Monster Train 2 is a deckbuilding game where you defend your Pyre from waves of enemies that come at you across the floors of your train. Enemies are the foes you fight in every run, and each one has a role, such as a heavy front-line tank, a fast attacker, or a healer, along with abilities that go off at certain moments. If an enemy gets past your units, it can strike your Pyre, so knowing what each one does matters. You'll face them in standard runs across Rings 1 through 9 and in the Soul Savior mode.
Ring / Mode
Ring 1
Collector
- Type
- Special
- Mode
- Standard run
- Appears In
- Ring 1; Ring 2; Ring 4; Ring 5; Ring 7
- Attack
- Base: Rings 1-2: 0; Rings 4-5: 0; Ring 7: 0
- Health
- Base: Rings 1-2: 1; Rings 4-5: 3; Ring 7: 5
- Armor
- -
- Abilities
- Resolve: Flees from battle if not Rooted or Dazed. Rings 1-2: Extinguish: Gain 50 Gold. Rings 4-5: Extinguish: Gain 75 Gold. Ring 7: Extinguish: Gain 100 Gold
Cowering Sycophant
- Type
- Shieldguard
- Mode
- Standard run
- Appears In
- Ring 1; Ring 3
- Attack
- 0
- Health
- 5
- Armor
- 25
- Abilities
- Spikes 2
Fallen Champion
- Type
- Heavy
- Mode
- Standard run
- Appears In
- Ring 1; Ring 2; Ring 3
- Attack
- Base: 4; Covenant 1: 4; Covenant 8: 4
- Health
- Base: 45; Covenant 1: 60; Covenant 8: 65
- Armor
- -
- Abilities
- None.
Forsaken
- Type
- Horde
- Mode
- Standard run; trial spawn
- Appears In
- Ring 1; Ring 2 (trial only); Ring 3
- Attack
- 3
- Health
- 1
- Abilities
- None.
Lurking Miscreant
- Type
- Mage
- Mode
- Standard run
- Appears In
- Ring 1; Ring 2; Ring 3
- Attack
- Base: 1; Covenant 8: 2
- Health
- Base: 1; Covenant 8: 1
- Abilities
- Resolve: Add a Chime of Despair card to the top of your draw pile
Ominous Acolyte
- Type
- Cleric
- Mode
- Standard run
- Appears In
- Ring 1; Ring 2; Ring 3
- Attack
- 0
- Health
- 1
- Abilities
- Recover: Restore 15 Health to enemy units after combat
Skull Collector
- Type
- Special
- Mode
- Standard run; Skull Collectors Mutator
- Appears In
- Ring 1; Ring 2; Ring 4; Ring 5; Ring 7
- Attack
- Base: Rings 1-2: 5; Rings 4-5: 10; Ring 7: 15
- Health
- Base: Rings 1-2: 11; Rings 4-5: 23; Ring 7: 35
- Abilities
- Rings 1-2: Extinguish: Gain 50 Gold. Rings 4-5: Extinguish: Gain 75 Gold. Ring 7: Extinguish: Gain 100 Gold
Ring / Mode
Ring 2
Energizing Flautist
- Type
- Enchanter
- Mode
- Standard run
- Appears In
- Ring 2; Ring 6
- Attack
- 0
- Health
- 1
- Abilities
- Haste. Enchant: Grant enemy units Haste
Flagellant
- Type
- Heavy
- Mode
- Standard run
- Appears In
- Ring 2; Ring 3
- Attack
- Base: 3; Covenant 1: 3; Covenant 8: 3
- Health
- Base: 90; Covenant 1: 105; Covenant 8: 110
- Abilities
- Resolve: +4 Attack and take 20 damage
Savage Spearman
- Type
- Attacker
- Mode
- Standard run
- Appears In
- Ring 2; Ring 3
- Attack
- Base: 5; Covenant 8: 6
- Health
- Base: 2; Covenant 8: 2
- Abilities
- None.
