Mewgenics Class Tier List (1.1): All 14 Collars Ranked
S to D tier rankings for every Mewgenics class, sourced from community win rate data.
Methodology
The 1.1 balance patch touched 11 of 14 collars and rewrote the breeding economy that feeds them. Tiers reflect each collar's standalone power in 1.1 assuming a bred cat with 5+ base stats in the priority slots, not a stray rolled out of the alley. A B-tier collar on a god-roll cat will still out-clear an S-tier collar on a base stray; the list does not adjust for that.
Two factors weight each placement: stat modifier ceiling (a +4 single-stat bonus moves the math more than a +2 spread) and problem-solving ability (classes that absorb healing, frontline, mana economy, or blast defense earn weight beyond raw damage, because damage is fungible and team-slot relief is not).
The 1.1 breeding rework also reshapes what's worth investing in. Mutation stat no longer rerolls existing mutations or birth defects, so the late-game "inbreed hard, clean up with Mutation rerolls" pipeline is dead. Inbreeding now scales Stimulation's benefit downward and raises the chance of inheriting parent defects, which hurts classes that depended on aggressive mutation-stacking. Voice inheritance dropping from 98% to 75% means the "heard everywhere" mom-voice strategy no longer locks in. See the Mewgenics Breeding Guide for the full 1.1 economy.
Tier Breakdown
S Tier
item:cleric remains the single most important collar in the game. Healing, revival, and Holy element coverage still give it three ways to keep a run alive. The 1.1 changes were sideways and mostly favorable: Cleanse went single-target with a much larger upgrade area, and Open Wounds is now magic damage, which scales with Cleric's INT investment. A Cleric/Fighter or Cleric/Tank core remains the safest opener at every difficulty tier. Run this first, always.
item:mage is the biggest mover in 1.1. The +2 range buff hit six of its core spells (Bolt, Fire Blast, Firebolt, Jolt, Long Cast, Tri-Attack, plus the basic attack). Blizzard was reworked into a high-damage 100% Freeze that pairs with the new Ice Paws line, which now damages frozen units instead of bouncing off them. The Forbidden Spells pool split into 90% basic and 10% crippling, so Luck investment actually steers the outcome rather than gambling against Psychosis on every cast. Inferno, Thunderburst, and Overload all gained damage. The fragile -1 CON cat now plays at a safer range and finishes fights faster, which solves its old survivability problem from the other end.
item:tinkerer went from afterthought to S in a single patch. Throw Weapon no longer costs an action, which doubles Tinkerer's turn economy when it lands a craft. Bombchu, Build Nuke, Electrolyze, Firecrackers, and Rocket Ride each shed two mana. Mr. Mega gained blast radius and damage. The four EMP-family passives now apply Blast Resistance, a new defensive status that gives Tinkerer the only self-mitigation kit outside of Tank and Cleric. Conductor inflicts electric on metal-wearing targets, Math! stuns on prime-number rolls, and Lightning Rod now grants Tech with an Energized upgrade. The kit that used to lose value to gadget RNG now has so many reliable abilities that the random crafts are upside, not the entire identity. See the Mewgenics Status Effects Guide for how Blast Resistance interacts with the other defensive layers.
item:tank still earns S on the +4 CON modifier and now has a marginally cheaper crowd control kit. Ass Blast lost a mana point and gained +2 Knockback, Clap lost a mana point. A bred Tank with 7 base CON hits 11 effective CON for 44 HP, double a stray Tank. The role is always relevant and the math hasn't changed; the small QoL bumps just make the rotation smoother.
A Tier
item:butcher kept its A placement without a single direct change. The food-pickup sustain still removes the dedicated-healer requirement in the early game, and Hook positional control still defines mid-game encounters. The 1.1 breeding shifts hit Butcher sideways at worst: its kit doesn't lean on aggressive mutation stacking, so the new inbreeding penalties cost it less than they cost glass-cannon classes. Strong starter unlock, strong long-term breeding target.
item:hunter drops out of S. Hunter's Boon is now once-per-turn instead of per-trigger, which kills the burst-clear loop that defined the high-difficulty Hunter playstyle. Ball of Spiders and Flea Shot no longer scale with DEX, so the high-DEX breeding investment gets less return. Heavy Shot lost two damage, picked up a 50% miss chance, and costs an extra mana. Scattershot costs three more mana and the upgrade no longer exempts allies. Lobbed Shot still ignores obstacles and Hunter is still the best long-range finisher in the cast, but the carry profile is materially smaller. A still, not S.
item:psychic picked up a useful mana cut on Shatter the Sky and is otherwise untouched. Braingeyser still solves mana economy while throwing enemies around the field, which remains a unique two-for-one in the cast. The dual control-plus-economy function is what holds Psychic in A even without big patch movement. Bred Psychics with high INT and CHA never run dry; stray Psychics often do, and that gap is the failure mode that drops Psychic to B when the cat isn't bred for it.
item:fighter stays in A despite a Merciless nerf. The passive no longer triggers on actions that cost movement, which removes some kiting-into-finisher loops, but the +2 STR / +1 SPD profile and the Avenger comeback passive carry the kit on their own. Fighter remains the most reliable starter pick and one of the easiest classes to bring online without breeding investment.
B Tier
item:druid got a small price cut on its summon kit. Plant Mushroom now costs two less mana and Summon Caterpillar one less, so the action economy on a turn-one summoner opener is cleaner. The respawning crow familiar still mirrors the cat's stats, effectively giving Druid a second action per turn. The -2 CON penalty (per community sources) still makes the cat itself fragile, which caps Druid as a team comp piece rather than a solo carry.
item:necromancer climbs within B. Evil Incarnate lost three mana and Flesh Golem now costs three less HP per cat to cast, which lowers the floor on the corpse-summon loop. The class still needs a downed body to function, which is not always available in the encounters where you need the summon. SlashSkill's "self-destructive support best paired with a Cleric" framing still applies, but the kit is easier to fire off than it was on launch.
C Tier
item:monk drops in 1.1. Fist of Fate+ now requires repeats to hit different targets, which kills the single-target chain that defined the carry build. The double-attack profile and the no-equipment penalty are unchanged, so Monk still has a niche in damage-focused team comps where the base attack value is already high. The carry ceiling just got lower.
item:thief picked up small movement and damage bumps. Caltrops gained a movement point (five on upgrade), Poison Gas gained poison stacks, and Nail Flurry+ locks its hit count at cast time so DEX swings don't undermine the rotation. The job still overlaps with Hunter, and Hunter still does the same job more reliably. Useful for item theft on specific runs.
item:jester rolls random ability access from other classes and is otherwise unchanged. The variance still defines the kit: good draws turn Jester into any role, bad draws leave the cat idle. Hard to plan around. The 1.1 cosmetic reorder to the end of the class list reflects the design intent.
D Tier
item:collarless has no stat modifiers and no class abilities. The slot exists for cats that need to be uncollared for specific events, not for combat.
Breeding Investment by Tier
The 1.1 breeding rework matters more for some collars than others. Mage, Hunter, and Mutation-stacked DPS profiles needed the old inbreeding-fix pipeline to hit their power curve, and the new Stimulation-and-inbreeding interaction makes those chains slower and less reliable. Cleric, Tank, and Butcher are forgiving on this axis because their kits work on baseline stat rolls. The Mewgenics Mutations Guide covers which mutations are worth chasing under the new acquisition rules, and the per-class Hunter, Mage, and Tinkerer build pages are the three priorities for any breeding chain rebuilt around the 1.1 patch.