Mewgenics.Online

Mewgenics Monk
ROLE: DPSTIER: #12

Monk

"A versatile combat master! Switches stances and attacks twice per turn."

STAT MODIFIERS:+2 INT, +2 CHA, -1 STR, -1 DEX

Unlock Requirement

Beating The Lab

Strengths

  • Unique Double-Action trait
  • High quality single skills (Combo/Apprentice)

Weaknesses

  • Accessory slot is locked
  • Very dependent on specific builds
  • Low base attack scaling

Recommended Meta Build

Meta Build: The "Combo" skill is broken. Without gear, you can hit 7 times in a row. Because Monk has naturally high INT/CHA, you can cast Combo multiple times per turn. Pair with "Flow State".

monk Ability Codex

Showing 110 exclusive skills and passives available in the pool.
Mewgenics Melee Attack / Heal
Basic Attack
LVL 1

Melee Attack / Heal

1 AP 0 Mana

Heals allies but damages enemies.

No upgrade available.
Mewgenics Ranged Attack / Heal
LVL 1

Ranged Attack / Heal

1 AP 0 Mana

Heals allies but damages enemies.

No upgrade available.
Mewgenics Melee Attack
Basic Attack
LVL 1

Melee Attack

1 AP 0 Mana

Attack an adjacent unit.

No upgrade available.
Mewgenics Lobbed Shot
LVL 1

Lobbed Shot

1 AP 0 Mana

Lob a shot over units and obstacles.

No upgrade available.
Mewgenics Healing Word
Default
LVL 1

Healing Word

1 AP 5 Mana

Heal a unit at range.

LVL 2

Healing Word

1 AP 5 Mana

Heal other units in an area at range.

Mewgenics Cure Wounds
Defense
LVL 1

Cure Wounds

1 AP 5 Mana

Heal an adjacent unit.

LVL 2

Cure Wounds

1 AP 5 Mana

Heal all adjacent units.

Mewgenics Malaise
Misc
LVL 1

Malaise

1 AP 5 Mana

Inflict Weakness on units in an area.

LVL 2

Malaise

1 AP 5 Mana

Inflict Weakness and Poison on units in an area.

Mewgenics Open Wounds
Attack
LVL 1

Open Wounds

1 AP 8 Mana

An attack that deals more damage the less health the target unit has. (based on their health percent)

LVL 2

Open Wounds

1 AP 8 Mana

An attack that deals even more damage the less health the target unit has. (based on their health percent)

Mewgenics Prayer
Defense
LVL 1

Prayer

1 AP 4 Mana

Heal units in an area.

LVL 2

Prayer

1 AP 4 Mana

Heal units in a larger area. Infinite range.

Mewgenics Convert
Misc
LVL 1

Convert

1 AP 6 Mana

Inflict Charm 2 on an adjacent unit.

LVL 2

Convert

1 AP 6 Mana

Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.

Mewgenics Cleanse
Defense
LVL 1

Cleanse

1 AP 3 Mana

Remove all debuffs from units in an area.

LVL 2

Cleanse

1 AP 3 Mana

Remove all debuffs from units in an area. Those units get +1 for each debuff removed.

Mewgenics Purge
LVL 1

Purge

1 AP 3 Mana

Remove all buffs from a unit.

LVL 2

Purge

1 AP 3 Mana

Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.

Mewgenics Heretic Mark
Attack
LVL 1

Heretic Mark

1 AP 10 Mana

Inflict Ostracized 2 on a unit.

LVL 2

Heretic Mark

1 AP 10 Mana

Inflict Ostracized 4 on a unit.

Mewgenics Zealot
Defense
LVL 1

Zealot

1 AP 7 Mana

Gain +1 .

LVL 2

Zealot

1 AP 5 Mana

Gain +1 . (This spell costs less.)

Mewgenics Haste
Misc
LVL 1

Haste

1 AP 3 Mana

Give a unit +10 until the end of its next turn.

