The Best Items, Weapons, And Set Bonuses In Mewgenics

The Best Items, Weapons, And Set Bonuses In Mewgenics

Are you excited to discover the best items in Mewgenics? This roguelite game has hundreds of weapons, armors, and trinkets, all waiting to be obtained by your teams of cats. Even better, some of these gear pieces are part of sets which, naturally, grant powerful bonuses. Our guide has all the tips you need to help you with this key gameplay mechanic.

Note: Are you just as curious as a cat? You can find all of our other guides in our Mewgenics guides hub.

Mewgenics item hoarding – Finding the best gear and unlocking set bonuses

Before we list all the amazing loot in the game, we have to mention a few tips for those who are just starting the campaign:

  • Items in Mewgenics primarily come from vendors, or are handed out as post-battle loot or event rewards. If your squad of cats survives the run, they’ll return home with all the loot.
  • Storage in your home is limited, which means you can’t keep everything you’ve collected. That said, it’s possible to increase inventory space gradually.
  • Items you bring with you on adventures become “worn.” If you bring them in successive runs, there’s a +50% chance that they’d break the next time you come back home.
  • Gear pieces come in five types: Weapons, head armor, neck armor, face armor, and trinkets/consumables. You need to equip at least three matching gear pieces to activate a set bonus. Some items also belong to multiple sets.
  • Item sets aren’t readily made known to you, but there are some contextual hints in the names, designs, or themes of certain items.
  • We suggest keeping a couple of items that you know are part of a set. If you equip them in runs, you might get lucky and find the other gear pieces that you need.
  • The Tinkerer class has a passive skill called Item Proxy. It decreases the number of items required to activate a set bonus. The upgraded version of this passive automatically activates a set bonus even if you’re only wearing one valid item. As such, it’s possible to have multiple set bonuses at any given time.

Note: As of the time of this writing, we’ve discovered a whopping 86 item sets in the game. Some are still incomplete, since we used the Tinkerer’s passive to check the set bonuses.

Guns and one-shot-kill firearms that you can craft and discover

Speaking of the Tinkerer, the class deserves a spot on its own. The Tinkerer can craft random weapons that are normally obtained as you explore areas and win battles. The rarity and strength of these weapons is determined by its innate resource called Tech. Also, aside from Item Proxy, it has a couple of nifty abilities that we briefly mentioned in our best skills guide:

  • Active skill: Research (5 mana) – Gain +1 Tech.
  • Passive skill: Duct Tape – Items you craft stay with you between battles, but they become cursed. They cannot be unequipped and you must keep using them until they break.

By default, the Tinkerer has zero Tech, but it can be researched–up to a maximum of level 3–if you keep casting the Research spell. At Tech level 3, the moment you craft a weapon, it’s possible to acquire ridiculously powerful firearms. These include the Rocket Launcher, Submachine Gun, and .22 Rifle. Even better, if your Tinkerer has the Duct Tape passive, they’ll get to keep these weapons across multiple battles, provided that there’s still ammo remaining.

In addition to the above, some of the best weapons in Mewgenics can instantly kill most enemies. These can be acquired randomly as loot as well:

  • Sniper Rifle – Fire a shot that instakills units and deals +25 damage to bosses; 3 uses.
  • Revolver – Fire a shot in a straight line that instakills units and deals +25 damage to bosses; 6 uses.

Individual items that aren’t part of sets

Some of the best items in Mewgenics aren’t actually part of sets. Be on the lookout for these equipment during your runs.

Head armor:

  • Training Band – Grants +20% crit chance.
  • Focus Band – Your crits knock units back by 10 tiles with Chain Knockback.
  • Spider Baby – Apply Infested 1 to all enemies at the start of each battle.
  • Propeller Cap – Grants +2 Shield. Gain the Flying attribute.

Neck armor:

  • Armory Key = Find an extra item after each battle.
  • Mark IV – Gain +2 INT after every fourth spell you cast.
  • Spiked Collar – Grants +2 Thorns.
  • Lion Mane – Grants +1 STR, CON, and CHA, but -1 INT and SPD.

Face armor:

  • Black Belt = Gain +25% chance to block attacks and counterattacks.
  • Monocle – Physical attacks can’t miss. Gain +1 CHA.
  • Hockey Mask – Grants +5 Shield. While downed, you have a +25% chance to revive with +1 HP at the end of the round.
  • Champion’s Mask – Grants +3 Shield. Gain +1 LCK until the end of the battle each time you kill a unit.

