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  3. Monster Train 2>
  4. Enemies

All 72 Enemies and Their Stats in Monster Train 2

Updated on November 11, 2026 (about 12 hours ago)

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.

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Ring / Mode

Ring 1

7 items

Collector

A gold-bearing enemy that flees on Resolve unless Rooted or Dazed.
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

A Shieldguard with Spikes 2.
Type
Shieldguard
Mode
Standard run
Appears In
Ring 1; Ring 3
Attack
0
Health
5
Armor
25
Abilities
Spikes 2

Fallen Champion

An early Heavy that protects enemies behind its high health.
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

A fragile Horde that can appear in Mark of Invasion trials.
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

A Mage that adds Chime of Despair to the top of your draw pile on Resolve.
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

A Cleric that restores 15 health to enemy units after combat.
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

A Collector variant that stays in combat and grants Gold when it dies.
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

4 items

Energizing Flautist

An Enchanter that grants Haste to enemy units.
Type
Enchanter
Mode
Standard run
Appears In
Ring 2; Ring 6
Attack
0
Health
1
Abilities
Haste. Enchant: Grant enemy units Haste

Flagellant

A Heavy that gains 4 Attack and takes 20 damage on Resolve.
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

A fragile early Attacker that hits hard for its size.
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

A Heavy that gains 8 Attack when it reaches the front.
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

4 items

Chosen Acolyte

A Covenant 10 variant that restores 20 health to enemy units after combat.
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

A Covenant 10 variant with Multistrike that gains Attack and takes damage on Resolve.
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

A Covenant 10 variant that applies Sap to your units when you cast a spell on its floor.
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

A low-health Horde that applies Corruption 3 to your front unit when it dies.
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

10 items

Adamant Shieldbearer

A Shieldguard that applies Sap 2 to your units when you cast a spell on its floor.
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

A Cleric that restores 25 health to enemy units after combat.
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

A high-health Heavy that soaks up damage at the front of its wave.
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

An Attacker with Haste.
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

A Trial spawn that cannot move and has Spikes 4 or 6, depending on the Ring.
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

A Mage that adds Discordant Toll to the top of your draw pile on Resolve.
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

A Heavy with Multistrike that gains Attack whenever an enemy dies on its floor.
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

A Heavy that gains Titanskin 5 on Resolve.
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

An Attacker that gains Rage 3 after it kills an enemy.
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

A hard-hitting Attacker that goes down quickly.
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

3 items

Blightbound Guardian

A Heavy that applies Corruption 3 when it strikes.
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

An Enchanter that grants Titanskin 5 to enemy units.
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

A Horde with Reanimate 1, so it can return after being killed.
Type
Horde
Mode
Standard run
Appears In
Ring 5
Attack
4
Health
4
Abilities
Reanimate 1

Ring / Mode

Ring 6

5 items

Celestial Bastion

A Shieldguard with Titanskin 10.
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

A Covenant 10 variant with Titanskin 15 that grants Titanskin to enemy units.
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

A Covenant 10 variant with Rage 2 and more Rage after it kills an enemy.
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

A Covenant 10 Mage that adds Discordant Toll to your draw pile on Resolve.
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

A Covenant 10 Heavy with Multistrike 2 that gains Attack whenever an enemy dies on its floor.
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

8 items

Avowed Gladiator

A late Heavy with very high health that holds the front of its wave.
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

An Enchanter that gives Silence to your units.
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

An Attacker with Reanimate 2 that applies Corruption 6 when it strikes.
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

A Mage that adds Resonant Ruin to the top of your draw pile on Resolve.
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

A Cleric that restores 40 health and grants Attack to enemy units when you cast a spell on its floor.
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

A Horde with Spell Shield 2.
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

An Attacker with Sweep.
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

A Heavy that deals 5 damage to the Pyre on Resolve if its floor is empty.
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

2 items

Chosen Ardent

A Covenant 10 Cleric that restores 50 health and grants Attack to enemy units on every floor when you cast a spell.
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

A Covenant 10 Attacker with Sweep and Multistrike that gains Rage on Strike.
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

