Guide

Mewgenics Tinkerer – Stats, Abilities, Passives & Builds

Tinkerer class guide for Mewgenics with Tech, Craft Weapon, Throw Weapon, weapon uses, Armor Specialist, Blacksmith, robots, explosions, and the Bunker unlock.

Class Guide Sep 22, 2026

Tinkerer is Mewgenics’ equipment, crafting, and Tech class. It can create temporary weapons, consume or repair weapon uses, improve equipment effects, build robots, or turn the battlefield into an explosion chain.

The difficult part is not finding something useful in the Tinkerer pool.

It is deciding which resource the current build actually wants to preserve.

A weapon build wants weapon uses. A Tech build wants reliable Tech generation. Blacksmith wants one valuable weapon to survive long enough for Hone to scale it. Robot builds can give weapons away entirely. Explosion builds care much less about maintaining one premium weapon.

Quick answer: Tinkerer becomes much more consistent when you decide early whether the run is about weapons, equipment sets, Tech crafting, robots, or explosions. Weapon Proficiency, Robot Arms, Armor Specialist, Blacksmith, and V2.0 are all powerful, but they solve different problems. Taking all of them without a compatible item engine usually leaves the class doing several mediocre things instead of one excellent thing.

Tinkerer at a Glance

Tinkerer TraitValue
RoleWeapons / crafting / equipment / Tech / gadgets
Stat bonus+4 Intelligence
Stat penalties-1 Luck, -1 Charisma
Basic actionsCraft Weapon, Throw Weapon
Craft WeaponCraft and equip a random temporary weapon
Throw WeaponThrow current weapon for 5 Physical Damage, breaking it
Best atWeapon scaling, equipment effects, crafting, item-use engines
Main weaknessLarge ability pool can produce pieces that do not support the same engine
UnlockClear The Bunker

The +4 Intelligence bonus fits Tinkerer’s large spell and gadget pool, but its real identity is not simply “another INT class.”

Mage converts mana into spells.

Tinkerer converts Tech, equipment slots, weapon uses, and crafted items into actions.

That distinction changes how I evaluate almost every pickup and passive on the class.

How to Unlock Tinkerer

Tinkerer unlocks by clearing The Bunker.

After reaching the Desert progression split, take the route toward the Bunker rather than the Crater.

The Bunker contains robots and several enemies that are easier to manage when the party can bypass defenses or apply damage over time. Armor-piercing effects and Poison are particularly useful there.

The final Johnny encounter is more of an attrition and protection fight than a simple burst check. Keeping hostile cultists away from Johnny is one of the main priorities.

Finish the Bunker route and Tinkerer becomes available.

Tinkerer Starts With a Craft-and-Consume Loop

Tinkerer has an unusual basic-action package.

Craft Weapon creates and equips a random temporary weapon.

Throw Weapon throws the equipped weapon at a unit for 5 Physical Damage, then breaks the weapon.

That immediately creates the basic Tinkerer question:

Is this weapon more valuable if I use it, repair it, improve it, give it away, recycle it, or destroy it?

For most classes, finding a strong weapon ends the decision.

For Tinkerer, finding the weapon is often the beginning of the decision.

Craft Weapon: Temporary Does Not Mean Disposable

Craft Weapon creates and equips a random temporary weapon.

The word temporary is important because the base Tinkerer cannot assume that every crafted item becomes permanent progression.

But several passives change the value of crafting dramatically.

Duct Tape can preserve crafted equipment between battles.

V2.0 improves the Tech economy that supports crafting.

Blacksmith can make one good weapon increasingly valuable over the course of a battle.

Reactive Armor can craft equipment automatically after taking damage.

So I would not automatically throw away the first weapon just because another craft is available.

Once a strong weapon appears, the build may want to switch from:

keep crafting

to:

protect and improve this weapon.

Throw Weapon: Breaking the Weapon Is the Cost

Throw Weapon deals 5 Physical Damage at range and breaks the weapon afterward.

That makes it fundamentally different from a normal basic attack.

The damage is only half the calculation.

The other half is:

What am I giving up by destroying this weapon?

Throwing a weak temporary weapon is easy.

Throwing a weapon that Blacksmith has already improved, that still has several uses, or that is carrying important equipment synergy can be a terrible exchange.

Throw Weapon becomes much more attractive when the build can easily replace the weapon or actively benefits from destroying equipment.

Tech Is the Resource Behind the Crafting Engine

Several Tinkerer effects revolve around Tech.

