Passives
Class passives and the Collarless pool, each with its upgraded + effect.
Data updated
Overview
Each regular class has 25 passives, while Collarless cats get a bigger pool of 64 that includes oddities like Worms, a 50% chance to spawn a maggot familiar when you end your turn. The Jester has just 2. Upgrades usually stack a second effect on the first. Frenzy gives +2 STR when you down a unit, and the upgrade adds +2 SPD.
How it works
Skill Share
Breeders build around this one. It shares your other passive with the party at the start of each battle, and the upgrade makes your kittens always inherit that other passive.
Soul passives
Fighter's Soul puts Fighter abilities into your level-up offers. Jester's Soul offers abilities from any class and gives two rerolls. Void Soul goes the other way and offers only upgraded Collarless abilities.
All Passives
Showing 120 of 120
- FrenzyWhen you down a unit, gain +2 STR.Fighter
- AvengerWhen an allied cat is downed, gain All Stats Up 2 and heal 8.Fighter
- Scars+1 Brace.Fighter
- Hulk UpWhen you take damage, gain +2 SPD.Fighter
- FervorWhen you down a unit, you heal 5 HP.Fighter
- VengefulYour basic attack is always critical on enemies that have damaged you.Fighter
- Hamster Style+1 Health Regeneration. Start with 2 Bonus Moves.Fighter
- Weapon MasterYour weapon and item abilities deal +2 Damage and get +25% critical chance. A pipe is added to your inventory.Fighter
- Shoulder CheckIf you're facing a unit after you move, automatically attack it at 33% damage.Fighter
- SkullcrackYour basic attack inflicts Bruise.Fighter
- Turtle StyleFighter
- OVERPOWERED!!!Excess damage you deal to units makes them explode, dealing the excess damage to units around it, except for you.Fighter
- UnderdogYou have +2 STR and +1 Brace for each enemy adjacent to you.Fighter
- Math?Your spells cost 3 mana to cast, but each can be cast only once per turn.Fighter
- Dumb MuscleLose 1 INT each time you take damage. If you have 4 or less INT, gain +2 STR and your basic attack inflicts Bruise. at 0 INT, gain +100% critical hit chance.Fighter
- Thick SkullAll injuries you get are Concussions. You get +3 Shield for each concussion you have. This caps at 30 Shield.Fighter
- Most Valuable CatWhen you or an ally downs another unit, they become the Alpha. If you're the Alpha, take an extra turn at the end of each round.Fighter
- Rat Style+10% dodge chance.Fighter
- BonedWhen you kill a unit, if you don't have a weapon, gain a Bone Club.Fighter
- Dual WieldWhen you use your weapon, automatically use it again for free.Fighter
- Patellar ReflexWhen a unit damages you, counter-attack dealing 1 damage and inflicting Bruise.Fighter
- Hit MeWhen you take damage from an ally, basic attack in the direction you're facing. Damage you take from allies is reduced to 1.Fighter
- Smash!Your weapons deal triple damage, but they always break when you use them. Three Sticks are added to your inventory.Fighter
- Punch FaceYour basic attacks are critical if they hit the front of a unit.Fighter
- MercilessWhen you deal 10 or more damage in a single hit, gain +2 Shield and refresh your movement action. (This doesn't trigger during your movement action.)Fighter
- Take AimGain +1 range and damage at the start of each turn. You lose this when you move.Hunter
- Hunter's BoonThe first time you kill a unit each turn, gain 5 mana.Hunter
- Brood MotherYour familiars and units you charm gain +2 Damage and +5 HP.Hunter
- Tainted MotherYour familiars and units you charm gain +4 SPD and inflict Poison and Bleed.Hunter
- QuiverSave unused basic attacks for future turns.Hunter
- Split ShotYour basic attack has +1 area but deals 50% less damage.Hunter
- HazardousTile damage and effects are doubled.Hunter
- Thorn ArrowsYour basic attack spawns brambles.Hunter
- TrapsYour basic attack spawns a bear trap if you shoot an empty tile. Whenever one of your traps triggers, gain +2 DEX.Hunter
- Catch Projectiles33% chance to block enemy projectiles and a 100% chance to block allied projectiles. If you block a projectile, gain +1 Bonus Attack.Hunter
- Tower DefenseWhen an enemy comes within range, shoot them for 1 damage.Hunter
- Tricky TrapsDamage and effects from your traps are doubled.Hunter
- Gravity FallsYour basic attack deals +1 damage for each tile you shoot beyond range 3.Hunter
- BullseyeYour ranged attacks never miss. +25% critical hit chance.Hunter
- SpottersYour basic attack can target tiles adjacent to allies.Hunter
- Luck Swing+50% critical hit chance but +25% chance to miss.Hunter
- HostStart each battle with 2 tiny spider familiars. A spider egg parasite is added to your inventory. You can unequip parasites freely.Hunter
