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      Mewgenics launched on February 10, 2026, and sold over one million copies in its first week. With that kind of player base, a lot of cats are wearing the wrong collars. Classes, or collars as the game calls them, define your cat's role, stats, and ability pool for an entire run. Choosing the right one and knowing how to unlock all of them is the foundation of any strong party.

      Here is a full breakdown of every class, what zone unlocks each one, and what each collar does in combat.

      How the Class System Works in Mewgenics

      Every cat in Mewgenics wears a collar that determines its class. When you start a new run, you pick a collar for each cat. The collar shapes stat bonuses, the ability pool on level-up, and party composition.

      You begin with four classes (Fighter, Hunter, Mage, Tank) plus the Collarless option. The remaining nine are unlocked by clearing specific zones and talking to Butch at the hub. GameSpot notes that when a new class is available, an exclamation point appears on the left side of your screen. Once awarded, collars are permanently available for all future runs.

      Polygon highlights that Blank Collars let you field multiple copies of one class, separate from the class system itself.

      All Starting Classes

      No zone clears required for these. All four are available from your very first run, along with the Collarless option.

      Fighter -- +2 Strength, +1 Speed, -1 Intelligence. Melee damage with strong mobility via Leap and Confront. GameSpot rates it S-tier.

      Hunter -- +3 Dexterity, +2 Luck, -1 Constitution, -2 Speed. Ranged damage specialist. Items like the Monocle guarantee physical attacks always hit, negating accuracy penalties. GameSpot rates it S-tier.

      Mage -- +2 Intelligence, +2 Charisma, -1 Constitution, -1 Strength. Magic damage dealer with a wide spell pool. The line-of-sight requirement for targeting holds it back slightly. GameSpot ranks it A-tier.

      Tank -- +4 Constitution, -1 Intelligence, -1 Dexterity. Absorbs hits and protects the party with Steelskin, Goad, and Bodyguard. GameSpot ranks it A-tier.

      Collarless -- No stat modifications. Access to over a hundred active and passive skills, according to GameSpot, but this breadth leads to inconsistency. GameSpot ranks it D-tier, noting generalist buffs and mostly single-target attacks. Best used when a cat is born with powerful innate abilities.

      All 9 Unlockable Classes and How to Get Them

      All 9 Unlockable Classes and How to Get Them

      The unlockable classes open up as you progress through the game's zones. Clear the zone, talk to Butch, and the collar is yours.

      Cleric -- Reach or Complete The Sewers Area (Act 1)

      The Cleric is the first class most players unlock. IGN and EGamersWorld state it unlocks when you reach The Sewers for the first time and talk to Butch. Polygon and GameSpot describe it as completing The Alley.

      Stats: +2 Charisma, +2 Constitution, -1 Speed, -1 Dexterity.

      GameSpot rates the Cleric S-tier. Its healing abilities can revive downed cats and cure injuries. The Protect the Weak passive grants a higher dodge chance to low-health allies.

      Thief -- Complete The Sewers (Act 1)

      Stats: +4 Speed, +1 Luck, -1 Strength, -1 Constitution.

      The highest Speed stat in the game. Excels at positioning-based damage through its Assassinate ability, which requires getting behind enemies. GameSpot ranks it B-tier due to straight-line projectile limitations and lower Constitution.

      Necromancer -- Complete The Boneyard (Act 1)

      Stats: +2 Constitution, +1 Charisma, -2 Strength.

      Manipulates corpses and leeches life. The Soul Link ability damages all linked enemies simultaneously, but without it, the class struggles. GameSpot ranks it C-tier. Polygon originally listed the wrong unlock zone and corrected it to The Boneyard.

      Tinkerer -- Complete The Bunker (Act 2)

      Stats: +4 Intelligence, -1 Luck, -1 Charisma.

      An item and gadget-focused class that can craft weapons ranging from Rocket Launchers to useless Glass Shards. The Duct Tape passive is essential for keeping crafted weapons across battles. GameSpot ranks it C-tier due to this variance and places the unlock in Act 2.

      Druid -- Complete The Crater (Act 2)

      Stats: +3 Charisma, +1 Luck, -2 Constitution.

      Comes with a crow companion by default and can summon other creatures. GameSpot ranks it C-tier due to extreme playstyle variance and low Constitution (-2 penalty).

      Butcher -- Complete The Core (Act 2)

      Stats: +3 Constitution, +2 Strength, -2 Speed.

      Heavy melee class with a Meat Hook that pulls enemies in and Cleave attacks that generate food for self-healing. GameSpot ranks it A-tier despite low Speed limiting mobility.

      Psychic -- Complete The Moon (Act 2)

      Stats: +1 Intelligence, +1 Charisma, +1 Speed, -1 Constitution. Polygon notes Psychics also start with +5 bonus mana.

      Crowd-control specialist. Gravity Pull causes enemies to smash into each other, and Increase Gravity can immobilize bosses. GameSpot ranks it B-tier, noting powerful control but fragile Constitution.

      Monk -- Complete The Labs (Act 3)

      Stats: +2 Intelligence, +2 Charisma, -1 Strength, -1 Dexterity.

      The only class that can switch between melee and ranged stances and attack twice per turn (confirmed by Polygon, GameSpot, and EGamersWorld). GameSpot places this unlock in Act 3. Ranked B-tier due to penalties to both Strength and Dexterity, though martial arts abilities like the Kill Bill-inspired Five Point Palm Exploding Heart Technique (instant kill on non-boss units) give it a strong upside.

      Jester -- Complete The Rift (End-Game Zone)

      Stats: No stat modifications.

      The final class and hardest to unlock. GameSpot states that accessing The Rift requires completing Dr. Beanies' progression quests, then defeating the Chaos boss.

      The Jester's ability pool pulls from every other class. GameSpot places it in its own X-tier due to wild unpredictability.

      Best Classes for Beginners

      GameSpot's tier list puts Cleric, Hunter, and Fighter in S-tier. Starting with Fighter and Hunter for damage, adding Tank for survivability, and unlocking Cleric early gives you a reliable lineup that carries through the early game.

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      FAQs

      1. How many classes are in Mewgenics?

      Sources differ on the exact count. GameSpot and EGamersWorld count 14 total (including Collarless), while Polygon counts 13 (treating Collarless as the absence of a class rather than a class itself). Either way, there are 4 starting classes, the Collarless option, and 9 that unlock by completing zones and speaking with Butch.

      2. Where is Butch in Mewgenics?

      Butch is located at the hub. After clearing a new zone for the first time, return to the hub and look for an exclamation point on the left side of your screen. Talk to Butch there to receive the corresponding collar.

      3. What is the hardest class to unlock in Mewgenics?

      The Jester is the hardest class to unlock. GameSpot states that getting it requires completing Dr. Beanies' progression quests to access The Rift, then defeating the Chaos boss inside.

      4. Are unlocked classes permanent in Mewgenics?

      Yes. Once Butch awards you a collar for clearing a zone, that class becomes permanently available for every future run. You do not need to re-unlock classes between runs.

      5. What are the best classes in Mewgenics?

      According to GameSpot's tier list, Cleric, Hunter, and Fighter are S-tier. Tank, Butcher, and Mage are A-tier. Monk, Psychic, and Thief are B-tier. Druid, Necromancer, and Tinkerer are C-tier. Collarless is D-tier. The Jester sits in its own X-tier due to its wildly unpredictable ability pool.

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