
In Mewgenics, collars are a great way to give your cats an edge in battle, though they aren’t required. You can equip collars to individual cats to improve their abilities, making them better at roles like defending, healing, or attacking.
Although optional, equipping collars can significantly improve your units’ abilities in many scenarios, making them a worthwhile investment. This guide details every collar available in the game, explaining their effects and how to obtain them to enhance your gameplay.
How to Get Class Collars in Mewgenics
You begin the game with four complimentary collars, or classes, which are sufficient for completing The Alley. Beyond that, you’ll need more powerful classes to defeat the increasingly difficult bosses and enemies.
Okay, so if you’re trying to get more collars in Mewgenics, you basically just need to finish each chapter in every area. I’m talking about The Alley, The Sewers, The Boneyard, The Bunker, The Crater, The Moon, The Core, The Rift, and The Lab. Each one you beat gives you a new class, and you can grab it from the Butch NPC. Pretty straightforward!
Below is a detailed look at all 13 class collars in this tactical role-playing roguelike.
All Class Collars in Mewgenics
| Class Collars | What Do They Do? | Base Stat Changes | How to Unlock? |
|---|---|---|---|
| Fighter | Allow your cats to perform strong melee attacks and smash down mobs in the arena. | +2 Strength +1 Speed -1 Intelligence | Free |
| Hunter | Makes your pets attack enemies from a distance while remaining in a relatively safe position. | +3 Dexterity +2 Luck -1 Speed -1 Health | Free |
| Mage | Grants the equipped unit the ability to cast spells and deal more elemental damage. | +2 Charisma +2 Intelligence -1 Constitution -1 Strength | Free |
| Tank | As the name suggests, this one turns your critters into the team’s tank, letting them withstand heavy hits while keeping constant pressure on enemies. | +4 Constitution -1 Dexterity -1 Intelligence | Free |
| Cleric | Any critter wearing this can heal the team faster. | +2 Charisma +2 Constitution -1 Speed -1 Dexterity | Clear Act 1, Chapter 1: ‘The Alley,’ head to the Boon County map from your house’s side menu and visit Butch’s Hideout. |
| Thief | Gives your units the ability to attack from behind (which deals the most damage) and dodge incoming hits. It also helps them collect more coins during combat. | +4 Speed +1 Luck -1 Strength -1 Constitution | Finish Act 1, Chapter 2: ‘The Sewers,’ go to Butch’s Hideout and complete the dialogue with the NPC. |
| Necromancer | Turns your animal companion into a soul sucker, dealing that type of damage and messing with mob corpses. | +2 Constitution +1 Charisma -2 Strength | Wrap up Act 1, Chapter 3: ‘The Boneyard,’ and receive it from Butch at his house. |
| Tinkerer | Builds weapons and explosives in the arena and uses them to attack enemies. | +4 Intelligence -1 Luck -1 Charisma | Complete Act 2, Chapter 2: ‘The Bunker,’ and enter Butch’s Hideout. |
| Druid | Summons help in the arena, especially animals and a Crow companion. | +3 Charisma +1 Luck -2 Constitution | End Act 2, Chapter 2: ‘The Crater,’ and enter Butch’s Hideout. |
| Psychic | Makes your units able to control objects from a distance using their mind! | +1 Intelligence +1 Charisma +1 Speed + Mana -1 Constitution | Clear Act 2, Chapter 3: ‘The Moon,’ and head into Butch’s Hideout. |
| Butcher | Uses the Meat Hook to pull enemies on nearby tiles closer, allowing the critter to deal damage. | +3 Constitution +2 Strength -2 Speed | Finish Act 2, Chapter 3: ‘The Core,’ and speak to Butch. |
| Jester | Gives a variety of buffs to your entire team of feline, including a huge luck boost, extra turns, increased damage, and more. This one is an exceptional class. | TBA | End Act 2, Chapter 4: ‘The Rift,’ and engage with Butch. |
| Monk | Allows your units to be highly flexible in combat, switching between melee and ranged stances while attacking twice per turn. | +2 Intelligence +2 Charisma -1 Strength -1 Dexterity | Complete Act 3, Chapter 1: ‘The Lab,’ and talk to Butch from the side menu. |
A cat that hasn’t been assigned a class is considered ‘collarless,’ and during battles, its abilities aren’t changed – it fights with its natural stats.
How to Choose The Right Class for Your Cats in Mewgenics
In Mewgenics, the best way to choose collars for your cats is to focus on boosting their natural strengths. Cats with high Strength are great as Fighters, and those with high Constitution (health) excel as Tanks. You can easily see each cat’s base stats in the top-left corner of the Equip Class Collars screen, making it simple to pick the right collar.
When choosing a class for your cat, consider their natural abilities. For example, if your cat has the ‘Burst’ ability, it’s a good fit for a Mage or Hunter, as this skill complements those classes’ focus on magic or ranged attacks. As you get better equipment, you can further customize your cat’s stats to create the perfect team build.
Even though you choose a specific class for your cat, it can do much more than just that class allows. Its other skills, both active and passive, let it perform a variety of actions. For instance, a cat built as a Fighter – focusing on close-combat attacks – could also heal like a Cleric or act as a durable Tank, depending on the skills you choose. It’s usually a good idea to pick passive skills that complement your existing ones, but there are tons of options to try, so don’t be afraid to experiment as you learn the game.
You can use the Blank Collar, available at Tracy’s P. Mart, to give two of your cats the same class. This means you can have a party with two Tanks or two Jesters – pretty neat, right?
If you haven’t discovered it yet, Tracy’s shop becomes available only after you finish all the missions in The Alley and return to your home base. Once it’s unlocked, you can find it on the Boon Country map. However, you’ll need to donate cats and buy some things first before she’ll have the Blank Collar in stock again.
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2026-02-14 07:11