Mewgenics Debuffs Guide: Every Negative Effect Explained
Debuffs in Mewgenics are negative status effects that damage, weaken, or control units. Some stack and spiral out of control. Others shut down turns completely or flip allegiance. Knowing exactly how each debuff works is critical for surviving Act 1 and Act 2.
Below is a full breakdown of every debuff and what it does in combat.
Damage Over Time Debuffs
Bleeding
Deals 1 damage per stack at the end of each round and increases by 1 every round. Ignores Armor and Holy Shield. Units downed by Bleeding receive Exsanguinated Injury, lowering Strength and Dexterity.
Burn
Deals 1 damage per stack at the start of the unit’s turn. Units light flammable tiles on fire and melt ice when moving. Burn decreases by 1 each turn if not standing on fire. Removed when entering water or becoming Wet. Units downed by Burn receive Immolated Injury, lowering Charisma and Luck.
Poison
Deals 1 damage per stack at the end of the unit’s turn. Ignores Armor and Holy Shield. Healing removes 1 Poison stack. Units downed by Poison receive Poisoned Injury, lowering Constitution and Intelligence.
Leeches
Deals 1 damage per stack at the start of the unit’s turn. The applier heals for the damage their Leeches deal.
Rot
Spawns a Rot Fly on an adjacent tile at the end of each turn. Downed units with Rot also spawn Rot Flies.
Control And Turn Denial Debuffs
Frozen
Unit skips its next turn and becomes Wet at the end of that turn. Immune to all damage except Fire while frozen. Slides when hit and damages units it collides with. Removed by Burn.
Stun
Unit skips its next turn.
Petrify
Unit skips next turn and functions like a Rock. All damage reduced to 1. Attacks on it gain extra knockback.
Immobile
Unit cannot move.
Webbed
Disables movement. Replaces basic attack with Break Free, which removes 1 stack. Moving removes all stacks.
Slow
Reduces movement to 2 for 1 turn per stack.
Fear
Unit randomly moves at the start of its turn, trying to move farther away from the source of Fear.
Allegiance And Targeting Debuffs
Charm
Flips allegiance for 1 turn per stack. A charmed ally will attack your team.
Madness
Unit treats allies as enemies. Player controlled units become uncontrollable.
Ostracized
Every unit sees this target as an enemy and will prioritize attacking it.
Marked
Physical attacks against the target always crit, ignore Armor, and cannot miss. Stack count reduces by 1 each turn.
Accuracy And Damage Manipulation
Blind
30 percent miss chance for the next 2 turns.
Miss Chance
Increases chance to miss by a set percentage.
Confusion
25 percent chance for the unit to hit itself instead when attempting any action. Actions wasted if self hit occurs. Stack reduces by 1 each turn.
Bruise
Increases physical damage taken by 1 per stack.
Weakness
Temporarily reduces Strength, Dexterity, and Speed.
Thorns
Deals 1 damage per stack to attackers when hit.
Special Countdown Debuffs
Doomed
Stack reduces by 1 at the end of each turn. Unit dies when Doomed expires.
Infested
If downed while Infested, the unit dies and spawns Spiderlings per stack.
Final Blurb
Debuffs in Mewgenics are one of the biggest factors in winning or losing a run. Damage over time effects stack quickly. Control effects like Frozen and Stun can decide boss fights. Charm and Madness can instantly flip a battle. Understanding these mechanics lets you draft smarter abilities and avoid deadly mistakes.
FAQ
What debuffs ignore Armor in Mewgenics?
Bleeding and Poison ignore Armor and Holy Shield.
Which debuffs skip turns?
Frozen, Stun, and Petrify cause the unit to skip its next turn.
Can debuffs stack?
Yes. Most damage over time and weakening effects stack and become stronger with more stacks.
How do you remove debuffs?
Some expire naturally. Others require abilities like Cleanse, healing effects, or tile interactions like water.