Sloven Knight
- Type
- Heavy
- Mode
- Standard run
- Appears In
- Ring 2; Ring 3
- Attack
- Base: 2; Covenant 1: 2; Covenant 8: 2
- Health
- Base: 50; Covenant 1: 65; Covenant 8: 70
- Abilities
- Vanguard: +8 Attack
Ring / Mode
Ring 3
Chosen Acolyte
- Type
- Cleric
- Mode
- Standard run; Covenant 10 Chosen variant
- Appears In
- Ring 3
- Attack
- Covenant 10 Chosen: 0
- Health
- Covenant 10 Chosen: 30
- Armor
- -
- Abilities
- Recover: Restore 20 Health to enemy units after combat
Chosen Flagellant
- Type
- Heavy
- Mode
- Standard run; Covenant 10 Chosen variant
- Appears In
- Ring 3
- Attack
- Covenant 10 Chosen: 3
- Health
- Covenant 10 Chosen: 110
- Armor
- -
- Abilities
- Multistrike 1. Resolve: +4 Attack and take 20 damage
Chosen Shieldbearer
- Type
- Shieldguard
- Mode
- Standard run; Covenant 10 Chosen variant
- Appears In
- Ring 3; Ring 6
- Attack
- Covenant 10 Chosen: 1
- Health
- Covenant 10 Chosen: 100
- Armor
- Covenant 10 Chosen: 50
- Abilities
- Incant: Apply Sap 2 to your units and an additional Sap 2 to your champion
Misshapen Fiend
- Type
- Horde
- Mode
- Standard run; trial spawn
- Appears In
- Ring 3; Ring 4; Ring 5 (trial only); Ring 6; Ring 8; Ring 9
- Attack
- 3
- Health
- 3
- Abilities
- Extinguish: Apply Corruption 3 to your front unit
Ring / Mode
Ring 4
Adamant Shieldbearer
- Type
- Shieldguard
- Mode
- Standard run
- Appears In
- Ring 4; Ring 5; Ring 6
- Attack
- Base: 0; Covenant 8: 1
- Health
- Base: 30; Covenant 8: 30
- Armor
- Base: 50; Covenant 8: 50
- Abilities
- Incant: Apply Sap 2 to your units
Disciple of Ruin
- Type
- Cleric
- Mode
- Standard run
- Appears In
- Ring 4; Ring 6
- Attack
- 0
- Health
- 5
- Armor
- -
- Abilities
- Recover: Restore 25 Health to enemy units after combat
Fallen Executioner
- Type
- Heavy
- Mode
- Standard run
- Appears In
- Ring 4; Ring 5; Ring 6
- Attack
- Base: 6; Covenant 1: 6; Covenant 8: 6
- Health
- Base: 120; Covenant 1: 150; Covenant 8: 180
- Armor
- -
- Abilities
- None.
Malevolent Hunter
- Type
- Attacker
- Mode
- Standard run
- Appears In
- Ring 4; Ring 5; Ring 6
- Attack
- Base: 4; Covenant 1: 5; Covenant 8: 6
- Health
- Base: 2; Covenant 1: 2; Covenant 8: 2
- Abilities
- Haste
Penitent Prayerstone
- Type
- Trial spawn
- Mode
- Standard run; trial spawn
- Appears In
- Ring 4; Ring 5; Ring 7
- Attack
- Base: Rings 4-5: 0; Ring 7: 0
- Health
- Base: Rings 4-5: 100; Ring 7: 200
- Abilities
- Immobile. Ring 4–5: Spikes 4. Ring 7: Spikes 6.
Profane Supplicant
- Type
- Mage
- Mode
- Standard run
- Appears In
- Ring 4; Ring 6; Ring 8; Ring 9
- Attack
- Base: 3; Covenant 1: 4; Covenant 8: 5
- Health
- Base: 4; Covenant 1: 4; Covenant 8: 4
- Abilities
- Resolve: Add a Discordant Toll card to the top of your draw pile
Ravenous Zealot
- Type
- Heavy
- Mode
- Standard run
- Appears In
- Ring 4; Ring 5; Ring 6; Ring 8; Ring 9
- Attack
- Base: 3; Covenant 1: 3; Covenant 8: 3
- Health
- Base: 110; Covenant 1: 140; Covenant 8: 170
- Abilities
- Multistrike 1. Harvest: +1 Attack
Scarred Sentinel
- Type
- Heavy
- Mode
- Standard run
- Appears In
- Ring 4; Ring 6; Ring 8; Ring 9
- Attack
- Base: 6; Covenant 1: 6; Covenant 8: 6
- Health
- Base: 80; Covenant 1: 110; Covenant 8: 140
- Abilities
- Resolve: Gain Titanskin 5
Sharp-Eye Sniper
- Type
- Attacker
- Mode
- Standard run
- Appears In
- Ring 4; Ring 5; Ring 6; Ring 9
- Attack
- Base: 7; Covenant 1: 8; Covenant 8: 9
- Health
- Base: 3; Covenant 1: 3; Covenant 8: 3
- Abilities
- Slay: Gain Rage 3
Vicious Axethrower
- Type
- Attacker
- Mode
- Standard run
- Appears In
- Ring 4; Ring 5; Ring 6
- Attack
- Base: 6; Covenant 1: 7; Covenant 8: 8
- Health
- Base: 3; Covenant 1: 3; Covenant 8: 3
- Abilities
- None.
