Guide

Mewgenics Tank – Stats, Abilities, Passives & Builds

Tank class guide for Mewgenics with Push Attack, defensive passives, mobility, knockback, Pet Rocks, build directions, and common positioning mistakes.

Class Guide Sep 21, 2026

Tank is Mewgenics’ frontline control class. Its natural +4 Constitution makes it good at absorbing pressure, but the class is more interesting than simply having a large health pool. Tank’s basic attack already pushes enemies, and its strongest setups use movement, knockback, Brace, Thorns, rocks, or ally protection to decide where a fight actually happens.

The biggest lesson I would keep in mind is that being durable is not enough if Tank is standing in the wrong place.

Quick answer: Tank works best when its defense and positioning are solving the same problem. Hard Head wants you facing the incoming attack. Priority Target wants Tank in a place enemies can actually reach. Toad Style solves Tank’s own mobility. Cat-A-Pult solves mobility for the rest of the party. Pet Rocks and knockback builds need actual support pieces before they become engines.

Tank at a Glance

Tank TraitValue
RoleFrontline defense / displacement / battlefield control
Stat bonus+4 Constitution
Stat penalties-1 Dexterity, -1 Intelligence
Basic attackPush Attack
Basic attack power5 Physical Damage
Basic attack effectDash forward one tile, then attack with Knockback
Best atTaking pressure, moving enemies, protecting allies, creating space
Main weaknessGood durability can still be wasted by bad positioning
UnlockNot listed in the current class data

Tank’s stat package is unusually focused. The class gives up Dexterity and Intelligence for a large Constitution increase, which naturally supports abilities that scale from survival, Brace, Shield, contact, and occupying dangerous tiles.

But Constitution does not automatically make a Tank useful.

A Tank in the wrong lane may absorb nothing. A Tank that chases one enemy too far can expose the rest of the team. A Tank that blocks its own allies can create almost as many problems as it solves.

The class becomes much better once positioning is treated as a resource.

Tank Basic Attack: Push Attack

Tank’s basic attack is Push Attack.

It dashes Tank forward one tile, then deals 5 Physical Damage with Knockback.

That movement component is important.

Push Attack is not just a five-damage melee hit. It changes Tank’s own position and the enemy’s position at the same time.

That creates several possible payoffs:

  • push an enemy away from a fragile ally;
  • move an enemy into another unit or object;
  • create Knockback damage;
  • line up Chain Knockback;
  • move Tank deeper into the space it is supposed to control.

It also creates a risk.

If every Push Attack sends Tank farther away from the rest of the party, the basic attack can gradually pull your frontline out of position.

Tank Is a Positioning Class First

The easiest way to understand Tank is to stop thinking of it as “the high-HP class.”

Tank’s real job is usually one of these:

stand where the enemy wants to attack, move the enemy somewhere worse, or move an ally somewhere safer.

That is why mobility effects are so important even on a durable class.

A Tank that cannot reach the correct side of the battlefield cannot use Hard Head properly.

A Tank that cannot get in front of an ally cannot make full use of Body Guard.

A Tank that cannot reach an enemy cannot start a Knockback chain.

And a Tank that moves too aggressively can separate itself from the cats it was supposed to protect.

The best Tank turns therefore often begin with a positioning question rather than a damage question.

Key Tank Active Abilities

Tank has a large active pool. These abilities show the class’s main jobs without turning the page into a complete ability database.

AbilityCostCore EffectPractical Role
Body Guard2 ManaSwitch places with an ally the next time that ally is targetedDirect protection
Anchor6 ManaGain +4 Brace until Tank movesHold a position
Batter Up5 ManaDeal 3 Physical Damage and knock a unit back 10 tilesHeavy displacement
Belly Flop6 ManaJump to a tile and Immobilize what Tank lands onMobility plus control
Earthquake7 ManaDamage a cone, potentially Petrify, and spawn rocksRock / Earth setup
Big Rock7 ManaDrop a boulder that damages and displaces unitsRock generation and control
Full Force8 ManaConstitution-based hit that Stuns the target and TankHigh-commitment CON payoff

The strongest Tank ability depends heavily on what the current passive package wants.

