
Mewgenics has a strangely unsettling atmosphere, like a creepy puppet show. It’s a challenging turn-based strategy game where you’ll face difficult enemies on each level, so building a strong team is essential to avoid losing your progress. Luckily, equipping your cats with collars gives them unique abilities each round, allowing them to specialize in roles like damage dealing, defense, or healing.
It can be tricky choosing the best collars in Mewgenics since there are 13 available, but you can only use four at a time. This guide will help by ranking all the collars from most to least useful.
Mewgenics Best Class Collars (Tier List)
This ranking system goes from SS to C, with the strongest classes at the top and less powerful ones lower down. Don’t count out the B tier, though – some of those classes can be really effective if you build your character in a specific way.
| All Classes | Tier | Reasoning |
|---|---|---|
| Hunter | SS Tier | This collar makes your cats aim at mobs from a significant distance. Think of it as an archer, which is perfect for finishing off all kinds of enemies since it has a decent range. Some bosses, like Radical Rat, especially need hunters to defuse bombs/threats quickly and lead the way. |
| Tank | SS Tier | Although any cat, regardless of its class, can work as a tank if it has the right skills, this collar specifically gives your units more health, so you start strong. As you progress, you can also improve their Strength stats and make them giant via the Monkey Paw event, not to mention the deadly abilities they get after leveling up (using Petrify with the Eat Rock ability can destroy upper-level bosses easily). |
| Butcher | SS Tier | Butcher is basically a stronger Cleric, so if you have it, you’ll probably want to use it instead. It mainly drops food pickups that help whoever grabs them recover hit points, so your team stays healthy. It’s also a great tank and can pull enemies in with a Hook, letting it attack weird tiles you normally can’t, unless, of course, you’re using items like Puzzle Box or abilities like Grappling Hook. |
| Cleric | S Tier | Every good Mewgenics team also needs a healer, and the Cleric collar transforms your felines into this troop type. Once equipped, they gain HP recovery active abilities that you can upgrade to buff friends, especially “Prayer”, which allows you to target multiple units for healing anywhere in the arena. |
| Psychic | S Tier | With Psychic cats, you can experiment with enemy positioning a lot by shifting them anywhere in the arena. Its skill, “Braingeyser,” allows it to gain extra mana beyond its maximum limit, meaning more actions per turn. You can continuously stun enemies and apply passives like Madness and Blind. |
| Jester | A Tier | The only collar in the game that lets you have abilities from other classes, if they show up in the selection bar, of course. This makes clearing early acts pretty easy. |
| Druid | A Tier | Summons a sidekick crow that can take its turn copying all the stats of your Druid cat, so you basically have two fighters instead of one. With this collar, you get an edge because the crow can hop all around the map by using mana, and if it’s defeated, it can respawn in the next round at full health with no side effects. |
| Necromancer | A Tier | You can use this class as an extra tank due to its damage-dealing passives and abilities. Players can summon leeches; however, you must pick a unit with higher Dexterity as a necro, since its basic attack can be affected by this stat level. |
| Fighter | A Tier | A decent collar for getting more attackers on your team if you haven’t unlocked top-tier collars yet. Such cats usually have higher Strength and Speed, allowing them to quickly close the distance to enemies and land powerful blows. The Fighter class gets dash and knockback skills that can be very helpful in combat. |
| Mage | A Tier | Mages cast spells frequently, so you can expect them to deal elemental damage (e.g., electric, fire, ice, and wind) and teleport between tiles. Since their mana is generally higher, they can use multiple skills in a single turn. If built correctly, they can take a significant chunk of HP from bosses and mini-bosses. |
| Thief | B Tier | A situational class that is excellent for making money. It has very good Speed and Luck stats, and many of its skills focus on spawning and looting coins from the arena and fallen enemies. Plus, it can deal respectable damage; with skills like “Shadow,” you can move directly behind a target and use heavy melee attacks, though this depends on RNG. |
| Monk | B Tier | Can synergize smoothly with certain builds. Monks can use their basic attack twice in one turn, which can be further buffed by choosing units with stronger base stats. However, they generally cannot equip items or weapons, except in a few specific cases. |
| Tinkerer | C Tier | Not surprisingly mighty, but quite fun to use. Unlike classes with a consistent basic attack, Tinkerers craft new weapons each turn, making their moves unpredictable. |
You begin the game with four collars, but you’ll unlock the rest by completing chapters. Some collars are only available later in the game, while others are hidden in secret areas. If you’re curious about how to get a specific collar, check out our guide!
Should You Choose Collarless Cats in Mewgenics?
One special feature of Mewgenics is the ability to send units on adventures without equipping them with collars. These ‘collarless’ units are essential for unlocking rewards during events, but they aren’t very strong in battle. They don’t receive any bonus stats, and their special skills are quite simple.
It’s generally better to use cats without collars after you’ve progressed a bit in the game, not right from the beginning. You can still unlock everything using the free cats you earn – these join your team during events and always start without collars. Plus, you’ll find Neverstones alongside these new cats, which you can use to strengthen the rest of your team.
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2026-02-23 18:07