Antewise

Monster Train Guides — Clans, Floors and Boss Fights

Monster Train guides built around mechanics instead of lists: how a run works, where units belong, how to pick clans, and how to beat each boss.

Where the numbers come from. Everything here is either a rule the game states, or a conclusion you can draw from it. Where a page needs an exact figure, we mark it and check it against the game's own data before we publish it as fact. We do not pass guesses off as testing.

Start here

If you have read a few Monster Train tips and still lose runs you should win, the cause is rarely bad luck. The problem is usually one of three habits, not a weak deck.

Those habits are misreading how a run flows, wrong floor placement, and a clan that fights your plan. Fix all three and the same deck starts winning runs it used to lose.

All Monster Train guides

Tier list Best Clans in Monster Train — tier list

Every clan ranked by floor control, scaling, and how forgiving it is to pilot.

Tier list Best Cards in Monster Train — tier list

Every card ranked by floor control, scaling, and setup cost.

Tier list Best Artifacts in Monster Train — tier list

Relics ranked by how much they change a run, and which to skip.

Tier list Best Champions in Monster Train — tier list

Champions and upgrade paths ranked by power and ease of use.

Tier list Best Clan Combinations in Monster Train — tier list

Primary and secondary pairings ranked by synergy and consistency.

Core mechanics How a run works

The train, the floors, the boss, and the one win condition that never changes.

Getting started Which clan to start with

A first pick that teaches the game instead of fighting it.

Core mechanics Floor positioning

Where your units stand, and why front row and back row are not equal.

Strategy Clan combinations

Pair a primary and a secondary clan that share one plan.

Economy Card removal and the Steward

Why cutting cards beats adding them, and the right moment to do it.

Strategy Artifact priorities

Which relics to take first and which to skip without regret.

Difficulty Covenant levels

What each covenant adds to the run and how to prepare for it.

Core mechanics Spells vs. units

The two card types and the different jobs they fill.

Reference Status effects

Spike, daze, and the rest, explained in plain language.

Economy Gold and shops

Where money comes from and the spend that matters most.

Strategy Upgrade strategy

What to upgrade, what to leave alone, and why.

Strategy Boss strategy

Read the boss, then build a deck that answers it.

Advanced Endless mode

What changes after the final boss, and how to survive it.

Mistakes Common mistakes

The errors that sink runs without ever feeling wrong.

Getting started Starter clan guide

A closer look at the two clans you meet first.

Tools

What this hub does not cover yet

Two things are missing on purpose: a full card database and per-boss stat pages. Both need exact figures — card values, relic numbers, boss requirements — and we will not publish a table of numbers we cannot stand behind. They arrive once the data pass is done.

Until then, the pages above cover the parts of the game that are rules rather than figures, and those are the parts that decide runs. Found something wrong? Tell us — corrections are the fastest way this hub improves.