Guide

Mewgenics 1.1 Balance Update Explained: Hunter Nerfs, Mage Buffs & Tinkerer Meta

A practical Mewgenics 1.1 beta balance patch breakdown with Hunter’s Boon, Scattershot, Merciless, Mage, Tinkerer, Malaria, breeding, and build recommendations.

Patch Notes May 1, 2026
Quick answer

A practical Mewgenics 1.1 beta balance patch breakdown with Hunter’s Boon, Scattershot, Merciless, Mage, Tinkerer, Malaria, breeding, and build recommendations.

The Mewgenics 1.1 beta balance update is not a small tuning patch. It changes several build-defining mechanics at once.

The short version:

Hunter and Fighter lost some of their strongest loop tools, while Mage and Tinkerer received major buffs.

This guide explains what actually changed, which builds are weaker, which builds are stronger, and what you should test first after the 1.1 update.

Beta note: This guide is based on the 1.1 beta patch. Some numbers, tooltips, and edge-case interactions may change before the update reaches the main branch.

Quick Verdict

Area1.1 ChangePractical Verdict
Hunter’s BoonNow triggers once per turn, but from any killMajor nerf to multi-kill mana loops
ScattershotMana cost increased from 7 to 10; upgraded version no longer exempts alliesStill strong, but much more expensive and riskier
Heavy ShotDamage down, mana cost up, miss chance reducedLess abusive with accuracy fixes, but more reliable baseline
Ball of SpidersNo longer scales damage with DEXHigh-DEX Hunter damage scaling is weaker
Flea ShotNo longer scales damage with DEXFamiliar utility may remain, but direct damage scaling is weaker
MercilessNo longer triggers during actions that cost movement pointsMovement damage loops are heavily nerfed
MageMany range, freeze, burn, stun, and damage buffsOne of the biggest winners
TinkererThrow Weapon no longer costs an action; explosion tools improvedOne of the biggest winners
MalariaNow only reduces ConstitutionLess broadly destructive, but still dangerous
BreedingInbreeding and birth defect inheritance are more punishingLong-term breeding lines need more care

Biggest Before and After Changes

SystemBefore 1.11.1 BetaWhy It Matters
Hunter’s BoonEnemy kills could repeatedly give manaAny kill can trigger it, but only once per turnMulti-kill mana refund chains lose most of their ceiling
Hunter’s Boon+Enemy kills could restore all mana repeatedlyRestore-all effect follows the new once-per-turn trigger ruleStill powerful, but no longer a repeated full-refill engine
Scattershot7 mana10 mana43% higher mana cost
Scattershot+Larger area and ally exemptionLarger area, but no longer exempts alliesPositioning becomes much more important
Heavy Shot10 damage, 4 mana, 70% miss chance8 damage, 5 mana, 50% miss chanceLower efficiency, but less unreliable
MercilessCould enable movement damage refresh loopsDoes not trigger during movement-point actionsTrample-style movement loops are the main casualty
MalariaMore broadly damaging over timeOnly reduces ConstitutionStill bad, but easier to evaluate
Throw WeaponCost an actionNo longer costs an actionTinkerer gains a much stronger turn sequence

Hunter Changes

Hunter is the class most obviously affected by 1.1.

Before the patch, Hunter could combine ranged damage, room-clearing tools, mana refunds, and accuracy support into very efficient turns. The 1.1 update directly targets those strengths.

Hunter’s Boon 1.1 Change

Hunter’s Boon is the biggest reason players are searching for this patch.

VersionBasic EffectUpgrade EffectTrigger Rule
Before 1.1Kill an enemy to gain 5 manaKill an enemy to restore all manaCould trigger repeatedly from enemy kills
1.1 BetaCan trigger from any killUpgrade still restores all manaTriggers at most once per turn

The important change is not only “any kill.” The important change is the once-per-turn cap.

Mana Value Example

Assume base Hunter’s Boon, not upgraded.

