This Game Has Class(es)!
So in Mewgenics when a cat is born its considered "Collarless". collarless cats only gain their inborn abilities from the collarless ability pool, a broad and slightly higher costed group of active and passive abilities, but when you decide to take 4 cats out on an adventure, its probably best to assign them a class.
each class in mewgenics has strengths and weaknesses, unique basic attacks and large active / passive ability pools with many unique archetypes that you will draft from as you level up. here is the breakdown of each. there are many different draft archetypes and ways to play per class but in this post I'm going to break down some of the more common ones you'll notice right off the bat.
( Note: please check my previous post to see a breakdown of what each stat does! )
Basic Attack: Fighters are close combat melee fighters who are the hardest hitters in the game.

[h3]Common Archetypes for Fighter:[/h3]
One Punch Man: these abilities push the fighter into dealing huge damage with a single blow or multiple hits to a single target, best for taking down bosses and larger enemies.
Army in a Can: these abilities will go wide hitting multiple enemies with one attack, best for taking down mobs.
Risky: these abilities will give big bonuses but also come with costs that go beyond their mana you need to activate them.
Avenger: these abilities will buff your fighter, or become stronger if/when your other cats are downed... and maybe sometimes he can help in downing them...
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Basic Attack: Mages have a medium ranged attack that requires line of sight.

[h3]Common Archetypes for Mage:[/h3]
Elementalist: these abilities utilize the many major elements found in mewgenics with a focus on Fire and Ice.
Spells Matter: these abilities give you special bonuses when cast multiple times in a turn.
Mana Engine: these abilities fuel your mana regen and also give it to other cats on your team.
Defensive Maneuvers: these abilities help your mage avoid combat, withstand attacks, and slow/hinder enemies.
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Basic Attack: Clerics have a multi-purpose melee attack that hurts enemies but heals allies.

[h3]Common Archetypes for Cleric:[/h3]
Wet Nurse: these abilities are focused on healing, cleansing, and protecting your team.
Combat Medic: these abilities put your Cleric straight into combat with an array of attacks and defensive options.
Morale Support: these abilities aid your allies in battle by allowing bonus attacks or boons that affect your whole team.
Back for More: these abilities will rise your fallen comrades from death's door and get them back into battle.
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Basic Attack: Tanks throw their weight around in battle with a melee attack that dashes them 1 tile forward and then knocks the target back 1 space.

[h3]Common Archetypes for Tank:[/h3]
Stay Back: these abilities are themed around knock back, a mechanic that knocks things around the map causing collision damage.
Thicc: these abilities allow the tank to do what he does best, take a beating and survive.
Protector: these abilities allow your tank to get between your glass cannons and the enemy, or move allies / enemies around the map with ease.
Rocks: these abilities create / utilize rocks. ( rocks are objects on the battlefield you can attack to knock back into things )
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Basic Attack: Hunters are the masters of ranged attacks and have the longest attack range of all classes, but cant attack anything close to them. hunters also have a lobbed attack, meaning their range wont be hindered by objects/allies in their line of sight.

[h3]Common Archetypes for Hunter:[/h3]
Tricky Traps: these abilities place trap like tiles that will cause a range of negative effects to whoever triggers them.
Vermin: these abilities summon flies, maggots and fleas to fight along side your party!
Eagle Eye: these abilities will raise your range or spot enemies so other team mates gain advantage against them.
Scatter Shot: these abilities will target all tiles in a line or aoe and / or hit multiple times.
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Basic Attack: Thieves has a semi short ranged attack that can hit anything in a straight line from them up to 3 tiles away.

[h3]Common Archetypes for Thief:[/h3]
Backstabber: these abilities add bonuses to your ability to backstab ( attacking an enemy from directly behind counts as a backstab and yields bonus damage )
Money = Power: these abilities focus on gaining coins and gaining a range of bonuses for doing so. ( coins are used to purchase things from shops or pay off assailants )
Mr. Gone: these abilities help your brittle thief survive combat by dodging, backflipping, and even vanishing from the battlefield.
More DOTS!: these abilities add damage over time ( DOTs ) effects to your attacks, like poison and bleed.
Join us in 2 weeks for a quick post about active / passive abilities and we will introduce you to our team!
till then i leave you with this amazing track from ridiculon, "Eatin Rats" is the Boss music from the alley, the very 1st chapter you guys will be playing when the game releases next year!
[previewyoutube][/previewyoutube]
See ya
-Edmund
each class in mewgenics has strengths and weaknesses, unique basic attacks and large active / passive ability pools with many unique archetypes that you will draft from as you level up. here is the breakdown of each. there are many different draft archetypes and ways to play per class but in this post I'm going to break down some of the more common ones you'll notice right off the bat.
( Note: please check my previous post to see a breakdown of what each stat does! )
Fighter:
Stat mods: +2 str, +1 spd, -1 intBasic Attack: Fighters are close combat melee fighters who are the hardest hitters in the game.

