Mewgenics Cleric Class Guide: All 77 Abilities, Builds, and Strategies
Date Published

The Cleric is widely considered the single most important class in Mewgenics. It's the game's primary healer, the only class with a basic attack that inherently heals allies, and the first advanced class most players unlock. In a game where permanent injuries accumulate across runs and a single bad fight can cascade into a run-ending spiral, having a Cleric on your team isn't just recommended — it's borderline mandatory for consistent progression.
But Clerics aren't just healers. Their ability pool includes resurrection, debuff cleansing, team-wide buffs, Holy damage against undead, and even one of the highest single-target damage abilities in the game. Understanding the Cleric's full toolkit is the key to building a team that can handle everything Mewgenics throws at you.
This guide covers everything about the Cleric: stat modifiers, all 77 abilities, five archetypes, recommended builds, key ability breakdowns, item synergies, team composition, and class-specific unlocks.
How to Unlock the Cleric
The Cleric collar is obtained by beating The Alley for the first time and then talking to Butch. Since The Alley is the very first area in the game, the Cleric is typically the first class players unlock after the four starters, making it available for most of your playthrough.
Cleric Class Overview
Stat Bonuses: +2 Charisma, +2 Constitution
Stat Penalties: -1 Dexterity, -1 Speed
Level-Up Stat Options: Charisma, Intelligence, Constitution
Basic Attack: Melee Attack/Heal
Class Set Bonus: If an attack would down you, lower your HP to 1 instead (no effect while at 1 HP)
The Cleric's stat spread is perfectly suited for a support role. Charisma increases starting mana and maximum mana, ensuring the Cleric has the resources to cast healing spells from the very first turn. Constitution provides the HP pool to survive being in the middle of a fight, which is where Clerics often end up since their base healing is melee-range. The -1 Speed penalty means Clerics act later in the turn order, but this is actually ideal — acting late lets you assess what damage your team took before deciding who to heal.
The class set bonus is an incredible safety net: if an attack would down the Cleric, HP drops to 1 instead. This means your healer can't be one-shot, giving you at least one more turn to heal, reposition, or have an ally intervene.
Basic Attack: Melee Attack/Heal
The Cleric's basic action is unique among all classes: it changes behavior depending on the target. When used on an enemy or neutral unit, it deals melee damage. When used on an ally, it heals them. This dual-purpose basic attack means the Cleric always has a free healing option that costs zero mana, which is a massive advantage for sustain.
The important caveat: the heal does not work on allied Undead units (such as zombies raised by a Necromancer). Using the basic attack on an Undead ally will damage them instead. Keep this in mind when running a Cleric alongside a Necromancer.
The Ranged Medic passive upgrades this basic action to work at range, transforming the Cleric's support capability dramatically. With Ranged Medic, the Cleric no longer needs to be adjacent to allies to provide free healing, enabling safer positioning and broader battlefield coverage from a single spot.
Cleric Archetypes
The wiki.gg community identifies five distinct Cleric playstyles.
White Mage
The generalist archetype. White Mages use a mix of healing, debuff removal, ally buffs, enemy damage, and resurrection to handle any situation. Key abilities include Revive, Holy Dash, and Friend or Foe. This is the most versatile Cleric build and the recommended default — you draft the best available ability at each level-up regardless of category, resulting in a well-rounded toolkit that can respond to whatever the current fight demands.
Mass Healer
Focused purely on healing output across multiple allies simultaneously. Key abilities include Prayer (heal units in an area), Healing Aura, and Benediction (mass heal). This archetype excels in prolonged fights where chip damage accumulates across the whole team — a single AoE heal can undo an entire turn's worth of enemy attacks.
Paladin
The Paladin archetype uses healing abilities, buffs, and Holy Shield to supplement an aggressive melee playstyle. Key abilities include Crusade (you and all allies move toward the nearest enemy), Circle of Protection, and An Eye for an Eye. This archetype turns the Cleric into a frontline hybrid, healing while fighting. The +2 Constitution from the collar supports this approach.