Trinkets/consumables:

  • Fork – Heal +5 HP when you kill a unit or destroy a corpse.
  • Natural 20 = Your weapons have +50% crit chance and your basic attack has +10% crit chance.
  • Multiplier – You can use your weapon an extra time each turn.
  • Enema – Cleanse all buffs and debuffs; 5 uses.
  • Spider Egg – Your basic attack inflicts Infested. This item is considered a Parasite and is Cursed.
  • Smelling Salts – Revive an adjacent unit at +1 HP. This item is automatically used on yourself at the end of the round if you’re downed; 3 uses left.

Class item sets

Each class in the game has its own special item set. We don’t want to spoil all the details here but, sufficed to say, you’ll have to journey all the way to the “end” of each zone just to obtain these items. Once a reward has been unlocked, it has a chance to appear among vendor wares or as part of battle/event loot.

Just so we don’t spoil the fun, we’re only going to list the set bonuses here for each class:

  • Collarless – All Collarless-type spells cost -1 less mana to cast.
  • Tank – Gain +1 Knockback damage.
  • Fighter – Gain +4 Shield. You have a 15% chance to refresh your basic attack, movement, weapon, and trinket actions when you get a kill.
  • Mage – Gain +5 starting mana.
  • Hunter – Gain +50% crit chance while standing in tall grass.
  • Cleric – If an attack would down you, lower your HP to 1 instead. This has no effect while you’re at 1 HP.
  • Thief – You have +5% dodge chance and +5% crit chance.
  • Necromancer – When downed, spawn a shadow copy of yourself that fades away after one turn.
  • Druid – Your familiars gain +4 HP and +1 damage.
  • Tinkerer – Spawn four scrap pickups at the start of each battle.
  • Butcher – Food and scrap pickups you spawn are bigger.
  • Psychic – When you gain excess mana, reduce the cost of all your spells by that amount until you cast them.
  • Monk – Gain +2 Shield at the end of each turn.
  • Jester – Gain +3 rerolls when leveling up.

Note: Any class can equip these gear pieces. You can have a Fighter who has the Mage’s set bonus for higher starting mana, or a Butcher with the Druid’s items if their build is focused on spawning maggot and fly familiars.

Nurse set – The best set for healing

One of the best item set bonuses in Mewgenics comes from the Nurse set. It causes your basic attack to change to the Holy element, allowing it to heal allies.

  • Weapon: N/A
  • Head armor:
    • Nurse Hat – Grants +1 CON and +1 HP regen. Your heals restore +1 HP more.
    • Medic Hat – You have -1 damage but your basic attack heals allies.
  • Neck armor:
    • Nurse Necklace – Gain +1 CON and +1 HP regen. Your heals restore for +1 HP more.
    • Healing Gauze – You have +3 health regen as long as you have a Shield.
    • Scrubs – Heals restore +2 HP.
  • Face armor:
    • Nurse Mask – Grants +1 CON and +1 HP regen. Your heals restore +1 HP more.
    • Face Covering – Grants +1 CON.
    • Bandage – Lose -1 CON but gain +2 healing.
  • Trinket/Consumable: Ball of Bandages – Cleanse one stack of a random debuff at the end of each turn; +1 HP regen.

Demonic set – Going evil

Feel like walking along the path to the dark side? Okay, well, maybe your cats won’t really become evil, but they sure will look the part. The Demonic set grants +6 Shield each time you get a kill. So, if you take out a handful of worms, you’re looking at a +30 Shield that enemies need to deplete before they can damage your health bar.