Ring / Mode
Ring 5
Blightbound Guardian
- Type
- Heavy
- Mode
- Standard run
- Appears In
- Ring 5; Ring 6; Ring 8; Ring 9
- Attack
- Base: 3; Covenant 1: 3; Covenant 8: 3
- Health
- Base: 70; Covenant 1: 100; Covenant 8: 130
- Abilities
- Strike: Apply Corruption 3
Harpist Protector
- Type
- Enchanter
- Mode
- Standard run
- Appears In
- Ring 5; Ring 6; Ring 8
- Attack
- 0
- Health
- 10
- Abilities
- Enchant: Grant enemy units Titanskin 5
Undying Wretch
- Type
- Horde
- Mode
- Standard run
- Appears In
- Ring 5
- Attack
- 4
- Health
- 4
- Abilities
- Reanimate 1
Ring / Mode
Ring 6
Celestial Bastion
- Type
- Shieldguard
- Mode
- Standard run
- Appears In
- Ring 6; Ring 7; Ring 8; Ring 9
- Attack
- 0
- Health
- 30
- Armor
- 120
- Abilities
- Titanskin 10
Chosen Bastion
- Type
- Shieldguard
- Mode
- Standard run; Covenant 10 Chosen variant
- Appears In
- Ring 6; Ring 8
- Attack
- Covenant 10 Chosen: 9
- Health
- Covenant 10 Chosen: 50
- Armor
- Covenant 10 Chosen: 120
- Abilities
- Titanskin 15. Enchant: Grant enemy units Titanskin 5
Chosen Sniper
- Type
- Attacker
- Mode
- Standard run; Covenant 10 Chosen variant
- Appears In
- Ring 6; Ring 9
- Attack
- Covenant 10 Chosen: 10
- Health
- Covenant 10 Chosen: 75
- Armor
- -
- Abilities
- Rage 2. Slay: Gain Rage 4
Chosen Supplicant
- Type
- Mage
- Mode
- Standard run; Covenant 10 Chosen variant
- Appears In
- Ring 6; Ring 8; Ring 9
- Attack
- Covenant 10 Chosen: 5
- Health
- Covenant 10 Chosen: 35
- Abilities
- Resolve: Add a Discordant Toll card to the top of your draw pile and to a random location in your draw pile
Chosen Zealot
- Type
- Heavy
- Mode
- Standard run; Covenant 10 Chosen variant
- Appears In
- Ring 6; Ring 8; Ring 9
- Attack
- Covenant 10 Chosen: 4
- Health
- Covenant 10 Chosen: 310
- Abilities
- Multistrike 2. Harvest: +2 Attack
Ring / Mode
Ring 7
Avowed Gladiator
- Type
- Heavy
- Mode
- Standard run
- Appears In
- Ring 7; Ring 8; Ring 9
- Attack
- Base: 8; Covenant 1: 8; Covenant 8: 9
- Health
- Base: 325; Covenant 1: 375; Covenant 8: 500
- Abilities
- None.
