Monster Train 2 keeps the three floor vertical defence of the original and adds two card types that change how decks are built. You are defending a Pyre aboard a moving train against waves that climb toward it, and the sequel's Room and Equipment cards mean a run is now shaped as much by what you attach and install as by which units you play.
Your choice of equipment defines your damage output and playstyle. This guide ranks every major option, explains what makes each one strong, and tells you which builds they pair best with.
Equipment Rankings
| Equipment | Tier | Best For | Notes |
|---|---|---|---|
| Equipment cards | S | Runs built around one protected champion on the top floor. | Permanent attachments that turn a single unit into the run's win condition, stacking bonuses fight after fight. |
| Room cards | A | Defensive builds that hold a specific floor for the whole run. | Floor level installations that buff whatever stands there, rewarding a stable formation over constant repositioning. |
| Unit upgrades | A | Fixing a deck that has good structure but not enough raw statistics for later Ascension ranks. | Applied at merchants and events to raise a unit's base numbers or add keywords it did not start with. |
| Spell cards | B | Covering the gaps a unit only deck leaves against high health bosses. | One shot effects that handle the specific enemies your units cannot, from burst damage to removal. |
| Pyre abilities | B | Builds that intentionally let enemies reach the top floor to be finished by the Pyre. | The Pyre is not only a health bar, it contributes to the fight and can be built around directly. |
S-Tier: Equipment cards
Permanent attachments that turn a single unit into the run's win condition, stacking bonuses fight after fight.
| Attribute | Detail |
|---|---|
| Tier | S |
| Best For | Runs built around one protected champion on the top floor. |
| Key Mechanic | Three floor vertical defence |
| Recommended Build | Equipment stacker |
How to get it: Available from mid-game onward. See our walkthrough for the exact progression point.
Best builds using Equipment cards: Pairs naturally with Equipment stacker thanks to how their stat scaling lines up.
A-Tier: Room cards
Floor level installations that buff whatever stands there, rewarding a stable formation over constant repositioning.
| Attribute | Detail |
|---|---|
| Tier | A |
| Best For | Defensive builds that hold a specific floor for the whole run. |
| Key Mechanic | Pyre health |
| Recommended Build | Spell burst caster |
How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.
Best builds using Room cards: Pairs naturally with Spell burst caster thanks to how their stat scaling lines up.
A-Tier: Unit upgrades
Applied at merchants and events to raise a unit's base numbers or add keywords it did not start with.
| Attribute | Detail |
|---|---|
| Tier | A |
| Best For | Fixing a deck that has good structure but not enough raw statistics for later Ascension ranks. |
| Key Mechanic | Dual clan deck building |
| Recommended Build | Wide summoner |
How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.
Best builds using Unit upgrades: Pairs naturally with Wide summoner thanks to how their stat scaling lines up.
B-Tier: Spell cards
One shot effects that handle the specific enemies your units cannot, from burst damage to removal.
| Attribute | Detail |
|---|---|
| Tier | B |
| Best For | Covering the gaps a unit only deck leaves against high health bosses. |
| Key Mechanic | Equipment cards |
| Recommended Build | Room control specialist |
How to get it: Found in later areas. Our walkthrough covers when you can access this.
Best builds using Spell cards: Pairs naturally with Room control specialist thanks to how their stat scaling lines up.
B-Tier: Pyre abilities
The Pyre is not only a health bar, it contributes to the fight and can be built around directly.
| Attribute | Detail |
|---|---|
| Tier | B |
| Best For | Builds that intentionally let enemies reach the top floor to be finished by the Pyre. |
| Key Mechanic | Room cards |
| Recommended Build | Pyre tank |
How to get it: Found in later areas. Our walkthrough covers when you can access this.
Best builds using Pyre abilities: Pairs naturally with Pyre tank thanks to how their stat scaling lines up.
Equipment Progression Path
The order you should acquire equipment as you progress:
- Starting gear → Enough to clear Bottom floor
- Room cards → Your first real upgrade, available early
- Unit upgrades → Mid-game upgrade with good scaling
- Equipment cards → Best-in-slot, aim for this by late game
- Upgrade to max → The power spike from max upgrades is enormous
Equipment Tips
- Always upgrade your primary equipment before diversifying. One strong option beats three mediocre ones.
- Match your equipment to your build's stat priorities for maximum scaling.
- Decide where each enemy wave should die before you spend a single ember. Playing strong cards on the bottom floor feels safe and usually wastes them, because the fight is decided by what survives to the top.
- Check our tier list for how equipment rankings affect overall build effectiveness.
More Monster Train 2 Guides
- Monster Train 2 Monster Train 2 Overview
- Monster Train 2 Best Builds
- Monster Train 2 Tier List
- Monster Train 2 Walkthrough
- Monster Train 2 Beginner's Guide
- Monster Train 2 Tips & Tricks
- Monster Train 2 Combat Guide
- Monster Train 2 Boss Guide
- Monster Train 2 Maps & Locations
- Monster Train 2 Crafting Guide
- Monster Train 2 Classes & Characters
Similar Games
If you enjoy Monster Train 2, check out these related guides:
- Risk of Rain 2 Weapons Guide: roguelike game with similar mechanics
- Hades Weapons Guide: roguelike game with similar mechanics
- Darkest Dungeon Weapons Guide: roguelike game with similar mechanics



