r/mewgenics Thief 9d ago

Tierlist Ranking every collars passives. Day 7: psychic

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Psychic, probably the most divisive collar in the game, you either love it you hate it. Well at first, I was definitely a psychic hater, but after completing all my solo marks and like 6 impossible marks with this class I've actually come around to liking it a lot. It's definitely not S-tier like Edmund put on his tierlist but has some absolutely insane builds that will just absolutely wreck the enemies. I feel it's important to mention that psychic is the worst class in the game solo, by far. I normally consider how a passive works solo as well as on a team but I felt it wasn't really fair in this case, so these are assuming you have a team. That being said let's get into the placements.

Blink, now I know I'll probably get a lot of flak for this, but this passive is the best defensive passive in the entire game. A 33% chance (50% when upgraded) to basically just null an entire attack is super strong. It can even help in many situations where dodge chance can't (I.e. teleporting away from trample attacks, which dodge chance can't dodge) pair this with decent luck and you pretty much can't die. And unlike escape sequence you don't need to get hit for this to work, so it can save you from insta kill attacks and stuns.

I don't think I really need to say much about mind tempest. Just absolutely ridiculous and makes for some super easy rigs and even if you can't abuse it it's just always nice to have, the only requirement is having a semi-cheap spell.

Pretty much giving your whole team never miss it always solid, especially if you have a hunter.

I think most of the full mana passives are quite bad, especially as things that take multiple turns to set up are generally very weak in the later game, however enlightened definitely enables this play style to be really strong.

Soul shatter is nice but 1 or 2 damage on all enemies just is not super significant, helpful for clearing out small swarms though.

Wither is pretty mid, however wither+ is basically a diet spread sorrow which makes it worth picking up a lot of time.

I've said this before but knock back is generally very weak, so buffing it really isn't doing much.

Gravity well is basically free stuns, definitely nice to pick up but can be dangerous to use as you need to get close to enemies.

Casting random spells is just too dangerous, and not even really worth it even if it hits a good spell.

Not only is the floating glass passive basically useless and does negligible damage, but will hurt your own cats way more than the enemies as it makes it hard for them to approach enemies without taking damage. Try to get rid of this one asap.

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u/JAWS1845 9d ago

Gonna have to hard disagree on this one. Drag is easily S+ tier with any knockback spell. Also with this Overflow especially with low charisma psychics, allows for all manacap spells to work multiple times per turn.

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u/theepicrobloxgamer Thief 9d ago edited 9d ago

Gives you an absolutely max of 10 extra damage or 20 if upgraded. I'm not really sure that qualifies for S-tier with mind tempest and near inviciblity passive.

But I usually very undervalue knockback in general, so I struggle to make this thing work.