage.

The upgraded version additionally makes the basic attack spawn leech familiars.

This is a more direct damage-to-summon engine than Parasitic.

But it comes with an obvious risk.

Taking damage is only useful while Necromancer remains alive.

I do not treat incoming damage as “free familiar generation” unless the build also has enough sustain to recover from it.

Corpse Connoisseur: Start With Resources

Corpse Connoisseur starts every battle with 2 to 3 corpses nearby.

Destroying a corpse heals Necromancer for 2 HP and creates a food pickup.

The upgraded version starts with 3 to 4 corpses and increases the heal to 8 HP.

This passive fixes one of the biggest problems with corpse builds:

what if nothing has died yet?

With Corpse Connoisseur, Dark Ritual, Feed, Decompose, Death Bloom, and other corpse-consuming tools can have resources immediately.

The real decision becomes which of those effects deserves the corpse.

Do Not Consume Corpses Automatically

Necromancer has enough corpse interactions that “corpse = resource” is still too simple.

Different builds want different corpse outcomes.

Feed wants permanent Leech scaling.

Dark Ritual wants free expensive spells.

Decompose wants more Leeches.

Death Bloom wants immediate area damage.

Eternal Servitude wants a powerful enemy body intact.

Corpse Connoisseur rewards destruction with healing and food.

The strongest corpse play is usually not the first legal action.

It is the action that fits the build’s current engine.

Spread Sorrow: One Debuff Can Become Several

Spread Sorrow causes a debuff inflicted on one enemy to also hit another random enemy.

The upgraded version spreads it to two additional enemies.

This becomes especially useful when Necromancer has a debuff worth spreading.

The gameplay material specifically calls out its interaction with Soul Link as one of the cases where Spread Sorrow becomes much more interesting.

Without a strong debuff engine, Spread Sorrow can feel merely fine.

With the correct status, one cast can start affecting much more of the board.

Offload Pain: Healing Becomes Global Damage

Offload Pain deals 1 damage to every enemy whenever Necromancer heals.

The upgraded version increases that to 2 damage and also gives Thorns.

This creates another reason to care about healing frequency rather than only healing amount.

A large heal once is one trigger.

Several healing events can create several global damage triggers.

That makes Offload Pain especially interesting in builds where Leech effects are already producing repeated healing.

Now Leech sustain can simultaneously become board-wide offense.

Servus Mortem: Free Opening Removal

Servus Mortem destroys a random non-boss enemy at the start of each battle.

The upgraded version can also target a boss, dealing 50 damage instead of destroying it.

This passive does not require the elaborate setup of Immortal Leeches or Eternal Servitude.

It simply changes the starting board.

That makes it useful in ordinary encounters where removing one enemy before actions begin can reduce incoming pressure immediately.

It is unlocked by completing The Boneyard with Necromancer.

Blood Geyser: Constitution Becomes Damage Risk

Blood Geyser takes damage equal to half Necromancer’s maximum HP, then deals that much damage to another unit and applies Fear 2.

The upgraded version turns the attack into an area effect.

This ability creates a strange interaction with Necromancer’s +2 Constitution.

More max HP means a larger potential damage conversion.

But it also means the self-damage cost is larger.

This is not a spell I use casually at low health.

Its value comes from turning a large health pool into burst and then having a plan to recover.

Blood Rain: Self-Damage Can Start a Healing Engine

Blood Rain takes 1 HP from Necromancer and heals all allies for 1.

The upgraded version also gives them mana.

The numbers are small, but the trigger structure can matter.

If the build has effects that care about healing or self-damage, one cheap party-wide heal may interact with several systems at once.

This is exactly the kind of spell that becomes much more valuable after the passive package is established.

Best Necromancer Build Directions

Necromancer has several real build directions, and they compete for resources enough that I prefer to commit rather than collect everything.

Immortal Leech Necromancer

Core pieces:

  • Leech Shot;
  • Immortal Leeches;
  • Numbing Leeches;
  • Feed;
  • Leech Swarm.

The goal is to increase the number of Leech stacks applied by each basic attack and carry those stacks from one target into the next.

Direct basic-attack damage becomes secondary.