Deafening Herald
- Type
- Enchanter
- Mode
- Standard run
- Appears In
- Ring 7; Ring 8; Ring 9
- Attack
- Base: 0; Covenant 8: 1
- Health
- Base: 8; Covenant 8: 8
- Abilities
- Enchant: Grant your units Silence
Deformed Duo
- Type
- Attacker
- Mode
- Standard run
- Appears In
- Ring 7; Ring 8; Ring 9
- Attack
- Base: 7; Covenant 1: 8; Covenant 8: 9
- Health
- Base: 10; Covenant 1: 10; Covenant 8: 10
- Abilities
- Reanimate 2.; Strike: Apply Corruption 6
Discordant Heretic
- Type
- Mage
- Mode
- Standard run
- Appears In
- Ring 7; Ring 8
- Attack
- Base: 4; Covenant 1: 5; Covenant 8: 6
- Health
- Base: 20; Covenant 1: 20; Covenant 8: 20
- Abilities
- Resolve: Add a Resonant Ruin card to the top of your draw pile
Enthralled Ardent
- Type
- Cleric
- Mode
- Standard run
- Appears In
- Ring 7; Ring 8; Ring 9
- Attack
- 0
- Health
- 15
- Abilities
- Recover: Restore 40 Health to enemy units after combat.; Incant: Grant non-boss enemy units 5 Attack
Purified Soul
- Type
- Horde
- Mode
- Standard run; trial spawn
- Appears In
- Ring 7; Ring 8; Ring 9
- Attack
- 12
- Health
- 1
- Abilities
- Spell Shield 2
Ragewing Assassin
- Type
- Attacker
- Mode
- Standard run
- Appears In
- Ring 7; Ring 8; Ring 9
- Attack
- Base: 5; Covenant 1: 6; Covenant 8: 7
- Health
- Base: 5; Covenant 1: 5; Covenant 8: 5
- Abilities
- Sweep
Terrifying Amalgam
- Type
- Heavy
- Mode
- Standard run
- Appears In
- Ring 7; Ring 8
- Attack
- Base: 5; Covenant 1: 5; Covenant 8: 6
- Health
- Base: 250; Covenant 1: 300; Covenant 8: 425
- Abilities
- Resolve: If you have no units on the floor, deals 5 damage to the Pyre
Ring / Mode
Ring 8
Chosen Ardent
- Type
- Cleric
- Mode
- Standard run; Covenant 10 Chosen variant
- Appears In
- Ring 8; Ring 9
- Attack
- Covenant 10 Chosen: 0
- Health
- Covenant 10 Chosen: 120
- Abilities
- Recover: Restore 50 Health to enemy units after combat.; Incant: Grant non-boss enemy units on all floors 5 Attack
Chosen Assassin
- Type
- Attacker
- Mode
- Standard run; Covenant 10 Chosen variant
- Appears In
- Ring 8; Ring 9
- Attack
- Covenant 10 Chosen: 7
- Health
- Covenant 10 Chosen: 50
- Abilities
- Sweep. Multistrike 1. Strike: Gain Rage 1
Ring / Mode
Ring 9
Chosen Herald
- Type
- Enchanter
- Mode
- Standard run; Covenant 10 Chosen variant
- Appears In
- Ring 9
- Attack
- Covenant 10 Chosen: 1
- Health
- Covenant 10 Chosen: 60
- Abilities
- Stealth 2. Enchant: Grant your units Silence
Ring / Mode
Soul Savior
Fleshfruit
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Thaddeus's Region
- Attack
- -
- Health
- -
- Abilities
- -
Glutmass
- Type
- Heavy
- Mode
- Soul Savior
- Appears In
- Soul Savior: All combats in Thaddeus's Region if Regions 1-3
- Attack
- Bloom: 8
- Health
- Bloom: 60
- Abilities
- Bloom: Trample. Gorge: Gain Titanskin 3 and restore 20 health
Jeermask
- Type
- Special enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Rabble-Rousers if Regions 1-2; All combats against Tivi the Unruly if Regions 1-3
- Attack
- Bloom: 0
- Health
- Bloom: 1
- Abilities
- Bloom: Revenge: Apply Dazed 2 to the attacker
Longlash
- Type
- Attacker
- Mode
- Soul Savior
- Appears In
- Soul Savior: Mother's Flagellant; Harrassing Snipers if Regions 1-2; All combats against Tivi the Unruly if Regions 1-2
- Attack
- Bloom: 7
- Health
- Bloom: 4
- Abilities
- Bloom: Sniper. Stealth 1
Mother's Amalgam
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Multiple regions
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Assassin
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Lylith’s Region
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Blade
- Type
- Attacker
- Mode
- Soul Savior
- Appears In
- Soul Savior: Harassing Snipers if Regions 1-2; All combats against Tivi the Unruly if Regions 1-2
- Attack
- Bloom: 5; Tangle: 8; Overgrowth: 8
- Health
- Bloom: 80; Tangle: 100; Overgrowth: 108
- Abilities
- Bloom: Infested 3
Mother's Cherub
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Thaddeus's Region
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Fiend
