This guide shows all of the possible champion stat combinations in Monster Train.
Guide To Champion Stat Progression
Introduction
This guide presents all of the possible combinations of champion stats and abilities. While single-skill champion information is unlocked very early in your progress through Monster Train, the way that multi-skill champions work takes a little adjustment.
The key to understanding multi-skill champions is that each upgrade adds to the current build of the champion, starting with the base stats found on the champion cards in the "Cards" tab of the Logbook and then adding different skills and stats as shown in the "Dark Forge" tab.
I've also presented some of my thoughts on varying combinations, but there are plentiful viable ways to build a Monster Train champion just as there are plentiful viable ways to build a Monster Train deck.
Hellhorned
The Hellhorned champion, the Hornbreaker Prince, is the first champion players are introduced to in Monster Train. His Brawler path focuses on Multistrike, his Reaper path focuses on increased attack stats and the Slay skill (for added attack), and his Wrathful path focuses on balanced stat progression along with the Slay skill (for added armor) and the Revenge skill (for added Rage).
Brawler Upgrades+0/+0, Multistrike-1.+0/+0, Multistrike-1.+0/+0, Multistrike-2.
Reaper Upgrades+12/+0, Slay: +10-attack.+18/+0, Slay: +10-attack.+36/+0, Slay: +20-attack.
Wrathful Upgrades+6/+6, Slay: +5-armor, Revenge: Rage-1.+6/+6, Slay: +5-armor, Revenge: Rage-1.+9/+9, Slay: +10-armor, Revenge: Rage-2.
Which gives us the following Hellhorned champions at each level.
Hornbreaker Prince Card6/6 (Size 2)
Level 1 Hornbreaker Prince
- Brawler-I: 6/6, Multistrike.
- Reaper-I: 18/6, Slay: +10-attack.
- Wrathful-I: 12/12, Slay: +5-armor, Revenge: Rage-1.
Level 2 Hornbreaker Prince
- Brawler-II: 6/6, Multistrike-2.
- Reaper-II: 36/6, Slay: +20-attack.
- Wrathful-II: 18/18, Slay: +10-armor, Revenge: Rage-2.
- Brawler-I/Reaper-I: 18/6, Multistrike, Slay: +10-attack.
- Brawler-I/Wrathful-I: 12/12, Multistrike, Slay: +5-armor, Revenge: Rage-1.
- Reaper-I/Wrathful-I: 30/12, Slay: +10-attack/+5-armor, Revenge: Rage-1.
Level 3 Hornbreaker Prince
- Brawler-III: 6/6, Multistrike-4.
- Reaper-III: 72/6, Slay: +40-attack.
- Wrathful-III: 27/27, Slay: +20-armor, Revenge: Rage-4.
- Brawler-II/Reaper-I: 18/6, Multistrike-2, Slay: +10-attack.
- Brawler-II/Wrathful-I: 12/12, Multistrike-2, Slay: +5-armor, Revenge: Rage-1.
- Reaper-II/Wrathful-I: 48/12, Slay: +20-attack/+5-armor, Revenge: Rage-1.
- Brawler-I/Reaper-II: 36/6, Multistrike, Slay: +20-attack.
- Brawler-I/Wrathful-II: 18/18, Multistrike, Slay: +10-armor, Revenge: Rage-2.
- Reaper-I/Wrathful-II: 39/21, Slay: +10-attack/+10-armor, Revenge: Rage-2.
Despite how tempting the big bonuses of level 3 can be, it can also be worth combining paths when crafting your Hornbreaker Prince. Brawler/Reaper is my favorite combination, especially in a deck containing additional ways to increase the champion's attack. Extra attacks from Multistrike can grant you extra Slay triggers and can also weed through enemies quicker than the single massive attack a pure Reaper brings to the table.
Awoken
The Awoken champion, The Sentient, is a defensive champion whose attack stat is pegged at 0 throughout her progression, but all three paths increase her health fairly substantially. Her Explosive path deals damage when she's healed, her Cultivating path adds to your card pool when she's damaged, and her Bristling path damages attackers with the Spikes ability.
Explosive Upgrades+0/+15, Rejuvenate: 15-damage to front enemy.+0/+25, Rejuvenate: 15-damage to front enemy.+0/+50, Rejuvenate: 30-damage to front enemy.
