Monster train 2 boss guide – How to beat every boss

Monster Train 2 bosses test your deckbuilding and positioning more than regular waves. Each one punishes specific weaknesses and demands clear answers from your build. This guide breaks down every major boss encounter, their core mechanics, and exactly what they punish.

Before diving in, make sure you understand positioning from our Monster train 2 beginner’s guide and have solid builds from our Best builds guide.

General boss rules that never change

Bosses share patterns that separate good players from great ones:

They always have higher HP than regular enemies

Most have special abilities that activate on specific turns or conditions

They punish weak floor planning and inconsistent decks harder than waves do

You need single-target damage, not just wave clear

Your job isn’t just surviving. It’s having a specific plan to remove their HP bar before they overwhelm your pyre.

Early game bosses (act 1)

Seraph

What it does: Summons adds every other turn while hitting your backline.

Punishes:

No backline protection

Weak area damage

Decks stuck on single targets

Beat it by:

Middle floor tank blocks adds

One multi-target spell clears summons

Main floor kills Seraph before turn 4

Needs: Area damage + frontline.

Fleshweaver (echoes from the void)

What it does: Spawns fleshlings that grow stronger each turn they live.

Punishes:

Slow ramp-up decks

No cleanup spells

Floor space wasted on weak units

Beat it by:

Prioritize multi-target low-HP spells

Never let fleshlings survive turn 1

Focus Fleshweaver after clearing adds

Needs: Fast multi-target pressure.

Mid game bosses (act 2)

Dominion titan

What it does: Huge HP with damage reflection every 3 turns.

Punishes:

Pure melee decks

No damage mitigation

No scaling single-target

Beat it by:

Middle floor softens before main floor

Upgraded ranged damage spell

Armor stacking before reflection turns

Needs: Ranged damage + armor.

Hallow & stryx (angelic twins)

What it does: Damage splits between two bodies with phase switches.

Punishes:

Single-target only decks

Poor ember economy

Inflexible champion abilities

Beat it by:

Treat as one big boss in two pieces

Champion active every turn

Ember tools for spell pressure

Needs: Flexible damage + ember.

Final bosses (act 3)

The seraphim

What it does: Elite adds + self-scaling damage. Massive final phase.

Punishes:

Weak decks entirely

Inconsistent draws

Can’t handle adds + boss together

Beat it by:

Main floor kills boss core

Middle floor clears elite adds

3+ upgraded damage sources

Needs: Two-floor solution + scaling.

Build matchups vs bosses

Lazarus/underlegion funguy swarm

Strong: Fleshweaver, dominion titan
Weak: Seraphim (adds overwhelm)
Fix: 1-2 lazarus multi-target spells

Banished/pyreborne valor frontline

Strong: Hallow & stryx, dominion titan
Weak: Fleshweaver (needs cleanup)
Fix: Pyreborne pyregel upgrades

Luna coven spells

Strong: Seraph, seraphim
Weak: Dominion titan (needs tanks)
Fix: Banished/awoken secondary

Boss prep checklist

Main floor kills boss HP?
Middle floor clears adds?
2+ scaling damage sources?
Deck <25 cards?
□ Ember for 4+ turns pressure?
Armor/healing vs ramping?

5/6 yes answers = green light. Otherwise restart.

Positioning templates

Template #1 (most bosses)
Bottom: Champion + damage
Middle: Tank + area
Top: Cleanup/draw
Template #2 (add bosses)
Bottom: Area damage
Middle: Champion + single
Top: Sustain/tank

When to restart boss fights

Restart immediately if:

Boss HP > your damage projection

Missing 2+ damage sources

Deck feels inconsistent

Main floor unprotected

Better 30 second restart than 20 minute loss.

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