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: First Battle
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Flagellant
- Type
- Heavy
- Mode
- Soul Savior; Mother's variant
- Appears In
- Soul Savior: Mother's Flagellant
- Attack
- Bloom: 3
- Health
- Bloom: 80
- Abilities
- Bloom: Resolve: Take 20 damage.; Revenge: Gain Burst 1
Mother's Flautist
- Type
- Enchanter
- Mode
- Soul Savior
- Appears In
- Soul Savior: Maera's Region
- Attack
- Bloom: 2; Tangle: 2; Overgrowth: 2
- Health
- Bloom: 5
- Abilities
- Bloom: Haste. Enchant: Grant enemy units Haste
Mother's Fleshfruit
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Thaddeus's Region
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Glutmass
- Type
- Heavy
- Mode
- Soul Savior; Mother's variant
- Appears In
- Soul Savior: All combats in Thaddeus's Region if Regions 3-4; The Swarmhost
- Attack
- Bloom: 15
- Health
- Bloom: 250
- Abilities
- Bloom: Trample. Infested 1. Gorge: Gain Rage 5, Titanskin 5, and restore 50 health
Mother's Hunter
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Thaddeus's Region
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Jeermask
- Type
- Special
- Mode
- Soul Savior; Mother's variant
- Appears In
- Soul Savior: Rabble-Rousers if Regions 3-4; All combats against Tivi the Unruly if Region 4; The Corpseflower
- Attack
- Bloom: 0
- Health
- Bloom: 1
- Abilities
- Bloom: Spell Shield 1.; Revenge: Apply Dazed 2 and Melee Weakness 1 to the attacker
Mother's Knight
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Multiple regions
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Longlash
- Type
- Attacker
- Mode
- Soul Savior; Mother's variant
- Appears In
- Soul Savior: Harassing Snipers if Regions 3-4; All combats against Tivi the Unruly if Regions 3-4; The Corpseflower
- Attack
- Bloom: 18
- Health
- Bloom: 12
- Abilities
- Bloom: Sniper. Stealth 2.; Strike: Apply Emberdrain 1
Mother's Ossivane Sentinel
- Type
- Heavy
- Mode
- Soul Savior; Mother's variant
- Appears In
- Soul Savior: Maera's Region
- Attack
- Bloom: 8; Tangle: 12; Overgrowth: 16
- Health
- Bloom: 60; Tangle: 75; Overgrowth: 90
- Abilities
- None.
Mother's Plaguehost
- Type
- Heavy
- Mode
- Soul Savior; Mother's variant
- Appears In
- Soul Savior: Plague Legion if Region 3; All combats in Lylith's Region if Region 4; The Undying Bloom
- Attack
- Bloom: 10
- Health
- Bloom: 160
- Abilities
- Bloom: Extinguish: Apply Malaise 6 and Witherbloom 6 to your front unit; Tangle: Extinguish: Apply Malaise ? and Witherbloom ? to your front unit; Overgrowth: Extinguish: Apply Malaise 12 and Witherbloom 12 to your front unit
Mother's Sharp-Eye Sniper
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Tivi's Region
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Supplicant
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Tivi's Region
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Witchwarden
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Lylith's Region
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Zealot
- Type
- Soul Savior enemy
- Mode
- Soul Savior
- Appears In
- Soul Savior: Thaddeus's Region
- Attack
- -
- Health
- -
- Abilities
- -
Mother's Zephyrite
- Type
- Attacker
- Mode
- Soul Savior; Mother's variant
- Appears In
- Soul Savior: Dutiful Sentinels if Region 3; All combats in Maera's Region if Region 4; The Corpseflower; The Swarmhost
- Attack
- Bloom: 24
- Health
- Bloom: 20
- Abilities
- Bloom: Armor 20.; Shift: Gain Burst 1.; Slay: Descend and gain Armor 10; Tangle: Armor 29.; Shift: Gain Burst 1.; Slay: Descend and gain Armor 15; Overgrowth: Armor 34.; Shift: Gain Burst 1.; Slay: Descend and gain Armor 18
Ossivane Sentinel
- Type
- Heavy
- Mode
- Soul Savior
- Appears In
- Soul Savior: All combats in Maera's Region
- Attack
- Bloom: 8; Tangle: 12; Overgrowth: 16
- Health
- Bloom: 60; Tangle: 75; Overgrowth: 90
- Abilities
- Bloom: Shift: Gain Armor 15; Tangle: Shift: Gain Armor 19; Overgrowth: Shift: Gain Armor 23
