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Monster Train 2 not only retains but also enhances the experience from the previous installment with numerous changes and new mechanics — including new clans that allow players to experiment with decks and builds.
Despite the introduction of new clans, almost all factions from the previous game are present, except for one. This variety raises the question among players: which clan is the best for the game or a specific situation? That's why we've analyzed and ranked all available clans.
Monster Train 2 features 10 clans, some of which are "old" clans from the original game. However, to unlock them, certain conditions must be met. It's worth noting that the Wurmkin clan is currently not in the game.
Depending on their strength, abilities, and the capacity of units and various cards to realize the potential of a faction, all clans can be ranked — from the best (tier S) to the worst (tier D).
Lazarus League
The best clan in Monster Train 2 can be considered Lazarus League. This clan can manage chaos with mathematical precision. The main mechanics of the faction are potions and Reanimate, allowing you to bring fallen units back into play, complete with all bonuses.
Playing around Plague Doctor or Test Subject Alpha exponentially increases the clan's power. You not only withstand enemy waves but surpass them by reusing enhanced units. The Unstable mechanic allows you to effectively destroy enemies, triggering deadly chain reactions each turn when properly set up.
Lazarus League is suitable for players who love planning combinations in advance and aren't afraid to experiment in Monster Train 2. Once you master this faction, you can win even the toughest matches. Additionally, this clan pairs well with most others.
Melting Remnant
The Melting Remnant clan remains a strong choice since the first installment of Monster Train. The Burnout and Reform mechanics create a powerful cycle where units die only to return stronger.
This dynamic allows you to fill all train floors with enhanced units much faster than other clans can react. Cards like Paraffin Thug and Waxen Spike scale perfectly in the late game, while Rector Flicker ties all combo parts together.
They encourage an aggressive tempo and become even stronger when paired with clans that generate gold or provide buffs. For newcomers, the gameplay of this clan may seem complex, but once you get used to it, you'll love it.
Underlegion
A favorite clan among many in Monster Train 2, especially those who enjoy numerical superiority. The Propagate mechanic allows you to fill train cars with Funguy units. Individually they are weak, but with the right boosts and placement, their strength increases sharply. Some cards, like Cluster Colonel and Grow Room, appear extremely strong when used correctly.
Underlegion thrives in built combinations. Place units on a floor where they won't be disturbed, and by the time the bosses arrive, you'll have a true fungal apocalypse. In the early game, Underlegion may seem challenging, but in the right setup, they win without a doubt.
Luna Coven
Members of the Luna Coven clan operate on two key mechanics: Moon Phase and Conduit. Synchronizing cards with moon phases and accumulating Conduit allows you to turn player spells into magical missiles. Ekka — their champion — either floods the field with magical power or ensures a quick card cycle.
The main weakness of the Luna Coven clan is fragility. Without proper protection, their units won't last long. Therefore, for better survivability, they should be combined with another clan — one with a reliable front or health recovery capabilities.
Banished
The entire gameplay system for the Banished clan revolves around the Valor stat, which increases attack and armor. Many units are strengthened during movement, and cards like Firebrand and Death’s Dancer become very effective when positioned correctly. Champion Fel scales quickly after hits or movements.
This is a pretty good clan for beginners: understandable connections and simple gameplay. However, the upper power limit is lower than the leaders of this list, which we've already mentioned.
Pyreborne
The hybrid faction Pyreborne offers a balance between attack and defense. Their main mechanic is Pyregel, which causes enemies to take more damage in close combat. It works best when the front row tanks while high-damage units are behind. Greed Dragon and Firestarter are prime examples of constant pressure.
Pyreborne rarely "break" the game (meaning they don't often become too powerful), but they are reliable. An ideal choice as an allied clan if you lack endurance or Ember.
Hellhorned
They remain the Monster Train clan with a "hit first, think later" style. The Rage accumulation mechanics and Multistrike buffs allow for a great start. But as the game progresses into more complex phases, they begin to lag — opponents scale faster than the Hellhorned clan's units can endure.
Their Imps and Ascend tricks are interesting but feel outdated compared to new mechanics. Therefore, the main goal when playing this clan is to win quickly and not drag things out.
Stygian Guard
In the original Monster Train game, the Stygian Guard clan was one of the leaders, but now they are a shadow of their former selves. The Frostbite mechanic no longer withstands competition from new effects like Decay or Unstable. Their spells are still useful, but Luna Coven and Lazarus simply don't give them a chance.
As a primary faction, they are weak, but as a support, they still have some merit. Some cards with "silence" can save you from critical moments, but it's no longer enough to win on their own.
Awoken
Awoken is a clan focused on healing and offers large defensive units. The problem is that they are too slow. Their mechanics are good in theory, but in practice, they are simply outpaced by faster and more aggressive clans.
Builds around Rejuvenate can work, especially with support from Luna Coven, but they often lack the striking power to finish the game. In slow modes, they might still show something, but in a fast and harsh meta, they lag significantly.
Umbra
At release, Umbra looked interesting, but the Morsel mechanic has become cumbersome and rarely works properly. The concept of "feeding and strengthening" used to be intriguing, but now it feels too slow and complicated.
You can still try playing with Ember Drain for strong combos, but the costs often outweigh the benefits. It's not a completely useless clan — but if you're not a fan or aren't seeking challenging trials, it's better to choose someone else.
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