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

The Psychic is an unlockable class in Mewgenics built around one concept: controlling the battlefield from a distance. With gravity-based spells that pull, push, and rearrange enemy formations, infinite-range basic attacks, and what is arguably the single most powerful spell in the entire game (Become Entropy), the Psychic warps fights in ways no other class can match.
The Psychic is similar to the Mage in some respects: Intelligence-scaling, fragile, and spell-dependent. But where the Mage focuses on elemental damage and AoE nukes, the Psychic focuses on positional manipulation and full-mana synergies that make its spells cost zero at the right moments. Understanding the "full mana" mechanic is the key to unlocking the Psychic's true potential.
This guide covers everything about the Psychic: stat modifiers, the Psychic Pull basic attack, all abilities, archetypes, the famous Become Entropy + Enlightened combo, recommended builds, item synergies, team composition, and class-specific unlocks.
How to Unlock the Psychic
The Psychic collar is obtained by completing The Moon for the first time and talking to Butch. The Moon is an Act 2 branching area, placing the Psychic in the mid-to-late game unlock progression.
Psychic Class Overview
Stat Bonuses: +1 Intelligence, +1 Charisma, +1 Speed
Stat Penalties: -1 Constitution
Special Bonus: +5 starting mana
Basic Attack: Psychic Pull
Class Set Bonus: When you gain excess mana, reduce the cost of all your spells by that amount until you cast them
The Psychic has the most balanced stat spread of any class: small bonuses to three different stats and only a minor Constitution penalty. The +1 Intelligence improves mana regeneration, the +1 Charisma increases starting and max mana, and the +1 Speed helps with turn order. None of these individually are large, but together they create a cat that's slightly better at everything spell-related.
The unique +5 starting mana bonus is separate from the Charisma-based starting mana. This flat bonus means the Psychic enters every fight with extra mana to spend immediately, enabling expensive spells like Become Entropy (14 mana) much earlier than other classes could afford them.
The class set bonus is subtle but powerful: excess mana (mana gained past your maximum) reduces spell costs until you cast. This rewards deliberately staying at full mana and creates synergies with abilities that care about the full-mana state.
Basic Attack: Psychic Pull
Psychic Pull is a Magic Gravity-element attack with infinite range and 2 base damage. After dealing damage, it pulls the target one tile toward the Psychic (effectively 1 Knockback toward the user). If the pulled target collides with another unit, it deals 1 point of knockback damage.
Infinite range is the standout feature. Nothing on the battlefield is out of reach for a Psychic's basic attack. Unlike Hunters (who can't hit adjacent targets) or Mages (who need line of sight for most spells), the Psychic can always hit something, anywhere, for free. The pull effect adds positional manipulation to every basic action, slowly dragging enemies out of formation or into your team's kill zone.
One important interaction: the pull happens after the damage. If a critical hit or overkill destroys the target, the corpse doesn't move, so no knockback damage occurs. This matters for positioning calculations.
The Full Power passive transforms Psychic Pull dramatically: while at full mana, the basic attack deals triple damage (6 instead of 2) and gains +3 Knockback. This turns the free action into a genuine damage and displacement tool.
The Full Mana Mechanic
Several of the Psychic's best abilities care about whether the Psychic is at full mana when casting. This creates a distinctive playstyle rhythm: stay at full mana as long as possible, then spend it all in a devastating burst.
Key full-mana interactions:
Increase Gravity (3 mana) — Normally inflicts Slow 1. At full mana, it also inflicts Immobilize 1 and deals 6 damage. The full-mana version is dramatically more powerful.
Gravity Blast (6 mana) — Normally deals 10 Knockback to adjacent units. At full mana, enemies also take 10 damage on collision.
Full Power (passive) — While at full mana, your basic attack deals triple damage and +3 Knockback.
Enlightened (passive) — While at full mana, the next three spells you cast are completely free. The upgraded version makes ALL spells free once per turn at full mana.
The strategic implication: you want to conserve mana, use your free basic attack (Psychic Pull) when possible, and wait for full-mana turns to unleash boosted abilities at zero cost.
