Mewgenics is a turn-based roguelike tactics game where you breed cats, draft abilities, and battle through procedurally generated areas filled with grotesque enemies and challenging bosses. Act 1 features multiple branching paths, each culminating in a major boss fight. Success relies on smart breeding for strong genetics, unlocking collars for classes like Hunter, Tank, Cleric, and Fighter, and adapting to boss mechanics with area-of-effect (AOE) damage, damage-over-time (DOT) effects, and crowd control. This guide covers every major Act 1 boss, including strategies, key tips, and recommended team compositions.
Alley Area Bosses
The Alley offers two possible final bosses: Radical Rat or Queen Hippo.
Radical Rat
Radical Rat throws 2-3 bombs (1 HP each) onto tiles marked with exclamation points. Bombs explode in a cross pattern after his third turn, dealing 10 damage. He then turtles under a bucket, becoming invulnerable but giving you a free damage window.
- Strategy:
- Prioritize destroying bombs with ranged attacks before they explode; Hunter's Scatter Shot excels here.
- Rush the boss during his turtle phase for safe DPS.
- Spread units to avoid multiple bombs hitting the same group; pair cats to defuse and attack.
- Avoid fire abilities, as they detonate bombs instantly.
- If raining, bombs become projectiles - dodge or destroy mid-air.
Recommended Builds: Hunter (ranged defuse), Fighter or Thief (melee rush), Mage (AOE support), Tank (survivability).
Queen Hippo
Queen Hippo (76-80 HP) has high damage, Brace (damage reduction), and increasing movement range. She auto-Uppercuts adjacent units and uses Haymaker knockback. She dies instantly at the end of Round 4 due to heart issues.
- Strategy:
- Never end turns adjacent to avoid Uppercut.
- Hide in tall grass for evasion boosts.
- Use Thief teleport for backstabs; apply Stuns or traps to limit movement.
- Focus burst DPS to end quickly; avoid lining up for chain knockbacks.
- Tank pulls aggro while supports heal and snipe.
Recommended Builds: Thief (teleport DPS), Hunter (ranged), Tank (aggro), Cleric (heals).
Junkyard Area Boss: Chubs 'n' Nubs
These blind, headless dogs move and jump erratically. Damage triggers poison spits: Chubs' neck juice (3-tile cone, Poison) and Nubs' projectile puddle (creep). Chubs spins melee, Nubs jumps for surround damage.
- Strategy:
- Spread team widely to dodge random AOE and jumps.
- Attack from sides/back to avoid frontal poison cones.
- Focus Nubs first (weaker jumps); Chubs spins twice after.
- Use poison cleanse, high mobility, or DOT to outlast.
- Ranged units shine for safe hits.
Recommended Builds: Hunter/Mage (ranged), Thief (dodge/mobility), Cleric (cleanse/heal), Tank (soak spins).
Sewers Area Boss: Boris
Boris (sludge monster) moves 3x per round, damaging occupied tiles, then Trample Dashes in a line. Damaged, he shifts toward attackers.
- Strategy:
- Never end adjacent; use Hunter range to pull without closing distance.
- Parade him around the small arena with controlled aggro.
- Tank backstabs for pushback; heal after Dashes.
- High SPD for repositioning.
Recommended Builds: Hunter (pull), Tank (tank/push), Fighter (DPS), Cleric (heal).
Boneyard Area Boss: Dybbuk
Dybbuk (85 HP) dodges single-target attacks. After "death," possesses killer cat (full heal, hostile) - incapacitate to finish.
- Strategy:
- AOE, DOT (Poison/Bleed/Burn), linear attacks, counters (Thorns/Tower Defense), stuns/traps.
- Surround/corner to limit dodges; use minions.
- Weak cat for final blow to ease possession phase.
- Hazards and bear traps immobilize.
Recommended Builds: Hunter (Tower Defense/traps), AOE/DOT specialists, Cleric.
Caves Area Boss: Spinnerette
Spinnerette (250 HP, 10 ATK) spawns Spiderlings (Infest debuff), webs (immobilize), enrages on back hits. Low HP: ceiling jump, Spider Cats (kill to ground her).
- Strategy:
- Clear Spiderlings/Spider Cats first.
- Basic attack webs free; avoid backstabs.
- AOE/environmental damage; freeze for control.
Recommended Builds: AOE tanks, high mobility.
House Boss: Guillotina
Fought with retired cats (Parts 1-3, high HP). Phase 1: melee stomps. Phase 2: Head rolls (linear knockback), kill restores body. Phase 3: Separate parts to avoid Shriek (Poison/Hex); head summons minibosses.
- Strategy:
- DOT (Bleed best), Confusion for self-damage.
- Phase 3: Knockback/Psychic to separate; focus head.
- Level retired cats high.
Recommended Builds: DOT/Confusion retirees.
Secret Boss: Throbbing King (Throbbing Domain)
Unlock via Guillotina items. Phase 1: Ensnaring projectiles, vomit spawns (Poop/Clots), safe tiles (Follow Orders). Phase 2: Bleed vomit line, jumps.
- Strategy:
- Damage ensnares free; circle for basics.
- High SPD/range; DOT/Stun.
- Spread for Phase 2 jumps.
Recommended Builds: Mobile DOT teams.