Research costs 5 mana and gives +1 Tech.

Its upgraded version also changes crafting so it subtracts only 1 Tech instead of consuming all of it.

V2.0 starts Tinkerer with 1 Tech and prevents Tech from falling below 1.

Upgraded V2.0 goes much further:

crafting no longer removes Tech.

That is one of the clearest turning points in a crafting build.

Before the upgrade, Tech is a resource you accumulate and spend.

After upgraded V2.0, Tech can become a persistent crafting level instead of something that disappears every time you use the system.

Key Tinkerer Active Abilities

Tinkerer has a very large and varied active pool. These are the abilities that best explain the class’s resource decisions.

AbilityCostCore EffectPractical Role
Research5 ManaGain +1 TechTech generation
Recycle5 ManaDestroy weapon, gain +1 Tech, refresh basic actionConvert weapon into Tech and tempo
Repair5 ManaRepair 1 use to equipmentPreserve valuable equipment
Catbot8 ManaSpawn Catbot and give it your current weaponWeapon-to-summon conversion
Remote Detonator4 ManaExplode a familiar for area damage and KnockbackRobot / summon explosion payoff
Reprogram3 ManaConjure a random Tinkerer spell as bonus abilityExpands the gadget pool

These abilities are useful because they force different answers to the same question:

what should happen to my current weapon?

Repair says keep it.

Recycle says sacrifice it for Tech and another basic action.

Catbot says convert it into another unit.

Throw Weapon says cash it out for damage.

That tension is the core of Tinkerer.

Recycle: Bad Weapon In, Tech Out

Recycle destroys Tinkerer’s current weapon, gives +1 Tech, and refreshes the basic action.

The upgraded version becomes especially efficient if the weapon has not been used yet that turn, reducing the cost to 1 mana under that condition.

This is one of my favorite examples of a Tinkerer ability whose value depends entirely on the weapon.

If the weapon is mediocre, Recycle can turn dead equipment into:

Tech + another basic action.

If the weapon is the centerpiece of the build, Recycle may destroy far more value than it creates.

So I do not treat Recycle as a generic Tech button.

I use it as an exit for weapons I no longer want.

Repair: Weapon Uses Are a Resource

Repair restores one use to all equipment on Tinkerer or an adjacent unit.

The upgraded version restores all uses.

That makes limited-use equipment substantially more valuable on Tinkerer than on a class with no way to repair it.

A powerful item with only one remaining use is not necessarily almost dead.

If Repair or Hone is available, that final charge can be restored.

This is why Tinkerer builds should track uses remaining, not only item power.

Blacksmith Changes the Basic Attack Into Hone

Blacksmith replaces Tinkerer’s basic attack with Hone whenever a weapon is equipped.

Hone:

  • repairs 1 weapon use;
  • gives that weapon +1 Damage for the rest of the battle.

The upgraded Hone also refreshes the weapon action.

This creates one of Tinkerer’s most coherent weapon engines.

Instead of repeatedly crafting random weapons, Blacksmith wants to identify one weapon worth investing in and keep improving it.

The loop becomes:

equip strong weapon → Hone → restore use → increase damage → use weapon → Hone again

The longer the battle lasts, the more that same weapon can scale.

Blacksmith Is Bad If You Keep Replacing the Weapon

The biggest mistake with Blacksmith is continuing to play Tinkerer like a disposable-crafting class.

Hone’s damage increase applies to the weapon you are maintaining for that battle.

If I repeatedly:

Hone weapon → destroy weapon → craft random replacement

I keep throwing away the scaling I just created.

Blacksmith therefore asks for a completely different mindset from Throw Weapon or Recycle.

Once a worthwhile weapon appears, stop treating every weapon as disposable.

Robot Arms: More Weapon Actions

Robot Arms lets Tinkerer use its weapon one additional time each turn.

The upgraded version also gives an additional trinket use each turn and grants +1 use to newly equipped items during battle.

This is a direct multiplier on good equipment.

A mediocre weapon used twice is still mediocre.

A powerful weapon used twice can completely change a turn.

That is why Robot Arms gets much stronger when the build has already solved the item-quality problem.

The passive does not provide the weapon.

It rewards you for having the right one.

Weapon Proficiency: Make Weapons Part of the Core Kit

Weapon Proficiency causes weapon damage to scale with Tinkerer’s stats and makes weapon attacks count as basic attacks.

The upgraded version also lets the weapon be used an additional time each turn.

