Method #
Deformers change the positions of vertices in a parent mesh, or in some cases, alter the topology of the mesh itself. Generally these nodes are used with the 3D Primitive, 3D Object, or the Combine Geometry nodes, but any node which generates geometry is applicable.
Deformers use a stacking order to define the order in which they are processed; top to bottom, then left to right. This makes it easy to stack multiple kinds of deformers together into much more complex effects.
Colour And Material
These nodes tint the Colours and set new Materials for meshes.

Colours a mesh based on an input image

Colours a mesh based on an input Colour Ramp

Assigns a material to polygons of the parent mesh
Physics
Apply physics simulations to the vertices of the parent mesh.

Add a cloth simulation to mesh geometry

Add a rope simulation to line geometry
Points
These nodes create and edit Point geometry.

Merge vertices of the parent mesh by proximity

Convert the parent mesh into points

Scales the points and lines of a parent mesh

Spread out the vertices of the parent mesh
Splines And Lines
These nodes create and modify Spline or Line geometry.

Generates lines between the parent mesh to a destination mesh

Generate altered duplicates the parent spline

Convert the parent mesh into lines or splines

Reduce the number of anchors in a parent spline

Deform the parent mesh along an input spline

Cut and extend a parent mesh along a spline

Generates lines on the parent mesh.

Turns the edges of the parent mesh into tubes and spheres
Topology
These nodes create and modify Mesh Geometry.

Rounds off the edges of the parent mesh

Modifies a mesh by cutting away areas

Cuts the parent mesh along a plane

Delete polygons within its range

Disconnect the faces of a mesh from each other

Cut and extend a parent mesh

Extrudes each face of a mesh individually

Apply a growing effect to the parent mesh

Flip the polygons of the parent mesh

Iteratively subdivides and shifts polygons of the parent mesh

Generates a mirror cut through a mesh

Retopologises the parent mesh

Extrudes polygons of the parent mesh

Cuts slices into a mesh

Iteratively subdivides the polygons of the parent mesh

Iteratively tessellates the polygons of the parent mesh

Converts all faces in the parent mesh to triangular faces

Fracture the parent mesh into voronoi chunks
UVs
These nodes modify the UVs of a mesh.

Generates unique UVs for the parent mesh

Sets where the UVs should be generated within the deformer heirarchy
Vertex
These nodes move the Vertices of connected geometry.

Deforms geometry based on overlapping sine waves

Bends geometry to follow a point

Deforms geometry by transforming unconnected pieces with cloning effectors

Deforms geometry based on a curl noise function

Displaces geometry based on an input image

Deforms geometry based on a distortion function

Deforms geometry based on input face tracking data

Deform a mesh based on an MDD file

Provides controls for Blend Shapes / Morph Targets from the connected mesh

Deforms geometry using noise

Deforms geometry based on a simple ocean wave simulation

Deforms geometry by allowing Particle Affectors to apply to the mesh bones

Deforms geometry by allowing Particle Affectors to apply to the mesh vertices

Deforms geometry based on its position and a set transform direction

Deforms geometry by using input points as a transform source

Deforms geometry by snapping the positions for each vertex a set grid

Displaces geometry using a ripple effect

Deforms geometry based on a sine wave

Deforms geometry by iteratively smoothing the vertices

Deforms geometry using the waveform from an input audio source

Deform geometry by applying a taper deformation

Transfer the deformations from one rigged mesh to another

Deform a mesh using a turbulence function

Twists geometry around a central axis
Weights
These nodes control where other deformers are effective.

Generates a weightmap from attributes of the parent geometry

Blends weight maps together

Generates a weightmap from a 3D fractal noise

Generates a weightmaps from input sources

Adjusts the values in an existing weightmap

Converts a position to a weightmap

Generates a weightmap from concave areas in the mesh

Iteratively smoothes an existing weightmap
Nodes

Allows deformers to be collected under a null

Freeze the parent mesh at its current state