Kills in One TurnBefore 1.1 Mana Gain1.1 Beta Mana GainMana Lost
1 kill550
2 kills105-5
3 kills155-10
4 kills205-15

This is why the patch hurts Hunter’s Boon + Scattershot builds so much. The first kill still matters, but the second, third, and fourth kills no longer refund more mana.

For upgraded Hunter’s Boon, the difference is even bigger. Before 1.1, multiple kills could create multiple full-mana restore windows. In 1.1, you should treat upgraded Hunter’s Boon as:

one possible full mana refill per turn, not a repeat refill engine.

Try the Hunter’s Boon Mana Value Calculator if you want to compare max mana, current mana, kill count, and upgrade state.

Hunter’s Boon and “Any Kill”

The “any kill” wording is the most interesting part of the change. It may create new interactions, but several edge cases need in-game testing.

ScenarioExpected ResultConfidenceNotes
Hunter kills one enemyTriggersHighThis is the normal use case
Hunter kills multiple enemies with ScattershotTriggers once totalHighThe once-per-turn cap should prevent multiple payouts
Hunter kills an enemy and ally in the same ScattershotTriggers once totalMediumNeeds testing for kill order and credit behavior
Hunter kills an allyLikely triggersMedium“Any kill” suggests yes, but verify in-game
Hunter kills a familiar or summonLikely triggersMediumImportant for Flea/Familiar builds
Hunter-owned trap kills a unitUnknownLowDepends on how the game credits trap kills
Familiar kills an enemyUnknownLowDepends on whether the kill is credited to the Hunter
Burn or Poison applied by Hunter gets the killUnknownLowDamage-over-time ownership needs testing

The safest rule for now:

Build around one reliable Hunter kill per turn. Treat ally, familiar, trap, and damage-over-time triggers as experimental until tested.

What to Screenshot or Test

If you are collecting proof for this page, test these first:

  1. Scattershot kills two or more enemies in one cast.
  2. Scattershot kills one enemy and one ally in one cast.
  3. Hunter kills a familiar or summoned unit.
  4. A Hunter-owned trap kills an enemy.
  5. A familiar created by the Hunter kills an enemy.
  6. Burn or Poison from the Hunter gets the killing blow.

Scattershot 1.1 Change

Scattershot is still a strong Hunter tool, but it is no longer cheap or safe by default.

VersionMana CostUpgrade BehaviorPractical Result
Before 1.17Upgraded version avoided alliesStrong low-friction room clear
1.1 Beta10Upgraded version no longer exempts alliesExpensive and positioning-sensitive

The mana cost increase from 7 to 10 is a +3 mana increase, or about 43% more expensive.

This matters because Hunter’s Boon was nerfed at the same time. Before 1.1, Scattershot could kill several enemies and refund multiple Hunter’s Boon triggers. In 1.1, Scattershot costs more and Hunter’s Boon only pays out once.

Scattershot Decision Table

SituationRecommendation
Scattershot kills only 1 enemyUsually not worth 10 mana unless the target is important
Scattershot kills 2+ enemies safelyStill good, but no longer self-refunding
Allies are inside the radiusMuch riskier after 1.1
Hunter’s Boon is your only mana supportBe careful; one trigger does not cover the full cost
You have other mana supportStill a strong room-clear option

Heavy Shot 1.1 Change

Heavy Shot became less efficient, but also less unreliable.

VersionDamageMana CostMiss ChanceDamage per Mana
Before 1.110470%2.5
1.1 Beta8550%1.6

The raw damage per mana dropped from 2.5 to 1.6. That is a major efficiency loss.

However, the miss chance also dropped from 70% to 50%, which makes Heavy Shot less painful when you do not have accuracy support.

Practical Impact

Heavy Shot was especially strong when a build could remove or bypass the miss chance. Once the downside disappeared, the old version was extremely efficient.

The 1.1 version is less abusable:

  • lower damage
  • higher mana cost
  • lower miss chance
  • weaker payoff from accuracy fixes

Heavy Shot is not dead. It is just less automatic.

Ball of Spiders and Flea Shot

Ball of Spiders and Flea Shot both lost DEX damage scaling in 1.1.