- SniperCritical hits deal +100% more damage and have a 25% chance to inflict Stun.Hunter
- Rubber ArrowsYour projectiles bounce to another enemy within 3 tiles.Hunter
- Talk to AnimalsYour basic attack inflicts Charm 5 the first time you use it each battle.Hunter
- Animal ControlYour basic attack causes units to immediately attack an enemy in range.Hunter
- Sleep DartsAt the start of each battle, you and all allies that don't have weapons gains a temporary Sleep Dart.Hunter
- Survivalist6 healing consumables and a full water bottle are added to your inventory. You can use consumables on allies. Store +2 food at the end of each battle.Hunter
- FleabagAt the end of your turn, spawn Flea familiars equal to the number of enemies you've killed this battle.Hunter
- Thrill of the HuntAt the end of each battle, if you killed at least 3 enemies, gain +1 DEX permanently and find a random consumable item.Hunter
- SynthesizeGain +1 INT at the start of each turn.Mage
- Force FieldAt the start of every third turn, gain +1 Holy Shield.Mage
- Splash DamageYour basic attack deals 2 Magic splash damage.Mage
- Burning PawsYour basic action inflicts Burn 2.Mage
- Lightning PawsYour basic attack deals +2 Electric Damage and has a 15% chance to Stun.Mage
- Ice PawsYour basic attack deals Ice Damage, inflicts Slow 2, and has a 20% chance to Freeze. You can damage frozen units.Mage
- Paw MissileYour basic attack is Magic Missile. (its damage scales with INT).Mage
- OverloadWhen you cast a spell, deal 3 random elemental damage to adjacent tiles.Mage
- Charge UpIf you end your turn with 0 mana, the next spell you cast is freeMage
- Epiphany+5 starting mana. +5 Mana Regeneration. Lose all unspent mana at the end of each of your turnsMage
- ThreeEvery 3rd spell you cast in a turn is cast twice.Mage
- Fire AspectFire immunity. Inflict Burn 1 on units that contact you. Your Fire element damage is increased by 1 and inflicts +1 Burn.Mage
- Ice AspectIce immunity. You can damage frozen units. Units that contact you take 1 Ice Damage, Slow 2, and have a 5% chance to Freeze.Mage
- ResonanceWhen you cast a spell gain +1 Magic Damage for the rest of the turn.Mage
- Learn From MeWhen you cast a spell, all allied cats gain that spell in their bonus slot.Mage
- Lightning AspectElectric immunity. When you deal Electric Damage, gain +1 Charge.Mage
- Long CastTile-targeted spells gain +5 Range.Mage
- Light Up the StageAt the end of your turn, emit 2 Sparkles for each turn you've taken.Mage
- Elemental AttunementCasting elemental spells imbues your basic attack with those elements and relevant effects for the rest of the battle.Mage
- Latent EnergyWhen an ally spends mana, Gain +2 Magic Damage until the next time you use magic.Mage
- FiveWhen you end your turn with exactly 5 mana or HP, gain +5 Shield and temporarily gain +5 Kinetic Spikes until the end of your next turn .Mage
- Magic GuruYour allies have +1 Mana Regeneration. When an ally spends 7+ mana to cast a spell, they gain All Stats Up.Mage
- OneWhen you end your turn, if you cast exactly 1 spell, double cast your next spell.Mage
- TwoWhen you end your turn, if you cast exactly 2 spells, gain +1 Bonus Attack. When you end your turn, if you have exactly 2 mana, gain +1 Bonus Attack.Mage
- FourWhen you end your turn with exactly 4 mana or HP, gain +1 INT and +1 Magic Damage.Mage
- Healing Aura+1 Health Regeneration Your Health Regeneration also applies to your allies.Cleric
- Natural HealerYour heals heal for 2 extra.Cleric
- EternalWhen you are downed for the 1st time each battle, take no injuries and revive with half HP.Cleric
- BlessedGain +1 to 2 random stats at the start of each turn.Cleric
- Evil PatronYour healing abilities deal damage to enemies. Gain +2 range on tile-targeted healing spells.Cleric
- Angelic InspirationWhen you heal an ally, they also gain +2 mana.Cleric
- Top OffWhen you heal another unit over their max HP, you both gain +1 Shield.Cleric
- Sharing is CaringWhen you pick up a non-coin pickup, allies gain the same effects.Cleric
- CaretakerWhen you heal another unit, heal yourself for half that amount.Cleric
- Morale BoostAllies gain All Stats Up whenever you kill something.Cleric
- Ranged MedicYour basic attack is a ranged lobbed attack that heals allies and damages enemies.Cleric
- GodspeedWhen you heal something, gain +2 SPD.Cleric
- God WarriorWhen you kill an enemy, gain +1 Holy Shield.Cleric
- Breath of LifeWhen you heal a downed unit, revive it.Cleric
- Thou Shalt Not KillWhen an enemy downs another unit, they take 10 holy damage.Cleric

























































