That second clause matters because Tinkerer has several effects that care about basic actions or repeated weapon usage.

Weapon Proficiency therefore does more than raise damage.

It changes how weapon attacks interact with the rest of the class.

This is one of the strongest signals that the current Tinkerer should stop chasing unrelated gadget lines and commit to weapons.

Armor Specialist: Equipment Can Become the Build

Armor Specialist doubles the passive effects of Tinkerer’s equipment.

The upgraded version doubles both passive and active equipment effects.

This is one of Tinkerer’s highest-ceiling passives because its strength is determined by the equipment already in the run.

With weak equipment, Armor Specialist is unimpressive.

With a powerful equipment package, it can effectively multiply effects that another class only gets once.

This is why I evaluate Armor Specialist by asking:

What exactly am I doubling right now?

If the answer is already strong, the passive can be transformative.

If the answer is “almost nothing,” I would not take it based on theoretical future value alone.

Item Proxy: Set Bonuses Need Fewer Pieces

Item Proxy reduces the equipment requirement for set bonuses by one piece.

The upgraded version reduces it by two.

That changes the opportunity cost of item sets.

Normally, completing a set may force Tinkerer to occupy several equipment slots with pieces that are only individually average.

Item Proxy lets the build reach the payoff earlier and leaves more slots available for unrelated high-value items.

The passive is strongest when the current run already has a set worth completing.

It is much weaker when I am only hoping that a useful set appears later.

V2.0: The Crafting Engine Passive

V2.0 starts Tinkerer with 1 Tech and prevents Tech from dropping below 1.

Upgraded V2.0 also prevents Tech from being removed when crafting.

That is a major change to how aggressively I use Craft Weapon.

Without it, repeated crafting can keep consuming the resource I worked to build.

With upgraded V2.0, Tech becomes much easier to maintain, so crafting no longer feels like repeatedly resetting the engine.

This is especially useful when the run already has Research or another reliable source of Tech.

V2.0 without any reason to care about Tech is fine.

V2.0 inside an actual crafting build is much better.

Duct Tape: Crafted Weapons Can Survive Between Battles

Duct Tape makes crafted items stay with Tinkerer between battles.

The base version curses those items.

The upgraded version removes that downside.

That directly changes how much effort I am willing to invest in one crafted weapon.

Without Duct Tape, a powerful temporary weapon may only matter for the current fight.

With upgraded Duct Tape, a successful craft can become part of the ongoing run.

This works especially well with a build that wants to maintain and improve equipment rather than constantly replace it.

Energizer: Casting Spells Improves the Weapon

Energizer gives the current weapon +1 Damage whenever Tinkerer casts a spell.

The upgraded version also repairs 1 weapon use every third spell.

That creates a hybrid engine:

cast gadget → improve weapon → cast again → improve weapon → eventually repair weapon → attack with stronger weapon

This is a good fit for Tinkerers that still want a broad active-spell package without abandoning the weapon as the main damage source.

It is much less useful if the current run barely casts spells or keeps replacing the weapon.

Catbot: Sometimes the Weapon Belongs on Another Body

Catbot costs 8 mana and spawns a Catbot carrying Tinkerer’s current weapon.

Tinkerer does not get that weapon back.

The upgraded version also gives +1 Tech and refreshes the basic action.

That means Catbot is not a normal summon spell.

It is another weapon decision.

If the current weapon is replaceable, transferring it to a Catbot can create another useful body on the field.

If the current weapon is the centerpiece of a Blacksmith or Robot Arms build, giving it away can dismantle the engine.

The spell is much better when weapon replacement is easy.

Tinkerer Passives That Define Builds

PassiveCore EffectWhat It Changes
BlacksmithBasic attack becomes Hone while armedBuilds around one maintained weapon
Weapon ProficiencyWeapons scale with stats and count as basic attacksMakes weapon use central
Robot ArmsExtra weapon use each turnMultiplies strong weapons
Armor SpecialistDoubles equipment passive effectsEquipment becomes the engine
Item ProxyNeed fewer pieces for set bonusesMakes item sets easier to complete
V2.0Stabilizes Tech and upgraded craftingSupports repeated crafting
Duct TapeCrafted items persist between battlesTurns temporary crafts into run assets
EnergizerSpells increase weapon damageHybrid spell / weapon engine
Demo ManLow-Tech crafting guarantees bombsBomb-focused crafting
EMPExplosions become Electric and gain damage/controlExplosion / robot support
NanobotsTaking damage grants diminishing Health RegenPersonal sustain

These passives are not interchangeable.