Holy Damage
Focused on dealing damage through Holy-element abilities. Key abilities include Wrath of God, Blessing of Holy Fire, and Holy Light. This archetype is particularly strong in The Boneyard and other areas with Undead enemies, who are vulnerable to Holy damage. Open Wounds (which deals more damage the lower the target's HP percentage) is the flagship offensive spell — it can deal massive damage to wounded bosses.
Hexer
The Hexer archetype weakens enemies, turns them against each other, and hinders their ability to harm allies. Key abilities include Heathens!, Heretic Mark, and Blinding Lights. This is a debuff-focused playstyle that reduces incoming damage indirectly rather than healing through it.
Complete Cleric Ability List
The Cleric has 77 class-specific abilities: 52 active abilities, 25 passive abilities, and the Melee Attack/Heal basic action.
Active Abilities (52)
Adoubment, An Eye for an Eye, Anoint, Awaken, Benediction, Blinding Lights, Booster, Born Again, Buddy Up, Call Over, Chosen Warrior, Circle of Protection, Cleanse, Convert, Crusade, Cure Wounds, Divine Gift, Divine Protection, Emergency, Enlighten, Ethereal, Friend or Foe, Fury Heal, Grace, Guardian Angel, Hallowed Ground, Haste, Healing Fall, Healing Salve, Healing Word, Heretic Mark, Holy Dash, Holy Light, Holy Weapon, Malaise, Obey, Open Wounds, Pray, Prayer, Purge, Rally, Rebuke, Reverse Damage, Revive, Sharing is Caring, Stand In, Stimulants, Swift Servant, Thou Shalt Not Covet, Turn Foe, Wish, Witch Hunt, Wrath of God, Zealot
(Note: The wiki.gg category shows 52 active abilities. Combined with 25 passives and the basic attack, the 77 total is confirmed.)
Passive Abilities (25)
Key passives include: Breath of Life, Enchanted Relic, Godspeed, Purifier, Ranged Medic, Thou Shalt Not Kill, and others. The full passive list can be found on the wiki.gg Category:Cleric Passive Abilities page.
Key Abilities Breakdown
Top-Tier Active Abilities
Revive (8 mana) — Revive a body to 50% HP and cure one of its injuries. This is the Cleric's most critical spell. In a game where downed cats take permanent injuries and can die permanently, Revive doesn't just save a cat for this fight — it saves their long-term viability by curing an injury in the process. The cheaper alternative, Awaken (1 mana), revives to just 1 HP without curing injuries, making it useful in emergencies but far less valuable overall.
Open Wounds (8 mana) — Deals damage based on the target's remaining HP percentage, dealing more damage the lower their health is. This is the Cleric's surprise offensive tool and one of the best boss-killing abilities in the game. Once your team has whittled a boss down to low HP, Open Wounds can deliver a finishing blow that deals enormous damage. Having this spell turns the Cleric from a pure support into a late-fight finisher.
Prayer (4 mana) — Heal units in an area. The Cleric's core AoE heal. Efficient mana cost, affects multiple allies at once, and enables the Mass Healer archetype.
Guardian Angel — Prevents lethal damage on an ally. One of the most powerful defensive abilities in the game — it effectively gives an ally an extra life for the turn.
Crusade (3 mana) — You and all your allies move toward the nearest enemy. This is a team-wide repositioning tool that solves the Cleric's biggest weakness (low Speed, poor mobility) while helping melee allies close gaps faster.
Healing Word (5 mana) — Heal a unit at range. When you don't have Ranged Medic as a passive, Healing Word is the next best option for healing without being adjacent.
Cleanse (3 mana) — Remove all debuffs from units in an area. Essential for countering Poison, Bleed, Confusion, and other debuffs that accumulate in late-game fights.
Adoubment (5 mana) — Heal a unit, remove its debuffs, and grant +1 to a random stat. That unit becomes the Alpha. If there's already an Alpha, this spell has infinite range and must target it. The upgraded version grants +1 to 3 random stats and can also revive. Adoubment is incredibly versatile — healing, cleansing, buffing, and potentially reviving in one spell.
