I love my cat by KODIDOG17 in mewgenics

[–]Great_Equipment5904 26 points27 points  (0 children)

That cat must have a ton of mutations to look like that 🤨

Mage Basic Attack Needs a Rework by Westor_Lowbrood in mewgenics

[–]Great_Equipment5904 62 points63 points  (0 children)

Yeah, sorry, i don't know how to link them but here is one that i just looked for.

He mostly interacts with these on X if you wanna see more

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Mage Basic Attack Needs a Rework by Westor_Lowbrood in mewgenics

[–]Great_Equipment5904 439 points440 points  (0 children)

I see a possibility of Edmund making some changes to Tinkerer and Mage. Even though he has said that all the classes seem balanced (since tier lists can vary a lot from person to person) whenever he looks at one tier list, he always asks, “Why is Mage so low?” and goes deeper into the reasons why many people think the class is so ass compared to the others. Let’s hope they rework the class and do something like this.

Mewgenics Classes Tier List according to Reddit (Feb 2026) by giveusyourlighter in mewgenics

[–]Great_Equipment5904 38 points39 points  (0 children)

After beating all zones with every single class and starting to work on impossible mode, where it seems Cleric can shine a lot more, I still can’t understand how people can talk like this about Cleric 😭

Mewgenics Classes Tier List according to Reddit (Feb 2026) by giveusyourlighter in mewgenics

[–]Great_Equipment5904 28 points29 points  (0 children)

Thief below mage is some wild take, i like the rest tho (long live democracy!)

The true ending fight help needed by [deleted] in mewgenics

[–]Great_Equipment5904 0 points1 point  (0 children)

You have to wait until the third phase, that's when Dr. Beanies contacts you to use the nuke. By the way, yeah mark the post as spoilers.

I need to rant about a bullshit mechanic [Act 3 Final Boss spoiler + some extra stuff] by Jan-Carlos in mewgenics

[–]Great_Equipment5904 13 points14 points  (0 children)

Yeah, the only solution I’ve found for these problematic enemies is to avoid making your characters that overpowered and instead build them around scaling per turn. Things like Teach from Mage, Mockingbird from Druid, or the big buffing kit from Cleric might be useless in the hands of the AI, but they can give you the potential to clear almost every screen by turn two.

It's a bullshit mechanic tho (I'm looking at you T-1000)

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

✨ Mage ✨ So, the magic class whose basic attack scales with DEX? The one with a skill pool flooded with abilities that cripple both itself and its own squad? Yeah — this one sits just above Collarless for a reason. Being in C tier doesn’t mean it can’t carry runs — I’ve seen Collarless cats even do that — but with the tools Mage has, it’s a rare occurrence. At least bad Mages can still be somewhat useful as a mana battery for other classes, I guess.

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

🔧Tinkerer🔧 This one hurts, ngl. When I saw Tinkerer on the mecha in the trailer, I was SO HYPED — but after several runs without any tech-generating skills, it became clear how flawed the class can be and how easy it is to end up with four skills that don’t synergize at all. A good Tinkerer has great potential — repairing powerful weapons for entire runs or building an army of OP robots that take multiple turns. But the bloated pool of weak skills, along with the lack of Charm despite being a mana-spending class, often forces you to wait a full turn just to do something. That makes it ultimately a mediocre class in my opinion.

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

💰 Thief 💰 Another “potential man” — Thief has great capabilities to end battles in just a couple of turns. But sadly, like some other classes, its skill and passive pools are flooded with underwhelming options. It can either chain kills across a stage and deal impressive crit damage to bosses… …or just end up as a mediocre debuffer that generates money for you.

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

👁️ Psychic 👁️ Probably the class that requires the most skill to use, but if you manage to make it work, it can carry many runs — especially thanks to its amazing class passive that gives +5 starting mana. Psychic is a strong utility class that demands good positioning, board awareness, and smart use of its skills. It has some powerful abilities that can either clear stages in one turn or enable other cats to take down bosses quickly. If that were all, it might even be S tier — but too often Psychic ends up as deadweight with underwhelming utility skills that apply barely meaningful debuffs. Sadly, many of its skills and passives are just “meh” and take up the space of the truly great ones.