LVL 2

Haste

1 AP 3 Mana

Give units in an area +10 until the end of their next turns.

Mewgenics Rally
Attack
LVL 1

Rally

1 AP 8 Mana

Force a unit to attack one of its enemies.

LVL 2

Rally

1 AP 8 Mana

Force units in an area to each attack one of their enemies.

Mewgenics Buddy Up
Move
LVL 1

Buddy Up

1 AP 4 Mana

Jump to an open tile next to an ally.

LVL 2

Buddy Up

1 AP 3 Mana

Jump to an open tile next to an ally. (This spell costs less.)

Mewgenics Healing Fall
Move
LVL 1

Healing Fall

1 AP 8 Mana

Jump to an open tile, then heal each adjacent unit.

LVL 2

Healing Fall

1 AP 5 Mana

Jump to an open tile, then heal each adjacent unit. (This spell costs less.)

Mewgenics Holy Dash
Move
LVL 1

Holy Dash

1 AP 8 Mana

Dash forward, heal a unit and give it a random stat up.

LVL 2

Holy Dash

1 AP 5 Mana

Dash forward, heal a unit and give it 3 random stat ups.

Mewgenics Reverse Damage
Defense
LVL 1

Reverse Damage

1 AP 4 Mana

Reverse the last damage an adjacent unit took.

LVL 2

Reverse Damage

1 AP 4 Mana

Reverse the last damage a unit within range took.

Mewgenics Rebuke
Attack
LVL 1

Rebuke

1 AP 5 Mana

Deal damage to a unit equal to the damage that unit last dealt.

LVL 2

Rebuke

1 AP 5 Mana

Deal damage to a unit equal to twice the damage that unit last dealt.

Mewgenics Wish
Defense
LVL 1

Wish

1 AP 3 Mana

Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)

LVL 2

Wish

1 AP 3 Mana

Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)

Mewgenics Witch Hunt
Misc
LVL 1

Witch Hunt

1 AP 4 Mana

Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.

LVL 2

Witch Hunt

1 AP 2 Mana

Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)

Mewgenics Friend or Foe
Attack
LVL 1

Friend or Foe

1 AP 5 Mana

A ranged spell that heals allies and damages enemies.

LVL 2

Friend or Foe

1 AP 5 Mana

An infinitely ranged spell that heals allies and damages enemies.

Mewgenics Revive
Misc
LVL 1

Revive

1 AP 8 Mana

Revive a body to 50% HP and cure one of its injuries.

LVL 2

Revive

1 AP 8 Mana

Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.

Mewgenics Holy Light
Attack
LVL 1

Holy Light

1 AP 12 Mana

Heal allies and damage enemies in an area. This spell has half effect outside its center.

LVL 2

Holy Light

1 AP 8 Mana

Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)

Mewgenics Ethereal
Defense
LVL 1

Ethereal

1 AP 16 Mana

Gain 4 , 3 , heal 2 HP, and Brace 1.

LVL 2

Ethereal

1 AP 16 Mana

Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.

Mewgenics Born Again
Misc
LVL 1

Born Again

1 AP 10 Mana

Revive a body to 100% HP and give it All Stats Up, then you fall asleep.

LVL 2

Born Again

1 AP 10 Mana

Revive a body to 100% HP and give it All Stats Up.

Mewgenics Benediction
Defense
LVL 1

Benediction

1 AP 5 Mana

Heal EVERYTHING for 2 HP.

LVL 2

Benediction

1 AP 3 Mana

Heal EVERYTHING for 2 HP. (This spell costs less.)

Mewgenics Crusade
Move
LVL 1

Crusade

1 AP 3 Mana

You and your allies move toward the nearest enemy.

LVL 2

Crusade

1 AP 3 Mana

You and your allies move toward the nearest enemy and gain +1 .

Mewgenics Hallowed Ground
General
LVL 1

Hallowed Ground

1 AP 5 Mana

Spawn a blessing pickup on an empty tile in range.

