Table of Contents
Introduction
Monster Train is a brilliant fusion of roguelike deckbuilding and tower defense, developed by Shiny Shoe. You command the last bastion of Hell as it hurtles through a frozen wasteland, carrying the final Pyre Heart. Waves of Heaven's armies assault your train at every stop, and it's your job to ensure the Pyre's flame never goes out. What sets Monster Train apart from other deckbuilders like Slay the Spire is its multi-layered battlefield. You manage three floors of your train simultaneously, placing units and spells to create devastating synergies while enemy forces climb from the bottom up. It's fast, it's deep, and it offers an incredible sense of power when your combos click. With five distinct clans to mix and match, each run feels radically different. Whether you're a veteran of the genre or a curious newcomer, this guide will give you the foundation you need to keep that Pyre burning bright.
Getting Started / First Steps
When you first fire up Monster Train, the sheer variety of choices can be overwhelming. Here's how to break down your first few runs without getting crushed.
Choose Your Clan Pairing Wisely
Your first run forces you into Hellhorned (aggressive, damage-focused) and Awoken (healing, regeneration, and scaling). This pairing is actually excellent for learning. Hellhorned gives you strong frontliners and direct damage spells, while Awoken provides sustain and buffs. After you unlock more clans, stick to Hellhorned/Awoken or Umbra/Stygian for your first few victories. Avoid Melting Remnant and Wurmkin until you understand core mechanics—they rely on more complex resource management like Reform and Echo.
Start on Covenant 0
Don't rush to increase your Covenant rank (difficulty level). Each rank adds modifiers like "enemies have +5 health" or "start with less gold." Master the base game at Covenant 0 first. You want to see the final boss, Seraph, consistently before adding extra pressure. The game is generous with unlocks—you'll get new cards, artifacts, and champions just by playing, even if you lose.
The First Two Rings (Battles)
Your goal in the first two stops (called "rings") is simple: survive. Don't try to build a perfect engine yet. Focus on picking up one strong front-line unit and some damage spells. The Train Steward (the 10/10 unit you start with) is serviceable but should be replaced by mid-game. Upgrade your Pyre health early if you're struggling—those extra 10 HP can mean the difference between a win and a reset.
Core Mechanics & Progression
To progress effectively, you need to understand the three core systems driving every decision in Monster Train.
The Floor System
Your train has three floors. Enemies spawn on the bottom floor and move upward each turn (unless killed). You can place units on any floor, but once placed, they cannot move during the battle. This creates critical decisions: on which floor do you concentrate your defenses? The golden rule: try to kill most enemies before they reach the top floor (the Pyre floor). Letting enemies hit the Pyre directly is a fast way to lose. A common beginner strategy is to stack your best units on the second floor. This gives you one floor above to clean up survivors, and one floor below to soften enemies up with spells or a sacrificial unit.
Ember, Gold, and Card Draw
You start each turn with 3 Ember (energy) and draw 5 cards. Gold is earned after battles and used at shops. Managing Ember is your primary constraint. Don't overload your deck with high-cost cards you can't play. A well-functioning deck typically has an average cost of 1.5 Ember or lower, unless you've found Ember-generating artifacts (like Excess Ember which gives +1 per turn). Always prioritize removing bad cards at the Healer shop over adding mediocre ones. The Train Steward and starting Shattered Shell (a 1-cost, 10-damage spell) are prime candidates for removal once you have better options.
Upgrade Shops & Artifacts
Between battles, you'll encounter shops with three services: Merchant of Steel (unit upgrades), Merchant of Magic (spell upgrades), and Healer (Pyre heal, card removal, or stat boosts). Always visit the Merchant of Steel if you have a key unit. Upgrades like Multistrike (+1 attack per turn, stacks amazingly) and Quick (attack before enemies) can turn a mediocre unit into a run-winning carry. Artifact synergy defines late-game scaling. For example, getting Truffle Butter (+1 Ember per turn) lets you play more expensive spells, while Gilded Wings (extra gold per kill) snowballs your economy. Donate gold to the Cavern of the Unknown events—they often yield powerful artifacts or rare cards.
Expert Tips & Tricks
After dozens of hours, these are the insights that separate consistent winners from players who struggle on Covenant 5.
🔑 Pro Tip: The "One Floor Rule"
Try to concentrate your primary defense on a single floor, usually the second. Place your tankiest, highest-damage units there with good upgrades. Use the bottom floor only for a cheap "chump blocker" (a unit that will die but wastes enemies' time) or to set up status effects like Frostbite or Spikes. The top floor should be a cleanup crew for anything that slips through. This focus lets you invest all your upgrades into fewer, stronger units instead of spreading resources thin across all three floors.
Mastering the "Backline" Threat
Many enemies have low health but high damage, called backline units (positioned behind tanks). If you don't kill them quickly, they'll melt your frontliners. Always carry at least one spell that deals 10-20 damage to any unit, like Crushing Demise or Torch. Against early backlines, a well-timed spell can save your entire floor. Later, consider units with Sweep (attacks all units on a floor) or Spikes (deals damage when hit) to counter backline swarms.