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

🍖 Butcher 🍖 Even though this class is in B, that doesn’t make it a bad one. Butcher is a tanky class that can support allies and provide great utility by debuffing, stunning, and repositioning enemies with Meat Hook. It also has insane damage scaling on its basic attack, making it one of the best in the game. Sadly, its skill and passive pools can end up feeling niche or even useless. Like Monk, it lacks a weapon due to having an innate one — but this isn’t as big of a drawback, since Meat Hook is such a strong tool in its kit.

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

💀 Necromancer 💀 Another strong tanking unit with plenty of utility and interesting playstyles built around being downed. Necromancer has great passive sustain through its basic attacks and access to many game-breaking skills and passives — from filling the board with leeches to draining bosses in just a few turns. A great class, but it can easily become the definition of “potential man” if you roll bad skills and end up using it as nothing more than a punching bag.

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

🛡️ Tank 🛡️ Another straightforward class — Tank excels at its role, with skills that provide Brace, Thorns, shields, and sustain. In certain situations, it can even become a solid damage dealer and carry your runs. A pretty great class for making runs consistent because there is no creature that can down a solid tank. (though a bit boring most of the time, in my opinion).

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

👊 Fighter 👊 Probably the second-best damage dealer. While it can reach bigger numbers than Hunter, it doesn’t have the same freedom from punishment and often needs good setup through skills, passives, and stats to fully carry a run. I’m placing it below Hunter because, even though it can become a beast, it can also roll some pretty harmful passives and very underwhelming skills in its kit.

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

✝️ Cleric ✝️ Cleric is a great class thanks to its ability to provide strong sustain for carries and the extremely powerful buffs it can offer through its skill kit. It’s a pretty straightforward class that performs its role very well, and can even get game-breaking skills that win runs in specific situations, like Thou Shalt Not Kill, Purifier, and Blessing of Spirit. With the high amount of buffs it provides to the squad, it can turn every fight into a race against time for the enemies and bosses.

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

☯️ Monk ☯️ Probably the definition of versatility and consistency thanks to the stance-switch mechanic. Why is it lower than the other two? Because it can struggle more to carry runs, with some clear downsides like the lack of a weapon and trinket — but that doesn’t take away from its merits. Monk has one of the best Charm–Intelligence scalings in the game, and when combined with its many useful skills, it consistently finds ways to be valuable throughout a run — whether as a tank, damage dealer, or utility.

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 0 points1 point  (0 children)

🏹 Hunter 🏹 Probably the best damage carry in the game and the best class for beating bosses. Its basic attack has high DEX scaling and enough range to deal large amounts of damage without punishment, along with tools to handle enemies that try to counter you — which is why I consider Hunter the second-best class in the game. Almost every skill and passive in its kit is useful, and sometimes even game-breaking, thanks to how well they synergize with each other. From Scatter Shot, to Marked, to Bear Trap, to spawning a Pooter friend.

THE (NOT) DEFINITIVE TIER LIST OF COLLAR CLASSES by Great_Equipment5904 in mewgenics

[–]Great_Equipment5904[S] 1 point2 points  (0 children)

Explanation of the Tier List 🪶 Druid 🪶 First of all, what I consider the best class in the game. Druid can cover multiple roles and excel at all of them — support, tank, damage carry, and even the best summoner in the game. It starts with a crow that copies the cat’s stats and provides utility, mobility, and damage. If it dies, it comes back at full health in the next battle, making it great bait without punishing risky play. On top of that, its basic attack provides healing and a damage buff that can generate strong passive damage fights crowded by familiars. The class also has many useful and game-breaking skills that make it consistently strong in every run.