  • Weapon:
    • Soul Claw – A melee attack that deals damage equal to the number of uses it has left. Gain +2 uses when this weapon kills an enemy. Maximum of 8 uses/damage.
    • Necronomicon – Unearth +5 zombies. These zombies have a +33% chance of being afflicted with Madness. Once per battle usage.
    • The Kandarian – A melee attack that always crits and inflicts Bleed 10; 1 use.
  • Head armor: Crown of Horns – Grants +4 Thorns. When you take damage while you have Thorns, you lose -1 Thorns and shoot out needles that deal 2 damage in all eight directions.
  • Neck armor:
    • Demonic Necklace – You have Bruise 1. Gain +2 damage when you take damage.
    • Dark Friend – At the start of your turn, spawn a Shadow copy that mimics your basic attack and fades at the end of the turn. Units that contact or attack you have a +15% chance to be Feared.
  • Face armor: N/A
  • Trinket/Consumable:
    • My Shadow – Move 6 tiles, leaving a shadow copy behind that mimics your basic attack. The shadow fades at the end of the turn; 6 uses.
    • Book of Belial – Gain +3 damage on use. Reload: Kill an enemy.

Lead set – Tanking and trampling

The Lead set has you barreling through your foes with the Trample trait. The set provides +4 Shield but -1 SPD. However, you do receive the Trample 9 buff. Most of these items are fairly common, too.

  • Weapon: Railroad Spikes – A ranged attack; 8 uses.
  • Helmet:
    • Lead Helmet – Grants +6 Shield but -1 SPD.
    • Frying Pan – Grants +4 Shield but -1 SPD. You have Trample 9.
  • Neck armor: N/A
  • Face armor:
    • Lead Mask – Grants +6 Shield but -1 SPD.
    • Bear Trap Mask – Grants +4 Shield and +1 Bleed Thorns.
  • Trinket/Consumable: Dumbbell – Gain +1 STR.

Obelisk set – Holy Shields galore

The Obelisk category has one of the best set bonuses in Mewgenics. By default, it provides +1 Holy Shield, which negates a single instance of damage regardless of the wounding value. Also, if you end your turn with unused movement actions, you gain +1 Holy Shield again.

  • Weapon:
    • Obsidian Chunk – This weapon gains +2 damage each time it’s used. Damage resets at the end of the adventure; 9 uses.
    • (Quest item) Black Shard – Absorb a unit with X or lower health to empower this item. This power is saved across multiple runs. Transforms after 20 uses. Usable once per battle.
    • (Quest item) Glowing Black Shard – Stab it into The Coven! Deals +5 damage with Lifesteal, Burn 5, and purges all buffs. Instantly kills The Coven. Usable once per battle.
  • Head armor: N/A
  • Neck armor: Obelisk Pauldrons – Grants +1 Holy Shield. Gain +2 STR, SPD, and CON when you kill a unit. Stats obtained this way are lost when you take damage.
  • Face armor: Obelisk Jewel – Grants +1 Holy Shield. Gain +2 INT and CHA when you kill a unit. Stats obtained this way are lost when you take damage.
  • Trinket/Consumable: N/A

Rocks set – Lay the smackdown

Some of the best items in Mewgenics might seem innocuous at first glance. That’s true for the Rocks set, since most of the gear pieces are fairly common and not that enticing. However, the set bonus itself grants +1 Brace and causes you to spawn a rock familiar whenever you lose a Shield. These minions can zip around the map in a straight line or diagonally, and they can easily take out bosses. This set is perfect for Tanks and classes that have bonus Shields during battles.

  • Weapon:
    • Rocks – A lobbed attack; 8 uses.
    • Geode: A melee attack with a 15% chance to break when used. When this item breaks, you gain +15-30 coins.
  • Head armor:
    • Rocky Hat – Grants +10 Shield. Breaks when Shield is depleted, but you gain Bruise 3.
    • Stone Helmet – Gain +1 Brace.
  • Neck armor:
    • Stone Orbit – Grants +2 Shield. Spawn a small rock when you take damage.
    • Cinder Block – Grants +3 Shield.
  • Face armor:
    • Rock Mask – You have +6 Shield and -1 SPD. Your basic attack has +1 Knockback. This item is brittle, but you gain coins when it breaks.
    • Big Rock Mask – You have +6 Shield, -2 SPD, and Brace 2.
    • Rocky Mask – Grants +10 Shield. Breaks when Shield is depleted, but you gain Bruise 3.
  • Trinket/Consumable:
    • Bag of Rocks – A melee attack that inflicts Bruise.
    • Suck Stone – At the end of your turn, drain up to +5 mana from each of your allies.
    • Heavy Rock – Rocks you knock back deal +5 damage and have Chain Knockback.
    • Petrified Poop – Grants +2 Shield. Familiars you spawn gain +2 Shield.
    • Gorgon’s Eye – Petrify all nearby units in your line of sight; 7 uses.
    • Mind Stone – Your collarless spells cost -2 mana.

