Psychic is Mewgenics’ Gravity and mana-state class. Its basic attack can pull a unit from anywhere, many of its spells manipulate positioning, and several of its strongest passives care about one very specific question:
Is Psychic spending mana, staying at full mana, or generating mana past the normal cap?
Those are not interchangeable playstyles.
Full Power and Gravity Blast reward beginning an action at full mana. Overflow lets mana continue above the normal ceiling. Braingeyser and Power Up turn excess mana into additional offense. Mental Storm and Mind Tempest move in the opposite direction and reward casting lots of spells.
That tension is what makes Psychic interesting.
Quick answer: Psychic works best when the mana engine and spell package agree with each other. A full-mana build wants to preserve the threshold until the important attack happens. An excess-mana build deliberately generates more mana than it can normally hold. A spell-chain build spends aggressively because every cast advances Mental Storm or Mind Tempest. Gravity builds add a separate layer of pulling, pushing, collision, Stun, and support effects.
Psychic at a Glance
| Psychic Trait | Value |
|---|---|
| Role | Gravity control / magic damage / mana manipulation |
| Stat bonuses | +1 Intelligence, +1 Charisma, +1 Speed |
| Extra resource | +5 starting Mana |
| Stat penalty | -1 Constitution |
| Basic attack | Psychic Pull |
| Basic attack power | 2 Magic Damage |
| Basic attack element | Gravity |
| Best at | Repositioning units, manipulating mana states, long spell chains |
| Main weakness | Several strong passives want opposite mana behavior |
| Unlock | Clear The Moon |
Psychic’s stat package is broader than Mage’s. It gets smaller bonuses across Intelligence, Charisma, and Speed, plus five additional starting mana.
That extra mana matters because several Psychic mechanics distinguish between:
- normal mana;
- full mana;
- excess mana;
- mana spent during the turn.
A build can therefore become much stronger or much weaker depending on whether those mechanics are pointing in the same direction.
How to Unlock Psychic
Psychic unlocks by clearing The Moon.
The Moon comes after reaching the Crater route and returning through that branch again.
The area has a lot of crowd control, so positioning becomes more important than in many earlier regions. Ranged attacks are especially comfortable there because the low-gravity environment gives projectile-based teams more room to operate.
The Man on the Moon encounter revolves around its hands. Attacking a hand turns it around, and hitting it again sends it back toward the central boss, removing Brace and dealing heavy damage.
For the class itself, the requirement is simply:
complete The Moon once.
Psychic Pull Changes the Board Before It Deals Damage
Psychic’s basic attack is Psychic Pull.
It deals only 2 Magic Damage, but it can pull a unit toward Psychic from anywhere.
That range is much more important than the damage number.
Psychic Pull can:
- drag an enemy out of formation;
- pull a target toward melee allies;
- reposition a unit for collision effects;
- set up Gravity Well;
- change who can reach whom on the next turn.
This is why Psychic’s basic attack should not be judged like Mage’s Magic Dart.
Its first job is positioning.
The two points of Gravity damage come second.
Gravity Is Psychic’s Actual Identity
Many Psychic abilities are tagged Gravity, and that creates a much deeper system than simply using purple magic attacks.
Gravity spells can:
- pull;
- push;
- create collision damage;
- apply Bruise;
- inflict Slow or Immobilize;
- spread random debuffs through Wither;
- grant positive statuses to allies through Flourish;
- interact with Knockback through Gravity Well.
That means a Gravity spell can serve as damage, crowd control, movement, or support depending on the passive package.
