Monster Train 2 is a deck-building game set in Heaven, which is split into Rings. You build and upgrade your cards between battles, and every Ring's combat ends with a boss. Bosses are big, tricky enemies with strong effects that can change how the whole fight plays out, and many come in several forms. Soul Savior, a separate mode from the Destiny of the Railforged DLC, has its own set of bosses and a different route through the game.
Where
Ring 1
Astreal the Lost
- Mode
- Standard
- Appears In
- Ring 1
- Forms / Phases
- One form
- Attack
- Base: 8; Covenant 1: 9; Covenant 8: 9
- Health
- Base: 180; Covenant 1: 360; Covenant 8: 380
- Abilities
- Base: Relentless. Sap 6.; Covenant 4: Resolve: Gain Sap 1 and restore 30 Health.
Yorael the First-Blessed
- Mode
- Standard
- Appears In
- Ring 1
- Forms / Phases
- One form
- Attack
- Base: 7; Covenant 1: 8; Covenant 4: 8
- Health
- Base: 125; Covenant 1: 305; Covenant 4: 325
- Abilities
- Base: Relentless.; Covenant 4: Rage 3. Slay: Gain Rage 1.
Where
Ring 2
Elebor the Wall
- Mode
- Standard
- Appears In
- Ring 2
- Forms / Phases
- One form
- Attack
- Base: 7; Covenant 1: 8; Covenant 8: 8
- Health
- Base: 260; Covenant 1: 440; Covenant 8: 460
- Abilities
- Base: Relentless.; Action: Gain Armor 5.; Covenant 4: Titanskin 2.; Resolve: Gain Damage Shield 1.
Legion
- Mode
- Standard
- Appears In
- Ring 2
- Forms / Phases
- One form
- Attack
- Base: 4; Covenant 1: 5; Covenant 8: 5
- Health
- Base: 260; Covenant 1: 440; Covenant 8: 460
- Abilities
- Base: Relentless. Spikes 3.; Covenant 4: Resolve: Gain Spikes 1.
Where
Ring 3
Arkion, Scion of Savagery
- Mode
- Standard
- Appears In
- Ring 3
- Forms / Phases
- Furious Frenzy; Hard Headed; Pyre Hunter
- Attack
- Base: Furious Frenzy: 7, Hard Headed: 13, Pyre Hunter: 4; Covenant 1: Furious Frenzy: 7, Hard Headed: 13, Pyre Hunter: 4; Covenant 4: Furious Frenzy: 7, Hard Headed: 13, Pyre Hunter: 4; Covenant 8: Furious Frenzy: 7, Hard Headed: 13, Pyre Hunter: 4
- Health
- Base: Furious Frenzy: 425, Hard Headed: 425, Pyre Hunter: 425; Covenant 1: Furious Frenzy: 625, Hard Headed: 625, Pyre Hunter: 625; Covenant 4: Furious Frenzy: 725, Hard Headed: 725, Pyre Hunter: 725; Covenant 8: Furious Frenzy: 825, Hard Headed: 825, Pyre Hunter: 825
- Abilities
- Base: Furious Frenzy:; Siphon: Gain Rage 2.; Hard Headed:; Strike: Push the attacked unit to the back.; Pyre Hunter:; Multistrike 1.; Resolve: If you have no units on the floor, deals 5 damage to the Pyre.
Fleshweaver
- Mode
- Standard
- Appears In
- Ring 3
- Forms / Phases
- Corrupted Mass; Spiked Mass; More Mass
- Attack
- Base: Corrupted Mass: 6, Spiked Mass: 6, More Mass: 6; Covenant 1: Corrupted Mass: 7, Spiked Mass: 7, More Mass: 7; Covenant 4: Corrupted Mass: 7, Spiked Mass: 7, More Mass: 7; Covenant 8: Corrupted Mass: 7, Spiked Mass: 7, More Mass: 7
- Health
- Base: Corrupted Mass: 500, Spiked Mass: 500, More Mass: 600; Covenant 1: Corrupted Mass: 680, Spiked Mass: 680, More Mass: 780; Covenant 4: Corrupted Mass: 680, Spiked Mass: 680, More Mass: 780; Covenant 8: Corrupted Mass: 700, Spiked Mass: 700, More Mass: 800
- Abilities
- Base: Mass 5. Revenge: Create a Fleshling and lose Mass 1.; Corrupted Mass: -; Spiked Mass: -; More Mass: Mass 3.
