Gaming
Monster Train 2 Tips and Tricks

Monster Train 2, the much-awaited sequel to the acclaimed roguelike deck-builder, finally roared onto our screens on May 21, 2025. While the first game carved out a cult following with its three-floor train battles and unique clan system, the sequel elevates everything: more complexity, deeper customization, and relentless decision-making at every turn.
This article goes beyond surface-level guides. We’ll unpack expert-level strategies, undocumented mechanics, and clever synergies that will give you a winning edge.
What’s New in Monster Train 2?
Before diving into the strategies, let’s look at what changes shake up the battlefield:
New Clan Archetypes
Monster Train 2 introduces four entirely new clans, each built around unique mechanics:
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Ashfang Brood – Revolves around explosive “egg hatching” units that evolve over time.
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Iron Veil – Specializes in “armor over time” and delayed buffs.
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Driftborn – Focuses on battlefield movement, swapping floors and disrupting enemies.
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Frostwrit – Uses rune-based magic, stacking combo spells for devastating effects.
Each clan can now be hybridized in even more ways, offering thousands of synergy permutations.
Advanced Tips and Hidden Mechanics
1. Shift Manipulation is Game-Breaking (If You Know How)
The Shift keyword allows a unit to move vertically (up/down floors) during battle. This triggers passive effects like buffs, attacks, or debuffs.
Pro tip: Use a unit with “on shift: gain armor” and chain it with movement spells. It’s possible to make an unkillable tank by having them ping-pong between floors every turn.
Trick: Set up two cheap movement spells in your deck and a relic that reduces spell cost. You can infinitely trigger shift perks by just cycling those spells.
2. Egg Units: Don’t Just Hatch Them—Milk Them
Eggs aren’t just ticking time bombs anymore. Some units now have pre-hatch abilities. For instance, one rare unit boosts attack power of all allies per turn spent in egg form.
Maximize this by delaying the hatch intentionally. Use spells to slow down the process and stack bonuses.
3. Energy Doesn’t Win—Tempo Does
Players often obsess over increasing energy, but tempo (action efficiency) wins games. A three-cost spell that kills one enemy is less effective than three one-cost spells that kill three enemies.
Build decks that allow maximum plays per turn, not just high-cost nukes. Thin your deck aggressively.
4. Artifact Synergy > Raw Power
Some artifacts seem weak in isolation but unlock absurd synergies when paired. One combo that’s shredding high-level runs:
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Relic A: Enemies gain Frostbite on entering.
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Relic B: Frostbite damage is doubled.
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Relic C: Frostbite persists between waves.
With one unit that deals damage per Frostbite tick, you’ll nuke entire waves without lifting a finger.
Underrated Strategies Most Players Miss
1. Pre-Planned Scaling
Don’t build for the early game—build your deck for the final boss. Most runs are lost in the final two fights due to poor scaling.
Have at least:
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One unit that scales per turn (rage, armor, attack, etc.)
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One spell that improves over time (multihit, double cast)
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A backup plan for spell-immune enemies
2. Floor Control is Key
Beginners stack all their units on the bottom floor. Smart players divide and conquer:
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Top Floor: Buffers and spellcasters (safe from early hits)
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Middle Floor: Utility/shift units
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Bottom Floor: Absorbs first wave, sets up tempo
This split approach prevents wave overflow and allows you to rotate damage across multiple layers.
3. Don’t Overupgrade
Upgrading every card leads to bloat. Instead, specialize a few key cards and thin the rest.
Use this rule:
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If a card isn’t central to your strategy, either remove it or leave it alone.
Your win condition should revolve around 3-4 cards max. Every draw should feel impactful.
Bonus: Meta Build (As of Launch Week)
Here’s one combo that’s tearing through Covenant ranks:
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Primary Clan: Driftborn (shift-centric)
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Secondary Clan: Iron Veil (armor stacking)
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Core Unit: A Driftborn Warrior who gains 15 armor per shift
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Artifacts: “Armor adds attack” + “Units move again at turn end”
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Spell Loadout: Cheap shift spells, clone spell, one AoE nuke
This build lets you create a self-shielding, moving fortress that becomes impossible to kill by turn 5.
Final Words
Monster Train 2 isn’t just about stronger cards or faster kills—it’s about smarter planning. Every turn is a mini-puzzle, and only players who understand deeper mechanics like tempo, scaling, and positioning will consistently climb.
So stop copying cookie-cutter builds. Experiment, break the system, and find joy in the chaos.