Plaguehost
- Type
- Heavy
- Mode
- Soul Savior
- Appears In
- Soul Savior: All combats in Lylith's Region if Regions 1-3
- Attack
- Bloom: 5
- Health
- Bloom: 70
- Abilities
- Bloom: Extinguish: Apply Witherbloom 3 to your front unit; Tangle: Extinguish: Apply Witherbloom 4 to your front unit; Overgrowth: Extinguish: Apply Witherbloom 5 to your front unit
Witchwarden
- Type
- Enchanter
- Mode
- Soul Savior
- Appears In
- Soul Savior: All combats in Lylith's Region
- Attack
- Bloom: 10; Tangle: 10; Overgrowth: 10
- Health
- Bloom: 12; Tangle: 15; Overgrowth: 18
- Abilities
- Bloom: Witherbloom 1. Revenge: Enemy units gain Regen 3; Tangle: Witherbloom 1. Revenge: Enemy units gain Regen 3; Overgrowth: Witherbloom 1. Revenge: Enemy units gain Regen 3
Zephyrite
- Type
- Attacker
- Mode
- Soul Savior
- Appears In
- Soul Savior: All combats in Maera's Region if Regions 1-3
- Attack
- Bloom: 8
- Health
- Bloom: 6
- Abilities
- Bloom: Armor 6.; Shift: Gain Burst 1; Tangle: Armor 8.; Shift: Gain Burst 1; Overgrowth: Armor 9.; Shift: Gain Burst 1
How Enemy Waves Work in Monster Train 2
In standard runs, each Ring is a stage, and enemies arrive in waves as you move through Rings 1 through 9. A wave is a formation, a group that mixes tough front-line enemies with weaker ones behind them. Formations change from one run to the next, so an enemy that can show up in a Ring won't necessarily appear in every run.
Ring 1 gives a clear picture of this. One formation is built around Fallen Champion and Ominous Acolyte, while another floods your floors with Forsaken. The first gives you a sturdy front line with healing behind it, and the second throws a crowd of fragile enemies at you, so each calls for a different plan.
Optional trials add another layer. A trial can bring in extra enemies or change how the ones already there behave. Penitent Prayerstone and Purified Soul are trial spawns, and Misshapen Fiend can join a Ring 5 wave only when a trial adds it.
Monster Train 2 Enemy Types and Their Roles
Every enemy has a type that hints at its job in a wave. Heavy enemies carry a lot of health and hold the front, while Shieldguards lean on thick armor to soak up hits. Attackers hit hard, though many are fragile, and Hordes are weak on their own but come in numbers.
Support types work differently. Clerics heal enemy units after a fight, and Enchanters boost their side with effects like Haste or Titanskin. A few Enchanters do the opposite and give your units Silence, while Mages slip cards into the top of your draw pile so you draw them sooner.
Special enemies don't fit one mold, and Collector is a good example. The type tells you the job, but the abilities tell you what the enemy will actually do in your fight, so it's worth reading both.
How Enemy Abilities Trigger in Monster Train 2
Enemy abilities go off at set moments, so timing matters as much as stats. Recover effects heal enemy units after a fight, and Incant effects fire when you cast a spell on the enemy's floor. Others react to what happens around them: Revenge responds when the enemy is attacked, Strike goes off when it strikes, Shift triggers when it changes floors, and Vanguard boosts it once it reaches the front.
Some abilities depend on kills and deaths, and those are easy to overlook. Slay gives an enemy a boost after it kills one of your units, Harvest adds power whenever something dies on its floor, and Extinguish fires when the enemy itself dies. Misshapen Fiend shows how that works: it applies Corruption to your front unit when it dies, so finishing it off still has a cost.
How Covenant Changes Enemy Strength
Covenant levels raise the difficulty of standard runs, and enemies get tougher as those levels climb. Many standard enemies have stats that rise at higher levels, so the same enemy can have far more health at a higher one. Fallen Champion is a clear case, with its health climbing as covenant goes up. Some enemies don't change at all, so the increase isn't universal.