Where
Ring 4
Ajax the Unyielding
- Mode
- Standard
- Appears In
- Ring 4
- Forms / Phases
- One form
- Attack
- Base: 9; Covenant 1: 12; Covenant 4: 12; Covenant 8: 12
- Health
- Base: 550; Covenant 1: 800; Covenant 4: 900; Covenant 8: 1000
- Abilities
- Base: Relentless. Action: Apply Sap 3 to your units.; Covenant 4: Strike: Apply Sap 3.
Korin the Judge
- Mode
- Standard
- Appears In
- Ring 4
- Forms / Phases
- One form
- Attack
- Base: 8; Covenant 1: 11; Covenant 4: 11; Covenant 8: 11
- Health
- Base: 600; Covenant 1: 850; Covenant 4: 950; Covenant 8: 1050
- Abilities
- Base: Relentless. Summon: Descend all friendly units to this floor and Retreat.; Covenant 4: Summon: Apply Multistrike 1 to all enemy units.
Qel the Corruptor
- Mode
- Standard
- Appears In
- Ring 4
- Forms / Phases
- One form
- Attack
- Base: 12; Covenant 1: 15; Covenant 4: 15; Covenant 8: 15
- Health
- Base: 700; Covenant 1: 950; Covenant 4: 1050; Covenant 8: 1150
- Abilities
- Base: Relentless.; Incant: Apply Corruption 3 to your units.; Covenant 4: Summon: Apply Corruption 5 to all your units.
Where
Ring 5
Quoto the Absolute
- Mode
- Standard
- Appears In
- Ring 5
- Forms / Phases
- One form
- Attack
- Base: 16; Covenant 1: 19; Covenant 4: 19; Covenant 8: 19
- Health
- Base: 900; Covenant 1: 1150; Covenant 4: 1250; Covenant 8: 1350
- Abilities
- Base: Relentless.; Titanskin 40.; Revenge: Lose Titanskin 1.; Covenant 4: Resolve: Gain Titanskin 5.
The Undying One
- Mode
- Standard
- Appears In
- Ring 5
- Forms / Phases
- One form
- Attack
- Base: 17; Covenant 1: 20; Covenant 4: 20; Covenant 8: 20
- Health
- Base: 500; Covenant 1: 750; Covenant 4: 850; Covenant 8: 950
- Abilities
- Base: Relentless. Reanimate 8.; Covenant 4: Resolve: Gain Reanimate 6.
Where
Ring 6
Cael, Lord of the Cherubs
- Mode
- Standard
- Appears In
- Ring 6
- Forms / Phases
- Holy Feed; Nourishing Feed; Vampiric Feed
- Attack
- Base: 22; Covenant 1: 22; Covenant 4: 22; Covenant 8: 22
- Health
- Base: 1800; Covenant 1: 2500; Covenant 4: 2800; Covenant 8: 3100
- Abilities
- Base: Holy Feed:; Resolve: Grant Damage Shield 1 to the front non-boss enemy unit.; Nourishing Feed:; Resolve: Grant +35 Health and Spikes 4 to the front non-boss enemy unit.; Vampiric Feed:; Resolve: Grant +7 Attack and Lifesteal 1 to the front non-boss enemy unit.
Hallow
- Mode
- Standard
- Appears In
- Ring 6
- Forms / Phases
- Bloody Harvest; Doombringers; Inevitability
- Attack
- Base: Bloody Harvest: 11, Doombringers: 11, Inevitability: 11; Covenant 1: Bloody Harvest: 14, Doombringers: 14, Inevitability: 14; Covenant 4: Bloody Harvest: 14, Doombringers: 14, Inevitability: 14; Covenant 8: Bloody Harvest: 14, Doombringers: 14, Inevitability: 14
- Health
- Base: Bloody Harvest: 1250, Doombringers: 1250, Inevitability: 1250; Covenant 1: Bloody Harvest: 1500, Doombringers: 1500, Inevitability: 1500; Covenant 4: Bloody Harvest: 1600, Doombringers: 1600, Inevitability: 1600; Covenant 8: Bloody Harvest: 1700, Doombringers: 1700, Inevitability: 1700
- Abilities
- Base: Titanskin 10. Extinguish: Stryx gains Titanskin 10. Relentless begins next turn.; Bloody Harvest: Siphon: Stryx gains +50 Health.; Doombringers: Incant: Stryx gains +30 Health.; Inevitability: Resolve: Stryx gains +60 Health.
