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Mewgenics Jester Class Guide: All Abilities, Builds, and Strategies

Date Published

The Jester is the final unlockable class in Mewgenics and arguably the most unique. It has zero stat modifiers, only six class-specific abilities (the fewest of any class by a wide margin), and draws its level-up ability pool from every other class in the game. A Jester can learn Fighter abilities, Mage spells, Thief passives, and Necromancer summons, all on the same cat, in the same run.

The result is pure chaos. Some Jester runs produce absurdly powerful cross-class combos that no other class could achieve. Others hand you the Dump ability (your cat poops on a tile) and call it a day. The Jester is chaos incarnate: a high-ceiling, low-floor class for experienced players who thrive on adaptation and improvisation, or anyone who just wants to see what happens.

This guide covers everything about the Jester: how it works, its six unique abilities, the reroll strategy, how to build around randomness, team composition, class-specific unlocks, and tips for making the most of the wildcard class.

How to Unlock the Jester

The Jester collar is obtained by defeating Soahc and clearing The Rift for the first time. The Rift is an Act 3 area, making the Jester the last class unlocked in the game's progression. Talk to Butch after clearing The Rift to receive the collar.

Jester Class Overview

Stat Bonuses: None

Stat Penalties: None

Basic Attack: Random (one of another class's basic attacks, determined when you lock in the collar)

Class Set Bonus: Gain +3 rerolls when leveling up

Mini-Boss: Arthur

Idle Animation: The Floss

The Jester is the only class with zero stat modifiers. Applying the Jester collar does not change any of your cat's stats. This means the Jester lives and dies entirely by its base stats (determined by breeding and genetics) and whatever abilities it rolls. A cat with strong base stats and good mutations is an ideal Jester candidate because the collar itself contributes nothing statistically.

The class set bonus (+3 rerolls when leveling up) is thematically perfect and mechanically critical. Since the Jester's power depends entirely on what abilities it drafts, having more rerolls dramatically increases your chances of seeing something useful (or broken) during level-ups. Jester's Soul, Jester Cap, and Ninny Stick are unlockable items that also provide additional rerolls, further stacking the odds.

Basic Attack: Randomly Assigned

When you lock in the Jester collar at the start of a run, the Jester is randomly assigned one of another class's basic attacks. This could be the Fighter's Melee Attack, the Hunter's Lobbed Shot, the Butcher's Cleave, the Necromancer's Leech Shot, the Druid's Sing, or any other class's basic attack.

This random assignment shapes the entire run. A Jester that rolls the Butcher's Cleave can lean into food generation. A Jester with the Hunter's Lobbed Shot can play as a ranged DPS. A Jester with the Druid's Sing can play support. The wiki.gg page advises basing your build around whichever basic attack you roll, since it's the one thing you can't change.

The Jester's Six Unique Abilities

Unlike other classes, which introduce 75 class-specific abilities (50 active + 25 passive), the Jester introduces only 6: four active abilities and two passive abilities. These six are the only abilities exclusive to the Jester class. Everything else in the Jester's level-up draft pool comes from all other classes.

Active Abilities (4)

Smart Metronome — Casts a random spell. The Metronome-style random cast can produce any spell in the game, including high-tier abilities from classes you haven't even unlocked yet. The randomness means Smart Metronome could heal an ally, nuke an enemy, buff your team, or do something completely useless, all based on the roll. Named after the Metronome move from Pokemon.

RNG Cannon — Another random spell ability. Similar to Smart Metronome in concept but likely with different mechanics (perhaps targeting, cost, or the randomness pool). Together, Smart Metronome and RNG Cannon give the Jester two separate "cast a random spell" options per turn, maximizing the chaos.

Power Up — Likely a self-buff ability. Exact description to be verified in-game.

Bump — Likely a melee knockback or displacement ability. Exact description to be verified in-game.

Passive Abilities (2)

Super Luck — Likely provides a large Luck bonus or enhanced randomness outcomes. Fits the Jester's luck-based theme.

Goofball — Likely provides a unique passive effect thematic to the Jester's clown identity. Exact description to be verified in-game.

How the Jester's Ability Pool Works

This is the most important thing to understand about the Jester. When you level up a Jester, the four ability options drafted for you are pulled from every other class's ability pool, not just one class. This means:

You could see Steelskin (Tank), Snipe (Hunter), Soul Link (Necromancer), and Five Point Palm (Monk) all in the same level-up draft. You could see Merciless (Fighter) alongside Teleport (Mage) alongside Revive (Cleric). Any combination is possible.

This is both the Jester's greatest strength and its biggest weakness. The strength is access to cross-class combos that no other class can achieve. The weakness is that with 1000+ abilities in the game, the chance of seeing any specific ability you want is extremely low. The +3 rerolls from the class set bonus partially mitigates this by giving you more chances to fish for good options.

GameSpot's tier list notes that there's an equal chance of being offered top-tier abilities like Venom Barrage and Merciless as there is of being offered the hilariously bad Dump skill. The Jester is placed in its own tier because of this unpredictability.

Building Around Randomness

Since the Jester has no defining kit of its own, there is no single "correct" way to play it. The wiki.gg page states: "There is no defining way to play Jester as a result." Instead, the strategy revolves around adapting to what you're given.