AbilityKnown Pre-1.1 Value1.1 ChangePractical Impact
Ball of SpidersDamage scaled with Hunter ranged damage bonusNo longer scales damage with DEXDirect hit is weaker on high-DEX Hunters
Flea ShotDamage scaled with Hunter ranged damage bonusNo longer scales damage with DEXFamiliar utility may remain, but poke damage is weaker

This is important because high-DEX Hunter builds previously got more direct damage from these tools.

Ball of Spiders

Ball of Spiders still has value if you care about the spiderlings it creates. The nerf mainly affects the direct impact damage.

After 1.1, evaluate Ball of Spiders as:

  • less attractive as a scaling damage tool
  • still potentially useful as a summon/body tool
  • weaker for high-DEX Hunter damage builds
  • worth checking in-game for the new flat damage tooltip

Flea Shot

Flea Shot matters because it may connect to Familiar-style Hunter builds and Hunter’s Boon “any kill” testing.

After 1.1, Flea Shot should be judged more as utility than raw damage:

Use Flea Shot for its familiar or interaction value first, not as a DEX-scaling damage spell.

The most important open question is whether Flea or familiar-related kills can interact with Hunter’s Boon’s new “any kill” rule.

Merciless 1.1 Change

Merciless is the main Fighter change players need to understand.

The new rule:

Merciless no longer triggers during actions that cost movement points.

Scenario1.1 ResultWhy
Big normal attack deals enough damageShould still workNot a movement-point action
Active ability deals enough damageShould still work if it does not cost movement pointsDepends on ability cost type
Trample-style movement damageNerfedIt happens during movement-point spending
Walking through enemies to refresh movementNerfedThis is the loop the patch targets
Movement action deals 10+ damageShould not trigger MercilessIt costs movement points

This does not delete Merciless. It deletes the pattern where movement damage refreshes movement, which creates more movement damage, which refreshes movement again.

Merciless Decision Table

Your Fighter Plan1.1 Verdict
Use Merciless as bonus shield/mobility after big hitsStill playable
Use Merciless to loop Trample-style movement damageNerfed
Use movement to repeatedly deal 10+ damageNerfed
Use high-damage non-movement attacksStill worth testing

Read the Merciless 1.1 guide for the deeper movement-loop breakdown.

Cleric Changes

The main Cleric change is Cleanse.

This is not a simple “Cleanse is worse” change. It is more specific:

VersionBase CleanseUpgraded CleanseVerdict
Before 1.1Removed debuffs from an areaAdded extra value through the upgradeStrong group cleanse without needing upgrade
1.1 BetaSingle-target cleanse with increased rangeLarge-area cleanseWeaker before upgrade, more important after upgrade

The practical takeaway:

Base Cleanse is worse for group debuffs, but upgraded Cleanse becomes much more important if your party needs AOE debuff removal.

Cleric players should upgrade Cleanse earlier if the run depends on clearing Poison, Bleed, Blind, Slow, or other debuffs from multiple cats.

Mage Buffs

Mage is one of the biggest winners of the 1.1 patch.

The buffs are not just one change. Mage received improvements across range, freeze, fire, stun, and spell reliability.

Ability / Passive1.1 ChangeWhy It Matters
Basic Attack+2 rangeSafer positioning
BlizzardReworked to deal very high damage with 100% Freeze and no SlowMajor freeze-control buff
Bolt+2 rangeEasier ranged casting
Burning PawsMore BurnBetter basic-attack burn setup
Fire Blast+2 rangeSafer fire spell use
Firebolt+2 range, +1 damageBetter ranged elemental damage
FiveTriggers from exactly 5 Mana or HPMore activation routes
Forbidden SpellsDisorder pools split into 90% basic and 10% crippling; Luck affects poolRisk becomes more readable
FourTriggers from exactly 4 Mana or HPMore activation routes
Freezerburn+1 attack radiusEasier close-range AOE
Ice PawsMore Slow, more Freeze chance, can damage frozen unitsBig freeze Mage quality-of-life buff
Inferno8 damage and Burn 8; upgrade 12 damage and Burn 10Major fire AOE buff
Long CastMore range; upgrade gives even more range and magic damageBetter artillery Mage support
OverloadMore damageStronger spell payoff
ShatterLower mana costEasier frozen-target finisher
Thunderburst12 damage, 50% Stun; upgrade 16 damage, 100% StunMajor stun-control buff
Tri-AttackMore range and damageBetter general elemental option

Mage Builds to Test

Freeze Mage

Freeze Mage looks much better after 1.1.