Reverse Damage (4 mana) — Reverse the last damage that an adjacent unit took. Effectively an undo button for the most recent hit your ally received.
Born Again — A revive that restores the target with a stat boost. One of the strongest resurrection abilities in the game.
Top-Tier Passive Abilities
Breath of Life — Revive a downed unit when you heal it. This is transformative. Every healing spell or basic attack heal becomes a potential resurrection. If an ally goes down adjacent to you, your free basic attack heal can revive them without spending any mana. This passive single-handedly makes the Cleric the best resurrection class in the game.
Ranged Medic — Your basic action becomes Ranged Attack/Heal, working at range instead of only adjacent. This upgrades the Cleric's free healing from a melee-only action to a ranged tool, dramatically improving your ability to support the team from a safe position. With Ranged Medic, the Cleric can park in the back and heal anyone on the battlefield without moving.
Purifier — Your basic attack removes debuffs from allies. Since the Cleric's basic attack already heals allies, Purifier adds debuff removal to every free heal. This stacks with Breath of Life for a basic attack that simultaneously heals, cleanses, and potentially resurrects.
Godspeed — When you heal something, gain +2 Speed. This directly addresses the Cleric's biggest weakness (-1 Speed). Every heal makes the Cleric faster, and since the Cleric is healing constantly, the Speed gain accumulates rapidly. By mid-fight, the Cleric can be one of the fastest units on the board.
Thou Shalt Not Kill — Enemies that down another unit take 10 Holy damage. This punishes enemies for killing your allies (or your expendable minions). In builds that field summoned familiars or zombie allies, this triggers frequently as enemies kill low-HP minions.
Enchanted Relic — Your trinket's active and passive effects are doubled. Not Cleric-specific in theme, but powerful on any build. If your trinket provides healing bonuses, Enchanted Relic doubles them.
Recommended Builds
Sustain Healer (Default)
Core abilities: Revive + Prayer or Healing Word + Ranged Medic
Goal: Keep the entire team alive through sustained healing and emergency resurrections.
Ranged Medic lets you heal anyone from safety. Prayer provides AoE healing for chip damage. Revive handles emergencies and cures injuries. This is the Cleric's bread-and-butter build and the one that makes it the most important class in the game.
Resurrection Engine
Core abilities: Breath of Life + Ranged Medic + any AoE heal
Goal: Turn every heal into a potential resurrection.
Breath of Life means any heal on a downed unit revives them. Ranged Medic means you can do this from range. Combined, the Cleric becomes an absolute safety net — it's nearly impossible to permanently lose a cat when every healing action can bring them back. Add Purifier for simultaneous cleansing.
Paladin / Holy Warrior
Core abilities: Crusade + Open Wounds + Wrath of God or Holy Light
Goal: Fight on the frontline while healing allies through proximity.
Crusade keeps the team moving forward. Open Wounds provides burst damage against wounded targets. Holy-element abilities deal extra damage to Undead enemies. The +2 Constitution supports this aggressive positioning. This build works best in early acts and against Undead-heavy zones like The Boneyard.
Boss Finisher
Core abilities: Open Wounds + any sustain healing + Adoubment
Goal: Keep the team alive while the boss's HP drops, then execute with Open Wounds.
Open Wounds is the star here — its damage scales inversely with the target's remaining HP. Let your DPS classes chip the boss down, then the Cleric delivers the finishing blow. This build makes the Cleric surprisingly dangerous in boss fights while still providing full healing support.
Team Composition
The Cleric fits into virtually every team composition. It's the most universally recommended class in every team comp guide because its healing and resurrection capabilities are irreplaceable.
Cleric + Tank + Hunter + Mage — The standard "Safe Pick" composition that clears every zone. The Tank absorbs damage, the Cleric heals it back, the Hunter kills priority targets, and the Mage handles AoE.
Cleric + Fighter + Hunter + Mage — Replace the Tank with a Fighter for more aggressive damage output. The Cleric keeps the Fighter alive during melee dives.