LVL 2

Hallowed Ground

1 AP 4 Mana

Spawn a blessing pickup on any empty tile.

Mewgenics Enlighten
General
LVL 1

Enlighten

1 AP 8 Mana

Another unit's next spell is free.

LVL 2

Enlighten

1 AP 6 Mana

Another unit's next spell is free. Infinite range. (This spell costs less.)

Mewgenics Anoint
General
LVL 1

Anoint

1 AP 4 Mana

Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.

LVL 2

Anoint

1 AP 4 Mana

Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.

Mewgenics An Eye for an Eye
Attack
LVL 1

An Eye for an Eye

1 AP 5 Mana

A melee attack that inflicts Blind 5 and Bleed 1.

LVL 2

An Eye for an Eye

1 AP 5 Mana

A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.

Mewgenics Wrath of God
Attack
LVL 1

Wrath of God

1 AP 10 Mana

Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.

LVL 2

Wrath of God

1 AP 10 Mana

Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.

Mewgenics Adoubment
Defense
LVL 1

Adoubment

1 AP 5 Mana

Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.

LVL 2

Adoubment

1 AP 5 Mana

Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.

Mewgenics Divine Protection
Defense
LVL 1

Divine Protection

1 AP 10-X*6 Mana

Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.

LVL 2

Divine Protection

1 AP 10-X*6 Mana

Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.

Mewgenics Chosen Warrior
Misc
LVL 1

Chosen Warrior

1 AP 6 Mana

Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.

LVL 2

Chosen Warrior

1 AP 4 Mana

Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)

Mewgenics Swift Servant
Move
LVL 1

Swift Servant

1 AP 4 Mana

Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.

LVL 2

Swift Servant

1 AP 4-X Mana

Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.

Mewgenics Divine Gift
Defense
LVL 1

Divine Gift

1 AP 10-X Mana

Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)

LVL 2

Divine Gift

1 AP 10-X Mana

Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)

Mewgenics Holy Weapon
Attack
LVL 1

Holy Weapon

1 AP 0 Mana

A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)

LVL 2

Holy Weapon

1 AP 0 Mana

A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)

Mewgenics Stand In
Move
LVL 1

Stand In

0 AP 2 Mana

Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.

LVL 2

Stand In

0 AP 2 Mana

Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.

Mewgenics Awaken
Misc
LVL 1

Awaken

1 AP 1 Mana

Revive a body to 1 HP.

LVL 2

Awaken

1 AP 1 Mana

Revive a body to 1 HP. Give that unit +1 and All Stats Up.

Mewgenics Fury Heal
Defense
LVL 1

Fury Heal

1 AP 5 Mana

Heal an adjacent unit 2 to 6 times.

LVL 2

Fury Heal

1 AP 5 Mana

Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.

Mewgenics Pray
Misc
LVL 1

Pray

1 AP 4 Mana

Give another unit +5 until the end of its next turn.

LVL 2

Pray

1 AP 4 Mana

Give allies +5 and enemies -5 until the end of their next turns, in an area.

Mewgenics Emergency
Move
LVL 1

Emergency

0 AP 5 Mana

Run next to the ally with the most missing health. Trample all in the way.

LVL 2

Emergency

0 AP 3 Mana

Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)

Mewgenics Guardian Angel
Defense
LVL 1

Guardian Angel

1 AP 8 Mana

Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.

LVL 2

Guardian Angel

1 AP 6 Mana

Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.

Mewgenics Booster
Defense
LVL 1

Booster

1 AP 6 Mana

Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.

LVL 2

Booster

1 AP 5 Mana

Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.

Mewgenics Stimulants
Move
LVL 1

Stimulants

1 AP 4 Mana

You and adjacent units gain +2 .

LVL 2

Stimulants

1 AP 4 Mana

You and adjacent units gain +2 and +1 .

Mewgenics Blinding Lights
Misc
LVL 1

Blinding Lights

1 AP 4 Mana

Inflict Blind 1 on each unit in an area.