Blacksmith wants stability.

Demo Man wants disposable bombs.

Armor Specialist wants excellent equipment.

V2.0 wants Tech usage.

The first major passive should usually decide which version of Tinkerer the run becomes.

Demo Man: Low Tech Can Be a Feature

Demo Man guarantees that Tinkerer crafts a bomb while at Tech 1 or less and gives +2 Blast Resistance.

The upgraded version also gives an additional basic action each turn and raises Blast Resistance.

That creates a very different Tech plan from a normal crafting build.

V2.0 often wants stable Tech.

Demo Man can intentionally exploit the low-Tech state to control what gets crafted.

Instead of asking:

How do I reach maximum Tech?

the build may ask:

How do I stay in the range where Craft Weapon keeps giving me bombs?

That is a genuine alternate engine, not simply a weaker version of high-Tech crafting.

EMP: Explosions Become Control

EMP changes explosions to the Electric element and gives them +2 damage.

Instead of Knockback, those explosions gain a chance to inflict Stun.

It also gives +2 Blast Resistance.

The upgraded version increases the damage bonus and Blast Resistance, and explosions stop affecting allies.

This is a major quality-of-life breakpoint for an explosion build.

Base explosion Tinkerer has to care about where allies are standing.

Upgraded EMP removes a large part of that friendly-fire problem.

The practical effect is that positioning becomes much less restrictive once the upgrade is online.

Robots and EMP Can Feed Each Other

Tinkerer can summon multiple kinds of machines and has effects that care about Electric damage and charging mechanical units.

That makes EMP more than a pure bomb passive.

An explosion-heavy robot setup can use Electric effects as part of the support engine while still gaining the extra damage and Stun chance from EMP.

This is one of the better reasons to combine the robot and explosion branches rather than treating them as completely separate archetypes.

Nanobots: Sustain for the Tinkerer That Gets Hit

Nanobots gives +2 Diminishing Health Regeneration whenever Tinkerer takes damage from an attack or spell.

The upgraded version also gives smaller regeneration triggers from other damage sources.

This is not a build engine like Blacksmith or Armor Specialist.

It is a stability passive.

That makes it especially useful on a Tinkerer that needs to play closer to enemies, is using risky explosions, or simply lacks another recovery plan.

I would not build the entire class around Nanobots, but it can fix a real survivability problem without asking for complicated setup.

Best Tinkerer Build Directions

Tinkerer has enough internal systems that I would keep the build directions clearly separated.

Blacksmith Weapon Tinkerer

The core pieces are:

  • Blacksmith;
  • Hone;
  • Robot Arms;
  • Weapon Proficiency;
  • Repair;
  • Energizer.

This setup wants one weapon worth preserving.

The main resource is not Tech.

It is weapon uses.

Hone keeps restoring charges and increasing damage.

Robot Arms gives more opportunities to fire the weapon.

Weapon Proficiency makes those attacks integrate better with the rest of the kit.

This build becomes worse every time you casually destroy the weapon.

Equipment Specialist Tinkerer

The core passives are:

  • Armor Specialist;
  • Item Proxy;
  • strong equipment;
  • valuable item-set bonuses.

This version cares much less about random crafting once the equipment slots are already doing the heavy lifting.

Armor Specialist scales with the actual quality of the equipped effects.

Item Proxy allows the build to activate sets without sacrificing as many slots.

This is the direction where loot decisions matter as much as ability choices.

Tech Crafting Tinkerer

The central pieces are:

  • V2.0;
  • Research;
  • Craft Weapon;
  • Duct Tape;
  • Tech-generating effects.

The goal is to make crafting less temporary and less expensive.

Research grows Tech.

V2.0 stabilizes it.

Duct Tape lets successful crafts survive beyond one encounter.

This is the Tinkerer that wants repeated crafting to gradually improve the run rather than simply produce disposable battlefield tools.

Recycle Tinkerer

Recycle creates a very specific loop:

craft weapon → decide it is not worth keeping → Recycle → gain Tech → refresh basic action → craft or act again

This works best when the build can create weapons cheaply.

The important part is being selective.

Recycle is a way to extract value from weak equipment.

It should not become an excuse to destroy every strong weapon the class finds.

Robot Tinkerer

Robot builds care about summoned machines, Catbot, and effects that improve or exploit those units.

