Team Builder

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.

Class Attribute Ratings

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
FighterMelee DPSStartingBSDFCF
HunterRanged DPSStartingCASFAB
MageSpell DPSStartingDABDAS
TankFrontlineStartingSDDDSC
ClericSupportThe AlleyCDDSDB
ThiefAssassinSewersDASFCC
NecromancerSummoner/DOTBoneyardCDDACC
TinkererEngineerBunkerCCCBDC
ButcherBruiserThe CoreCCCBDD
DruidSummoner/ControlCraterADCACB
PsychicSpell DPS/ControlThe MoonDDCDSS
MonkControlThe LabCACCCF
JesterTricksterThe RiftDDCDBC

How to Read

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.

Run Structure & Mechanics

Attribute Formulae

StatFunctionFormula
STRMelee damage1 STR ≈ 1 melee damage per hit
DEXRanged/physical scaling+1 damage per 2 DEX above 5
CONMax HPHP = CON × 4
INTMana regenLinear per end of turn
SPDTurn priority / move rangeDetermines action order and tiles
CHAMax manaMana = CHA × 3
LCKRNG modulation+10% reroll chance per point above 5

Tactical Mechanics

  • Backstab: Rear tile attack = +25% damage. Move + rotate is zero-cost.
  • Bird-Slayer: Kill neutral birds for permanent All Stats Up + item drop. Priority target.
  • Exhaustion: Turn 10+ = 1 true damage/turn, scaling +1 each turn. End fights by T9.
  • Tactical View: Middle-click/Y key — schematic overlay for locating hidden enemies.
  • Direct Pathing: Units take shortest path through hazards. Use waypoints.
  • 3-Cat Funnel: 3 combat cats + Neverstone stray = accelerated XP. Swap before bosses.

Steven Ladder — Restart Penalties

  • Restart 1: Lecture only
  • Restart 2: Warning
  • Restart 3: Permanent crippling debuffs for the run
  • Restart 4+: AI takes over — run-ender

Acts → Floors → Nodes

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.

ActFloorsNodes per FloorDifficulty
Act 13-44-5Easy - Medium
Act 24-55-6Medium - Hard
Act 34-56-7Very Hard

Inventory

Starts at 4×4 (16 slots). Upgradable to 10×10 (100 slots) via Dr. Beanies quests. Categories: Gear, Mana Items, Consumables, Key Items, Trash.

Ability Sources

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.

Route & Zone Guide

Zone Progression

ActStandard PathHard / Alt PathClass Unlocks
Act 1Alley → Sewers → CavesAlley → Junkyard → BoneyardCleric, Thief, Necromancer
Act 2 Path ADesert → Bunker → CoreTinkerer, Butcher
Act 2 Path BCrater → MoonDruid, Psychic
Act 3Lab → Ice Age/Future → Jurassic/End → The InfiniteMonk, Jester (secret)

Always Clear Alley First

Cleric is S-tier. The Alley is trivially easy — costs nothing, gives the most important support collar. Do this before your first real run.

Boss Quick Reference

ZoneBossMechanicCounter
CavesDybbukSpectral — single-target attacks missMage AoE, Necromancer DoT
CavesBorisTrample — charges toward last attackerHunter reposition, Fighter dash
BoneyardQueen HippoScripted 4-round survivalTank + Cleric. Save defensive CDs.
BunkerGambitSpell dice — roll 5-6 = dangerHunter shoot dice to force reroll
The MoonMan in the MoonHand swallow + internal damageStop Hitting Yourself reflects
JurassicHitler IIMech armor + grenade litterBait through own grenades
EndLord BungaP2 instant-kill adjacency auraNever end turn adjacent. Hunter/Tinkerer.
The Infinite P1The CreatorMirror match — clone your partyHunter/Cleric/Tank clones safer than Fighter
The Infinite P2The DestroyerDirectional shieldAlternate attack vectors. Psychic repositions.

Class by Zone — Quick Ratings

S = best in zone. A = strong. B = situational. C = avoid. — = not yet unlocked.

ClassSewersJunkyardDesert/BunkerCrater/MoonLabIce Age/FutureInfinite
FighterSABBBBC
HunterASSAAAA
MageBBAABBA
TankSSAAAAA
ClericBASSSSS
ThiefACBBBBB
NecromancerSABAAA
TinkererSBAAA
ButcherSBSSA
DruidSBAB
PsychicSSAS
MonkSSA
JesterC
Events & Stat Checks

How Stat Checks Work

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 Check Thresholds

StatThresholdChecksBest ClassBackup
STR3714Fighter (+2 STR)Butcher
INT3512Mage (+2 INT)Psychic
DEX268Hunter (+3 DEX)Thief
CON206Tank (+4 CON)Butcher

STR + INT = 65% of all checks. Breed and gear for these first.

Bonus Thresholds

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.

Luck Modifier

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.

Best Event Coverage Party

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.

Cavespeak

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.