LVL 2

Blinding Lights

1 AP 4 Mana

Inflict Blind 2 on each unit in a larger area.

Mewgenics Circle of Protection
Defense
LVL 1

Circle of Protection

1 AP 8 Mana

Give +1 to each unit within 2 tiles of you.

LVL 2

Circle of Protection

1 AP 6 Mana

Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)

Mewgenics Call Over
Move
LVL 1

Call Over

1 AP 2 Mana

Make an ally move toward you.

LVL 2

Call Over

1 AP 2 Mana

Make an ally move toward you. Infinite range.

Mewgenics Grace
Misc
LVL 1

Grace

1 AP 3 Mana

You or an adjacent unit gains a random positive effect.

LVL 2

Grace

1 AP 3 Mana

You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.

Mewgenics Turn Foe
Move
LVL 1

Turn Foe

1 AP 2 Mana

Force a nearby unit to move away from you.

LVL 2

Turn Foe

1 AP 2 Mana

Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.

Mewgenics Healing Salve
Defense
LVL 1

Healing Salve

1 AP 4 Mana

You or an adjacent unit gains +1 Health Regeneration.

LVL 2

Healing Salve

1 AP 4 Mana

You or an adjacent unit gains +2 Health Regeneration.

Mewgenics Propel
Attack
LVL 1

Propel

1 AP 5 Mana

Dash forward one tile and attack.

LVL 2

Propel

1 AP 5 Mana

Dash forward one tile and attack, twice!

Mewgenics Hadouken
Attack
LVL 1

Hadouken

1 AP 9 Mana

Shoot an energy blast in a straight line.

LVL 2

Hadouken

1 AP 9 Mana

Shoot a high damage energy blast in a straight line.

Mewgenics Cartwheel
Move
LVL 1

Cartwheel

0 AP 4 Mana

Roll up to 4 tiles diagonally.

LVL 2

Cartwheel

0 AP 4 Mana

Roll up to 4 tiles diagonally or in a straight line.

Mewgenics Stone Fists
Misc
LVL 1

Stone Fists

1 AP 5 Mana

Gain and equal to your until the end of your turn.

LVL 2

Stone Fists

1 AP 5 Mana

Convert your to and for the rest of the battle.

Mewgenics Transcend
Defense
LVL 1

Transcend

1 AP 4 Mana

Cleanse your debuffs and gain +1 .

LVL 2

Transcend

1 AP 4 Mana

Cleanse your debuffs and gain +1 . At the end of each round, automatically cast this spell for free.

Mewgenics Hip Toss
Attack
LVL 1

Hip Toss

1 AP 3 Mana

Throw a random adjacent unit two tiles away, dealing damage to it.

LVL 2

Hip Toss

1 AP 3 Mana

Throw a random adjacent unit two tiles away, dealing damage to it. This deals double damage if it's thrown onto another unit.

Mewgenics Bruise
Misc
LVL 1

Bruise

1 AP 6 Mana

Your basic attack inflicts Bruise until the end of the turn. (Castable once per turn.)

LVL 2

Bruise

1 AP 6 Mana

Your basic attack inflicts Bruise until the end of the turn.

Mewgenics Slapback
Attack
LVL 1

Slapback

1 AP 0 Mana

A melee attack with a high critical hit chance. RELOAD: Take damage.

LVL 2

Slapback

1 AP 0 Mana

A melee attack with a 100% critical hit chance. RELOAD: Take damage.

Mewgenics Finisher
Attack
LVL 1

Finisher

1 AP 6 Mana

Dash forward three tiles and attack. This deals 2 damage for each action you've taken this turn. (Castable once per turn.)

LVL 2

Finisher

1 AP 0 Mana

Dash forward three tiles and attack. This deals 2 damage for each action you've taken this turn. (This spell costs 0 mana. Castable once per turn.)

