A mishmash of deck-building, tower defense, and roguelike games, Monster Train will task you to battle your way to liberate Hell from those goody-two-shoes’ from Heaven. And of course, the best way to do so is by train and with the help of six different hellish Clans. Each Clan is differentiated by its infernal Champions, hellish minions, and devilish spells.
When you start on your campaign to reclaim Hell, you first have to determine which two Clans you wish to recruit to help you on your mission. The order is also important here — the first Clan you choose determines your Champion (base or exiled), which means that your second choice represents the more support-oriented option.
While you play and progress, you will be presented with options to augment your deck with new cards and artifacts. These choices mean that you can choose to focus on one Clan entirely, or mix, match, and synergize for your ideal combinations. There is also a measure of randomness involved, which can mean that even your best-laid plans can fall apart in a stroke of misfortune.
Every Clan plays slightly differently, but the best strategies involve comboing cards and powers to reach the final boss and have a chance to defeat them. With that in mind, this guide should help you determine which Clans are best for you, as we list them from weakest to strongest and everything in between. All aboard!
6. Wurmkin ClanThe only DLC Clan in the game, the Wurmkin came with The Last Divinity DLC expansion and requires you to complete Covenant level 1 to unlock. These little monsters revolve around Charged Echoes, which means that they can play with some fun mechanics, such as Inspire, Reap, Extract, and Hatching Eggs. They can devour and consume their way to
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