Key Psychic Abilities
| Ability | Cost | Core Effect | Practical Role |
|---|---|---|---|
| Psychic Pull | Basic action | Pull a unit toward Psychic from anywhere; 2 Gravity Magic Damage | Universal positioning |
| Gravity Pull | 3 Mana | Pull units toward a chosen tile | Group repositioning |
| Gravity Blast | 6 Mana | Knock adjacent units back 10 tiles; full-mana cast adds collision damage | Burst displacement |
| Gravity Wave | 6 Mana | Damage in a cone with Knockback 4 and Chain Knockback | Area displacement |
| Increase Gravity | 3 Mana | Slow a target; full-mana cast instead Immobilizes and deals damage | Full-mana control |
| Psychic Choke | 5 Mana | Magic damage and Bruise within line of sight | Focused Gravity attack |
| Mindblast | 5 Mana | Push nearby units and inflict Madness with Stun chance | Close-range emergency control |
| Psyflutter | 5 Mana | Teleport exactly three tiles | Repositioning |
| Supernova | 10 Mana | 12 Magic Damage and Blind to units in line of sight | High-cost wide attack |
The strongest Psychic turn is often not the one with the biggest damage number.
It is the one where the displacement creates the next advantage.
Gravity Blast Has a Full-Mana Breakpoint
Gravity Blast costs 6 mana and applies 10 Knockback to adjacent units.
When cast from full mana, those units also take 10 collision damage.
The upgraded form adds Stun to that full-mana payoff.
That creates a clear timing rule.
Casting Gravity Blast after spending half the mana bar still moves everything.
Casting it while full turns the same spell into a much stronger damage-and-control tool.
So a full-mana Psychic often wants Gravity Blast near the start of a sequence, not the end.
This is one of the clearest places where spell order matters.
Increase Gravity Has the Same Kind of Decision
Increase Gravity normally inflicts Slow 1.
When cast from full mana, it instead:
- inflicts Immobilize 1;
- deals 6 damage.
The upgraded spell affects an area.
Again, the same spell does something much stronger at the full-mana threshold.
That means a Psychic using several full-mana mechanics should not casually spend mana on a low-value spell before the important control effect.
The mana bar is acting like a condition, not simply fuel.
Gravity Wave Is About Where the Enemy Ends Up
Gravity Wave deals 2 Magic Damage in a cone and applies:
- Knockback 4;
- Chain Knockback.
The upgraded version also inflicts Bruise.
The printed damage is modest.
Its real value comes from the path enemies travel.
Pushing one enemy into another can trigger additional displacement.
Moving several units out of a lane can protect the party.
An upgraded Gravity Wave can also soften those enemies with Bruise for later attacks.
The destination matters more than the initial two damage.
Gravity Well Turns Psychic Into the Stop Point
Gravity Well changes what happens when something is knocked past Psychic.
When a unit travels through a tile adjacent to Psychic, that unit is stopped and Stunned.
The upgraded passive also deals 5 damage.
This makes Psychic’s own position important.
Normally, a displacement class wants to think mainly about the target and the destination.
Gravity Well adds a third point:
where is Psychic standing relative to the knockback path?
A good Gravity Wave or another ally’s Knockback can send the target directly through Psychic’s control zone and end the movement with a Stun.
Beckon Makes Psychic Pull Much More Violent
Beckon adds +4 Knockback to Psychic’s basic attack.
The upgraded version also adds Chain Knockback.
That is especially interesting because Psychic Pull normally brings a target toward Psychic.
With additional displacement mechanics, the basic action becomes part of a larger positioning engine rather than a simple pull.
The value comes from controlling lanes and collisions, not from turning a 2-damage attack into a conventional damage basic.
Full Power Makes the Basic Attack Matter
Full Power changes Psychic Pull dramatically while Psychic is at full mana.
At full mana, the basic attack:
- deals triple damage;
- gains +3 Knockback.
The upgraded version also grants the bonus ability Grow Head.
This creates one of the simplest Psychic builds to understand.
Keep the mana bar full, then use Psychic Pull as an empowered displacement attack.
The complication comes when the same build also contains expensive spells.
Every spell spent can turn Full Power off until mana returns to the threshold.
So the Psychic turn becomes a choice between:
preserve full mana for the empowered basic
or:
spend mana because the spell solves a larger problem.
Overflow Makes “Full Mana” a Starting Point
Overflow gives Psychic, while at full mana:
- +2 Brace;
- Flying movement.
