Monster Train 2 Clans Tier List 2026 – Railforged Update

This guide breaks down every clan in Monster Train 2 based on how they actually feel across multiple runs, not just theoretical best-case builds. RNG matters, relics matter, drafts matter, but some clans consistently make your life easier while others demand perfect play just to survive past midgame.

This is not about “can this clan win.” Every clan can win. This is about how often they win, how much effort they require, and how forgiving they are when the run starts going sideways.

S Tier – Run Carriers

Lazarus League

Lazarus League sits at the top because it does everything well without asking much from you. Their champions scale fast, their units are strong even before upgrades, and their mechanics naturally snowball without requiring precise sequencing. You can slap them into almost any run as a primary clan and feel comfortable.

Where they really shine is flexibility. Multiple viable lines, strong devour interactions, good equipment value, and very few dead draws. They also pair well with almost every secondary clan. The only real weakness is that they lose a bit of power when used purely as a secondary, but as a primary they are borderline unfair.

If you want consistency, Lazarus League is the safest pick in the game.

Under Legion

Under Legion competes directly with Lazarus League for the top spot. Their strength comes from absurd scaling and extremely reliable front-to-back damage setups. The spawning-focused champion path is clearly stronger, but even the decay-focused options can work with the right support.

What makes Under Legion S tier is how naturally they solve problems. Backline threats, tanky bosses, scaling enemies, all of it gets handled through unstable stacks and retaliation damage. Even when your secondary clan is awkward, Under Legion can usually brute-force a solution.

They are slightly weaker as a secondary depending on champion choice, but still very strong overall.

Awoken (Low S Tier)

Awoken barely makes S tier, but they earn it through sheer consistency. They do not rely on gimmicks. They heal, they scale, they survive, and they grind bosses down reliably. Their creatures are solid, their spells are dependable, and they almost never feel useless.

The only reason they are not higher is ember cost. Unlike Luna Coven, their sustain is not free, which can matter early. Still, once the deck stabilizes, Awoken turns into a brick wall that most enemies simply cannot break through.

They work well as both primary and secondary and rarely sabotage a run.

A Tier

Luna Coven

Luna Coven is one of the best secondary clans in the entire game. Zero-ember spells that deal damage or heal are incredibly powerful, especially when upgraded. As a primary clan, they are good but not overwhelming. Their champions are fine, but not game-breaking.

They really shine when supporting another clan that already has a frontline. Free utility every turn smooths out bad draws and gives you breathing room. They are rarely the star of the run, but they constantly make runs easier.

Melting Remnant

Melting Remnant has always been powerful, and that has not changed. The issue is execution. Burnout management, revive timing, and floor planning all matter, and one mistake can collapse an entire fight.

As a primary clan, they are excellent if you know what you are doing. As a secondary, they are awkward. Their cards often demand full commitment, and half-using Melting Remnant usually feels bad. High power, high mental load.

Pyreborn

Pyreborn has arguably the strongest gold economy in Monster Train 2. If you play them right, you will be rich, fully upgraded, and comfortable buying whatever you want.

The problem is everything else. Pyrogel stacking is solid but slow, their secondary hero is unimpressive, and many of their units feel like filler rather than win conditions. They need time to snowball, and bad early fights can snowball against them instead.

Still, strong economy alone keeps them in A tier.

B Tier

Banished

Banished is functional, but rarely exciting. Valor is strong, but their champions start weak and demand constant rebuilding every fight. Their units are fine, but few of them scream “build-around.”

They struggle to define their role. They are not great supports, not dominant carries, and they heavily depend on their secondary clan to compensate for early-game weakness. Solid, but awkward.

Umbra

Umbra feels like one champion and a pile of problems. When that champion pops off, the run looks amazing. When it doesn’t, everything collapses.

They take up too much space, their units are underwhelming, and as a secondary clan they bring very little to the table. Monster Train 1 Umbra was terrifying. Monster Train 2 Umbra feels restrained and less forgiving.

Still winnable, but requires commitment and careful planning.

C Tier

Hellhorned

Hellhorned sits near the bottom due to inconsistency. One champion path is usable, the other is borderline dead weight. Their damage is fine, but survivability and scaling lag behind other clans.

They can function as a background damage supplement, but they rarely carry runs on their own. As a secondary, they feel limited. As a primary, they feel fragile unless everything lines up perfectly.

Stygian Guard

Stygian Guard suffers the most in Monster Train 2. They need help from relics, spells, and secondary clans just to feel functional. Their builds can still pop off, but far less often than before.

They are not unplayable, but they demand effort disproportionate to their payoff. When compared to newer or reworked clans, they simply fall behind in consistency.

Monster Train 2 rewards flexibility, scaling, and consistency more than flashy setups. Lazarus League and Under Legion dominate because they solve problems naturally. Clans like Luna Coven and Awoken thrive because they smooth out bad draws and bad turns. Lower-tier clans are not bad, but they ask more from the player and the RNG.