Stryx
- Mode
- Standard
- Appears In
- Ring 6
- Forms / Phases
- Bloody Harvest; Doombringers; Inevitability
- Attack
- Base: Bloody Harvest: 13, Doombringers: 13, Inevitability: 13; Covenant 1: Bloody Harvest: 16, Doombringers: 16, Inevitability: 16; Covenant 4: Bloody Harvest: 16, Doombringers: 16, Inevitability: 16; Covenant 8: Bloody Harvest: 16, Doombringers: 16, Inevitability: 16
- Health
- Base: Bloody Harvest: 1100, Doombringers: 1100, Inevitability: 1100; Covenant 1: Bloody Harvest: 1350, Doombringers: 1350, Inevitability: 1350; Covenant 4: Bloody Harvest: 1450, Doombringers: 1450, Inevitability: 1450; Covenant 8: Bloody Harvest: 1550, Doombringers: 1550, Inevitability: 1550
- Abilities
- Base: Multistrike 1. Live to Fight. Extinguish: Hallow gains Multistrike 1. Relentless begins next turn.; Bloody Harvest: Revenge: Hallow gains +1 Attack.; Doombringers: Slay: Hallow gains +3 Attack.; Inevitability: Loop: Hallow gains +8 Attack.
Where
Ring 7
Athane, Last to Fall
- Mode
- Standard
- Appears In
- Ring 7
- Forms / Phases
- One form
- Attack
- Base: 12; Covenant 1: 17; Covenant 4: 17; Covenant 8: 17
- Health
- Base: 1100; Covenant 1: 1475; Covenant 4: 1725; Covenant 8: 2125
- Abilities
- Base: Relentless.; Incant: Apply Spikes 1 to enemy units.; Summon Ascension: Spawn a Chosen Prayerstone.
Rax the Overblessed
- Mode
- Standard
- Appears In
- Ring 7
- Forms / Phases
- One form
- Attack
- Base: 9; Covenant 1: 14; Covenant 4: 14; Covenant 8: 14
- Health
- Base: 1100; Covenant 1: 1475; Covenant 4: 1725; Covenant 8: 2125
- Abilities
- Base: Multistrike 1.; Rage 8; Regen 20.; Spell Shield 2.; Resolve: Gain Rage 8, Regen 20, and Spell Shield 2.; Covenant 4: Resolve: Gain Multistrike 1.
Where
Ring 8
Seraph Aeternus
- Mode
- Standard
- Appears In
- Ring 8
- Forms / Phases
- The Dominant; The Entropic; The Savage
- Attack
- The Dominant: Base: 20; Covenant 1: 20; Covenant 4: 20; Covenant 8: 20; The Entropic: Base: 35; Covenant 1: 35; Covenant 4: 35; Covenant 8: 35; The Savage: Base: 30; Covenant 1: 30; Covenant 4: 30; Covenant 8: 30
- Health
- The Dominant: Base: 2800; Covenant 1: 3800; Covenant 4: 5300; Covenant 8: 6300; The Entropic: Base: 3800; Covenant 1: 4800; Covenant 4: 6300; Covenant 8: 7300; The Savage: Base: 3000; Covenant 1: 4000; Covenant 4: 5500; Covenant 8: 6500
- Abilities
- The Dominant — Base: Relentless.; Strike: Double Corruption on the attacked unit.; Action: Apply Corruption 2 to your units.; The Entropic — Base: Relentless.; Resolve: Add a Curse of Entropy card to your deck.; Enchant: Grant your units Sap 5.; The Savage — Base: Relentless.; Enchant: Grant enemy units Rage 3.
