Antewise

Status Effects in Monster Train: Spike, Daze, and the Rest

Updated 2026-10-15T00:00:00.000Z Source Community mechanics documentation; exact figures to be verified against the game's own data By
Data status: This page explains mechanics and decision rules. Where a precise number matters we say so and mark it, rather than guessing.

Effects are the hidden math

Status effects do most of the work in a Monster Train fight. A card that looks small often wins because of the effect it applies. Learning the effects lets you read any card at a glance.

This page covers the ones you meet most. Exact numbers vary by card, so we describe the behavior and mark figures rather than state them as fact.

Spike

Spike damages a target at the start of its turn, then drops by one. It is a slowing clock. Applied to a back-row enemy, it chips away while your front holds.

Because it decreases, Spike is best against things you want to wear down, not burst. Stack it and the early turns hurt a lot, then taper.

Daze

Daze stops a unit from attacking for a turn. You use it when killing is too slow but the attack would hurt. It buys a turn for your plan to catch up.

Daze is control, not damage. Pair it with something that uses the free turn well, such as a scaler that needs one more round.

Other common effects

Some effects add damage to attacks. Some reduce an enemy’s strength. Some shield your units. The pattern is the same: each effect changes one number or one permission for a few turns.

When you meet an unfamiliar effect, ask what number it moves and for how long. That question answers most of the card.

Stacking and timing

Many effects stack when reapplied, which rewards focusing one target. Others refresh, which rewards reapplying on schedule. The card text tells you which, so read it before you commit energy.

Timing matters as much as the effect. A Daze one turn late is wasted. A Spike one turn early wins the race.

Read before you draft

A card’s value lives in its effect, not its art. Learn these basics and every draft gets faster. The spell vs. unit page explains which cards carry these effects.

Next: Gold and shops.

Frequently asked questions

What does Spike do?

Spike deals damage to a unit or enemy at the start of its turn, then decreases by one. It is a clock that pressures anything it touches, especially back-row enemies.

What does Daze do?

Daze stops a unit from attacking for a turn. It is a way to neutralize a threat without killing it, which matters when the threat is too big to kill yet.

Are status effects permanent?

Most are not. They last a set number of turns or ticks down each turn. Read the card to see whether the effect stacks, refreshes, or fades.

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