Mewgenics Reverberate
Defense
LVL 1

Reverberate

1 AP 22-X*3 Mana

Gain +8 and knock back adjacent units two tiles. This spell costs 3 mana less for each action you've taken this turn. (Castable once per turn.)

LVL 2

Reverberate

1 AP 22-X*3 Mana

Gain +8 and knock back adjacent units two tiles. This spell costs 3 mana less and grants 1 extra for each action you've taken this turn. (Castable once per turn.)

Mewgenics Combo Throw
Attack
LVL 1

Combo Throw

1 AP 6 Mana

A melee attack with Knockback 3. When this hits, switch into ranged stance and refresh your basic attack.

LVL 2

Combo Throw

1 AP 3 Mana

A melee attack with Knockback 3. When this hits, switch into ranged stance and refresh your basic attack. (This spell costs less.)

Mewgenics Combo Pull
Attack
LVL 1

Combo Pull

1 AP 6 Mana

A ranged attack that pulls the unit it hits toward you. When this hits, switch into melee stance and refresh your basic attack.

LVL 2

Combo Pull

1 AP 3 Mana

A ranged attack that pulls the unit it hits toward you. When this hits, switch into melee stance and refresh your basic attack. (This spell costs less.)

Mewgenics One With the Wind
Move
LVL 1

One With the Wind

1 AP 6 Mana

Gain +20 Movement Range until the end of the turn.

LVL 2

One With the Wind

1 AP 6 Mana

Gain +20 Movement Range until the end of the turn and refresh your movement action.

Mewgenics Pogo
Move
LVL 1

Pogo

1 AP 5 Mana

Jump to a tile. Bounce off any unit you land on, damaging that unit.

LVL 2

Pogo

1 AP 5 Mana

Jump to a tile. Bounce off any unit you land on, damaging and Bruising that unit.

Mewgenics Way of the Mantis
Misc
LVL 1

Way of the Mantis

1 AP 12 Mana

For the rest of the battle, you can attack an extra time each turn.

LVL 2

Way of the Mantis

1 AP 9 Mana

For the rest of the battle, you can attack an extra time each turn. (This spell costs less.)

Mewgenics Porcupine
Defense
LVL 1

Porcupine

1 AP 5 Mana

Gain +2 temporary Brace and +2 temporary Thorns until your next turn.

LVL 2

Porcupine

1 AP 5 Mana

Gain +2 temporary Brace and +2 temporary Thorns until your next turn. Also reflect the next projectile you're hit by.

Mewgenics Anneal
Defense
LVL 1

Anneal

1 AP 3 Mana

Gain +1 . This spell costs 0 mana the first time you cast it each turn.

LVL 2

Anneal

1 AP 3 Mana

Gain +1 . This spell costs 0 mana the first time you cast it each turn, and after each time you spend mana on another spell.

Mewgenics Deep Dive
Defense
LVL 1

Deep Dive

1 AP 0 Mana

Become downed. You don't get injured. At the end of the next round, you're revived with 1 HP, 15 , and All Stats Up.

LVL 2

Deep Dive

1 AP 0 Mana

Become downed. You don't get injured. At the end of the next round, you're revived with 50% HP, 20 , 2 , and All Stats Up 2.

Mewgenics Hop n' Block
Move
LVL 1

Hop n' Block

1 AP 6 Mana

Jump to a tile, then gain +2 for each enemy adjacent to the tile you land on.

LVL 2

Hop n' Block

1 AP 6 Mana

Jump to any tile, then gain +2 for each enemy adjacent to the tile you land on.

Mewgenics Way of the Owl
Misc
LVL 1

Way of the Owl

1 AP 13 Mana

For the rest of the battle, the first spell you cast each turn is cast twice.

LVL 2

Way of the Owl

1 AP 10 Mana

For the rest of the battle, the first spell you cast each turn is cast twice. (This spell costs less.)

Mewgenics Meditate
Defense
LVL 1

Meditate

1 AP 8 Mana

Heal yourself for 8 HP and gain +8 Shield, All Stats Up 2, and Sleep 8.

