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There is no single best clan for every run in Monster Train 2. For a new player, the better choice is the clan whose plan is easiest to understand and repeat; for a high-Covenant run, it is the clan that can survive early fights, scale reliably, and adapt to the boss matchup and draft. RailTools’ July 2026 ranking places Underlegion and Melting Remnant in S tier, but that is a strategy-site judgment—not an official ranking or a guarantee that either is the easiest clan to win with.
This guide uses the game data and coverage summarized for patch 2.2.1. It separates what the cited sources establish from what they do not: the evidence supports comparisons of difficulty, strategy needs, and current ranking signals, but not a universal win-rate table or a definitive easiest-clan verdict.
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What is the best clan in Monster Train 2?
The best clan depends on what you want from a run. If you are learning, prioritize a plan that makes its offensive and defensive roles clear and does not collapse when the draw is imperfect. If you are pushing high Covenant, prioritize early survival, dependable scaling, matchup coverage, and a plan that still works when the draft does not offer one exact card.
For a current strength signal, RailTools’ July 2026 editorial ranking puts Underlegion and Melting Remnant in S tier, and Luna Coven, Railforged, Lazarus League, and Banished in A tier. These grades are a useful snapshot of one strategy site’s assessment, not developer ratings, a measured win-rate comparison, or proof that every player should choose an S-tier clan. The ranking does not settle which clan is simplest to learn or most consistent for a particular player.
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That distinction matters because a clan can have a powerful late-run ceiling while still being difficult to pilot. It may need a strong opening, a particular champion path, enough room on a floor, or careful sequencing before its engine becomes effective. A beginner and a Covenant 10 player are solving different problems, so they should not necessarily choose the same clan.
How to compare clans before choosing one
Use the same questions for every clan instead of treating a tier letter as the whole answer. This makes your choice more useful when the patch, champion path, ally, or boss changes.
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- Early-floor stability: Can the clan handle the first waves without a rare card, perfect draw, or unusually favorable champion path? A plan that only becomes functional after several upgrades may be excellent later and still lose before it gets there.
- Scaling: Once the first battles are under control, does the clan have a dependable route to increasing damage, survivability, or both? Look for a plan that can keep improving rather than merely surviving one fight.
- Defensive coverage: Can it protect a floor against repeated attacks, high-health enemies, and attrition? One defensive answer is less valuable if it fails when several threats arrive together.
- Damage coverage: Can it remove front-line tanks, reach back-line threats, pass sweep checks, and eventually hurt bosses? A floor that defeats ordinary waves may still lack the damage profile needed for a Seraph fight.
- Floor space and sequencing: Do units compete with Room cards or Equipment for limited slots? Does the plan require effects to be played in a precise order? These demands become more punishing when a room fills before the key setup is complete.
- Champion dependence: Is the clan flexible across champion paths, or does it become dramatically better only with one route? A narrow champion requirement makes a clan harder to learn and less forgiving when an early choice is wrong.
- Ally compatibility: Does the clan contribute a complete primary plan, or is it more valuable as a source of support cards for another clan? A good ally should cover a real weakness without making the whole floor impossible to sequence.
These are comparison criteria, not a published statistical tier model. The cited material documents clan data, card pools, systems, and matchup differences, but it does not provide a reliable universal win-rate table for every clan and Covenant level.
Which Monster Train 2 clan is easiest for beginners?
The available evidence does not establish one objectively easiest clan. For a first run, choose a clan whose basic plan you can explain from the opening turns: what is meant to handle incoming enemies, how the floor will deal damage, and what needs to improve before the boss arrives.
Instead of changing everything from run to run, keep the same primary clan for several attempts and vary the allied clan. The primary clan supplies your champion, while both clans influence the card pool and strategic tools available during the run. Holding the primary constant makes it easier to learn the champion and recognize the primary cards that support a plan; changing the ally still gives you room to explore combinations.
When deciding whether a clan is beginner-friendly, use these questions:
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- Can it survive the opening? A plan that works only after a rare card appears can be hard to learn because early fights may end before the engine comes together.
- Are its roles easy to read? It helps when you can identify which cards are meant to protect a floor, remove threats, or improve damage over time.
- Does the plan tolerate imperfect draws? A robust plan has more than one way to make progress instead of depending on a precise sequence.
- Does the clan still make sense with different allies? If changing the ally changes the whole plan, it can be harder to tell which clan or card caused a run to succeed or fail.