Cultivating Upgrades+0/+30, Revenge: Draw-1.+0/+60.+0/+100.
Bristling Upgrades+0/+20, Spikes: 10.+0/+30, Spikes: 10.+0/+60, Spikes: 20.
Which gives us the following Awoken champions at each level.
The Sentient Card0/10 (Size 2)
Level 1 The Sentient
- Explosive-I: 0/25, Rejuvenate: 15-damage to front enemy.
- Cultivating-I: 0/40, Revenge: Draw-1.
- Bristling-I: 0/30, Spikes: 10.
Level 2 The Sentient
- Explosive-II: 0/50, Rejuvenate: 30-damage to front enemy.
- Cultivating-II: 0/100, Revenge: Draw-1.
- Bristling-II: 0/60, Spikes: 20.
- Explosive-I/Cultivating-I: 0/55, Rejuvenate: 15-damage to front enemy, Revenge: Draw-1.
- Explosive-I/Bristling-I: 0/45, Rejuvenate: 15-damage to front enemy, Spikes: 10.
- Cultivating-I/Bristling-I: 0/60, Spikes: 10, Revenge: Draw-1.
Level 3 The Sentient
- Explosive-III: 0/100, Rejuvenate: 60-damage to front enemy.
- Cultivating-III: 0/200, Revenge: Draw-1.
- Bristling-III: 0/120, Spikes: 40.
- Explosive-II/Cultivating-I: 0/80, Rejuvenate: 30-damage to front enemy, Revenge: Draw-1.
- Explosive-II/Bristling-I: 0/70, Rejuvenate: 30-damage to front enemy, Spikes: 10.
- Cultivating-II/Bristling-I: 0/120, Spikes: 10, Revenge: Draw-1.
- Explosive-I/Cultivating-II: 0/115, Rejuvenate: 15-damage to front enemy, Revenge: Draw-1.
- Explosive-I/Bristling-II: 0/75, Rejuvenate: 15-damage to front enemy, Spikes: 20.
- Cultivating-I/Bristling-II: 0/90, Spikes: 20, Revenge: Draw-1.
I find a pure Bristling path to frequently be the best way to go, but note that the buff-stripping Seraph can strip away the Bristling Spikes, making The Sentient one of the few champions whose abilities can actually be removed during a battle. In deck combinations that need some extra card draw, a level of Cultivating can make a huge difference, but then feel free to mix in some Explosive or Bristling to get some extra damage potential into the mix.
Stygian Guard
The Stygian Guard champion, Tethys Titansbane, is the only size-1 champion in Monster Train. He has low health but packs a punch in a variety of ways. His Chillwind path has high attack and inflicts Frostbite, his Conduit path has decent attack increases and decreases offensive spell costs, and his Handheld Totem path has the Sweep skill and inflicts Spell Weakness.
Chillwind Upgrades+10/+0, Strike: Frostbite-10.+15/+0, Strike: Frostbite-10.+30/+0, Strike: Frostbite-20.
Conduit Upgrades+5/+2, damage spell Cost-1.+10/+1, damage spell Cost-1.+20/+1, damage spell Cost-1.
Handheld Totem Upgrades+0/+3, Sweep, Spell Weakness-1.+0/+2, Spell Weakness-1.+0/+1, Spell Weakness-1.
Tethys Titansbane Card5/3 (Size 1)
Level 1 Tethys Titansbane
- Chillwind-I: 15/3, Strike: Frostbite-10.
- Conduit-I: 10/5, damage spell Cost-1.
- Handheld Totem-I: 5/6, Sweep, Spell Weakness-1.
Level 2 Tethys Titansbane
- Chillwind-II: 30/3, Strike: Frostbite-20.
- Conduit-II: 20/6, damage spell Cost-2.
- Handheld Totem-II: 5/8, Sweep, Spell Weakness-2.
- Chillwind-I/Conduit-I: 20/5, Strike: Frostbite-10, damage spell Cost-1.
- Chillwind-I/Handheld Totem-I: 15/6, Strike: Frostbite-10, Sweep, Spell Weakness-1.
