Build your 4-cat party, check attribute coverage, and plan your route. Class synergy beats individual power — research-based ratings show you what each class actually brings.
Click classes to build your 4-cat party. Radar chart shows team attribute profile. Gap warnings flag missing coverage.
Select classes to build your team. See attribute scores, radar chart, and coverage analysis.
Six-attribute system from community research. Each class rated S/A/B/C/D/F on how well it contributes. Use these to build balanced teams — don't rely on rigid tank/DPS/healer comps.
| Class | Role | Unlock | Tankiness | Damage | Reach | Sustain | Crowd Control | Utility |
|---|---|---|---|---|---|---|---|---|
| Fighter | Melee DPS | Starting | B | S | D | F | C | F |
| Hunter | Ranged DPS | Starting | C | A | S | F | A | B |
| Mage | Spell DPS | Starting | D | A | B | D | A | S |
| Tank | Frontline | Starting | S | D | D | D | S | C |
| Cleric | Support | The Alley | C | D | D | S | D | B |
| Thief | Assassin | Sewers | D | A | S | F | C | C |
| Necromancer | Summoner/DOT | Boneyard | C | D | D | A | C | C |
| Tinkerer | Engineer | Bunker | C | C | C | B | D | C |
| Butcher | Bruiser | The Core | C | C | C | B | D | D |
| Druid | Summoner/Control | Crater | A | D | C | A | C | B |
| Psychic | Spell DPS/Control | The Moon | D | D | C | D | S | S |
| Monk | Control | The Lab | C | A | C | C | C | F |
| Jester | Trickster | The Rift | D | D | C | D | B | C |
S = exceptional. A = strong. B = good. C = average. D = weak. F = none. A balanced team needs at least B-tier or higher in Damage, Sustain, Tankiness, and Crowd Control. Reach and Utility are situational but valuable. Use the Team Builder radar chart above to check your comp.
| Stat | Function | Formula |
|---|---|---|
| STR | Melee damage | 1 STR ≈ 1 melee damage per hit |
| DEX | Ranged/physical scaling | +1 damage per 2 DEX above 5 |
| CON | Max HP | HP = CON × 4 |
| INT | Mana regen | Linear per end of turn |
| SPD | Turn priority / move range | Determines action order and tiles |
| CHA | Max mana | Mana = CHA × 3 |
| LCK | RNG modulation | +10% reroll chance per point above 5 |
3 Acts per run. Each Act has 3-5 Floors. Each Floor has 4-7 Nodes (Combat, Elite, Rest, Shop, Event, Treasure, Boss). 60-100+ encounters per run.
| Act | Floors | Nodes per Floor | Difficulty |
|---|---|---|---|
| Act 1 | 3-4 | 4-5 | Easy - Medium |
| Act 2 | 4-5 | 5-6 | Medium - Hard |
| Act 3 | 4-5 | 6-7 | Very Hard |
Starts at 4×4 (16 slots). Upgradable to 10×10 (100 slots) via Dr. Beanies quests. Categories: Gear, Mana Items, Consumables, Key Items, Trash.
Inheritance (best — 32 Stim active, 95 Stim passive guarantee). Mana Items (found in runs). Level-Up (unreliable). Events (situational). Pre-breed abilities before the run.
| Act | Standard Path | Hard / Alt Path | Class Unlocks |
|---|---|---|---|
| Act 1 | Alley → Sewers → Caves | Alley → Junkyard → Boneyard | Cleric, Thief, Necromancer |
| Act 2 Path A | Desert → Bunker → Core | — | Tinkerer, Butcher |
| Act 2 Path B | Crater → Moon | — | Druid, Psychic |
| Act 3 | Lab → Ice Age/Future → Jurassic/End → The Infinite | — | Monk, Jester (secret) |
Cleric is S-tier. The Alley is trivially easy — costs nothing, gives the most important support collar. Do this before your first real run.
| Zone | Boss | Mechanic | Counter |
|---|---|---|---|
| Caves | Dybbuk | Spectral — single-target attacks miss | Mage AoE, Necromancer DoT |
| Caves | Boris | Trample — charges toward last attacker | Hunter reposition, Fighter dash |
| Boneyard | Queen Hippo | Scripted 4-round survival | Tank + Cleric. Save defensive CDs. |
| Bunker | Gambit | Spell dice — roll 5-6 = danger | Hunter shoot dice to force reroll |
| The Moon | Man in the Moon | Hand swallow + internal damage | Stop Hitting Yourself reflects |
| Jurassic | Hitler II | Mech armor + grenade litter | Bait through own grenades |
| End | Lord Bunga | P2 instant-kill adjacency aura | Never end turn adjacent. Hunter/Tinkerer. |
| The Infinite P1 | The Creator | Mirror match — clone your party | Hunter/Cleric/Tank clones safer than Fighter |
| The Infinite P2 | The Destroyer | Directional shield | Alternate attack vectors. Psychic repositions. |
S = best in zone. A = strong. B = situational. C = avoid. — = not yet unlocked.
| Class | Sewers | Junkyard | Desert/Bunker | Crater/Moon | Lab | Ice Age/Future | Infinite |
|---|---|---|---|---|---|---|---|
| Fighter | S | A | B | B | B | B | C |
| Hunter | A | S | S | A | A | A | A |
| Mage | B | B | A | A | B | B | A |
| Tank | S | S | A | A | A | A | A |
| Cleric | B | A | S | S | S | S | S |
| Thief | A | C | B | B | B | B | B |
| Necromancer | — | S | A | B | A | A | A |
| Tinkerer | — | — | S | B | A | A | A |
| Butcher | — | — | S | B | S | S | A |
| Druid | — | — | — | S | B | A | B |
| Psychic | — | — | — | S | S | A | S |
| Monk | — | — | — | — | S | S | A |
| Jester | — | — | — | — | — | — | C |
Event nodes present choices gated behind party stat thresholds. The game uses the combined highest stat from your 4 active cats — one specialist per stat covers everything.
| Stat | Threshold | Checks | Best Class | Backup |
|---|---|---|---|---|
| STR | 37 | 14 | Fighter (+2 STR) | Butcher |
| INT | 35 | 12 | Mage (+2 INT) | Psychic |
| DEX | 26 | 8 | Hunter (+3 DEX) | Thief |
| CON | 20 | 6 | Tank (+4 CON) | Butcher |
STR + INT = 65% of all checks. Breed and gear for these first.
Exceeding the pass threshold by +5 unlocks enhanced rewards: STR 42+ = rare gear, INT 40+ = mana items, DEX 31+ = extra gold, CON 25+ = HP boost.
Party LUCK improves event outcomes globally: pass+high luck = bonus loot, fail+high luck = partial reward instead of affliction. Hunter's +2 LCK helps here.
Tank + Fighter + Hunter + Mage — one cat per stat check. This is not coincidence: the "Vanguard" starter comp is the most adaptable team in the game.
At 0 combined INT, Social/Mystical events auto-fail. Mechanical/Dead Body events gain unique brute-force options with occasional hidden rewards. Not worth building toward.