Mewgenics Exhaustion Explained: Turn 10 Penalty And How To Avoid It
In Mewgenics, Exhaustion begins at Turn 10 in a fight. Once it starts, your cats take increasing unblockable damage every turn, gain less mana and health, and lose combat regeneration. It cannot be removed. If fights drag too long, Exhaustion will slowly kill your team.
That means finishing fights early is not just optimal for rewards, it is survival.
What Exhaustion Actually Does
Starting on Turn 10:
Each cat takes 1 unblockable damage at the start of its turn
That damage increases by 1 every turn
Health and mana gains are reduced by 1
Combat regeneration is disabled
It cannot be cleansed or removed
If a fight reaches Turn 15 or beyond, Exhaustion becomes brutal.
The game is telling you to end it.
Why You Should Finish Fights Early
Earlier clears usually mean:
Better average rewards
Less risk
No Exhaustion pressure
If you are low on items or coins, you can sometimes extend a fight for extra loot. Just be careful not to hit Turn 10 unprepared.
Dragging fights without a plan leads to slow deaths.
Know When To Make Sacrifices
Sometimes you cannot save everyone.
Prioritize:
A cat with revive or major healing
A cat holding a quest item
Your highest damage dealer in late fight situations
It is better to lose one injured cat than wipe the entire team. Also remember that if a cat holding a quest item dies, other cats cannot pick it up.
Protect key roles at all costs.
Focus Down Enemies Efficiently
Ending fights before Turn 10 depends on clean damage sequencing.
General rules:
Remove enemy units from the board quickly
Do not tunnel one high HP enemy while small threats stack
Stack Poison, Bleed, or Burn on high HP targets
Avoid wasting large damage on enemies that could die to small hits
Assign roles clearly, AoE handles groups, single target handles threats
Faster kills mean safer fights.
Play Around Summons
Familiars and event allies are more valuable than they look.
They:
Absorb aggro
Block tiles
Disrupt enemy movement
Add action economy
Even low damage summons can buy you turns. Just do not let them clog melee paths.
Make Every Turn Count
Idle turns are dangerous in long fights.
Unless you are saving mana for a big spell, every turn should:
Remove threats
Apply pressure
Improve positioning
Turn 10 is closer than it feels.
House And Breeding Phase Impact
Strong base stats and good breeding shorten fights.
Higher STR, INT, and SPD mean:
Faster kills
Better damage scaling
Less exposure to Exhaustion
Investing in breeding and house upgrades indirectly reduces Exhaustion risk by making your team stronger earlier in fights.
Final Blurb
Exhaustion in Mewgenics is a hard timer that starts at Turn 10 and gets worse every round. It deals scaling unblockable damage and reduces recovery. It cannot be removed.
If fights are lasting past Turn 10 consistently, your builds or damage sequencing need improvement. End fights fast, protect key cats, and use summons wisely. Exhaustion is not meant to be survived, it is meant to end the battle.
FAQ
When does Exhaustion start in Mewgenics?
It begins at Turn 10 in combat.
Can Exhaustion be removed?
No. It cannot be cleansed or prevented once triggered.
Does Exhaustion scale?
Yes. It increases damage taken by 1 each turn after it begins.
How do I avoid Exhaustion?
End fights before Turn 10 by focusing targets efficiently and maximizing damage output.