- Can you explain a lost fight? A good learning clan makes the failure legible: you can tell whether you lacked damage, defense, floor room, or a needed timing window.
These are decision criteria, not claims that a particular clan meets every one of them. The cited clan data and ranking do not give enough detail to name a definitive easiest clan or to compare all 12 clans on these points. In particular, a high-tier ranking is not evidence that a clan is the best first lesson: a demanding clan can be strong once its mechanics are familiar.
A practical beginner routine is to play three or four runs with one primary clan, recording the first battle you consistently lose. Change only the ally on the next attempt. If the same early problem remains, the issue is probably the primary plan or your sequencing rather than the reputation of the pairing. This approach also prevents you from mistaking a lucky opening hand for a generally reliable strategy.
What clans are best for high Covenant?
Underlegion and Melting Remnant are the clearest current high-strength signals in the cited ranking, with Luna Coven, Railforged, Lazarus League, and Banished also placed in A tier. Treat those as candidates to investigate, not automatic high-Covenant recommendations: the sources do not provide reliable win rates by clan and Covenant level.
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RailTools describes Covenant 10 as the highest rank in its recorded game data and says that each rank adds another modifier. That makes Covenant 10 a useful reference for high difficulty in this guide, but it is the description in a current guide/database source, not an independently verified official rules statement.
At high Covenant, ask whether a clan can meet five practical demands:
- Win time before the engine is ready. Early battles can expose a build that has strong scaling later but weak opening turns.
- Scale without one exact rare card. A plan that depends on a narrow discovery is vulnerable to an ordinary or awkward draft.
- Cover the matchup. The relevant boss and Seraph matchup can punish setup time or reveal a defensive gap. The cited coverage specifically notes that clan performance can vary by Seraph matchup.
- Fit the floor. Units, Room cards, and Equipment can all place demands on a floor’s space. A strong card is less useful if the plan cannot accommodate it.
- Recover from imperfect options. High difficulty rewards a clan that can make a workable plan from the cards offered, not only execute an ideal draft.
Also examine the cost of being wrong. If a missed early pick forces you to spend later rewards repairing defense, the clan may have a high ceiling but low practical consistency. If one weak draw can be rescued by an ordinary card, the clan is more forgiving. That distinction is especially important when each Covenant modifier compounds the punishment for a slow start.
These criteria explain why a tier label alone is not enough. A high-ceiling clan may be a good project for an experienced player but a frustrating choice when the immediate goal is consistent clears.
Is Underlegion better than Melting Remnant?
The available ranking does not show that one is universally better: RailTools places both Underlegion and Melting Remnant in S tier. It does not provide a head-to-head win-rate comparison, nor does the cited evidence establish which is easier, stronger with every ally, or more consistent at Covenant 10.
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Use the choice as a question about your needs rather than as a verdict. If you are learning, select the one whose card and champion plan you find easier to follow, then hold it as your primary clan while you learn. If you are already comfortable with the game, compare how each run handles opening survival, scaling, boss and Seraph matchups, and floor-space pressure. Do not assume that two S-tier clans demand the same decisions: one may reward flexible drafting while another may reward a more exact engine, and the ranking alone does not tell us which.
Run the comparison over several attempts rather than one spectacular victory. Note the first failed fight, the number of turns spent stabilizing, whether your floor filled before the key Room or Equipment card could be used, and whether the final boss exposed a missing damage type. Those observations answer “better for me” more accurately than a single community list.
What is the best primary and allied clan combination?
There is no single combination identified as best in the cited material. Your primary clan determines your champion, while the allied clan contributes cards and tools to the run; the right pairing is therefore the one that helps the primary plan survive and scale without making the floor or sequencing demands unmanageable.
For a learning run, choose the primary first and keep it fixed across several attempts. Then change the ally and observe whether the added options help with a weakness you have actually encountered—such as surviving early fights or improving a plan’s damage—rather than swapping both clans and losing track of what changed. For a high-Covenant run, judge the pairing against the actual draft and boss matchup, not just its reputation.
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Monster Train 2’s Room and Equipment cards make old assumptions about clan pairings less reliable. Coverage of the sequel highlights these new or reworked systems and reports that clan performance can vary by Seraph matchup. A combination that looks attractive in the abstract can still be awkward if its units, rooms, and equipment compete for limited floor space or require a setup sequence that the matchup punishes.