LVL 2

Meditate

1 AP 6 Mana

Heal yourself for 8 HP and gain +8 Shield, All Stats Up 2, and Drowsy 8. (This spell costs less.)

Mewgenics Five Point Palm Exploding Heart Technique
Attack
LVL 1

Five Point Palm Exploding Heart Technique

1 AP 7 Mana

A melee attack that causes a unit to die at the end of its next turn. Bosses fall asleep at the end of their next turn instead.

LVL 2

Five Point Palm Exploding Heart Technique

1 AP 5 Mana

A melee attack that causes a unit to die at the end of its next turn. Bosses fall asleep at the end of their next turn instead. (This spell costs less.)

Mewgenics Ki Burst
Defense
LVL 1

Ki Burst

1 AP 3 Mana

Deal 1 damage and knockback adjacent units. Gain +1 .

LVL 2

Ki Burst

1 AP 3 Mana

Deal 2 damage and knockback adjacent units 2 tiles. Gain +2 .

Mewgenics Dragon Punch
Attack
LVL 1

Dragon Punch

1 AP 7 Mana

A magic damage melee attack with knockback 3 that inflicts Confusion.

LVL 2

Dragon Punch

1 AP 7 Mana

A strong magic damage melee attack with knockback 10 that inflicts Confusion.

Mewgenics Way of the Hare
Move
LVL 1

Way of the Hare

1 AP 9 Mana

For the rest of the battle, you can move an extra time each turn.

LVL 2

Way of the Hare

1 AP 6 Mana

For the rest of the battle, you can move an extra time each turn. (This spell costs less.)

Mewgenics Really Fast Run
Move
LVL 1

Really Fast Run

0 AP 6 Mana

Run in a straight line up to 4 tiles, through objects. Wind blows over tiles you run through.

LVL 2

Really Fast Run

0 AP 6 Mana

Run diagonally or in a straight line any distance, through objects. Wind blows over tiles you run through.

Mewgenics Ocular Pat Down
Misc
LVL 1

Ocular Pat Down

1 AP 7 Mana

Inflict Marked and Magic Weakness 1 on a unit.

LVL 2

Ocular Pat Down

1 AP 7 Mana

Inflict Marked 3 and Magic Weakness 3 on a unit.

Mewgenics Hundred Hand Slap
Attack
LVL 1

Hundred Hand Slap

1 AP 15 Mana

A ten-hit multi-strike melee attack with Knockback 10 at the end of the combo.

LVL 2

Hundred Hand Slap

1 AP 15 Mana

A ten-hit multi-strike melee attack with Knockback 10 at the end of the combo. Each hit has a 10% chance to inflict Bruise. The final hit deals extra damage.

Mewgenics Kinetic Charge
Defense
LVL 1

Kinetic Charge

1 AP 3 Mana

Gain +1 temporary Kinetic Spikes.

LVL 2

Kinetic Charge

1 AP 3 Mana

Gain +2 temporary Kinetic Spikes.

Mewgenics Air Burst
Misc
LVL 1

Air Burst

1 AP 3 Mana

A burst of air that knocks back units diagonally from the target.

LVL 2

Air Burst

1 AP 3 Mana

A large burst of air that knocks back units diagonally from the target.

Mewgenics Way of the Turtle
Defense
LVL 1

Way of the Turtle

1 AP 9 Mana

Gain +1 Brace.

LVL 2

Way of the Turtle

1 AP 6 Mana

Gain +1 Brace. (This spell costs less.)

Mewgenics Release Energy
Attack
LVL 1

Release Energy

1 AP 12 Mana

Emit 10 Sparkles.

LVL 2

Release Energy

1 AP 9 Mana

Emit 10 Sparkles. (This spell costs less.)

Mewgenics Pummel
Attack
LVL 1

Pummel

1 AP 5 Mana

A melee attack that does 3 more damage each time you use it on the same turn. This attack inflicts all status effects your basic attack does.

