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/drawTemplate #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.