Body Guard belongs to a protection-focused Tank.

Earthquake and Big Rock become much more important when Pet Rocks appears.

Batter Up becomes more valuable once Knockback damage and Bruise are real parts of the build.

Belly Flop matters when Tank’s current problem is simply getting to the correct tile.

Body Guard: Protection Requires Timing

Body Guard costs only 2 mana.

The next time an ally is targeted by an enemy, Tank switches places with that ally. The upgraded version also gives Tank Shield.

This is much more precise than generic “Tank should stand in front.”

You can allow a vulnerable cat to occupy a useful position, then intercept the attack when the enemy actually commits to it.

But Body Guard still depends on Tank’s final position after the swap.

If the interception puts Tank somewhere that ruins the next turn, the protection was not free.

I use it when the saved ally matters more than preserving Tank’s exact location.

Anchor: Sometimes Tank Should Stop Moving

Anchor gives Tank +4 Brace until it moves.

The upgraded version also adds Knockback immunity.

This ability rewards the opposite behavior from Toad Style or Belly Flop.

Instead of constantly moving to create value, Anchor says:

this is the tile I want to own.

That can be excellent when Tank is already blocking the correct lane, protecting the correct cat, or forcing enemies to approach from the correct direction.

The mistake is casting Anchor before Tank is actually where it needs to be.

Brace is not useful if the enemy can simply ignore the Tank.

Batter Up and Knockback

Batter Up knocks a unit back 10 tiles while dealing 3 Physical Damage.

The upgraded version adds Chain Knockback.

That is a huge amount of displacement.

Sometimes that is exactly what the fight needs: remove a dangerous melee enemy, slam something through other units, or create collision damage.

Other times, knocking the target across the map simply means Tank has to chase it again.

This is why Tank’s Knockback build is not just “more Knockback is better.”

The displacement needs a destination.

Belly Flop: Mobility That Also Controls

Belly Flop lets Tank jump to a tile and Immobilize whatever it lands on.

The upgraded version applies Immobilize in an area.

This is one of the clearest answers to the problem of a Tank that cannot get where it needs to be.

It moves Tank and immediately makes the destination harder for enemies to escape.

I value this much more when Tank needs to reach a backline threat or lock down a dangerous target than when the current fight is already happening directly in front of it.

Earthquake and Big Rock

Tank has an entire secondary identity built around rocks.

Earthquake deals Earth Magic Damage in a cone, can Petrify, and has a chance to spawn rocks.

Big Rock creates a boulder directly and displaces units it lands on.

Those abilities become much more interesting when the passive package starts rewarding rock generation.

Without a rock payoff, a rock is mostly terrain and incidental damage.

With Pet Rocks, Mountain Form, Eat Rock, or other rock interactions, generating rocks becomes part of the build rather than a side effect.

Tank Passives That Actually Change the Class

PassiveCore EffectWhat It Changes
Toad Style+4 Speed and movement becomes a damaging jumpSolves Tank’s mobility problem
Hard HeadBlocks attacks from the frontRewards facing and positioning
HardyHeal to full HP at the start of every battleConverts survival between fights into a reset
Priority Target+1 CON and enemies prefer Tank when possibleMakes Tank a true aggro holder
Cat-A-PultThrow adjacent allies without using their movement actionTurns Tank into a team mobility tool
Pet RocksSpawned rocks become living familiarsCreates a Tank summon build
Mountain FormKnockback immunity and walking can create rocksTerrain / rock engine
Chain KnockbackBasic attack gains Knockback and pushed units can push othersTurns displacement into a chain
Heavy HandedAdds Knockback DamageRewards collision-focused Tank
Thunder ThighsGives TrampleConverts movement through units into damage

These passives are not all trying to make Tank tougher.

Several of the strongest Tank setups are really about mobility or board control.