The Leech application is the real payload.

Leech Familiar Necromancer

This version cares about:

  • Leech Mother;
  • Parasitic;
  • Worm Lord;
  • Clew of Leeches;
  • Decompose.

The goal is to turn basic attacks, healing, damage taken, and corpses into more bodies.

The main limitation is board space.

An army that blocks the party’s movement can become its own problem.

Corpse Engine Necromancer

The core pieces are:

  • Corpse Connoisseur;
  • Dark Ritual;
  • Feed;
  • Death Bloom;
  • Decompose.

This build starts looking at every corpse as a choice between several resources.

The most important skill is not generating corpses.

It is spending each corpse on the effect that matters most right now.

Eternal Servitude Necromancer

This route wants to preserve the best enemy bodies.

Eternal Servitude turns those bodies into captured familiars instead of consuming them.

Corpse Connoisseur helps guarantee corpse access, but I would avoid automatically exploding or feeding on every body when a powerful resurrection target is available.

The run becomes much more about enemy quality than generic summon quantity.

Healing / Offload Pain Necromancer

This version uses healing as offense.

Leech effects provide recovery.

Parasitic can turn healing into familiars.

Offload Pain turns healing events into damage across the enemy side.

Blood Rain provides another healing trigger.

The engine becomes strongest when healing happens repeatedly rather than only in emergencies.

Self-Damage Necromancer

Blood Geyser, Blood Rain, Dark Step+, Donate Blood, and several other Necromancer tools deliberately spend HP or create dangerous states for additional effects.

This route needs recovery.

Self-damage is only a resource if the build has a reliable way to get that health back.

Without that recovery, the engine is simply making Necromancer easier to kill.

Necromancer Failure States

Failure StateWhat Actually Went Wrong
Judging Leech Shot only by its 3 damageYou ignore the status application that the class is built around
Taking Numbing Leeches with no hit effectsBasic attack drops to 0 damage without enough payoff
Consuming every corpse immediatelyYou lose the chance to use the body for a stronger later effect
Using Dark Ritual on a premium resurrection targetA free spell replaces a potentially powerful Eternal Servitude familiar
Taking Parasitic while always sitting at full HPHealing triggers become harder to generate
Taking damage for Worm Lord without sustainFamiliar generation costs more HP than the build can recover
Filling the board with too many summonsLeeches start blocking your own positioning
Using Blood Geyser while already lowThe HP conversion becomes lethal risk instead of burst
Taking Spread Sorrow with weak debuffsThe passive spreads effects that were not worth building around
Building Offload Pain without frequent healingGlobal damage triggers too rarely to matter

Necromancer’s recurring mistake is creating a resource engine with no conversion target.

Lots of corpses are not enough.

Lots of Leeches are not enough.

Lots of healing is not enough.

The build needs to know what each of those resources is becoming.

What I Look for During a Necromancer Run

If I see Immortal Leeches, I start prioritizing additional Leech application immediately.

If I see Numbing Leeches, I count how many useful status and hit effects are attached to the basic attack before taking it.

If I see Leech Mother, extra basic attacks become much more valuable.

If I see Parasitic, I start looking for reliable repeated healing rather than one huge emergency heal.

If I see Corpse Connoisseur, corpse-consuming spells immediately become more consistent.

If I see Eternal Servitude, I stop treating every enemy body as disposable.

If I see Offload Pain, healing frequency becomes an offensive stat.

If I see Servus Mortem, I treat it as immediate encounter value rather than something that needs a larger engine.

That keeps Necromancer from becoming a pile of unrelated death-themed abilities.

Is Necromancer Worth Using?

Necromancer is strongest when one death or one Leech application creates the next resource.

A target dies with Leeches, and Immortal Leeches carries that value forward.

A body appears, and Feed turns it into stronger future basic attacks.

Another body becomes a free spell through Dark Ritual.

A powerful corpse comes back through Eternal Servitude.

Healing spawns Leeches through Parasitic or damages the whole enemy side through Offload Pain.

That is the actual identity of the class:

Necromancer does not just use death. It keeps converting death, healing, and Leech stacks into the next action.

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