LVL 2

Pummel

1 AP 4 Mana

A melee attack that does 4 more damage each time you use it on the same turn. This attack inflicts all status effects your basic attack does. (This spell costs less.)

Mewgenics Quick Attack
Move
LVL 1

Quick Attack

0 AP 7 Mana

Teleport, then use your basic attack on an enemy within range. This spell's range is increased by 2 for each empty armor slot you have.

LVL 2

Quick Attack

0 AP 5 Mana

Teleport, then use your basic attack on an enemy within range. This spell's range is increased by 2 for each empty armor slot you have. (This spell costs less.)

Mewgenics Perfect Form
Defense
LVL 1

Perfect Form

1 AP 4 Mana

Gain +1 for each empty armor slot you have, then switch stances.

LVL 2

Perfect Form

1 AP 4 Mana

Gain +1 and heal 1 HP for each empty armor slot you have, then switch stances.

Mewgenics Warm Up Stretch
Misc
LVL 1

Warm Up Stretch

1 AP 8-X*2 Mana

Gain +1 , and +1 . This spell costs 2 mana less for each empty armor slot you have.

LVL 2

Warm Up Stretch

1 AP 8-X*2 Mana

Gain +1 , +1 and +1 . This spell costs 2 mana less for each empty armor slot you have.

Mewgenics Flying Fist
Attack
LVL 1

Flying Fist

1 AP 5 Mana

A melee attack with knockback that hits two tiles away from you. This spell's range is increased by 1 each time you use it on the same turn.

LVL 2

Flying Fist

1 AP max(4-X, 0) Mana

A melee attack with knockback that hits two tiles away from you. This spell's range is increased by 1 and mana cost decreased by 1 each time you use it on the same turn.

Mewgenics Charge Spirit Bomb
Attack
LVL 1

Charge Spirit Bomb

1 AP 0 Mana

Begin charging a spirit bomb. This ability becomes Throw Spirit Bomb. Allies gain the bonus ability Donate Energy until you throw it.

LVL 2

Charge Spirit Bomb

1 AP 0 Mana

Begin charging a spirit bomb. This ability becomes Throw Spirit Bomb. Allies gain the bonus ability Donate Energy+ until you throw it.

Mewgenics Throw Spirit Bomb
LVL 1

Throw Spirit Bomb

1 AP 0 Mana

Throw the Spirit Bomb, then this ability becomes Charge Spirit Bomb. (Cannot be thrown with 0 charges.)

LVL 2

Throw Spirit Bomb

1 AP 0 Mana

Throw the Spirit Bomb, then this ability becomes Charge Spirit Bomb. (Cannot be thrown with 0 charges.)

Mewgenics Donate Energy
LVL 1

Donate Energy

1 AP 2 Mana

Give +1 damage to the Spirit Bomb!

LVL 2

Donate Energy

1 AP 2 Mana

Give +2 damage to the Spirit Bomb!

Mewgenics One Punch
Attack
LVL 1

One Punch

1 AP 0 Mana

A one-hit kill punch. Gain All Stats Down on use. This deals 25 damage to bosses instead of killing them. (Castable once per battle.)

LVL 2

One Punch

1 AP 0 Mana

A one-hit kill punch. It causes a cone of wind that deals 5 damage. Gain All Stats Down on use. This deals 25 damage to bosses instead of killing them. (Castable once per battle.)

Mewgenics Unbridled Hits
Attack
LVL 1

Unbridled Hits

1 AP 5 Mana

A weak melee attack that hits an extra time for each empty armor slot you have.

LVL 2

Unbridled Hits

1 AP 5 Mana

A weak melee attack that hits two extra times for each empty armor slot you have.

Mewgenics Kamehameha
Attack
LVL 1

Kamehameha

1 AP 0 Mana

Fire a magic blast at a unit within 5 tiles. Requires line of sight. (Castable once per battle. If all your armor slots are empty, castable once per turn.)