Reasons:

  • Blizzard now has guaranteed Freeze.
  • Ice Paws has better Slow and Freeze value.
  • Ice Paws can damage frozen units.
  • Shatter costs less mana.

This makes freeze less like a stall mechanic and more like a real damage/control plan.

Fire Mage

Fire Mage also improved, especially because of Inferno.

VersionDamageBurn
Before 1.163
1.1 Beta88
1.1 Upgrade1210

That is a large increase in both immediate damage and burn pressure.

Thunder / Stun Mage

Thunderburst is the main reason to test stun Mage.

VersionDamageStun Chance
1.1 Beta1250%
1.1 Upgrade16100%

A 100% stun upgrade turns Thunderburst into a real control button instead of just random electric damage.

Tinkerer Buffs

Tinkerer is the other major winner of 1.1.

The biggest change:

Throw Weapon no longer costs an action.

That one line changes Tinkerer’s whole turn structure.

Ability / Passive1.1 ChangeWhy It Matters
Throw WeaponNo longer costs an actionMajor action economy buff
Basic Craft / Throw AIAI sequences craft/use/throw betterBetter auto-control behavior
Blast ResistanceAdded to EMP, Mr. Mega, Napalm, Demo ManExplosion builds become safer
Bombchu-2 mana costEasier bomb-bot setup
Build Nuke-2 mana costLarge explosion setup is cheaper
ConductorWeapon inflicts electric damage if wearing metalElectric weapon builds become more consistent
Electrolyze-2 mana costElectric weapon setup is cheaper
EMPMore explosion damageBetter explosion scaling
Firecrackers-2 mana costCheap explosion tool improves
Lightning RodGrants Tech instead of Charge; upgrade grants EnergizedBetter Tech scaling
Math!Stuns when the target’s current HP is prime; upgrade gives Tech on prime instead of refunding manaPrime-HP targeting becomes control/value
Mr. MegaMore blast radius and explosion damageBigger explosions
NapalmMore BurnStronger fire explosion builds
Rocket Ride-2 mana costCheaper mobility/explosion combo

Why Throw Weapon Matters

Before 1.1, Tinkerer turns could feel cramped because crafting, using, and throwing competed for action economy.

After 1.1, a stronger Tinkerer turn can look like this:

  1. Craft a weapon.
  2. Use the weapon.
  3. Throw the weapon.
  4. Stack Tech, electric, or explosion value for future turns.

That makes every weapon, throw, Tech, and explosion synergy easier to justify.

Blast Resistance Matters

Blast Resistance was added to several explosion-related Tinkerer passives:

  • EMP
  • Mr. Mega
  • Napalm
  • Demo Man

That matters because many Tinkerer builds want to create explosions near themselves. Blast Resistance makes those builds less self-punishing and much easier to pilot.

This is especially relevant for:

  • Rocket Ride
  • Firecrackers
  • Build Nuke
  • Mr. Mega
  • Napalm
  • EMP explosion setups

Math! Is Now a Prime-HP Tool

Math! is easier to understand if you think about the target’s current HP.

The ability deals damage based on how many divisors the target’s current HP has. Prime numbers only have two divisors: 1 and themselves.

Target Current HPDivisorsMath! Damage
71, 72
111, 112
121, 2, 3, 4, 6, 126
241, 2, 3, 4, 6, 8, 12, 248

In 1.1, prime HP matters more because Math! now stuns on prime numbers. The upgrade gives Tech on prime instead of refunding mana.

The practical rule:

Use Math! on composite HP for damage. Use Math! on prime HP for stun and Tech value.