Positioning tip: Place your Cleric in the back-center of the grid so they can reach the whole team. The -1 Speed penalty means the Cleric acts late in the turn order, which is actually ideal since you can assess damage before deciding who to heal.
Synergistic classes:
- Fighter — The Fighter dives in and takes damage; the Cleric heals it. This is the most recommended two-class pairing in the game.
- Tank — The Tank absorbs aggro while the Cleric heals from behind. Extremely durable frontline.
- Hunter — The Cleric's healing projectiles (with Ranged Medic) can trigger the Hunter's Catch Projectiles passive for bonus attacks.
- Necromancer — The Cleric can cleanse the Zombie debuff from Necromancer-raised corpses, turning temporary minions into permanent allies. Note that the Cleric's basic attack damages Undead allies rather than healing them.
Nurse Set Synergy
The Nurse item set deserves special mention for Clerics. The Nurse set bonus changes your basic attack to the Holy element and allows it to heal allies. While the Cleric's basic attack already heals allies, the Nurse set adds the Holy element (extra damage against Undead) and the set items individually provide +1 CON, +1 HP regen, and bonus healing. Stacking Nurse set items on a Cleric amplifies their already-strong healing output even further.
Key Nurse set items: Nurse Hat (+1 CON, +1 HP regen, heals restore +1 HP), Nurse Necklace (same), Nurse Mask (same), Scrubs (heals restore +2 HP), Medic Hat (basic attack heals allies, -1 damage).
Class-Specific Unlocks
How to Unlock: Complete The Alley and talk to Butch.
Act 1 Branches:
- Complete The Caves → new active ability unlock
- Complete The Boneyard → new passive ability unlock
Act 2 Branches:
- Complete The Core → Path of the Cleric
- Complete The Moon → Cleric's Soul
Boss Rewards:
- Defeat The King → Cleric's Mitre (head armor: +2 Shield, healing abilities restore +2 extra HP)
- Defeat Chaos → Cleric's class face armor
- Defeat The Creator → Cleric's class neck armor
Legendary Trinket (The End): Holy Water — Heal +2 HP in an area.
Cleric Mini-Boss: Marshmallow
Marshmallow is the mini-boss representing the Cleric class. Her Lick attack applies the Charm status to units, and the wiki notes that the Cleric's winning animation after a round references the "praise the sun" emote from the Souls series — a fitting nod for a Holy-element support class.
Tips for Playing Cleric
Ranged Medic changes everything. If you're offered Ranged Medic during a level-up, take it. Upgrading your free basic heal from melee to ranged is the single biggest quality-of-life improvement for Cleric gameplay.
Don't forget you can deal damage. The Cleric's basic attack works on enemies too. Open Wounds can finish bosses. Wrath of God and Holy Light deal significant damage. A Cleric who only heals is leaving damage on the table.
Act late, heal smart. Your -1 Speed means you act after most of your allies and enemies. Use this to your advantage — by the time your turn comes, you know exactly who took damage and how much, letting you make optimal healing decisions instead of guessing.
Revive cures injuries. This is easy to overlook but critical for long-term run health. Awaken (1 mana) is cheaper but doesn't cure injuries. Whenever possible, spend the 8 mana on Revive instead to keep your cats' stats intact across multiple fights.
Watch for Undead interactions. Your Melee Attack/Heal damages Undead allies. If you're running a Necromancer who summons zombies, don't accidentally swing at your own minions. Ranged Medic reduces this risk since you can be more deliberate about targeting from range.
Position in the back-center. The Cleric should almost never be on the front line. Stay behind your Tank and Fighter, centered so you can reach both flanks. If an enemy gets past the frontline to your Cleric, use the class set bonus (survive at 1 HP instead of being downed) to buy a turn for your allies to intervene.
Breed for Charisma and Constitution. Charisma improves mana economy, letting you cast more healing spells per fight. Constitution ensures the Cleric can survive stray hits. Intelligence is a strong third priority for mana regeneration.