LVL 2

Kamehameha

1 AP 0 Mana

Fire a magic blast at a unit anywhere within your line of sight. (Castable once per battle. If all your armor slots are empty, castable once per turn.)

Mewgenics Sidestep
Move
LVL 1

Sidestep

0 AP 4 Mana

Move one tile and gain +1 .

LVL 2

Sidestep

0 AP 4 Mana

Move one tile and gain +1 . This spell costs 0 mana the first time you cast it each turn.

Mewgenics Unimpeded Lunge
Attack
LVL 1

Unimpeded Lunge

1 AP 7 Mana

Dash forward X spaces, gain +X , deal X damage, and deal X knockback. X is equal to the number of empty armor slots you have plus one.

LVL 2

Unimpeded Lunge

1 AP 7 Mana

Dash forward X spaces, gain +X , deal X damage, and deal X knockback. X is equal to twice the number of empty armor slots you have.

Mewgenics Double Dragon
Misc
LVL 1

Double Dragon

1 AP 5 Mana

Summon a 1 HP illusion of yourself within three tiles that mimics your basic attack, but in the opposite direction of you. It dies at the end of your turn.

LVL 2

Double Dragon

1 AP 5 Mana

Summon a 1 HP illusion of yourself on any tile that mimics your basic attack, but in the opposite direction of you. It dies at the end of your turn.

Mewgenics Fist of Fate
Move
LVL 1

Fist of Fate

0 AP 5 Mana

Teleport next to a random enemy, then switch to melee stance and automatically attack it.

LVL 2

Fist of Fate

0 AP 5 Mana

Teleport next to a random enemy, then switch to melee stance and automatically attack it. This has a chance to repeat multiple times.

Mewgenics Nirvana
Defense
LVL 1

Nirvana

1 AP 4-clamp(floor(X/7), 0, 1) Mana

Gain +1 and +1 . If you have 7 or more , this spell costs 1 mana less.

LVL 2

Nirvana

1 AP 4-clamp(floor(X/7), 0, 1) Mana

Gain +1 and +2 . If you have 7 or more , this spell costs 1 mana less.

Mewgenics Empty Mind
Misc
LVL 1

Empty Mind

1 AP 0 Mana

You can't cast spells for the rest of the battle. For the rest of the battle, whenever you kill an enemy, take an extra turn.

LVL 2

Empty Mind

1 AP 0 Mana

You can't cast spells for the rest of the battle. For the rest of the battle, whenever you kill an enemy, take an extra turn. Get an extra turn when you cast this.

Mewgenics Position
Move
LVL 1

Position

0 AP 3 Mana

Teleport exactly two tiles away, then switch stances.

LVL 2

Position

0 AP 3 Mana

Teleport two to four tiles away, then switch stances.

Mewgenics Charge Fists
Misc
LVL 1

Charge Fists

1 AP 3 Mana

Until end of turn, your basic attack emits +1 Sparkle.

LVL 2

Charge Fists

1 AP 3 Mana

Until end of turn, your basic attack emits +1 Sparkle. Refresh your basic attack.

Mewgenics Summon Apprentice
Misc
LVL 1

Summon Apprentice

1 AP 9 Mana

Summon a half-sized copy of yourself with half your stats. It's AI-controlled and can't use spells.

LVL 2

Summon Apprentice

1 AP 9 Mana

Summon a half-sized copy of yourself with half your stats. It's AI-controlled and CAN use spells.

Mewgenics Hadouken
LVL 1

Hadouken

1 AP 9 Mana

Shoot an energy blast in a straight line.

No upgrade available.
Mewgenics ???
LVL 1

???

1 AP 0 Mana

Becomes a random Cleric starter ability when you lock in your team's collars.

No upgrade available.
Mewgenics ???
LVL 1

???

1 AP 0 Mana

Becomes a random Monk starter ability when you lock in your team's collars.

No upgrade available.