Ancestor and Bone sets – Cracking skulls as you go along

Just like the Rocks set and Lead set, many of the items that belong to the Bone grouping can be found often during your runs. It’s pretty easy to amass a full set in one go. The bonus gives +4 Shield, and you also find a random common bone item at the end of each battle. Perhaps you’ll have a group wearing skeleton outfits soon enough.

  • Weapon:
    • Staff of the Underworld – A melee attack with Knockback 1. Passive: Start each battle with a Zombie Cat familiar.
    • Finger Bone – A straight ranged attack that inflicts Immobile 3; once per battle.
    • The Kandarian – A melee attack that always crits and inflicts Bleed 10; 1 use.
    • Bone Club – Does a melee attack. This weapon has a 15% chance to break each time it’s used.
    • Molars – A low-damage lobbed attack; 17 uses.
    • Glowing Bone (Whisper) – Inflict Fear and Madness on an adjacent unit.
    • Glowing Bone (Shards) – Shoot a projectile that spawns glass.
    • Glowing Bone (Stand By Me) – Teleport an ally to you.
    • Glowing Bone (Needle Shot) – Shoot a needle that deals damage, gives Thorns, and ignores Shield.
  • Head armor:
    • Ancestor’s Skull (Weapon Master) – Your weapon and item abilities deal +2 damage and have +25% critical chance. A pipe is added to your inventory.
    • Dry Bone Helm – Gain +3 Shield and +1 Thorns. Inflict Bruise 1 on units that come into contact with you.
    • Cow Skull – Gain +3 Shield, +2 STR, and +2 Thorns. Your basic attack becomes a Push Attack (i.e. Tank basic attack).
    • Skull Cap – Grants +3 Shield. Breaks when Shield is depleted, but you gain +1 INT and +3 HP regen for the rest of the battle.
  • Neck armor:
    • Ancestor’s Bones (Underdog) – Gain +2 STR and +1 Brace for each enemy that’s adjacent to you.
    • Dino Necklace – Gain +5 Shield but -1 INT. Allies gain +1 SPD at the start of each battle.
    • Dry Bone Necklace – Grants +3 Shield and +1 Thorns. Inflict Bruise 1 on units that contact you.
    • Bone Necklace – Grants +3 Shield. Breaks when depleted, but you gain +1 DEX and +1 HP regen for the rest of the battle.
  • Face armor:
    • Jawbone – Gain +3 Shield. Breaks when Shield is depleted. When it breaks, gain +1 STR and +3 health regen until the end of the battle.
    • Ancestor’s Jaw (Vampirism) – Your basic attack has Lifesteal.
  • Trinket/Consumable:
    • Wish Bone – Gain +99 LCK until the end of your turn; 1 use.
    • Bone Marrow – Heal to full at the end of each battle.
    • Human Leg Bone – Grants +2 DEX.
    • Vibrating Skull – Your basic attack inflicts Magic Weakness 1.
    • Glowing Bone (Needle Shot) – Shoot a needle that deals damage, gives Thorns, and ignores Shield.

As an aside, you’ve probably noticed some Ancestor-type pieces included on the list above. They have their own set, too. The Ancestor set spawns a spectral copy of a cat when it dies, and the copy fades away at the end of the turn. Basically, if you equip three Ancestor pieces in different slots, you’ll activate both the Ancestor and Bone set bonuses.

Ninja set and Prowler set – Stabbing and striking

If you love striking your opponents with a flurry of attacks, look no further than the Ninja set. It gives your character a free bonus attack at the start of each battle.

  • Weapon: Jitte – A melee attack that deals damage equal to half your STR rounded up. This inflicts Weakness 1, and gives you +1 STR and +1 HP on hit.
  • Head armor: N/A
  • Neck armor: Obi – Start the battle with +2 moves.
  • Face armor:
    • Ninja Bandana – You have a +10% chance to gain a bonus attack when you use your basic attack.
    • Fukumen – Counter the first two attacks you receive each battle.
  • Trinket/Consumable: N/A

The same can be said for the Prowler set, which causes all backstabs to be critical hits. Needless to say, you’ll be flanking and assassinating targets with ease.