Toad Style: Mobility Is More Valuable Than It Looks

Toad Style gives Tank +4 Speed and changes the movement action into a jump that damages and displaces units when Tank lands on them.

The upgraded version raises the Speed bonus to +8.

This solves one of Tank’s most common practical problems: getting to the tile where Tank’s defense actually matters.

It also creates extra synergy with Trample, Thorns, Bruise, and other movement-based damage.

The important part is that Toad Style does not simply make Tank “faster.”

It lets Tank:

  • cross the map more easily;
  • escape bad corners;
  • reposition around terrain;
  • reach allies that need protection;
  • trigger movement-based offensive effects.

That is why mobility can outperform another purely defensive passive on a class that is already naturally durable.

Hard Head: Face the Attack

Hard Head blocks attacks coming from the front.

The upgraded version also makes the basic attack inflict Bruise.

This passive turns facing into one of Tank’s most important resources.

If Tank is pointed toward the main threat, Hard Head can completely shut down attacks from that direction.

If Tank turns the wrong way or lets the enemy reach its side or back, the passive may do nothing.

In practical play, blocking the attack also prevents the attached hit effects from being applied, so stopping a dangerous frontal hit can also stop effects such as Burn or Poison from landing.

This is not passive durability.

It is positional durability.

Hardy: Win the Fight, Then Reset

Hardy heals Tank to full HP at the start of every battle.

The upgraded version also gives +3 Health Regeneration.

This solves a different problem from Hard Head.

Hard Head tries to prevent damage inside the current fight.

Hardy allows Tank to survive a messy fight and start the next one clean.

That makes Hardy especially valuable across a long run where Tank is intentionally absorbing repeated pressure.

But it does not save Tank from being killed before the current battle ends.

So I think of the choice this way:

Hard Head = reduce the hit now.

Hardy = recover after surviving the fight.

Priority Target: Aggro Only Matters If Tank Is Positioned Correctly

Priority Target gives +1 Constitution and encourages enemies to attack Tank instead of allies whenever they can.

The upgraded version adds +2 Constitution, +2 Thorns, +2 Brace, and +2 Health Regeneration.

On paper, this is exactly what a Tank wants.

But the phrase “if they can” matters.

Tank still needs to occupy a position where enemies can actually choose it.

If Tank is behind the team, blocked by terrain, or chasing something irrelevant, Priority Target cannot magically repair the formation.

The passive is strongest when you already understand where Tank should stand.

Cat-A-Pult: Tank Can Solve Someone Else’s Movement

Cat-A-Pult lets Tank throw an adjacent ally up to 4 tiles on that ally’s turn without consuming the ally’s movement action.

The upgraded version can throw that ally to any tile.

That is a completely different type of Tank mobility.

Toad Style solves:

How does Tank get somewhere?

Cat-A-Pult solves:

How does everyone else get somewhere without paying their own movement?

That can be extremely valuable for slow melee cats, fragile backliners that need to escape, or any build where preserving the normal movement action creates another attack or positioning option.

This is one of the clearest examples of Tank contributing without dealing damage.

Pet Rocks: Tank Has a Real Summon Build

Pet Rocks makes rocks Tank spawns come alive.

The normal passive gives those rocks extra HP and creates one at the start of battle.

The upgraded version increases their HP further and starts the battle with a boulder.

This means abilities such as Earthquake, Big Rock, Demolish, and other rock generators can stop being terrain tools and become familiar generation.

But Pet Rocks has an important requirement:

you still need a reliable way to make more rocks.

The passive is much less impressive when the build only gets the one free rock and never produces another.

That is why I treat Pet Rocks as an engine that needs generators rather than a standalone “summon passive.”

Mountain Form Fixes a Pet Rocks Problem

Mountain Form gives Tank Knockback immunity, turns walked tiles into dirt, and can spawn rocks.

Upgraded Mountain Form adds Trample and Fire immunity.

That Fire immunity matters more than it first appears in a Pet Rocks build.

Upgraded Pet Rocks makes the living rocks hot, which can make interacting with them awkward.