Scaling vs. Tempo
You need a balance between scaling (power that grows over the fight) and tempo (immediate power). A card like Bone Dog's Favor that gives +1 Attack to all units every turn is amazing long-term but does nothing right now. Don't pick too many scaling cards early—you'll die to the first boss. Conversely, don't fill your deck with only damage spells; you'll run out of steam against late-game bosses like Seraph who has 1,000+ health. A good rule: take at least one "win condition" card by the end of Ring 4 (like a powerful champion or artifact synergy).
Champion Leveling
Your champion (the starting unit) is the strongest card in your deck. Each time you beat a boss, you choose an upgrade path. Never skip champion upgrades. Always choose a path that complements your deck's direction. For example, Hellhorned's Shardtail Queen can become an Imp-centered powerhouse (summoning imps that explode) or a tanky direct-damage machine. Pick one lane and commit—splitting upgrades leaves your champion mediocre in both roles.
Common Mistakes to Avoid
Even experienced players fall into these traps. Avoid them to instantly improve your win rate.
Mistake 1: Over-Drafting Cards
"More cards = more options" is a lie in Monster Train. With only 5 cards drawn per turn, having a bloated deck means you'll never find your key combos. You should aim for a deck of 20-25 cards by the final boss. Always skip adding a card if it doesn't directly support your strategy. Cards like Consumer of Souls (expensive, requires specific setup) often sit dead in your hand. Be ruthless at the Healer shop—remove at least 2-3 starter cards over a run.
Mistake 2: Neglecting Ember and Draw
If you have a powerful 3-Ember card but only generate 3 Ember per turn, you'll never cast it alongside anything else. Look for Ember-generating artifacts (like Excess Ember or Charon's Gold) and cards that give +1 Draw per turn (like Onehorn's Tome). If you can't play your hand, your deck is not efficient. The same goes for draw: drawing 5 cards is not always enough. Draw power (cards that let you draw extra) is often undervalued but critical for consistency.
Mistake 3: Ignoring Floor Positioning
Don't just dump all units on the bottom floor. Enemies often attack the first unit they encounter. Place your tankiest unit at the front of each occupied floor. Squishy damage dealers (like Animus of Will or Frost Fiend) should sit safely behind them. Also, beware of Flying enemies that spawn directly on the second or third floor—if your top floor is empty, they'll hit the Pyre immediately. Always leave a small blocker or spell ready for those spawns.
Mistake 4: Hoarding Gold for No Reason
Gold is useless if you die with it. At Ring 7 (the final shop before Seraph), spend every last coin. Prioritize artifact upgrades from the Cavern of the Unknown and unit upgrades from the Merchant of Steel. If you have extra gold, heal the Pyre or remove junk cards. There is no "banking" mechanic—use it or lose it.
Frequently Asked Questions
What is the easiest clan combination for beginners?
Hellhorned / Awoken is the most forgiving. Hellhorned provides immediate damage and strong frontliners; Awoken gives you healing and regeneration. A simple strategy: stack Multistrike on a Deranged Brute (Hellhorned unit) and support it with Regen from Awoken spells. You'll shred through most content on Covenant 0-5.
How do I unlock all the clans and cards?
Unlocks happen naturally through gameplay. Win your first run to unlock Umbra. Winning with Umbra unlocks Stygian, then Melting Remnant, and finally Wurmkin (part of the The Last Divinity DLC). You also unlock cards by leveling each clan's reputation (earned by picking clan-specific cards and winning). Don't grind—just play, and you'll get there.
What does Covenant level actually do?
Covenant is Monster Train's difficulty system. Each rank adds a specific modifier (there are 25 total). Examples include: Covenant 1: enemies start with +5 HP. Covenant 5: you start with less gold. Covenant 10: all enemies gain +1 Attack. Covenant 25: combined effects of all previous ranks. Only increase your Covenant after you've beaten Seraph at least 3 times consistently at your current level.
Should I always take the Cavern of the Unknown events?
Almost always yes. These events offer artifacts, rare cards, or powerful banner units for a cost (often gold or Pyre health). The rewards are typically stronger than what you'd get from a regular shop. The only exception: if the cost would leave you with 0 Pyre health in a dangerous ring, or if the reward directly clashes with your strategy (e.g., taking a Melting Remnant card in a non-Melting run).
How do I beat Seraph (the final boss)?
Seraph has multiple phases and varying forms. The key is consistent damage scaling. By the time you reach Seraph (Ring 8), your main unit should be dealing at least 50+ damage per hit, ideally with Multistrike. Bring spells that remove Daze (which prevents attacks) and watch out for his "Sweep" attacks that hit your entire floor. Split your units across two floors to avoid a total wipe from one Sweep. If you have Spikes or Frostbite scaling, they work wonders against his high health pool.
Is the The Last Divinity DLC worth it?
Absolutely. It adds a fifth clan (Wurmkin), new cards, new bosses, and a whole new game mode where you fight The Last Divinity beyond Seraph. It also introduces the Covenant 25 cap and Divine Artifacts. If you're enjoying the base game, the DLC doubles the content and depth. It's widely considered essential for long-term play.