Interestingly, the wiki.gg notes that low Charisma can actually benefit Psychics, since a smaller mana pool is easier to fill to maximum, triggering full-mana effects more frequently. The Savant Syndrome disorder enables this approach.
Psychic Archetypes
The wiki.gg community identifies several Psychic playstyles.
Uber Long Ranger
The Psychic's basic attack has infinite range, and many of its most powerful abilities (like Become Entropy and Asteroid) also have extreme range limited only by line of sight. This archetype stays as far from danger as possible and eliminates threats from across the entire battlefield. Items that provide obstacle avoidance (like the Superhero Cape) or the Omniscience passive (which removes line-of-sight restrictions entirely) amplify this archetype enormously.
Puppet Master
This archetype focuses on controlling enemy positions. Psychic Pull drags enemies toward you. Gravity Pull (3 mana) pulls multiple units to a single point. Withdraw and Reality Scramble teleport enemies to different locations. Suggestion (6 mana) forces an enemy to attack another enemy. The Puppet Master doesn't deal much damage directly but creates ideal positioning for the team's damage dealers, clustering enemies for AoE spells or isolating priority targets.
Enabler
Rather than handling enemies directly, the Enabler uses support abilities like Mind Meld to buff allies and set up plays. This archetype treats the Psychic as a team amplifier rather than a damage source.
Full Mana Burst
This archetype revolves around staying at full mana and exploiting Enlightened for free spellcasting. The loop is simple: enter a turn at full mana, cast expensive spells for free via Enlightened, then regenerate mana to full again before the next turn. Become Entropy (14 mana) becomes a free instant kill every turn with this setup.
Complete Psychic Ability List
The Psychic has approximately 75 class-specific abilities: around 50 active abilities and 25 passive abilities, plus the Psychic Pull basic attack.
Passive Abilities (25)
The complete passive list from wiki.gg: Antigravity, Enlightened, Flourish, Full Power, Gravity Well, Mad Visage, Mental Storm, Mind Tempest, Omniscience, Overflow, Power Up, Psionic Repel, Psy Smack, Reality Shatter, Repressed Memories, Soul Shatter, True Sight, Twiddle, Wither, and others (25 total confirmed by wiki.gg category).
Key Active Abilities
The full active list includes Become Entropy, Increase Gravity, Gravity Pull, Gravity Blast, Chaos Teleport, Suggestion, Asteroid, Mind Meld, Withdraw, Reality Scramble, Telekinesis, Mind Blast, and many more (approximately 50 total).
Key Abilities Breakdown
Top-Tier Active Abilities
Become Entropy (14 mana) — Vaporize everything on a tile within your line of sight. Against a boss, this deals damage (10, or 25 when upgraded) and inflicts Stun instead. This is widely considered the most powerful spell in Mewgenics. Against non-boss enemies, it's an instant kill regardless of HP, shields, or any other defense. Against bosses, it deals significant damage and cancels their next action through Stun. The 14 mana cost is steep, but Enlightened makes it free.
Increase Gravity (3 mana) — Inflict Slow 1 on a unit within your line of sight. If cast at full mana, inflict Immobilize 1 and deal 6 damage. A cheap, versatile crowd control spell that becomes dramatically more powerful when cast at the right moment.
Gravity Pull (3 mana) — Pull units toward a single tile within range 5. Groups enemies together for AoE follow-ups from your Mage or Fighter. At 3 mana, it's efficient enough to cast multiple times per turn.
Gravity Blast (6 mana) — Deal 10 Knockback to adjacent units. At full mana, enemies take 10 damage when they collide. This is both a defensive tool (push everything away from you) and an offensive tool (collision damage against walls or other units).
Suggestion (6 mana) — Force one enemy within your line of sight to attack another enemy if it can. Similar in concept to the Hunter's Animal Control but as an active spell. Turns enemies against each other without needing to land a basic attack.
Chaos Teleport (1 mana) — Teleport to a random tile. At just 1 mana, this is spam-worthy repositioning. The randomness is a downside, but at 1 mana you can cast it multiple times per turn until you land somewhere useful.