Mountain Form’s upgraded Fire immunity directly removes that problem for Tank.

This is the kind of synergy I look for before calling Pet Rocks a complete build.

Pet Rocks provides the payoff.

Mountain Form provides both generation and protection from one of the upgraded engine’s downsides.

Knockback Tank Needs More Than Distance

Tank has several ways to increase Knockback:

  • Push Attack already has Knockback;
  • Chain Knockback lets pushed units continue pushing others;
  • Heavy Handed adds Knockback Damage;
  • Batter Up sends units a huge distance;
  • upgraded Heavy Handed gives the basic attack even more Knockback.

But extra distance is not automatically useful.

A Knockback build becomes strong when collision, Bruise, Chain Knockback, terrain, other units, or positioning converts that displacement into damage or control.

If the only result is “the enemy is now ten tiles away,” you may have solved one problem and created another.

That is why I want a Knockback payoff, not just more Knockback.

Heavy Handed and Bruise

Heavy Handed gives +2 Knockback Damage.

The upgraded version gives +3 Knockback Damage and adds +3 Knockback to the basic attack.

This is much better when enemies already have Bruise, because Bruise increases the value of collision and knockback damage.

That means Hard Head+, Chain Knockback, Push Attack, Batter Up, and other Bruise / displacement tools can gradually turn into one coherent engine.

Heavy Handed by itself is much less transformative than when several other Tank tools are already asking enemies to collide with things.

Thunder Thighs: Movement Can Become Damage

Thunder Thighs gives Tank Trample.

The upgraded version also adds Constitution and greatly increases the Trample value.

This is especially useful with mobility effects that let Tank deliberately move through units rather than simply standing still and absorbing attacks.

Toad Style is an obvious partner because it fixes movement at the same time.

The important distinction is that Trample Tank wants to use movement offensively, while Anchor and some defensive setups want Tank to stop moving once the correct tile is reached.

Those are different builds.

Bouncer Can Save a Fight or Ruin Your Position

Bouncer causes Tank to move toward the source whenever an ally takes damage and attack if possible.

The upgraded version allows a full move.

This can generate free attacks and let Tank respond immediately when something hits the party.

It also has interesting interactions with summoned bodies and Pet Rocks, because damage to those allied units can create additional Bouncer triggers.

But Bouncer comes with a real failure state:

Tank does not always want to go where the damage came from.

If one ally takes a hit on the wrong side of the map, Bouncer can drag Tank away from the formation you deliberately created.

I would take it when the build can benefit from reactive movement.

I would be much more cautious when facing mechanics where keeping the team spread out or maintaining one exact formation matters.

Protective Is a Party Passive, Not a Solo Passive

Protective gives Tank’s allies Brace.

The upgraded version increases that Brace.

The key word is allies.

Tank itself does not receive the benefit.

In a normal four-cat party, that can still be useful.

In a solo run, Protective effectively has no target at all.

Even in a party, I would ask whether I actually want my other cats taking hits.

A Tank build often has better ways to keep damage away from them completely.

This is a good example of why a passive that sounds perfectly on-theme can still be wrong for a specific run.

Best Tank Build Directions

Tank has several real build directions, and they play differently enough that I would not merge them into one universal setup.

Front-Block Tank

This is the most direct defensive Tank.

The important pieces are effects such as:

  • Hard Head;
  • Priority Target;
  • Anchor;
  • Body Guard;
  • Hardy.

The goal is to put Tank where attacks are actually going to arrive, face the dangerous direction, and make enemies waste their turns hitting something that can survive them.

This build fails when Tank is durable but irrelevant.

If every enemy is attacking someone else, more Constitution is not fixing the problem.

Mobility Tank

This Tank cares about being in the correct place every turn.

Toad Style is the clearest personal mobility passive.

Belly Flop gives an active movement option.

Cat-A-Pult turns Tank into a mobility engine for the rest of the party.

This is the direction I like when the battlefield is large, terrain is awkward, or enemy positioning keeps changing.