- Conduit-I/Handheld Totem-I: 10/8, damage spell Cost-1, Sweep, Spell Weakness-1.
Level 3 Tethys Titansbane
- Chillwind-III: 60/3, Strike: Frostbite-40.
- Conduit-III: 40/7, damage spell Cost-3.
- Handheld Totem-III: 5/9, Sweep, Spell Weakness-3.
- Chillwind-II/Conduit-I: 35/5, Strike: Frostbite-20, damage spell Cost-1.
- Chillwind-II/Handheld Totem-I: 30/6, Strike: Frostbite-20, Sweep, Spell Weakness-1.
- Conduit-II/Handheld Totem-I: 20/9, damage spell Cost-2, Sweep, Spell Weakness-1.
- Chillwind-I/Conduit-II: 30/6, Strike: Frostbite-10, damage spell Cost-2.
- Chillwind-I/Handheld Totem-II: 15/8, Strike: Frostbite-10, Sweep, Spell Weakness-2.
- Conduit-I/Handheld Totem-II: 10/10, damage spell Cost-1, Sweep, Spell Weakness-2.
Tethys Titansbane is arguably the most likely champion to mix and match his paths during a run. Decreasing spell costs by 1 or 2 is often sufficient, and it only takes one level of Handheld Totem to get access to the amazing Sweep ability. Whatever the case, however, watch out for enemies with Thorns or Sweep. This pint sized champion is the most fragile by far, and most faction combinations don't have a way to bring him back from the Consume pile.
Umbra
The Umbra champion, Penumbra, takes up more space than other Champions, a facet of his gameplay that his upgrades can alleviate or exacerbate. His Architect path has decent attack increases and increases floor size, his Monstrous path makes him even bigger but grants the biggest stat bonuses and the Trample ability, and his Glutton path provides no direct stat bumps but interacts most directly with the Umbra's "Eaten" game mechanic, increasing his stats each time he eats a Morsel unit.
Architect Upgrades- 1: +5/+0, Summon: Floor Size +2.
- 2: +20/+5, Summon: Floor Size +1.
- 3: +40/+5, Summon: Floor Size +1.
- 1: +20/+5, Champion Size +1, Trample.
- 2: +35/+20, Champion Size +1.
- 3: +80/+50, Champion Size +1.
- 1: +0/+0, Gorge: +3-attack and +1-health.
- 2: +0/+0, Gorge: +6-attack and +2-health.
- 3: +0/+0, Gorge: +12-attack and +4-health.
15/15 (Size 3)
- Level 1 Penumbra.
- Architect-I: 20/15 (Size 3), Summon: Floor Size +2.
- Monstrous-I: 35/20 (Size 4), Trample.
- Glutton-I: 15/15 (Size 3), Gorge: +3-attack and +1-health.
Level 2 Penumbra
- Architect-II: 40/20 (Size 3), Summon: Floor Size +3.
- Monstrous-II: 70/40 (Size 5), Trample.
- Glutton-II: 15/15 (Size 3), Gorge: +6-attack and +2-health.
- Architect-I/Monstrous-I: 40/20 (Size 4), Summon: Floor Size +2, Trample.
- Architect-I/Glutton-I: 20/15 (Size 3), Summon: Floor Size +2, Gorge: +3-attack and +1-health.
- Monstrous-I/Glutton-I: 35/20 (Size 4), Trample, Gorge: +3-attack and +1-health.
Level 3 Penumbra
- Architect-III: 80/25 (Size 3), Summon: Floor Size +4.
- Monstrous-III: 150/90 (Size 6), Trample.
- Glutton-III: 15/15 (Size 3), Gorge: +12-attack and +4-health.
- Architect-II/Monstrous-I: 60/25 (Size 4), Summon: Floor Size +3, Trample.
- Architect-II/Glutton-I: 40/20 (Size 3), Summon: Floor Size +3, Gorge: +3-attack and +1-health.
- Monstrous-II/Glutton-I: 70/40 (Size 5), Trample, Gorge: +3-attack and +1-health.
- Architect-I/Monstrous-II: 75/40 (Size 5), Summon: Floor Size +2, Trample.
- Architect-I/Glutton-II: 20/15 (Size 3), Summon: Floor Size +2, Gorge: +6-attack and +2-health.