Where
Ring 9
Dominion
- Mode
- Standard
- Appears In
- Ring 9
- Forms / Phases
- One form
- Attack
- Base: 3; Covenant 4: 3
- Health
- Base: 1555; Covenant 4: 2055
- Abilities
- Base: Fate Link. Immobile. Pyre Bound. Spell Shield 4.; Resolve: Add Pyre Light to your hand. Apply Corruption 5 to your front unit on all floors.
Entropy
- Mode
- Standard
- Appears In
- Ring 9
- Forms / Phases
- One form
- Attack
- Base: 15; Covenant 4: 20
- Health
- Base: 3500; Covenant 4: 4500
- Abilities
- Base: Fate Link.; Immobile.; Resolve: Add a Curse of Entropy to your deck.
Savagery
- Mode
- Standard
- Appears In
- Ring 9
- Forms / Phases
- One form
- Attack
- Base: 10; Covenant 4: 15
- Health
- Base: 2750; Covenant 4: 3250
- Abilities
- Base: Fate Link.; Live to Fight.; Trample.; Resolve: Gain Rage 2. If you have no units on the floor, deals 5 damage to the Pyre.; Loop: Gain Multistrike 1.
Where
Soul Savior: First Battle
Astrael the First Reborn
- Mode
- Soul Savior
- Appears In
- Soul Savior: First Battle
- Forms / Phases
- One form
- Attack
- Bloom: 8; Tangle: 12; Overgrowth: 16
- Health
- Bloom: 230; Tangle: 345; Overgrowth: 460
- Abilities
- Relentless; starts with Sap 6 and Infested 4.
Where
Soul Savior: Maera's Region
Athane the Fallen
- Mode
- Soul Savior
- Appears In
- Soul Savior: Maera's Region
- Forms / Phases
- One form
- Attack
- Bloom: 12; Tangle: 18; Overgrowth: 24
- Health
- Bloom: 400; Tangle: 600; Overgrowth: 800
- Abilities
- Relentless; Incant: apply Rage 1 to enemy units; Ascension: spawn an Ossivane Sentinel; Strike: Retreat.
Korin the Judged
- Mode
- Soul Savior
- Appears In
- Soul Savior: Maera's Region
- Forms / Phases
- One form
- Attack
- Bloom: 12; Tangle: 18; Overgrowth: 24
- Health
- Bloom: 400; Tangle: 600; Overgrowth: 800
- Abilities
- Relentless; Summon: Descend all friendly units to this floor and Retreat.
Maera the Dutiful
- Mode
- Soul Savior
- Appears In
- Soul Savior: Maera's Region
- Forms / Phases
- Eldest Scion; Sibling Hierarchy; Stern Sister
- Attack
- Eldest Scion: 12; Sibling Hierarchy: 15; Stern Sister: 16
- Health
- Eldest Scion: 1000; Sibling Hierarchy: 900; Stern Sister: 800
- Abilities
- Eldest Scion: Resolve grants enemy units Armor equal to their Attack. Sibling Hierarchy: Shift applies Rage 3/4/5 by difficulty. Stern Sister: Resolve applies Burst 1 to Maera and enemy units.
Where
Soul Savior: Thaddeus's Region
Elebor the Unstoppable
- Mode
- Soul Savior
- Appears In
- Soul Savior: Thaddeus's Region
- Forms / Phases
- -
- Abilities
- -
Quoto the Destroyer
- Mode
- Soul Savior
- Appears In
- Soul Savior: Thaddeus's Region
- Forms / Phases
- -
- Abilities
- -
Thaddeus the Indulgent
- Mode
- Soul Savior
- Appears In
- Soul Savior: Thaddeus's Region
- Forms / Phases
- Train Chomper; Thick Skinned; Spoiled
- Abilities
- Train Chomper: reduces floor Capacity by 1 and triggers Gorge on Resolve. Thick Skinned: starts with Titanskin 3 and gains Titanskin 3 on Gorge. Spoiled: triggers Gorge on Slay.