Useful prime HP values to notice:

2, 3, 5, 7, 11, 13, 17, 19, 23, 29

Monk: Fist of Fate+

Fist of Fate+ now has an important limit:

Repeat hits must hit different targets each time.

That means it is weaker for single-target repeat abuse.

Scenario1.1 Impact
Many enemies aliveStill strong because there are valid repeat targets
One boss or one priority targetWeaker because repeats cannot keep selecting the same unit
On-basic-attack synergy buildsStill interesting, but less reliable for single-target burst
Hunter’s Boon + Fist of Fate experimentsNeeds testing because kill sequencing matters

This is not a total Monk nerf. It is mainly an anti-loop or anti-repeat-fishing change.

Breeding and House Changes

The 1.1 breeding changes matter because they affect long-term account power, not just one run.

System1.1 ChangeDecision Impact
Negative StimulationHigh negative Stimulation behavior fixedFewer weird edge cases
Birth defects and StimulationHigher Stimulation reduces parent birth defect inheritanceStimulation is better at filtering bad inherited defects
Inbreeding and StimulationStimulation effects are reduced the more inbred a kitten isHighly inbred lines get less value from strong breeding rooms
Inbreeding and birth defectsParent birth defects are more likely to be inherited when the kitten is more inbredBad defects are harder to hide in inbred lines
Mutation statNo longer rerolls existing mutations or birth defectsMutation rooms cannot clean bad traits later
Mutation thresholdSimple +2/-1 stat mutations roll until above 10 MutationHigh Mutation matters more for effect mutations
Voice inheritanceParent voice inheritance chance reduced from 98% to 75%Less same-voice repetition across a whole line

Breeding Strategy After 1.1

The key breeding takeaway:

Do not assume a high-Stimulation room can fully save a bad inbred line.

After 1.1:

  • inbred kittens get less value from Stimulation
  • inherited birth defects are more punishing in inbred lines
  • Mutation no longer rerolls existing bad mutations or birth defects
  • bad traits need to be avoided earlier, not cleaned up later

Use the Breeding Simulator before committing important pairings, especially if both parents share defects or come from a tight family line.

If your room setup is not stable yet, start with the Best Breeding Room Setup before chasing extreme Mutation rooms.

Malaria and Disorder Changes

Malaria is one of the smaller changes, but it matters because players search for it after 1.1.

Disorder / Event1.1 ChangePractical Impact
MalariaNow only reduces ConstitutionLess broadly destructive, but still dangerous
Naegleria FowleriAI controlled instead of dead at 0 INTLess punishing than total loss
Schrodinger’s SyndromeMore upside when aliveHigher reward, still risky
SociopathyChanged to -5 CHA and +5 INTDifferent stat profile
HypersomniaSleep timing fixedBetter consistency with sleep-related effects
BaphometBad outcomes removed from some optionsLess punishing event choice
Sacrificial AltarBad outcomes removed from sacrificing catsSacrifice is less risky
Itchies or WheeziesItchies gives forever flea familiar; Wheezies gives +2 LuckBetter event rewards
Infestation WeatherUnits only spawn charmed maggots when killedLess enemy-spawn punishment

Malaria 1.1

Before 1.1, Malaria was scary because it could damage a cat’s broader stat profile over time.

In 1.1:

Malaria only reduces Constitution.

That makes it easier to evaluate, but it does not make it harmless.

Cat TypeMalaria Risk
Low-CON backlinerHigh
Tanky high-CON catManageable
Important breederStill dangerous if Constitution matters
Disposable run catLess scary than before
Already fragile catHigh

Read the Malaria database entry for the focused breakdown.