[h3]Common Archetypes for Fighter:[/h3]
One Punch Man: these abilities push the fighter into dealing huge damage with a single blow or multiple hits to a single target, best for taking down bosses and larger enemies.
Army in a Can: these abilities will go wide hitting multiple enemies with one attack, best for taking down mobs.
Risky: these abilities will give big bonuses but also come with costs that go beyond their mana you need to activate them.
Avenger: these abilities will buff your fighter, or become stronger if/when your other cats are downed... and maybe sometimes he can help in downing them...
----------------------------------------------------------------------
Mage:
Stat mods: +2 int, +2 cha, -1 str, -1 conBasic Attack: Mages have a medium ranged attack that requires line of sight.

[h3]Common Archetypes for Mage:[/h3]
Elementalist: these abilities utilize the many major elements found in mewgenics with a focus on Fire and Ice.
Spells Matter: these abilities give you special bonuses when cast multiple times in a turn.
Mana Engine: these abilities fuel your mana regen and also give it to other cats on your team.
Defensive Maneuvers: these abilities help your mage avoid combat, withstand attacks, and slow/hinder enemies.
----------------------------------------------------------------------
Cleric:
Stat mods: +2 con, +2 cha, -1 dex, -1 spdBasic Attack: Clerics have a multi-purpose melee attack that hurts enemies but heals allies.

[h3]Common Archetypes for Cleric:[/h3]
Wet Nurse: these abilities are focused on healing, cleansing, and protecting your team.
Combat Medic: these abilities put your Cleric straight into combat with an array of attacks and defensive options.
Morale Support: these abilities aid your allies in battle by allowing bonus attacks or boons that affect your whole team.
Back for More: these abilities will rise your fallen comrades from death's door and get them back into battle.
----------------------------------------------------------------------
Tank:
Stat mods: +4 con, -1 dex, -1 intBasic Attack: Tanks throw their weight around in battle with a melee attack that dashes them 1 tile forward and then knocks the target back 1 space.

[h3]Common Archetypes for Tank:[/h3]
Stay Back: these abilities are themed around knock back, a mechanic that knocks things around the map causing collision damage.
Thicc: these abilities allow the tank to do what he does best, take a beating and survive.
Protector: these abilities allow your tank to get between your glass cannons and the enemy, or move allies / enemies around the map with ease.
Rocks: these abilities create / utilize rocks. ( rocks are objects on the battlefield you can attack to knock back into things )
----------------------------------------------------------------------
Hunter:
Stat mods: +3 dex, +2 lck, -2 spd, -1 conBasic Attack: Hunters are the masters of ranged attacks and have the longest attack range of all classes, but cant attack anything close to them. hunters also have a lobbed attack, meaning their range wont be hindered by objects/allies in their line of sight.

[h3]Common Archetypes for Hunter:[/h3]
Tricky Traps: these abilities place trap like tiles that will cause a range of negative effects to whoever triggers them.
Vermin: these abilities summon flies, maggots and fleas to fight along side your party!
Eagle Eye: these abilities will raise your range or spot enemies so other team mates gain advantage against them.
Scatter Shot: these abilities will target all tiles in a line or aoe and / or hit multiple times.
----------------------------------------------------------------------
Thief:
Stat mods: +4 spd, +1 lck, -1 strBasic Attack: Thieves has a semi short ranged attack that can hit anything in a straight line from them up to 3 tiles away.

[h3]Common Archetypes for Thief:[/h3]
Backstabber: these abilities add bonuses to your ability to backstab ( attacking an enemy from directly behind counts as a backstab and yields bonus damage )
Money = Power: these abilities focus on gaining coins and gaining a range of bonuses for doing so. ( coins are used to purchase things from shops or pay off assailants )
Mr. Gone: these abilities help your brittle thief survive combat by dodging, backflipping, and even vanishing from the battlefield.
More DOTS!: these abilities add damage over time ( DOTs ) effects to your attacks, like poison and bleed.
Join us in 2 weeks for a quick post about active / passive abilities and we will introduce you to our team!
till then i leave you with this amazing track from ridiculon, "Eatin Rats" is the Boss music from the alley, the very 1st chapter you guys will be playing when the game releases next year!
[previewyoutube][/previewyoutube]
See ya
-Edmund