Where
Soul Savior: Tivi's Region
Phalanx
- Mode
- Soul Savior
- Appears In
- Soul Savior: Tivi's Region
- Forms / Phases
- -
- Abilities
- -
The Undying Spirit
- Mode
- Soul Savior
- Appears In
- Soul Savior: Tivi's Region
- Forms / Phases
- -
- Abilities
- -
Tivi the Unruly
- Mode
- Soul Savior
- Appears In
- Soul Savior: Tivi's Region
- Forms / Phases
- Duplicitous; Mischevious Child; Prankster
- Abilities
- Duplicitous: creates a copy of the front enemy unit on the floor at turn end, or a Jeermask if no enemies are there. Mischevious Child: has Sniper and Advances the attacked unit on Strike. Prankster: adds a Tivi’s Scourge card to your hand on Siphon.
Where
Soul Savior: Lylith's Region
Ajax the Deathbringer
- Mode
- Soul Savior
- Appears In
- Soul Savior: Lylith's Region
- Forms / Phases
- One form
- Abilities
- -
Lylith the Spurned
- Mode
- Soul Savior
- Appears In
- Soul Savior: Lylith's Region
- Forms / Phases
- Plaguebringer; Energy Vampire; Inoculation
- Abilities
- Plaguebringer: gains Dualism at 50% health. Energy Vampire: applies Witherbloom to your units on Action. Inoculation: gains Armor equal to 3 times her Malaise on Strike.
Qel the Malaiser
- Mode
- Soul Savior
- Appears In
- Soul Savior: Lylith's Region
- Forms / Phases
- One form
- Abilities
- -
Where
Soul Savior: Final Battle
The Lifemother
- Mode
- Soul Savior
- Appears In
- Soul Savior: Final Battle
- Forms / Phases
- The Corpseflower; The Swarmhost; The Undying Bloom
- Abilities
- The Corpseflower: applies Malaise 12 on Strike and spreads Debuff effects on Hellborne Harvest. The Swarmhost: gains Infested 2 on Harvest. The Undying Bloom: applies Witherbloom 10 to the front friendly unit and Reanimate 2 to the front enemy unit at turn end.
Standard Run Bosses by Ring
In standard runs, the kind of boss changes as you move up the Rings. Rings 1, 2, 4, 5 and 7 hold minor bosses, which are regular enemies that appear on the final wave of their fight with the Relentless effect. Rings 3, 6 and 8 hold the major bosses, and Ring 9 holds the Titans.
Ring 3 is home to Arkion and Fleshweaver, Ring 6 has Cael and the Stryx and Hallow pair, and Ring 8 brings the Seraph Aeternus forms. Ring 9 sits outside the regular climb. It only opens once you have collected every Titan Essence, and fighting it after Ring 8 is an optional extra battle that gives a higher score and extra unlocks.
Standard boss stats also depend on your Covenant Rank. Health generally climbs as the rank goes up, and Attack often rises too. That means the same boss can hit harder at a higher rank.
Flying Bosses and How They Move
Most of the major bosses on Rings 3, 6 and 8 are flying bosses, so they don't stay on one floor. Stryx is also a major boss, but its movement is different.
A flying boss doesn't wait for the final wave. It appears on turn 1 and moves to a different floor after every turn, and it only becomes a regular, non-flying boss with the Relentless effect once the final wave starts.
On turn 1, it appears on the highest floor that already has your units during deployment. If you've placed units on every floor, it starts on the top floor. Units summoned at the start of turn 1 by certain artifacts don't count toward this.
After each turn, the boss prefers to fly to a floor that has your units. When all three floors stay occupied, its route settles into a repeating loop that always moves either up the floors or down them. If only one or two floors have your units, it keeps returning to them.
That makes your deployment a real choice. If you want to face the boss on your main unit floor as often as possible, occupy only one or two floors. If you want to face it there as rarely as possible, as you would against Seraph Aeternus-The Dominant, fill all three floors.
Once the Relentless phase begins, some effects switch off. Arkion's triggers stop working, though his Furious Frenzy form keeps any Rage it has built, and Seraph Aeternus-The Dominant stops applying Corruption to all your units with its action while still doubling Corruption on the unit it attacks. Most other effects keep working.
Boss Effects to Plan For
Boss effects fall into a few broad groups, and knowing which one you're facing shapes how you prepare.