Catbot is especially interesting because it converts the current weapon into a permanent battlefield body for the encounter.

The main decision is whether the weapon is worth more in Tinkerer’s hands or the robot’s hands.

When the class can easily replace weapons, Catbot becomes much easier to justify.

Explosion Tinkerer

Demo Man and EMP are the clearest signals.

Demo Man controls bomb crafting at low Tech.

EMP increases explosion damage, changes the element, adds Stun potential, and eventually removes allied friendly fire.

Remote Detonator gives another way to convert familiars into area damage.

The major failure state here is obvious:

explosions are area effects, and before the correct safety pieces appear, your own formation matters.

Tinkerer Failure States

Failure StateWhat Actually Went Wrong
Throwing a weapon after several Hone upgradesYou destroyed the resource your build had been scaling
Using Recycle on the best weapon+1 Tech was worth less than the weapon you sacrificed
Taking Robot Arms with weak weaponsMore uses multiply poor equipment rather than fixing it
Taking Armor Specialist before finding useful equipmentThere is very little worth doubling
Taking Item Proxy with no useful set nearbyThe passive reduces a requirement you are not trying to meet
Building V2.0 without Tech-dependent craftingThe resource is stable but has no meaningful payoff
Taking Golden-looking crafting pieces from different enginesThe class ends up with bombs, robots, weapons, and Tech but no coherent loop
Using Catbot with the weapon your whole build depends onThe summon gains value while Tinkerer loses its engine
Exploding units next to allies without protectionThe damage engine hurts the formation it is supposed to help
Constantly crafting after finding a premium weaponRandom replacement becomes worse than maintaining what you already have

This is why Tinkerer can feel inconsistent even though its ceiling is high.

The class gets offered many individually interesting tools.

The mistake is assuming that “interesting” means “belongs in this build.”

When I Stop Crafting Random Weapons

One of the most important Tinkerer decisions is knowing when Craft Weapon has already done its job.

Early in the fight, random crafting can be excellent.

I am looking for something worth using.

But once the run has:

  • a weapon with strong effects;
  • Blacksmith;
  • Robot Arms;
  • Weapon Proficiency;
  • Repair;
  • other equipment scaling;

another random weapon may be a downgrade.

At that point I would rather preserve, repair, and improve the current weapon than continue rolling.

That transition is what separates a stable weapon Tinkerer from a permanent crafting lottery.

When I Keep Crafting

The opposite is true when the build is centered on:

  • V2.0;
  • Duct Tape;
  • Recycle;
  • Demo Man;
  • Reactive Armor;
  • Tech generation.

Now the process of creating items is itself producing value.

I no longer need every individual weapon to be excellent.

A weak craft can become Tech through Recycle.

A bomb can feed the explosion build.

A persistent craft can survive because of Duct Tape.

The build does not need to “hit” one perfect weapon because crafting is the engine.

What I Look for During a Tinkerer Run

If I get Blacksmith, I start looking for one weapon worth maintaining instead of constantly replacing.

If I get Robot Arms, weapon quality becomes much more important because each strong weapon action can happen more often.

If I get Weapon Proficiency, I start treating weapon attacks as the center of the build rather than an accessory.

If I get Armor Specialist, every future equipment pickup gets evaluated by what happens when its effects are doubled.

If I get Item Proxy, I check whether there is an actual set bonus worth building toward.

If I get V2.0, Tech generation and repeated crafting become much easier to justify.

If I get Demo Man, I consider intentionally staying in the low-Tech crafting range.

If I get EMP, I start looking for explosions and robot interactions rather than generic equipment.

That is the easiest way to keep Tinkerer from becoming a pile of unrelated gadgets.

Is Tinkerer Worth Using?

Tinkerer can become one of the most flexible classes in Mewgenics, but flexibility is also the thing that makes it easy to misbuild.

One Tinkerer finds a powerful weapon and spends the battle repairing and upgrading it with Hone.

Another constantly crafts, recycles, and rebuilds equipment through Tech.

Another barely cares about direct weapon damage because Armor Specialist is multiplying an exceptional equipment setup.

Another creates robots.

Another fills the battlefield with bombs and turns explosions into Electric Stuns.

Those builds share the same class, but they do not want the same decisions.

The question I use to keep Tinkerer coherent is:

am I trying to preserve this item, multiply this item, or consume this item for something better?

Once that answer is clear, Tinkerer’s huge ability pool becomes much easier to navigate.

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