It also combines well with Trample if movement itself becomes part of the damage engine.

Knockback / Bruise Tank

This direction starts with Push Attack and then adds effects such as:

  • Chain Knockback;
  • Heavy Handed;
  • Batter Up;
  • Hard Head+ for Bruise;
  • other knockback or collision effects.

The build works best when pushes cause meaningful secondary damage.

The target should collide with enemies, objects, terrain, or a chain of units.

If enemies are simply being pushed away safely, the build may be creating distance without creating enough payoff.

Pet Rocks Tank

Pet Rocks needs rock generation.

Earthquake, Big Rock, Mountain Form, Demolish, and other rock tools can provide that supply.

Mountain Form is particularly useful because the upgraded version adds Fire immunity, which helps Tank interact with upgraded Pet Rocks without suffering from their heat.

This is one of Tank’s strangest builds, but it is also one of the most distinct.

Instead of being the only body absorbing pressure, Tank starts creating more bodies that occupy space and contribute damage.

Trample / Movement Damage Tank

Thunder Thighs makes movement itself offensive.

Toad Style helps Tank reach and cross enemy positions.

Other movement effects can create additional passes through targets.

This Tank does not want to spend the entire fight anchored in one place.

The build wants to enter, cross, displace, and reposition while turning each movement path into damage.

Passives I Would Not Take Automatically

Tank has several passives that look thematic but need much more support than the best general-purpose options.

Bouncer can be excellent, but it can also pull Tank completely out of position.

Protective helps other cats but gives Tank itself nothing, making it especially poor in solo play.

Rock-generating effects with no Pet Rocks, Eat Rock, or other rock payoff can leave you filling the board with objects that are not actually solving the fight.

Some forced-movement effects can also teach a bad habit: moving Tank toward enemies simply because the passive allows it, rather than because that tile is where Tank should actually be.

The rule I use is:

Do not confuse “this moves Tank” with “this improves Tank’s position.”

Those are not the same thing.

Tank Positioning Mistakes

MistakeWhat Actually Goes Wrong
Chasing the first enemy you can reachTank stops protecting the area that actually matters
Using Bouncer without watching the destinationA reactive attack can pull Tank out of formation
Facing the wrong direction with Hard HeadThe passive does nothing against side or rear pressure
Anchoring too earlyTank gains Brace on a tile enemies can simply ignore
Knocking enemies too far with no payoffTank creates another chase instead of creating damage
Building Pet Rocks without rock generationThe passive never develops into a real engine
Taking Protective in solo playThere are no other allies receiving the Brace
Treating Constitution as a substitute for positioningTank survives, but the rest of the party still gets attacked

The recurring failure is always the same:

Tank is strong enough to survive the fight, but not positioned well enough to control it.

What I Look for During a Tank Run

The first passive usually tells me what kind of Tank I should start building.

If I get Hard Head, I start caring much more about facing and chokepoints.

If I get Toad Style, I look for Trample, Thorns, and other effects that turn the extra movement into value.

If I get Pet Rocks, I immediately start checking whether the run can reliably create more rocks.

If I get Heavy Handed or Chain Knockback, I look for Bruise and collision opportunities.

If I get Cat-A-Pult, I start evaluating which teammate benefits most from keeping its own movement action after being repositioned.

If I get Priority Target, I make sure Tank can actually stay in the lane where enemies are able to choose it.

That is much more useful than deciding in advance that every Tank must become the same defensive build.

Is Tank Worth Using?

Tank is valuable because it can solve several problems that raw damage does not solve.

It can stand in a dangerous lane.

It can intercept an attack.

It can throw a teammate into a better position.

It can knock an enemy out of one.

It can build an entire fight around living rocks.

It can turn movement into Trample damage or turn enemy contact into a defensive advantage.

But the class is only as good as the position you give it.

The Tank builds I trust most are not simply the ones with the most HP.

They are the ones where every defensive, movement, and displacement effect answers the same question:

where does Tank need to be so the enemy’s next turn becomes worse?

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