Some bosses punish you for hitting them. Legion starts with Spikes, so every hit on it hurts the attacker. Quoto the Absolute begins with heavy Titanskin that drops each time it's struck, and Fleshweaver loses Mass when hit and creates Fleshlings.
Others wear down your units over time. Ajax the Unyielding keeps applying Sap, which steadily lowers the Attack of your units, and Qel the Corruptor adds Corruption to your units whenever you play a spell on its floor. Dominion, one of the Titans, adds Corruption to your front unit on every floor.
Still others get stronger as the fight goes on. Elebor the Wall piles on Armor during the fight, and Yorael the First-Blessed builds Rage each time it slays a unit. The Undying One uses Reanimate to stretch its fight, and Rax the Overblessed gains Rage, Regen and Spell Shield every time it resolves.
Some bosses bring their own helpers. Cael summons Cherubs that grant effects when eaten, and Athane, Last to Fall summons a Chosen Prayerstone.
Others reach into your deck. Entropy adds a Curse of Entropy card to your deck each time it resolves, and the Entropic form of Seraph Aeternus does the same.
Bosses That Matter Most
Some bosses stand out for their numbers, and others for how their fights unfold. The Entropic form of Seraph Aeternus on Ring 8 has the highest Attack and Health of any standard boss. The other forms on Ring 8 play very differently, so it helps to know which one you're facing.
The Titans on Ring 9 each fight in their own way. Dominion stays put by the Pyre, and Entropy never moves while having both the most Attack and the most Health of the Titans. Savagery tramples through your units and can damage the Pyre directly when its floor is empty.
Stryx and Hallow share one fight on Ring 6, and each one makes the other stronger. Hallow's effects keep adding Health to Stryx, while Stryx's effects keep adding Attack to Hallow, so the pair can grow stronger as the fight goes on.
How Soul Savior Bosses Work
Soul Savior runs start with a first battle against Astrael, the First Reborn. After that, the regions can be cleared in any order, and each region ends with a battle against its boss. The run finishes with a final battle once the regions are done.
Soul Savior has its own difficulty levels, labeled Bloom, Tangle and Overgrowth, and boss numbers rise with each one. Region bosses also grow stronger as you complete more regions, so the ones you face later in a run tend to be tougher.
Some Soul Savior bosses share a name with a standard boss, such as Korin, Athane, Qel and Quoto, but they are separate enemies with their own stats and abilities. Treat each one as its own fight, even if the name looks familiar.
Soul Savior Region Bosses
Each region offers a choice of first-combat boss, and its major boss waits at the end. In Maera's Region you can meet Athane the Fallen or Korin the Judged. In Thaddeus's Region it's Elebor the Unstoppable or Quoto the Destroyer, in Tivi's Region it's Phalanx or The Undying Spirit, and in Lylith's Region it's Ajax the Deathbringer or Qel the Malaiser.
Every region's major boss is a flying boss, and each comes in forms built around a theme. Maera the Dutiful's forms hand out Armor, Rage or Burst to the enemy units around her, and Thaddeus the Indulgent's forms work through floor Capacity and Gorge. Tivi the Unruly's forms copy enemy units, advance your units or add Scourge cards to your hand, and Lylith the Spurned's forms use Dualism, Witherbloom or Armor.
FAQ
Do you still get a Boss Artifact for beating a Soul Savior boss?
No. In Soul Savior, a boss kill gives you an extra Soul instead of the Boss Artifact you'd receive in a standard run.
What happens after you beat a Soul Savior region boss?
You receive a negative mutator, and one central map node in every other region is permanently upgraded to a stronger "+" version. Once you've beaten the bosses of all but one region, every central node in the last region has been upgraded.
Can you move flying bosses with Advance, Retreat or Rooted?
Not with those effects. Flying bosses are immune to Advance, Retreat and Rooted, but Ascend and Descend can still move them. Ascend can't push one into the Pyre room before its Relentless phase, and a forced move can flip its flight pattern.
How long does a flying boss keep flying before the Relentless phase?
In the Arkion and Fleshweaver fights, the boss gets 5 flying turns before the Relentless phase. In the Cael, Stryx and Hallow, and Seraph Aeternus fights, it gets 7.



