There are 13 distinct collars, each unlocked by completing specific areas and speaking to Butch, plus the special Blank collar purchasable from Tracy. Default collars are available from the start, while others unlock progressively through Acts 1-3. Collars transform stray cats into specialized fighters, healers, and supports - breed cats with matching base stats for optimal synergy.

Collar Overview Table

Collar Stats Changes Role & Key Effects Unlock Method
Fighter +2 Strength, +1 Speed, -1 Intelligence Melee damage dealer; excels in close combat and weapon use. Available at start.
Hunter +3 Dexterity, +2 Luck, -1 Constitution, -2 Speed Ranged attacker; sets traps, uses familiars, never misses marked foes. Available at start.
Mage +2 Intelligence, +2 Charisma, -1 Constitution, -1 Strength Spellcaster; fire/ice/lightning damage with status effects. Available at start.
Tank +4 Constitution, -1 Intelligence, -1 Dexterity Frontline tank; swaps to protect allies, pushes enemies. Available at start.
Cleric +2 Charisma, +2 Constitution, -1 Speed, -1 Dexterity Healer/support; heals, buffs, revives; strong holy damage. Complete The Alley (Act 1), talk to Butch.
Thief +4 Speed, +1 Luck, -1 Strength, -1 Constitution Assassin; backstabs, teleports, evades; glass cannon DPS. Complete Sewer (Act 1), talk to Butch.
Necromancer +2 Constitution, +1 Charisma, -2 Strength Undead summoner; revives zombies, leeches life; watch for friendly fire. Complete Junkyard (Act 1), talk to Butch.
Tinkerer +4 Intelligence, -1 Luck, -1 Charisma Gadgeteer; crafts weapons/items, summons turrets/bots. Complete Shelter (Act 2), talk to Butch.
Druid +3 Charisma, +1 Luck, -2 Constitution Summoner/support; animal allies, bird familiar; fragile but scales well. Complete The Crater (Act 2), talk to Butch.
Butcher +3 Constitution, +2 Strength, -2 Speed High-health bruiser; hooks/pulls enemies, carves for food pickups. Complete The Core (Act 2), talk to Butch.
Psychic +1 Intelligence, +1 Charisma, +1 Speed, -1 Constitution Controller; pulls enemies, mind control, line-of-sight buffs/debuffs. Complete The Moon (Act 2), talk to Butch.
Monk +2 Intelligence, +2 Charisma, -1 Strength, -1 Dexterity Hybrid fighter; switches melee/ranged stances, double attacks. Complete The Lab (Act 3), talk to Butch.
Jester None Wildcard; copies abilities from any class for synergies. Complete The Rift (Act 3), talk to Butch.
Blank Copies another collar Duplicate; randomly becomes any unlocked collar for multiples. Purchase from Tracy (3 available).

Unlocking Progression by Act

  • Act 1: Focus on Alley, Sewer, and Junkyard for early support (Cleric), mobility (Thief), and summons (Necromancer).
  • Act 2: Shelter, Crater, Core, Moon add tech (Tinkerer), nature (Druid), tanky DPS (Butcher), and control (Psychic).
  • Act 3: Lab and Rift for versatile Monk and chaotic Jester.

Note: Area names may vary slightly (e.g., Junkyard/Boneyard, Shelter/Bunker, Rift/End), but refer to the same locations.

Tips for Using Collars Effectively

  • Breeding Matters: Pair cats with high base stats matching the collar (e.g., Strength for Fighters/Butchers). Mutations and shapes influence viability.
  • Team Comps: Start with Tank + Fighter + Mage + Hunter. Add Cleric early for sustainability; late-game, mix Psychic/Druid for control/summons.
  • Blank Strategy: Save for duplicating powerhouses like Butcher or Tinkerer.
  • Collarless Challenge: No bonuses, but viable for achievements; all cats start this way if unequipped.
  • RNG Factor: Abilities are random per class - reroll via breeding/post-run rewards.

Unlock all collars to access 975+ abilities (75 per class x 13). Experiment to conquer Mewgenics' cat apocalypse!