Endless Mode in Monster Train 2 is where strong builds get truly tested. Regular runs ask “can you beat the final boss?”; Endless asks “can your scaling, economy, and decision-making hold up over dozens of waves without collapsing?”.
This guide focuses on what actually matters in Endless: sustainable scaling, floor stability, and avoiding the traps that brick even good decks after a few cycles.
If you are still learning the basics, start with our Monster Train 2 Beginner’s Guide and Best Builds Guide before committing to Endless.
How endless mode actually works
endless mode unlocks after you finish a normal run. instead of ending on the final boss, the game lets you keep going with:
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the same deck
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the same relics
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the same core units and champion
the difference is simple:
every new phase means tougher enemies, higher hp, more damage, and more punishing modifiers.
what this means in practice:
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weak floors that were “fine” in a normal run get exposed.
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inconsistent decks stop drawing their key cards in time.
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any build that relies on one lucky relic or one perfect fight usually dies early.
endless mode is not about one clean win. it’s about whether your scaling and decision making hold up across many fights in a row.
What makes a good endless build
good endless builds share the same dna, no matter what clans you pick.
they usually have:
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scaling that doesn’t stop early
damage and hp that keep going up as the run goes on (rage, reform, reanimate, funguy, spell scaling). -
real sustain
healing, armor, or revive loops so your main floor doesn’t explode the first time a wave goes wrong. -
deck consistency
a thin deck where you see your core pieces almost every turn, instead of digging through 30+ cards. -
answers for both waves and bosses
you need a way to handle wide boards and big single targets, not just one of them.
if a build barely survives a normal run, it usually won’t last long in endless.
Strong endless-friendly clan pairings
these clan pairs naturally lean toward long, grindy runs instead of short bursts.
Lazarus league / melting remnant – death is a resource
lazarus and melting remnant together turn unit death into a core mechanic instead of a fail state.
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lazarus uses reanimate and unstable to kill and bring back units with their buffs still intact.
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melting remnant uses reform to constantly revive units stronger than before.
why it works in endless:
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long fights become a good thing: more deaths means more reform and reanimate triggers.
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your main floor is allowed to break and rebuild itself over and over.
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the longer the run, the more absurd your stats can get.
this pairing is great if you like “engine” decks that get scarier every cycle instead of peaking once.
Underlegion / lazarus league – funguy swarm that never stops
underlegion loves long games, because funguy units thrive on time and repetition.
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underlegion fills floors with cheap fungi that gradually stack power.
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lazarus gives you tools to recycle and reanimate your best mushrooms repeatedly.
why it works:
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your board is made of lots of bodies instead of one fragile carry.
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you trade units into waves and bring them back stronger.
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as enemy hp rises, your swarm scales with it instead of falling behind.
if you enjoy the idea of a floor full of mushrooms that refuse to stay dead, this pairing is built for endless.
Banished / pyreborne – safe endless starter for newer players
banished and pyreborne are not the flashiest combo, but they are stable and readable.youtube
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banished gives frontline units that stack valor for more attack and armor.
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pyreborne brings solid damage spells and pyregel support to clean up waves.
why it works for endless:
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simple “tank in front, support behind” structure.
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clear upgrade priorities: make the tank unkillable, then buff your consistent spells.
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good choice if you want to learn endless mode without dealing with advanced loop mechanics.
this pairing is less explosive than the top builds, but much easier to pilot correctly over long runs.
Deckbuilding rules that matter more in endless
the further you go, the more every card in your deck matters.
Keep your deck lean
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remove low-impact starters as early as possible.
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don’t take cards “just because they’re good” if they don’t fit your plan.
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every dead draw becomes more punishing the longer fights last.
Upgrade for survival and reliability
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focus unit upgrades on hp, armor, and key damage carriers.
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pick a small number of important spells and upgrade them hard, instead of sprinkling upgrades across everything
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cost reduction and draw support are extremely valuable when fights drag on.
Plan for long fights, not only early pressure
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builds that only win with one early spike turn run out of gas later.
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aim for engines that get better as turns pass: rage stacks, reform, reanimate, funguy swarms, or scaling spells.
Floor structure and positioning in endless runs
endless mode exposes weak floor planning very quickly.
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commit to one main anchor floor, usually bottom or middle.
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put your champion and main scaling unit(s) there, with proper protection in front.
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use the other floors for:
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softening incoming waves
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housing support units
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catching leaks when your main floor barely misses kills
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if you spread strong units across all three floors, you often end up with three mediocre floors that can’t handle scaled enemies.
Welics and rooms that get better the longer you go
not all relics are equal in endless.
prioritize relics that:
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stack value over time (on death, on buff, on spell cast, on hit).
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improve card draw, reduce card costs, or boost your core mechanic.
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support your chosen engine (reform, reanimate, rage, funguy, spell spam, etc.).
be careful with relics that:
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only offer a one-time spike or niche effect.
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help in a very specific scenario that doesn’t repeat often in endless.
rooms follow the same logic:
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permanent buffs, extra unit slots on your main floor, or better economy are all worth more when you plan to keep going.
Wistakes that usually end endless runs
you’ll see these patterns a lot when runs die early:
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deck bloat
the deck is full of “pretty good” cards and almost never draws its real win condition. -
no real boss solution
the build clears waves but struggles to remove huge single targets once enemy hp spikes. -
greedy trials
taking every trial modifier “for value” and then losing to a pattern your deck can’t realistically handle. -
ignoring sustain
stacking damage and forgetting that your frontline has to survive repeated hits over many waves.
recognizing these issues early and fixing them between fights is often what separates long endless attempts from short ones.
When endless mode makes sense for you
endless mode is not mandatory content. it’s a sandbox for players who want to push monster train 2’s systems as far as possible.
it’s worth investing in endless if:
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you’re already comfortable beating standard runs.
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you enjoy refining builds instead of just finishing once and uninstalling.
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you like seeing how a deck behaves when the difficulty curve never levels off.
if you are still learning clans, champions, and basic deckbuilding, standard runs plus focused builds will teach you more, faster.