  • Weapon: Blackjack – A melee attack with a +5% chance to stun. Automatically use this weapon when you stop next to an enemy or an enemy stops next to you.
  • Head armor: Prowler’s Cap – Backstabs have a +25% crit chance.
  • Neck armor: Prowler’s Vial – Backstabs heal you for +2 HP.
  • Face armor: Prowler’s Mask – Backstabs inflict Bleed 1.
  • Trinket/consumable: N/A

Feathered set – Fly like a bird

The Feathered set provides +2 SPD, letting you get your turn faster than opponents. Even better, it grants the Flying attribute, which allows you to ignore terrain hazards and obstacles.

  • Weapon: Feather Darts – A ranged attack that can hit any unit in your line of sight. Can be used thrice per turn. 99 uses in total.
  • Head armor:
    • Phoenix Hat – Gain +10% dodge chance. Gain +1 SPD and Charge 2 when you end your movement.
    • Feathered Cap – Gain +4 SPD.
  • Neck armor: Feathered Necklace – Grants +15% dodge chance.
  • Face armor:
    • Feathered Mask – Gain +10% dodge chance.
    • Feathered Veil – You can counterattack melee attackers.
  • Trinket/Consumable:
    • Angel Wing – If an attack would down you, lower your HP to 1. This has no effect if you’re already at 1 HP.
    • Feather – Grants +1 SPD. Take your turn earlier.

Bionic set – Zipping around via teleportation

Not content with flying? Why not instantaneously materialize all the way at the other side of the battlefield? The Bionic set turns your regular movement into an infinite-range Teleport action. It also removes the fragile attribute from Bionic pieces in general.

  • Weapon: N/A
  • Head armor: Bionic Skull Plating – Gain +3 SPD. Fragile.
  • Neck armor:
    • Radar Dish – One random enemy becomes Marked at the start of each turn.
    • Frank Bolts – Grants +2 Shield and Electric immunity. Electric damage revives you when you’re downed.
  • Face armor:
    • Bionic Face Plating – You have +3 SPD. Fragile.
    • Ultra Vision 3000 v1.1 – Grants +4 LCK. Your basic attack inflicts Marked. This item is cursed.
    • Vision Plugin – Grants +1 range.
  • Trinket/Consumable: Technology – Shoot a laser beam that pierces through obstacles and units; once per battle. Can be refreshed when affected by Electricity.

Superhero set – Marvel at your newfound powers

Some of the best items in Mewgenics are part of the Superhero set. The bonus itself causes the first spell you cast to inflict targets with the Webbed debuff, which prevents them from moving. They have to use their normal attack just to free themselves.

  • Weapon:
    • Mjolnir – A ranged attack that passes through units and returns to you after you throw it. At its apex (i.e. five tiles away), it deals Electric damage. Usable once per battle.
    • USA Shield – A weapon that can be thrown to inflict Stun. Grants +2 Brace while it’s still usable.
  • Head armor: N/A
  • Neck armor: Superhero Cape – Gain +3 SPD and the Flying attribute.
  • Face armor: Superhero Mask – Gain +1 damage. Your basic attack knocks units into the air, lobbing them back 3 tiles.
  • Trinket/consumable: N/A

Items that offer reroll opportunities

While it’s not that obvious at the start, it’s actually possible to reroll your drafted skills whenever you level up. However, you have to find specific items, such as the following:

  • Head armor: Jester Cap – Gain +1 CHA. You can reroll your options when you level up. Abilities from all classes are offered after rerolling.
  • Trinket/consumable: D6 – You can reroll your options when you level up.

Note: We discuss all of these items, as well as additional tips, in our skill reroll guide.

Injector items

Some of the best items in Mewgenics aren’t actually equipped. These consumables, known as Injectors, are found only in Act 3 – Lab. They’re used via your inventory to grant a class-specific skill to a character. These abilities tend to be higher-tier options as well, such as Flourish, Meteor Storm, Squirrel Squad, and many more.

That does it for our guide on the best weapons and items in Mewgenics. We’ll keep you posted about other loot that we discover, so stay tuned.

Mewgenics has over a dozen classes, along with hundreds of skills and items, to keep future runs refreshing. You’ve got your work cut out for you, especially with countless potential synergies and random permutations. If you need more help, you can always take a look at our Mewgenics guides hub.

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