Asteroid — A powerful ranged ability that inflicts Burn and drops flaming rocks. Mentioned in the VortexGaming Psychic guide as a core damage-dealing ability.
Top-Tier Passive Abilities
Enlightened — While at full mana, the next three spells you cast are completely free. The upgraded version makes all spells free once per turn at full mana. This is the Psychic's most important passive and the enabler of the class's most broken combo. With Enlightened, 14-mana Become Entropy costs nothing. Since you spent 0 mana, you're still at full mana for the next turn. Free instant kills, every turn, forever.
Antigravity — You have Flying Movement (ignore tiles, pass over units and obstacles). Gravity element spells cost -1 mana (cost -2 mana when upgraded) and grant +1 Speed (+2 Speed upgraded) when used. Flying movement is a huge quality-of-life upgrade for a class that cares about positioning and line of sight. The mana discount on gravity spells makes your core toolkit even cheaper.
Full Power — While at full mana, your basic attack deals triple damage and +3 Knockback. Transforms Psychic Pull from a 2-damage poke into a 6-damage displacement tool. Since Psychic Pull has infinite range, you can deal meaningful free damage from anywhere on the map while maintaining full mana for Enlightened triggers.
Flourish — Gravity element abilities no longer harm allies. Instead, they grant a positive effect and +1 extra of that effect. This removes the friendly-fire risk from Gravity Blast and other gravity AoE spells, letting you cast them in the middle of your own team for both enemy knockback and ally buffs.
True Sight — You and your allies can't miss anything within your line of sight. A team-wide accuracy buff that benefits every party member's attacks, including Hunter shots that would otherwise miss.
Omniscience — You can see everything. Line of sight is ignored entirely. This removes the Psychic's single biggest limitation. Become Entropy, Increase Gravity, and every other LoS-dependent spell can now target anything on the map regardless of obstacles, walls, or tall grass.
The Become Entropy + Enlightened Combo
This is the Psychic's signature synergy and one of the most powerful ability combinations in the entire game.
How it works: Become Entropy costs 14 mana and instantly kills any non-boss enemy on a tile within your line of sight. Enlightened makes your first spell free while you're at full mana. Start a turn at full mana. Cast Become Entropy for free. One enemy is deleted. Since you spent 0 mana, you're still at full mana. Next turn, repeat.
The result: Free instant kills, every turn, for the entire fight. Non-boss encounters are trivialized. Against bosses, Become Entropy deals 10 damage (25 upgraded) and stuns, which is still extremely valuable as crowd control.
The upgraded version: Upgraded Enlightened makes all spells free once per turn at full mana, not just the first. This means you can cast Become Entropy AND a utility spell (Teleport, Gravity Pull, Mind Meld) in the same turn, all for zero mana.
The Hybrid Set amplifier: The Hybrid item set bonus causes the first spell cast each turn to cast twice. Double Become Entropy means two instant kills per turn.
The Spread Sorrow interaction: If your party includes a Necromancer with Spread Sorrow, and you use items like Demon Core to inflict Doomed on a non-boss target, Spread Sorrow can carry Doomed to the boss, killing it instantly. While this isn't strictly a Psychic-only interaction, the Psychic's Become Entropy creates similar instant-kill pressure that synergizes with debuff-spreading effects.
Recommended Builds
Entropy Engine (Full Mana Burst)
Core abilities: Become Entropy + Enlightened + any utility spells
Goal: Delete one enemy per turn for free, forever.
Draft Enlightened as your first passive priority. Draft Become Entropy when offered. Stay at full mana, cast Become Entropy for free each turn, and let the rest of your team handle the boss while you eliminate every other threat for zero cost. Omniscience as a second passive removes LoS restrictions for even easier targeting.
Gravity Controller
Core abilities: Gravity Pull + Gravity Blast + Flourish + Antigravity
Goal: Rearrange enemy formations and set up AoE combos for your team.
Use Gravity Pull to cluster enemies together, then let your Mage's Meteor Storm or your Fighter's Spin hit the whole group. Gravity Blast pushes everything away when they get too close. Flourish prevents friendly fire from gravity effects and buffs allies instead. Antigravity provides Flying movement and mana discounts.