It also makes mana uncapped.
The upgraded version replaces Flying movement with Teleportation.
This changes the meaning of excess mana completely.
Without Overflow, mana generated beyond the normal maximum would normally have nowhere useful to go.
With Overflow, the bar can continue growing.
That opens the door to an entire second set of passives that specifically reward excess mana.
Braingeyser Turns Excess Mana Into Sparkles
Braingeyser emits one Sparkle for every point of excess mana Psychic gains.
The upgraded version also removes Psychic’s debuffs when the trigger happens.
This means mana generation past the cap is no longer wasted.
It becomes offense.
A mana source that would normally read:
gain mana while already full
now reads more like:
generate Sparkles.
That makes Overflow and excess-mana generation much more attractive once Braingeyser is present.
Power Up Makes Excess Mana Permanent Combat Scaling
Power Up also triggers from excess mana.
Each excess mana gained gives:
- +1 Magic Damage;
- +1 Intelligence.
The upgraded version also gives Holy Shield.
So Braingeyser and Power Up reward the same resource in two very different ways.
Braingeyser converts excess mana into immediate projectiles.
Power Up converts it into scaling stats.
Together, they turn “mana beyond full” from wasted resource into one of Psychic’s strongest progression engines inside a fight.
Full Mana and Excess Mana Actually Work Together
At first glance, Full Power and excess-mana builds look like opposites.
They are not.
Full Power needs Psychic to be at full mana.
Overflow allows Psychic to stay at or above that threshold while continuing to collect mana.
Braingeyser and Power Up then reward everything generated beyond the cap.
That creates a coherent engine:
reach full mana → stay full → continue generating mana → gain excess-mana rewards → keep Full Power active
The danger is spending mana.
Once Psychic drops below the threshold, the full-mana side switches off until the resource is restored.
Mental Storm Wants the Opposite Behavior
Mental Storm gives +1 Charge whenever Psychic casts a spell.
The upgraded version gives +2 Charge.
This passive does not care whether the spell was expensive.
It cares that a spell was cast.
That immediately raises the value of inexpensive spells.
Three cheap casts generate three triggers.
One expensive cast generates one.
This is the beginning of Psychic’s spell-chain route.
Mind Tempest Rewards Six Casts
Mind Tempest triggers after every sixth spell Psychic casts.
The reward is:
- All Stats Up;
- +1 Magic Damage.
The upgraded version additionally reduces spell costs by 1 mana.
This has a very different rhythm from Full Power.
Full Power wants mana preserved.
Mind Tempest wants spells cast.
That means a Psychic trying to maintain full mana while also forcing six casts can end up fighting against its own build unless regeneration is strong enough to support both.
Cheap spells such as low-cost Gravity utility become much more valuable here because their job is partly to advance the counter.
Mental Storm and Mind Tempest Form a Spell-Chain Engine
These two passives naturally reinforce each other.
Every spell:
- adds Charge through Mental Storm;
- moves Mind Tempest closer to its sixth-cast trigger.
Once upgraded Mind Tempest begins reducing spell costs, the next cycle becomes easier.
This is the Psychic build that wants to keep casting rather than guarding the full-mana threshold.
It plays much more like a momentum engine.
The resource question becomes:
How cheaply can I advance the spell counter without wasting the actual effects of those spells?
Repressed Memories Rewards Expensive Spending
Repressed Memories adds randomness to the opposite end of the cost spectrum.
Whenever Psychic spends mana, it automatically casts a random Psychic spell that costs less than the amount spent.
The upgraded version can pull that random spell from any class.
That means a high-cost spell is not necessarily just one action.
Spending 10 mana can also trigger another random spell whose cost falls below that threshold.
This makes expensive spells more attractive than they would be in a pure Mind Tempest build.
It also makes the turn less predictable.
Repressed Memories is powerful when extra random effects are welcome.
It is much less comfortable when the board requires exact positioning and you do not want unexpected spells changing it.