Adapt to Your Basic Attack

Your randomly assigned basic attack is the foundation of your build. If you roll a melee basic attack, lean into melee abilities during level-ups. If you roll a ranged basic attack, prioritize ranged passives and damage amplifiers. If you roll something utility-focused like Sing or Leech Shot, build around support or sustain.

Use Rerolls Aggressively

The +3 rerolls per level-up (plus any reroll items) should be used aggressively. Don't settle for mediocre abilities. Reroll until you find something that synergizes with your existing build or is individually powerful enough to be worth taking regardless of synergy. Abilities like Steelskin, Merciless, Soul Link, Revive, and Five Point Palm are strong enough to take on almost any build.

Look for Cross-Class Combos

The Jester's true power ceiling comes from combining abilities that normally exist on different classes. Imagine a Jester with the Fighter's Merciless (refresh actions on big hits) alongside the Thief's Backstabber (guaranteed crit backstabs). Or a Jester with the Mage's Learn From Me (share spells with allies) alongside the Monk's Empty Mind (extra turns on kills). These cross-class combinations are the Jester's unique advantage and the reason experienced players love the class.

Stack Reroll Items

Jester's Soul, Jester Cap, Ninny Stick, D6, and Furry Dice all provide additional rerolls during level-ups. The more rerolls you have, the more control you gain over the Jester's inherent randomness. Prioritize reroll items during runs to convert the Jester from a coin flip into a curated experience.

Cat Selection for Jester

Since the Jester collar provides no stat modifiers, the cat's base stats matter more than for any other class. GameSpot and VGTimes both note that kittens with strong base stats and good inherited abilities make the best Jester candidates.

Evenly distributed stats fare well because the Jester might end up playing any role. A cat with balanced STR, DEX, INT, CHA, CON, and SPD can work with whatever abilities the draft provides.

Cats with inherited class abilities are particularly strong Jesters. If a kitten inherits powerful abilities from its parents (through breeding), those abilities remain when you assign the Jester collar. The Jester collar doesn't remove inherited abilities. This means you can start a Jester run with pre-loaded powerful abilities, then add more from the cross-class draft pool.

High base stats over total stats matter because the Jester has no collar bonuses to supplement them. If you have the 60-kitten Tink donation milestone to see the base/bonus stat split, use it to identify cats with high natural stats for your Jester picks.

Team Composition

The Jester should fill the "wildcard" slot in a team that already has a stable foundation. It should not be your team's primary healer, tank, or DPS, because you can't guarantee the Jester will roll the abilities needed for those roles.

Jester + Tank + Cleric + DPS (Hunter/Fighter/Mage) — The standard safe composition. The Tank holds the line, the Cleric heals, the DPS deals consistent damage. The Jester fills whatever gap remains, whether that's additional DPS, support, or utility, depending on what it rolls.

Jester + Butcher + Cleric + MonkThree self-sufficient classes that can carry the early game while the Jester finds its identity. The Butcher and Monk both have built-in sustain and damage. The Cleric provides backup. The Jester adds whatever cross-class ability it managed to draft.

The Fextralife wiki notes: "Jesters work best in parties that already have stable foundations. If you have a Tank or Butcher to hold the line and a Cleric or other sustain source to keep the team alive, you can afford to let the Jester be your wildcard slot."

Class-Specific Unlocks

How to Unlock: Defeat Soahc, clear The Rift, and talk to Butch.

Act 1 Branches:

Act 2 Branches:

Act 3 Rewards:

Boss Rewards:

Ultimate Rewards:

The Jester's unlockable items lean heavily into the reroll theme, with Jester's Soul and Ninny Stick both providing more rerolls during level-ups. These items are essential for maximizing the Jester's consistency across runs.

Trivia

The line "You can be anything!" in the Jester's class description is likely a reference to Jevil, a jester character from DELTARUNE who uses the catchphrase "I can do anything!" The Jester's idle animation is The Floss, the internet-famous dance. Arthur, the Jester's mini-boss, represents the class in boss encounters.

Tips for Playing Jester

Don't pick Jester as your first class. The Jester requires deep knowledge of every other class's abilities to evaluate level-up drafts effectively. You need to know that Merciless is amazing, that Dump is terrible, and what every ability in between actually does. Play the other 13 classes first.

Use the Jester on your best cats. Since the collar provides zero stat bonuses, the cat's breeding and base stats carry all the weight. Put the Jester collar on your strongest cat, not your weakest.

Base your build around your starting abilities. Your randomly assigned basic attack and any inherited abilities from breeding are the non-negotiable foundation. Build everything else around them.

Rerolls are your most valuable resource. The +3 set bonus rerolls, Jester's Soul, Ninny Stick, D6, and Furry Dice all increase your control over the randomness. Acquire and equip reroll items whenever possible.

The Jester has the highest ceiling and lowest floor. On a good run, the Jester can combine abilities from multiple classes to create something stronger than any specialist. On a bad run, it's a cat with no stat bonuses and random abilities that don't synergize. Accept the variance and enjoy the ride.

Let the rest of your team carry early. The Jester often needs a few level-ups to find its identity. Make sure your other three cats can handle fights independently while the Jester is still assembling its kit.

Consider Jester for challenge runs. Multiple guides note that the Jester is ideal for experienced players looking for variety or challenge. The randomness keeps runs fresh even after hundreds of hours with other classes.