Mewgenics Class Tier List: All 14 Collars Ranked
S to D tier rankings for every Mewgenics class, sourced from community win rate data.
Methodology
This tier list ranks all 14 Mewgenics class collars by their performance in the current meta as of April 2026, two months after launch. Placements draw from three community sources: the SlashSkill class ranking, the GameRant collar tier list, and the Steam community meta breeding guide. Where the sources disagreed, I sided with the data they cited (tracked-run win rates) rather than vibes.
Tiers represent a class's standalone power assuming a bred cat with 5+ base stats in the priority slots, not a stray rolled out of the alley. A B-tier class with a god-roll bred cat can outperform an S-tier class with a base stray, and the tier list does not adjust for that.
Two factors weighted the rankings:
- Class stat modifiers. A +4 CON Tank changes the math more than a +2 STR Fighter. Modifiers that hit a single high-impact stat get more weight than spread modifiers.
- Run-carrying ability. Some classes solve a problem the team would otherwise have to dedicate a slot to (entity:cleric solves healing, entity:butcher solves sustain, Tank solves frontline). Classes that free up other slots earn more weight than classes that just deal damage.
Five classes are unrated as "high confidence" because their stat modifier tables are still incomplete in community sources. The wiki tracks this gap as a known limitation.
Tier Breakdown
S Tier
entity:cleric is the most-cited top-tier class across every source reviewed. Healing, revival, and Holy element abilities give it three different ways to keep a run alive. The SlashSkill ranking calls entity:cleric "the single most important class in Mewgenics." Tracked-run data referenced in that ranking shows entity:cleric+Fighter pairings hitting roughly 90% win rates, the highest of any documented two-class core. Run this first.
Tank earns the S placement on the back of the +4 CON modifier alone. That is the single largest stat bonus any class provides. A bred Tank with 7 base CON ends up at 11 effective CON for 44 HP, double what a stray Tank rolls. Petrify and other crowd control abilities round out the kit. Tanks are the second-most-popular starter pick because the math is simple and the role is always relevant.
Hunter is the only DPS class in S tier. Lobbed Shot ignores obstacles and finishes enemies from across the map, which is the kind of utility that solves problems other ranged options cannot. The catch is that Hunter pays for this with -1 CON and -2 SPD, so the placement assumes a bred Hunter with the stats to absorb the penalties. A stray Hunter from the alley does not earn this ranking. A Gen 3 bred Hunter does.
A Tier
entity:butcher drops food pickups when it kills, and those pickups heal the team. GameRant places entity:butcher in their highest tier specifically because it removes the requirement for a dedicated healer in the early game, freeing a roster slot. SlashSkill places it A-tier with the same reasoning. The Hook ability adds positional control on top of the sustain. Strong as both a starter unlock and a long-term breeding target.
entity:psychic generates mana through entity:psychic-braingeyser while moving enemies around the field. This is the only class that solves both control and mana economy in the same kit. GameRant calls it S-tier on the back of the dual function; SlashSkill places it A-tier as a "strong pick." A bred entity:psychic with high INT and CHA never runs dry on spells, which is the failure mode that drops stray Psychics out of A tier in the same lists.
Fighter is the most reliable damage class in the early game. +2 STR, +1 SPD, and -1 INT is a clean trade-off because Fighters don't need mana regen. The entity:fighter-avenger passive gives Fighters a comeback mechanic when allies fall, which is the kind of recovery tool that turns near-losses into clears. The most-popular starter pick across community guides.
B Tier
Mage does damage with elemental spells but pays with -1 CON and -1 STR. The +2 INT and +2 CHA stack into the only sustained-spellcaster archetype available at game start, but the survivability ceiling caps Mage's effectiveness in extended encounters. The CHA bonus has a hidden upside: it doubles as a breeding stat, so a retired combat Mage becomes a productive parent slot.
Druid summons a respawning crow familiar that mirrors the cat's stats. The crow effectively gives the Druid a second action per turn, but the -2 CON penalty (per community sources) makes the cat itself fragile. Stronger in coordinated team comps than as a standalone carry.
entity:necromancer uses downed corpses to summon. INT-heavy and dependent on a corpse being available, which is not always true in the encounters where you need the summon. SlashSkill describes it as "self-destructive support best paired with a entity:cleric." Niche, but strong in the niche.
C Tier
entity:thief has high SPD and LCK but requires backstab positioning to maximize damage. The job overlaps with Hunter, and Hunter does the same job more reliably without needing to stand behind enemies. SlashSkill places entity:thief here for exactly this reason. Useful for item theft on specific runs.
Jester rolls random ability access from other classes. The variance is the entire pitch: if the draws are good, the Jester can act as any role; if the draws are bad, the cat does nothing useful. Hard to plan around, hard to ignore. Both reviewed tier lists place Jester in the bottom half of the rankings.
Monk attacks twice per turn but cannot equip items. The double attack is strong on paper, but losing item equipment removes the Monk's ability to scale damage through gear. Best in specific damage builds where the base attack value is already high.
D Tier
entity:tinkerer rolls random crafted weapons each fight. The randomization undermines the +4 INT modifier (per community sources), because the cat's actual damage output depends on what gadget the dice produced. The slot is better spent on a class with predictable output.
entity: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 use. Every reviewed tier list places entity:collarless dead last for the same reason: there is nothing to rank.
Changes From Previous
This is the first version of the BrokenBuilds Mewgenics class tier list. The community meta is still forming two months after launch, and the underlying class data (full stat modifier tables for the nine unlockable classes) is still incomplete in community sources. Future revisions will pull updated data once the wiki imports the unlockable class modifiers.
Open questions tracked for the next revision:
- Whether Druid's CON penalty is the -2 community sources cite, or smaller. The wiki currently flags unlockable class stat modifiers as a partial gap.
- Whether entity:tinkerer's gadget pool has a bias toward certain output ranges that would lift it out of D tier.
- Whether the entity:cleric+Fighter 90% win rate from tracked-run data holds at higher difficulty tiers, or whether endgame content forces other compositions.
For the breeding chain that produces god-roll versions of the S and A tier classes above, see the Mewgenics Breeding Guide. For the starter class picks before unlockables come online, see the Best Starter Classes guide.