Mewgenics Best Team Comps: Strongest Party Setups And OP Synergies
The best team comps in Mewgenics right now are Tank and Cleric for safe runs, or Tank and Necromancer for aggressive snowball setups. Add a strong DPS like Hunter or Mage, then round it out with utility or more damage. That core gives you survivability, scaling, and enough damage to handle late fights without praying to RNG every turn.
Team building in Mewgenics is about action economy, sustain, and positioning. If your squad can take hits, heal back up, and delete threats before they move, you are in a good spot. If your whole plan falls apart after one bad turn, it is not a good comp.
Best Overall Team Comp For Most Runs
The most consistent 4 cat setup is:
Tank
Cleric
Hunter
Mage or Thief
Tank controls space with Goad, Bodyguard, and Steelskin. Cleric keeps everyone alive with revives and injury cures. Hunter deletes targets from range with Heavy Shot and Arrow Flurry. The last slot depends on how aggressive you want to be.
Mage gives strong area damage like Meteor Storm and solid mana scaling. Thief brings Speed and burst with Assassinate, but needs careful positioning. This comp clears Act 1 and Act 2 cleanly and can handle Graveyard with smart drafts.
Tank And Necromancer Snowball Setup
If you want something that feels unfair in Act 1 and furniture runs, run:
Tank
Necromancer
Flex DPS
Tank soaks damage and protects your backline. Necromancer stacks minions and uses Leech Shot for sustain. Once corpses start piling up, reanimation turns fights into a numbers game.
Minion spam creates space and forces enemies to waste actions. Soul Link can melt grouped enemies if drafted early. Add Hunter for safe damage or Mage for area pressure and you have a comp that snowballs hard.
Hyper Aggressive Burst Team
For players who like fast clears and do not mind risk:
Fighter
Hunter
Mage
Cleric
Fighter abuses mobility with Leap, Confront, and Spin. Hunter cleans up from range. Mage handles grouped enemies. Cleric prevents one mistake from ending the run.
This team kills quickly but has less raw durability than Tank comps. Positioning matters more here. If you misplay, you feel it.
Graveyard Focused Composition
Graveyard is a different test. The boss requires preparation, not just raw stats.
Recommended setup:
Tank
Cleric
Mage
Thief or Necromancer
Tank absorbs pressure. Cleric keeps the team stable through extended fights. Mage handles grouped threats and line damage. Thief brings targeted burst or Necromancer adds scaling and distraction through minions.
Going in without sustain is asking for a restart screen. Even strong DPS builds struggle there without healing support.
Strong 3 Cat Party Options
If you prefer 3 cat runs, keep roles tight:
Tank
Necromancer
Mage
or
Tank
Cleric
Hunter
With fewer cats, every turn matters more. Tank plus one sustain option is almost mandatory unless you are running a very specific burst build.
Where Classes Actually Fit In Team Comps
Here is how the main classes slot into comps:
Tank anchors almost every safe team
Cleric is the most reliable healer and late game stabilizer
Hunter is top tier ranged physical DPS
Mage offers huge spell variety and area damage
Fighter excels in action economy and melee burst
Necromancer scales through minions and sustain
Thief brings Speed and assassination potential
Psychic shines in control heavy setups
Tinkerer works best when item synergy drafts go your way
Collarless can function as a coin utility cat, but rarely carries fights alone. Druid and Monk can work with the right drafts, but they are more draft dependent than the core picks above.
How To Theory Craft Your Own OP Team
Start with 1 tank role and 1 sustain role. Then add damage that fits your zone.
Look at your cats’ base stats before assigning collars. High CON works well on Tank or Necromancer. High DEX and LCK favor Hunter. High INT and CHA suit Mage or Cleric.
Build around synergy, not just tier lists. A well drafted B tier class with good items can outperform a poorly drafted S tier. Draft consistency wins runs.
Final Blurb
The best team comps in Mewgenics balance survivability and scaling damage. Tank and Cleric give the safest runs. Tank and Necromancer create snowball pressure. Hunter and Mage bring reliable damage from range.
If your team can survive a bad turn and still delete enemies on the next one, you built it right. If not, Guillotina is waiting.
FAQ
What is the safest team comp in Mewgenics?
Tank, Cleric, Hunter, and Mage is the safest overall setup. It has strong healing, protection, and ranged damage.
Is Necromancer actually strong?
Yes, especially with minion focused drafts. It scales well and can sustain through Leech Shot and corpse reanimation.
Do I always need a Cleric?
For late game zones like Graveyard, a dedicated healer helps a lot. Early runs can succeed without one if your sustain is strong.
Are Fighter and Thief viable in late game?
Yes, but they require smart positioning and good drafts. They are more punishing if misplayed.
Can Collarless be part of a strong team?
It can support with coin based skills and utility, but it is rarely the main carry in a comp.