Other Class Changes

ClassChangeVerdict
ClericCleanse is now single-target with more range; upgrade becomes large areaBase weaker for group debuffs, upgrade more important
ClericOpen Wounds now deals magic damageBattle Cleric scaling changes
DruidPlant Mushroom -2 mana costBuff
DruidSummon Caterpillar -1 mana costBuff
FighterMerciless no longer triggers during movement-point actionsMovement-loop nerf
HunterBall of Spiders and Flea Shot no longer scale with DEXScaling nerf
HunterEgg Sac Trap -1 mana costSmall buff
HunterHeavy Shot, Hunter’s Boon, Scattershot changedMajor nerf package
MageMany range, damage, freeze, burn, and stun buffsMajor winner
MonkFist of Fate+ repeat must hit different targetsSingle-target repeat abuse nerf
MonkStance Switch AI use improvedAI quality buff
NecromancerEvil Incarnate -3 mana costBuff
NecromancerFlesh Golem -3 HP cost per catBuff
PsychicShatter the Sky -2 mana costBuff
TankAss Blast -1 mana cost and more knockbackBuff
TankClap -1 mana costBuff
ThiefCaltrops movement improvedMobility buff
ThiefNail Flurry+ multihit amount locks when castLoop-control nerf
ThiefPoison Gas applies more poisonPoison buff
TinkererThrow, Tech, explosion, and blast resistance buffsMajor winner
JesterNo major combat balance change listedMostly unaffected

Boss, Item, and Misc Changes

ChangeWhy It Matters
Hitler’s suicide can no longer missBoss behavior is more consistent
Explosive phase shield increasedBoss phase is harder to bypass
Führerfötuses +4 HPSmall durability buff
Final Boss and Cat Clones cannot roll Depressing elite buffReduces one frustrating boss modifier
The Coven and Tormentor +50 HPBoss durability buff
Dreadnoughtus head +50 HP; legs +2 damageAct boss buff
Cursed items and parasites can degradeCursed setups are less protected
Bonus-turn head mutation now has -2 SpeedStrong mutation gets a downside
Spewer HP nerfed to 100Enemy durability nerf
Stacy base HP buffed to 125Enemy durability buff
Backpack button added to shop screensQuality-of-life improvement
Active ability tooltips show ability buttonBetter readability
Element indicators added to item buttonsBetter combat planning

What Should You Rebuild First?

If Your Old Build Used…What ChangedWhat To Do Now
Hunter’s Boon multi-kill turnsOnly one trigger per turnCalculate whether the first kill is still enough value
Hunter’s Boon+ full-refill loopsOnly one full-refill opportunity per turnTreat it as a once-per-turn reset
Scattershot spam7 mana → 10 manaAdd mana support or reserve it for high-value clears
Scattershot+ near alliesUpgrade no longer exempts alliesRelearn positioning
Heavy Shot + accuracy bypassLower damage and higher costStill usable, less broken
Ball of Spiders / Flea Shot high-DEX damageDEX scaling removedTreat them more as utility tools
Merciless movement loopsMovement-point actions no longer trigger itMove toward non-movement high-hit Fighter builds
Fist of Fate+ boss repeat fishingRepeats must hit different targetsUse it more against groups
Deep inbred breeding linesStimulation value reduced and defect inheritance increasedAvoid carrying defects into important lines
Mutation rooms to clean bad traitsMutation no longer rerolls existing mutations or defectsPrevent bad outcomes earlier
Ignored MageMany Mage tools buffedTest Freeze, Fire, and Thunder builds
Ignored TinkererThrow Weapon and explosions improvedTest Tech and explosion builds

Best Post-1.1 Build Directions

1. Freeze Mage

Freeze Mage is one of the clearest winners. Blizzard, Ice Paws, Shatter, and freeze-damage interactions all improved enough to justify testing a full control setup.

2. Tinkerer Tech / Explosion

Tinkerer now has better action economy and safer explosion support.

The main shell to test:

  • Throw Weapon value
  • Tech generation
  • Blast Resistance
  • Mr. Mega / EMP / Napalm
  • Rocket Ride or Firecrackers payoff

3. Controlled Hunter

Hunter is still playable, but you should build around one strong trigger per turn instead of expecting several Hunter’s Boon refunds.

Ask these questions:

  • Can I afford 10 mana Scattershot?
  • Can I position without hitting allies?
  • Do I have another mana engine?
  • Is Hunter’s Boon still worth upgrading with my max mana?
  • Am I using Ball of Spiders or Flea Shot for utility, not scaling damage?