Omniscience Removes One of Psychic’s Biggest Constraints
A large part of Psychic’s kit cares about line of sight.
Psychic Choke does.
Supernova does.
Several other control spells do.
Omniscience simply removes line-of-sight restrictions.
The upgraded version also grants +4 Intelligence.
This is not a flashy proc or damage multiplier, but on the right spell package it changes what Psychic can target across the entire board.
Terrain and intervening units stop deciding whether those spells are legal.
For a line-of-sight-heavy Psychic, that consistency can be more useful than another conditional damage passive.
Wither Makes Gravity an Enemy-Debuff Engine
Wither causes Gravity abilities used on enemies to apply a random negative status effect.
The upgraded version also increases the amount of negative status inflicted.
The possible statuses cover a wide range, including things such as:
- Poison;
- Burn;
- Bleed;
- Blind;
- Bruise;
- Stun;
- Immobilize;
- Freeze;
- Weakness;
- Madness;
- Fear;
- Confusion.
That makes ordinary Gravity utility much more threatening.
Psychic Pull no longer only repositions.
Gravity Wave no longer only pushes.
Increase Gravity no longer only controls movement.
Every Gravity interaction with an enemy can start adding another layer of disruption.
Flourish Turns the Same Gravity Kit Into Support
Flourish does the mirror image.
Gravity abilities no longer harm allies.
When used on an ally, they grant a random positive status effect, and the passive increases the amount of that status.
Possible effects include:
- Bonus Attack;
- Bonus Move;
- Thorns;
- Brace;
- Shield;
- Holy Shield;
- Kinetic Spikes;
- Reflect;
- Health Regeneration;
- Charge;
- All Stats Up.
This is one of Psychic’s most unusual builds because the same Gravity spellbook can now interact with enemies and allies completely differently.
Wither makes Gravity hostile.
Flourish makes Gravity supportive.
A Psychic with both can become a battlefield manipulator rather than a conventional damage caster.
Flourish Changes How I Read Psychic Pull
Psychic Pull targets a unit, not specifically an enemy.
Normally, pulling an ally may simply be useful repositioning.
With Flourish, using Gravity on an ally can also grant a positive status.
That means the basic attack can become:
reposition ally + apply support effect
instead of just:
pull enemy + deal 2 damage.
That is a genuinely different Psychic role.
Blink Is Defense Through Displacement
Blink gives Psychic a 33% chance to teleport to a random tile when targeted by an enemy.
The upgraded version raises the chance to 50%.
This can make Psychic unexpectedly difficult to hit, but it has a cost that ordinary Dodge does not:
the destination is random.
Sometimes that solves the threat.
Sometimes Psychic leaves the carefully prepared Gravity Well position or ends up somewhere awkward.
So Blink is powerful defensive disruption, but it is not precision positioning.
That distinction matters on a class whose location can affect several Gravity interactions.
Mad Visage Is a Very Specific Alternate Route
Mad Visage changes all injuries Psychic receives into Disfigured.
While at full mana, the basic action also inflicts Madness.
The stranger condition is Charisma:
when Psychic reaches 0 or less Charisma, it gains an additional attack each turn.
The upgraded version can increase that further.
This is not a normal Psychic route because the class naturally starts with +1 Charisma.
A Mad Visage build therefore needs an actual reason or mechanism to drive Charisma downward.
Without that setup, a large part of the passive is inactive.
That makes it a build-around piece rather than something I would treat as generic Psychic value.
The Main Psychic Build Directions
Psychic’s strongest routes are separated less by damage type and more by mana behavior.
Full-Mana Gravity Psychic
The core pieces are:
- Full Power;
- Overflow;
- Gravity Blast;
- Increase Gravity;
- Psychic Pull.
This build wants the mana bar at the threshold before the important action.
Gravity Blast gains collision damage.
Increase Gravity turns from Slow into Immobilize plus damage.
Psychic Pull gains triple damage and extra Knockback from Full Power.
The main discipline is spell order.