- Monstrous-I/Glutton-II: 35/20 (Size 4), Trample, Gorge: +6-attack and +2-health.
The path (or paths) you should take with Penumbra will depend heavily on the role you wish him to play. He can be a pure damage dealer with Monstrous, a supporting player with Architect, or a late-battle threat with Glutton. You can freely mix and match those paths to shift his role in the desired direction (higher early-battle damage, more space on the train, or higher late-battle damage). All champions need support to reach their potential, but Penumbra relies on that support more than most regardless of his upgrade path.
Melting Remnant
The Melting Remnant champion, Rector Flicker, focuses on death. I'd like to summarize it as "yours, mine, and ours," but in this case, "mine, everyone's, and ours" would be more apropos. His Burn Bright path has massive stat increases and gives him Burnout (meaning he only has 3 turns to live unless you alter that somehow), his Accumulator path gives far more modest stat bumps and rapidly increases his health as units on his floor die, and his Dark Calling path calls dead friendly units back to your hand with +5/+5 and +1 Burnout.
Burn Bright Upgrades+50/+50, Burnout 3.+25/+25.+65/+65.
Accumulator Upgrades+0/+5, Harvest: +5 Health.+5/+10, Harvest: +5 Health.+15/+25, Harvest: +10 Health.
Dark Calling Upgrades+0/+0, Reform: 1 Unit.+10/+10, Reform: 1 Unit.+20/+20, Reform: 1 Unit.
Rector Flicker Card10/10 (Size 2)
Level 1 Rector Flicker
- Burn Bright-I: 60/60, Burnout 3.
- Accumulator-I: 10/15, Harvest: +5-Health.
- Dark Calling-I: 10/10, Reform: 1 Unit.
Level 2 Rector Flicker
- Burn Bright-II: 85/85, Burnout 3.
- Accumulator-II: 15/25, Harvest: +10-Health.
- Dark Calling-II: 20/20, Reform: 2 Units.
- Burn Bright-I/Accumulator-I: 60/65, Burnout 3, Harvest: +5 Health.
- Burn Bright-I/Dark Calling-I: 60/60, Burnout 3, Reform: 1 Unit.
- Accumulator-I/Dark Calling-I: 10/15, Harvest: +5-Health, Reform: 1 Unit.
Level 3 Rector Flicker
- Burn Bright-III: 150/150, Burnout 3.
- Accumulator-III: 30/50, Harvest: +20-Health.
- Dark Calling-III: 40/40, Reform: 3 Units.
- Burn Bright-II/Accumulator-I: 85/90, Burnout 3, Harvest: +5 Health.
- Burn Bright-II/Dark Calling-I: 85/85, Burnout 3, Reform: 1 Unit.
- Accumulator-II/Dark Calling-I: 15/25, Harvest: +10-Health, Reform: 1 Unit.
- Burn Bright-I/Accumulator-II: 65/75, Burnout 3, Harvest: +10 Health.
- Burn Bright-I/Dark Calling-II: 70/70, Burnout 3, Reform: 2 Units.
- Accumulator-I/Dark Calling-II: 20/25, Harvest: +5-Health, Reform: 2 Units.
Rector Flicker tends to be more deck-dependent than the other champions. Going pure Burn Bright can be amazing but leads to a very different deck build than pure Dark Calling would. In one case, you need lots of cards with Reform. In the other, you want very few (if any at all). If you want your champion dealing damage, however, you'll want at least one level of Burn Bright, which adds to the fun of playing Melting Remnant anyway. Who doesn't want a champion who can come back to battle stronger and stronger?
Source: https://gameplay.tips/guides/7742-monster-train.html
More Monster Train guilds
- All Guilds
- Monster Train - Events Guide
- Monster Train - How to Play a Clan (Hellhorned)
- Monster Train - How to Obtain The Ragtag Bunch and Only Determination Achievements
- Monster Train - Strategy and Tactics
- Monster Train - Glossary and Interactions Guide
- Monster Train - Merchant Tent Contents
- Monster Train - Melting Remnant Clan Guide
- Monster Train - How to Use Generated Deeplink
- Monster Train - How to Obtain A Cramped Train Achievement (Custom Challenge)