4. Non-loop Fighter

Merciless is still interesting when used as a bonus after large non-movement hits. It is much weaker if your whole plan was movement damage refreshing movement forever.

Hunter’s Boon Calculator Demo

The fastest way to understand the nerf is to compare a multi-kill turn.

SetupBefore 1.1 Value1.1 Beta Value
Base Hunter’s Boon, 1 enemy kill5 mana5 mana
Base Hunter’s Boon, 3 enemy kills15 mana5 mana
Base Hunter’s Boon, 4 enemy kills20 mana5 mana
Upgraded Hunter’s Boon, low mana before first killCould refill multiple times if you kept spending manaRefill once per turn
Scattershot killing 3 enemiesCould help refund the 7 mana costOnly one refund against a 10 mana cost

Try your own numbers with the Hunter’s Boon Mana Value Calculator.

FAQ

Is Hunter’s Boon nerfed in Mewgenics 1.1?

Yes. Hunter’s Boon is nerfed because it now only triggers once per turn. The upside is that it can trigger from any kill, not just enemy kills.

Does upgraded Hunter’s Boon still restore all mana?

Yes, the upgrade is still the restore-all-mana version, but it follows the new trigger rule. That means it should be treated as one possible full refill per turn, not a repeated refill engine.

What happens if Scattershot kills multiple enemies with Hunter’s Boon?

Hunter’s Boon should trigger once total because the 1.1 rule caps it at once per turn. A Scattershot that kills three enemies no longer creates three separate Hunter’s Boon payouts.

Does Hunter’s Boon trigger from killing allies or familiars?

The wording “any kill” suggests that non-enemy kills may matter, but ally, familiar, trap, and damage-over-time cases should be tested in-game before building around them.

Did Scattershot get nerfed?

Yes. Scattershot went from 7 mana to 10 mana, and the upgraded version no longer exempts allies from its radius.

Did Heavy Shot get nerfed?

Mostly yes. Heavy Shot went from 10 damage, 4 mana, 70% miss chance to 8 damage, 5 mana, 50% miss chance. It is more reliable, but much less efficient when you can bypass the miss chance.

Did Ball of Spiders and Flea Shot get nerfed?

Yes for high-DEX damage scaling. Both no longer scale damage with DEX. Their summon, familiar, or utility value may still matter, but their direct damage is weaker on high-DEX Hunters.

Did Merciless get nerfed?

Yes. Merciless no longer triggers during actions that cost movement points. This mainly targets Trample-style movement loops.

Did Cleanse get nerfed?

Base Cleanse got weaker for group debuffs because it is now single-target. The upgrade, however, now makes it large area, so Cleanse is more upgrade-dependent after 1.1.

Is Mage good after 1.1?

Mage looks much stronger. Freeze, fire, range, and stun tools all improved, with Blizzard, Ice Paws, Inferno, Thunderburst, Long Cast, and Shatter standing out.

Is Tinkerer good after 1.1?

Tinkerer looks much stronger. Throw Weapon no longer costing an action is a major buff, and Blast Resistance makes explosion builds easier to use.

Is Malaria still dangerous?

Yes, but it is narrower. Malaria now only reduces Constitution, so it is less likely to destroy every stat, but it can still cripple fragile cats.

Should I treat this as the final 1.1 meta?

No. These are beta branch changes. Use this guide as a build-planning snapshot, then re-check numbers when the patch reaches the main branch.

Final Take

Mewgenics 1.1 is a loop-control patch with targeted buffs.

Old Hunter and Fighter loops need rebuilding. Mage and Tinkerer deserve immediate testing. Hunter is not dead, but the old version of Hunter’s Boon + Scattershot mana chaining is much weaker, and post-1.1 Hunter builds need better mana planning, safer positioning, and more careful trigger timing.

Recommended reading

Related 1.1 Guides

Continue through the Mewgenics 1.1 hub with the Hunter’s Boon, Merciless, Malaria, breeding, and calculator pages.