Spending three mana on a minor utility effect before the full-mana payoff may weaken the entire turn.
Excess-Mana Psychic
This route adds:
- Overflow;
- Braingeyser;
- Power Up;
- strong mana generation.
Overflow removes the normal cap.
Braingeyser converts excess mana into Sparkles.
Power Up converts the same resource into Magic Damage and Intelligence.
The build wants to keep generating mana even after the bar looks “finished.”
Spell-Chain Psychic
The core is:
- Mental Storm;
- Mind Tempest;
- cheap spells;
- mana regeneration.
Here, the individual spell can be less important than the fact that another cast advances two engines at once.
Cheap utility becomes premium fuel because each cast builds Charge and pushes the six-spell Mind Tempest counter forward.
This route generally does not want to sit passively at full mana.
It wants to use the resource.
Gravity Control Psychic
This version focuses on:
- Psychic Pull;
- Gravity Pull;
- Gravity Wave;
- Gravity Well;
- Beckon;
- Wither.
The goal is to decide where enemies are allowed to stand.
Pull one target out.
Push another through a collision.
Stop it beside Psychic with Gravity Well.
Add random debuffs through Wither.
This is the route where a 2-damage basic attack can still be one of the most important actions in the turn.
Gravity Support Psychic
Flourish creates an entirely different interpretation of the same spell pool.
Gravity can reposition allies without harming them and also apply positive statuses.
Omniscience can remove targeting restrictions from other parts of the kit.
This version contributes less through raw burst and more through turning Gravity into a team utility system.
Where Psychic Builds Usually Break
| Problem | What Actually Goes Wrong |
|---|---|
| Spending mana before a full-mana spell | Gravity Blast, Increase Gravity, or Full Power loses its stronger condition |
| Taking excess-mana passives without mana generation | Overflow raises the ceiling but nothing meaningfully fills it |
| Taking Mind Tempest with only expensive spells | Reaching six casts takes too long |
| Building Full Power and spell spam without enough regeneration | One half of the build keeps disabling the other |
| Using Gravity only for damage | Psychic ignores the positioning value that makes its kit unique |
| Taking Gravity Well but standing in the wrong lane | Knocked enemies never pass through its trigger area |
| Relying on Blink for precise positioning | The teleport destination is random |
| Taking Omniscience with few line-of-sight spells | The passive removes a restriction the build barely has |
| Using Repressed Memories in a board that needs exact control | Random extra casts can make a carefully planned turn less predictable |
| Building Mad Visage without reaching low Charisma | Its extra-attack condition never activates |
Psychic’s biggest mistake is combining several individually strong mana passives that want completely different behavior.
The class gets much easier once the mana bar has one clear job.
Psychic Is Mostly About Timing
A full-mana turn may want to begin with Gravity Blast before any resource is spent.
A Mind Tempest turn may want the opposite: several cheap spells immediately.
An Overflow build may deliberately sit above the normal cap because every extra point is becoming Braingeyser Sparkles or Power Up stats.
A control build may ignore all of that for a moment because moving one enemy onto the wrong side of the battlefield is more valuable than another damage spell.
That is why Psychic can initially feel inconsistent.
The class is full of abilities that are individually useful, but they do not all want to be used at the same point in the turn.
Is Psychic Worth Using?
Psychic becomes much stronger once the mana bar stops being treated as a generic spell resource.
At full mana, Psychic Pull, Gravity Blast, Increase Gravity, Full Power, and Overflow can all gain additional value.
Above full mana, Braingeyser and Power Up turn otherwise wasted mana into offense and scaling.
When mana is spent aggressively, Mental Storm and Mind Tempest reward repeated casting.
Meanwhile, Gravity spells can push, pull, Immobilize, Stun, debuff enemies through Wither, or support allies through Flourish.
That gives Psychic a very specific identity:
it controls both where units are standing and what state the mana bar should be in before the next action happens.
Once those two decisions line up, the class stops feeling random and starts feeling deliberate.