At Covenant 10, Chosen versions of familiar enemies start showing up, beginning in Ring 3 and continuing through Ring 9. They're generally tougher than the standard enemies they're based on, with more health, more armor, or stronger abilities. If you're playing at that level, it's worth reading what a Chosen form can do before you reach its Ring.
The Monster Train 2 Enemies That Matter Most
A few enemies shape a run more than the rest. Fallen Champion is an early Heavy with plenty of health, and it can hold the front while the enemies behind it press on. Avowed Gladiator takes on that role in the late Rings, with very high health that keeps your units busy at the front.
Sharp-Eye Sniper is worth watching because it gains Rage after each kill, so one good trade can snowball into a streak. Celestial Bastion is a Shieldguard with huge armor and Titanskin 10, which makes it slow to get through in the later Rings.
How to Handle Enemy Waves
One of the easiest ways to lose ground is leaving enemies in the back untouched, because damage slips through to your Pyre. Steel Pulley Claw, a Railforged room card, can grab any unit or enemy and move it to its floor. That lets you pull backline enemies forward and finish them off.
Think about your draw pile too. Lurking Miscreant's interference cards hit harder when you have fewer draws, so be careful with trials that cut your draw count. Early swarms like the Forsaken are especially hard for clans without damage spells, so plan how you'll clear the weak enemies before the wave reaches your floors. Enemies that can't move, like Penitent Prayerstone, stay where they are, which makes them easier to plan around.
Collector Gold in Monster Train 2
Collector is the enemy to know if you want gold. It carries gold, and you collect it when the Collector dies, with the payout growing in later Rings. Its health is tiny in the early Rings, so the real challenge is its habit of running off.
That habit is the catch. On Resolve, a Collector flees from battle unless it has been Rooted or Dazed, so you need to finish it off quickly or set up one of those effects before it escapes. Skull Collector replaces the regular Collector when the Skull Collectors Mutator is on. It stays in the fight rather than running, its health is much higher, and it still pays out gold when it dies.
Soul Savior Enemies in Monster Train 2
Soul Savior is a separate mode from the Destiny of the Railforged DLC, and its enemies are enhanced and use new effects. They have their own stats, so the numbers from standard runs don't carry over. Many carry a Mother's name, and their stats come in three tiers called Bloom, Tangle, and Overgrowth, with Bloom as the base.
Their tricks are built to shake up old habits. Zephyrite gains Burst when it shifts floors, and after it kills one of your units it descends and gains more Armor, so a kill makes it harder to deal with. Longlash uses Sniper, which targets only your rearmost unit, so a fragile unit parked in the back can get singled out. Jeermask applies Dazed to whatever attacks it, so going after it has a cost.
Each region brings its own mix. Maera's Region features Ossivane Sentinel and Zephyrite, Thaddeus's Region has Glutmass and Mother's Zealot, Tivi's Region brings Mother's Blade and Longlash, and Lylith's Region features Plaguehost and Witchwarden. Collector also turns up in the mode, so the gold enemy is still in play here.
FAQ
Which Monster Train 2 enemies heal other enemies?
Clerics do the healing. Ominous Acolyte restores 15 health to enemy units after combat, Disciple of Ruin restores 25, and Chosen Acolyte restores 20. Enthralled Ardent restores 40 and grants Attack when you cast a spell on its floor, while Chosen Ardent restores 50 and grants Attack on every floor.
Do any Monster Train 2 enemies come back after dying?
Yes. Undying Wretch has Reanimate 1, so it can return after it's killed. Deformed Duo has Reanimate 2 and also applies Corruption 6 when it strikes, so it's a double threat.
Which Monster Train 2 enemies put cards in your draw pile?
Mages do this. Lurking Miscreant adds Chime of Despair to the top of your draw pile, Profane Supplicant adds Discordant Toll, and Discordant Heretic adds Resonant Ruin. Chosen Supplicant goes further, placing Discordant Toll on top and also in a random spot in your draw pile.
Which enemy can hit the Pyre straight from its floor?
Terrifying Amalgam, a Heavy found in Rings 7 and 8, deals 5 damage to the Pyre on Resolve if its own floor has no units. Keeping at least one unit on that floor stops the damage.



