Monster Train 2 is a card-building game with a roguelike structure that incorporates an extra level of intricacy by blending in tower defense elements. Instead of just managing the cards you have, you’ll also need to tactically position friendly units within your train to prevent enemies from reaching the upper levels of your moving vehicle.
In the game, there are numerous types of units available for building your army, resulting in an enormous variety of strategies you can employ when fully unlocked, offering a mind-boggling number of possibilities against your opponents.
In the initial stages, before you’ve gotten your hands on the strongest cards, there are fortunately some great choices available from the starting clans, The Banished and the Pyreborne.
If you’re finding it tough to control the game flow and aren’t sure about which cards to include in your deck during a match, then this article is tailored for you. Let’s join forces and explore the top picks for early game units in Monster Train 2.
Here are the units you’ll initially have when starting the game or acquire during your early playthroughs.
10.
Snotty Whelp
My Nickname In High School

Indeed, the Snotty Whelp possesses weak attack and HP figures, but any character carrying a cooldown ability usually offers some beneficial feature for your collection. Ensure to position him at the rear of your formation to avoid an instant knockout.
Gellysneeze is an incredibly beneficial skill that places a stackable, damaging status called Pyregel on the initial enemy unit of a floor. Essentially, this status effect travels with the enemy from one level to another, reducing by one each turn. It functions similarly to Poison or Burn in other games, continuously inflicting damage on enemies alongside your own unit’s attacks every turn.
It’s an added advantage that Gellysneeze has a relatively short recharge time for its ability, which is shorter than most others. Make use of it frequently and you’ll find enemies falling swiftly. I prefer to position the Snotty Whelp at the rear of the lowest train level to maximize the number of Pyregel procs.
9.
Firebrand
Battle Forged

Firebrand boasts impressive statistics for an entry-level unit, offering a unique blend of substantial health and significant offensive power. This makes it a versatile choice that can serve effectively both on the front lines as a defensive tank and in the back rows as a powerful attacker.
It’s probably what you’re aiming for to have Firebrand in the initial position. Whenever Firebrand gets attacked by an adversary, it sets off Revenge, repeatedly increasing Firebrand’s Valor by 2. Valor enhances both a unit’s armor and attack power, making Firebrand’s HP of 30 less indicative of its effectiveness during most early game battles. Instead, Firebrand will gain more armor and deal more damage as the game progresses.
This unit might not stand out with its appearance or extraordinary skills, but it’s a reliable teammate who consistently provides a beneficial impact in every engagement.
8.
Swordmaiden
Always Equipped

If you keep a stockpile of useful tools ready at hand on your deck, then Swordmaiden is an excellent choice for your team. If, however, you don’t have any equipment cards in your deck, it might indicate that there’s a strategy missing from your playstyle.
Equipping cards provide numerous beneficial unit enhancements such as increased Attack/HP, reduced cooldown times, and additional skills. Consequently, deploying Swordmaiden instantly grants an equipping card to your hand, eliminating the need to anxiously anticipate one being randomly pulled from your deck.
Whenever I manage to boost the predictability of card draws within a deck-building game, it significantly advantages me during an encounter as I’m able to strategize more deliberately and effectively plan each move on my turns.
7.
Avenger
Marvel At Him

To access the Avenger, you first need to advance the Banished clan to higher levels, which typically occurs within a couple of play sessions. Consequently, he remains a viable early-game choice, offering significant potential.
20 attack and 40 health are truly advantageous initial figures, making Avenger a versatile unit with various positioning choices. You can place him at the forefront to safeguard your fragile units, or station him behind and allow him to engage from afar.
In practical terms, it would make more sense to activate his revenge mechanism initially, as doing so empowers him to inflict a melee vulnerability on his adversary. Consequently, any subsequent attacks against this enemy will incur additional damage.
6.
Magma Mauler
Stack That Pyregel

With the Magma Maulers in my army, I’ve undoubtedly secured victories thanks to their ability. These units, when added to your force, consistently increase an impressive 8 Pyregel on any foe they attack, making them incredibly beneficial for combat situations.
If possible, enhancing the Quick ability of a Magma Mauler can significantly shift the game dynamics as it grants them the first strike on an opponent each turn. Compared to other units you might consider for your deck, this unit’s initial stats are superior.
Starting a fight with a significant edge for the good team by placing a few stacks of these items on the lower level of the train, allowing them to pile up (Pyregel) repeatedly, is an effective strategy.
5.
Zealot
It’s A Sweep