1 items

Chosen Herald

A Covenant 10 Enchanter with Stealth 2 that gives Silence to your units.
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

28 items

Fleshfruit

FFleshfruit
A Soul Savior enemy encountered in Thaddeus’s Region.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Thaddeus's Region
Attack
-
Health
-
Abilities
-

Glutmass

A Soul Savior Heavy with Trample that gains Titanskin and heals on Gorge.
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

A Soul Savior enemy that applies Dazed 2 to the unit that attacks it.
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

A Soul Savior Attacker that targets backline units and has Stealth 1.
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

MAMother's Amalgam
A Soul Savior enemy that can appear in multiple regions.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Multiple regions
Attack
-
Health
-
Abilities
-

Mother's Assassin

MAMother's Assassin
A Soul Savior enemy encountered in Lylith’s Region.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Lylith’s Region
Attack
-
Health
-
Abilities
-

Mother's Blade

MBMother's Blade
A Soul Savior enemy with Infested 3.
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

MCMother's Cherub
A Soul Savior enemy encountered in Thaddeus’s Region.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Thaddeus's Region
Attack
-
Health
-
Abilities
-

Mother's Fiend

MFMother's Fiend
A Soul Savior enemy encountered in the First Battle.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: First Battle
Attack
-
Health
-
Abilities
-

Mother's Flagellant

A Soul Savior Heavy that takes 20 damage on Resolve and gains Burst 1 when attacked.
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

A Soul Savior Enchanter that grants Haste to enemy units.
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

MFMother's Fleshfruit
A Soul Savior enemy encountered in Thaddeus’s Region.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Thaddeus's Region
Attack
-
Health
-
Abilities
-

Mother's Glutmass

MGMother's Glutmass
A Soul Savior Heavy with Trample and Infested that gains Rage and Titanskin and heals on Gorge.
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

MHMother's Hunter
A Soul Savior enemy encountered in Thaddeus’s Region.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Thaddeus's Region
Attack
-
Health
-
Abilities
-

Mother's Jeermask

MJMother's Jeermask
A Soul Savior enemy with Spell Shield that applies Dazed and Melee Weakness to attackers.
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

MKMother's Knight
A Soul Savior enemy that can appear in multiple regions.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Multiple regions
Attack
-
Health
-
Abilities
-

Mother's Longlash

MLMother's Longlash
A Soul Savior Attacker with Sniper and Stealth that applies Emberdrain on Strike.
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

MOMother's Ossivane Sentinel
A Soul Savior variant of Ossivane Sentinel encountered in Maera’s Region.
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

MPMother's Plaguehost
A Soul Savior Heavy that applies Malaise and Witherbloom to your front unit when it dies.
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

MSMother's Sharp-Eye Sniper
A Soul Savior enemy encountered in Tivi’s Region.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Tivi's Region
Attack
-
Health
-
Abilities
-

Mother's Supplicant

MSMother's Supplicant
A Soul Savior enemy encountered in Tivi’s Region.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Tivi's Region
Attack
-
Health
-
Abilities
-

Mother's Witchwarden

MWMother's Witchwarden
A Soul Savior enemy encountered in Lylith’s Region.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Lylith's Region
Attack
-
Health
-
Abilities
-

Mother's Zealot

MZMother's Zealot
A Soul Savior enemy encountered in Thaddeus’s Region.
Type
Soul Savior enemy
Mode
Soul Savior
Appears In
Soul Savior: Thaddeus's Region
Attack
-
Health
-
Abilities
-

Mother's Zephyrite

MZMother's Zephyrite
A Soul Savior Attacker with Armor and Burst that descends and gains more Armor after a kill.
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

A Soul Savior Heavy that gains Armor when it shifts floors.
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

A Soul Savior enemy that applies Witherbloom to your front unit when it dies.
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

A Soul Savior Enchanter that applies Witherbloom and grants Regen to enemy units when attacked.
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

A Soul Savior Attacker with Armor that gains Burst when it shifts floors.
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

Q.

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.

Q.

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.

Q.

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.

Q.

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.

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