Infinite Range Sniper
Core abilities: Full Power + Omniscience + Psychic Pull focus
Goal: Deal meaningful free damage from anywhere on the map every turn.
Full Power triples Psychic Pull damage at full mana (6 damage with +3 Knockback, infinite range). Omniscience removes LoS restrictions. Every turn, your free basic attack deals 6 damage to any enemy on the board and pulls them closer. Combined with Enlightened for free spell casts, this build provides both consistent free damage and burst spell damage each turn.
Puppet Master Support
Core abilities: Suggestion + Mind Meld + Gravity Pull + True Sight
Goal: Control enemy actions and buff allies rather than dealing damage directly.
Suggestion forces enemies to attack each other. Mind Meld buffs allies. Gravity Pull repositions enemies into disadvantageous positions. True Sight ensures your allies never miss. This build sacrifices personal damage for team-wide control and amplification.
Team Composition
The Psychic is a specialist that works best when the team covers its weaknesses (low HP, low direct damage) while exploiting its strengths (positioning control, instant kills, team buffs).
Psychic + Tank + Cleric + Hunter/Fighter — The Tank holds the frontline, the Cleric keeps everyone alive, and the Psychic controls the board from behind. The Hunter or Fighter provides the raw damage that the Psychic doesn't.
Synergistic classes:
- Mage — Gravity Pull clusters enemies for Meteor Storm and Mega Blast. The Psychic's excellent starting mana also makes it a great user of Mage abilities if cross-class drafts occur.
- Fighter — Gravity Pull clusters enemies for the Fighter's AoE melee abilities (Spin, Side Slash).
- Tank — Absorbs aggro so the fragile Psychic stays safe. The Psychic's positioning control complements the Tank's knockback.
- Hunter — True Sight ensures Hunter shots never miss. Gravity Pull can drag enemies into the Hunter's optimal range.
Class-Specific Unlocks
How to Unlock: Complete The Moon and talk to Butch.
Boss Rewards:
- Defeat The King → Psychic class head armor
- Defeat Chaos → Mystic Eye (face armor: +25% chance to reflect projectiles, tile-targeted spells have +2 range)
- Defeat The Creator → Psychic class neck armor
Legendary Trinket (The End): Tarot Deck — Conjure a random single-use spell as a bonus ability.
Psychic Mini-Boss: Alice
Alice is the mini-boss representing the Psychic class. She has a psychic choke attack that inflicts Bruise on units in her line of sight and knocks back any enemy that casts a spell. Fighting Alice teaches players about LoS management and spell-timing awareness, which are core to the Psychic's own playstyle.
Tips for Playing Psychic
Prioritize Enlightened above all other passives. Enlightened transforms the Psychic from a mediocre controller into a game-breaking force. Free spells at full mana changes every calculation about when and how to cast.
Stay at full mana as long as possible. Use Psychic Pull (free) instead of spending mana when the situation doesn't demand a spell. Save your mana for full-mana-boosted casts of Increase Gravity, Gravity Blast, or the Enlightened trigger.
Line of sight is your biggest constraint. Many Psychic abilities require LoS. Position where you have clear sightlines to the most enemies. Omniscience removes this limitation entirely and should be drafted if offered.
Become Entropy is a non-boss delete button. Don't waste it on weak enemies your team can handle normally. Save it for elite enemies, dangerous summoners, or units with mechanics that are hard to deal with conventionally.
Low Charisma can be an advantage. A smaller mana pool fills to maximum faster, triggering full-mana effects more frequently. The Savant Syndrome disorder enables this strategy.
Protect the Psychic. With -1 Constitution and no inherent defensive tools, the Psychic dies fast if enemies reach it. Position in the back, behind your Tank or Fighter, and use Chaos Teleport (1 mana) to escape if enemies close the gap.
Breed for Intelligence and Speed. Intelligence improves mana regeneration, ensuring you reach full mana quickly each turn. Speed improves turn order positioning, letting you control the board before enemies act. Constitution is a useful secondary stat for survivability.