It seems like you may have missed it, but let me emphasize that cards that cause the enemy to catch fire early in the game are exceptionally beneficial. Among the non-Champion units that possess this ability, Zealot could potentially be the most effective one.
Applying 5 Pyregels isn’t the highest quantity we’ve seen, but what sets Zealot apart is its Sweep modifier. Unlike most units that only target the front enemy on a level, Sweep allows Zealot to attack everyone simultaneously.
Combining Zealot with other cards or units that specialize in Pyregel will significantly boost your chances of victory during the initial stages of the game. Although deploying Zealot requires 3 energy points, it’s a wise investment for its potential benefits.
4.
Lord Fenix
Don’t Let The Battle Drag On

Despite being the Champion of the Pyreborne clan, Lord Fenix isn’t the top-ranked dragon on this list. Nevertheless, he remains a highly valuable asset in gameplay, although he may not be my first choice among early-game Champions overall.
It’s fantastic when champions don’t require any effort to be fielded, but the fact that Fenix consumes three room capacity points compared to Fel’s two is quite disappointing. Fenix’s Fire ability is powerful, but its cooldown period for a move that isn’t exceptionally strong until you enhance Lord Fenix a few times can be quite lengthy.
Even though the Champion enhancements gained following every boss battle don’t immediately make Lord Fenix a formidable opponent for most foes, he eventually becomes a tough adversary. However, in comparison to the three cards mentioned, he may not be the one who single-handedly dominates an early game.
3.
Greed Dragon
Hoard Rewards

The Greed Dragon consumes a significant amount of your train’s storage area, however, the advantages of its fundamental attributes more than compensate for this. It boasts an impressive 35 HP, making it an ideal choice for a front-line tank. Additionally, it’s capable of dishing out substantial damage during each round it engages in combat.
In the heat of its summoning power, Greed Dragon becomes particularly excessive. Should you find yourself amassing Dragon Treasure or drawing cards that conjure Dragon Hoard for you, the stats of the Green Dragon could become remarkably powerful.
Starting off strong in the game can net you 8 Dragon Hoard, and if you choose not to trade these in for rewards but keep them instead, an Early Game Greed Dragon could reach a staggering 100 Attack and 115 HP! This becomes even more impressive when you manage to incorporate a few of these cards into your deck and further upgrade them using a Merchant of Steel.
2.
Steadfast Crusader
Shovel Knight On Steroids

In Monster Train 2, the Steadfast Crusader stands out as an exceptionally powerful non-Champion unit early in the game. I’ve found myself victorious on numerous occasions by investing heavily in upgrading these formidable creatures. Once strengthened, I replicate them numerous times, ensuring that every floor is brimming with them!
Instead of finding the base attack of 5 unimpressive, consider the incredible Slam ability this character possesses. Every other turn, Steadfast Crusader can strike the frontmost enemy unit with a force equivalent to its remaining Health Points and Armor. If you consistently boost this unit’s Health with Valor, enhance its Health at a Merchant of Steel, or equip it with items that increase its Health, the Slam ability can become incredibly overpowered (OP).
Gather plenty of Steadfast Crusaders and use them together with the next card in the sequence for a hassle-free approach during any Covenant Zero campaign.
1.
Fel
RIP To Every Enemy

From the previous Monster Train, it’s completely expected that Fel has transformed into a fantastic combat unit card in your service now, given her decision to join forces with you. Her base stats may not be extraordinarily high, but Fel’s unique ability to deliver two melee strikes per turn (a feature known as multistrike) makes her increasingly powerful over time, reaching an absolute peak.
In addition, it’s essential to choose upgrades for Fel that maintain her Savior skill. This ability triggers every other turn, boosting Fel with 5 Valor and 5 Armor each time. Remember to cast the Savior skill whenever Fel’s cooldown is reset, as the investment in this extra mental effort will be worth it.
If you keep casting various spells to repeatedly boost Fel’s Valor, it becomes quite straightforward to make her inflict over 200 damage in quick succession during each turn due to multistrike. While there is a bit of a learning period to fully utilize Fel, she quickly proves to be the most potent early-game card once you get the hang of things.
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2025-05-21 17:16