Think of the ally as a solution to a specific problem, not a second identity that must be built at full strength. If the primary clan already has a complete damage plan, an ally that adds another expensive damage engine may create floor and sequencing conflicts. Conversely, if early defense is the recurring failure point, an ally that supplies dependable protection may be worth more than a flashy late-game interaction. The cited sources do not identify a universally optimal pair, so the test must remain practical and run-specific.
Why can a powerful clan still struggle on Covenant 10?
Powerful late-game options do not guarantee a stable opening. Railforged is a useful example: PC Gamer describes its mechanical, smelting-oriented identity, but also reports difficulty surviving the early game in standard Covenant 10 runs. That is a reported experience from coverage, not a universal outcome or a quantified failure rate.
The lesson is to separate a clan’s ceiling from its consistency. On a difficult run, an engine that becomes excellent after setup may still lose if the early floors cannot hold, if the draft does not supply the needed pieces, or if the boss arrives before the build has scaled. Floor capacity and sequencing can add further constraints, especially when Room and Equipment cards shape where the plan can operate.
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1Scan for outdated or missing drivers - takes under a minute2Clear out junk files and repair common Windows errors3Fix the driver behind crashes, sound loss and screen glitchesIf early fights are where a run repeatedly ends, do not respond only by chasing a higher-tier label. Check whether the opening plan works with the cards actually available, whether the primary champion’s path supports that plan, and whether the ally is helping cover a real weakness. The evidence does not include a card-by-card Railforged fix, so a specific build prescription would not be warranted.
Common warning signs include spending every turn on setup while enemies climb floors, filling the preferred room before the key unit arrives, carrying Equipment that cannot be played without displacing a better card, or relying on one champion path to supply all scaling. When one of these appears, simplify the plan first: preserve a functional floor, then add the engine. High Covenant punishes a beautiful plan that is not online in time.
How should you use clan rankings and patch data?
Use rankings as a shortlist, then check whether a clan’s demands suit your experience and the run in front of you. RailTools says its card counts, champion rosters, and keyword frequencies are generated from patch 2.2.1 game data, while its playstyle summaries are editorial synthesis. Those are different kinds of evidence: generated counts describe the dataset, while a ranking or playstyle judgment reflects interpretation.
RailTools’ patch-2.2.1 data describes 12 playable clans, 564 cards, and 220 artifacts. These counts are source- and patch-dependent snapshots, not timeless totals. The cited material does not enumerate all 12 clan names or offer comparable mechanical profiles for each one, so it cannot support a complete clan-by-clan ranking table here. Nor does it support importing a tier list from the original Monster Train as if the sequel had identical systems and matchups.
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Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →Clear out junk files and repair common Windows errorsFree Scan →A sensible reading order is:
- Use the ranking to identify current strength signals, remembering that it is an editorial judgment.
- Check whether the clan’s basic plan is understandable and sturdy enough for your experience.
- Evaluate its opening, scaling, floor-space demands, and matchup coverage in the actual run.
- Reassess when the patch or card pool changes; a patch-specific snapshot may no longer describe the current balance.
Do not overread raw card counts. Having many cards or keywords does not automatically mean a clan has more answers, because a broad pool can also make a precise plan harder to assemble. Likewise, the 220-artifact figure describes the recorded dataset, not the number of artifacts any one run can access or the value of a particular artifact in every pairing.
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Which clan should you level first?
If progression is part of your goal, consider keeping the clan you want to level in the primary slot. The cited unlock guide reports that the primary clan receives 100% of the score as XP, while the allied clan receives 50%. That makes primary selection relevant to progression as well as champion access.
For a newer player, this supports a practical learning loop: keep one primary clan long enough to understand its champion and core card pool, and vary the ally to learn what support changes. If your priority is progression for a particular clan instead, put it in the primary position, while remembering that this does not make it automatically the best tactical choice for every run. The XP proportions are attributed to the cited unlock guide and should be understood in that source’s context.
Choose the primary slot deliberately before starting a run. You are selecting both the champion you must learn and the clan that receives the larger progression share. If you are testing a new ally but want to unlock a primary clan’s options, keep the target clan primary and accept that the experiment may be less tactically polished than a fully familiar pairing.
Frequently asked questions
Do original Monster Train clan tier lists apply to Monster Train 2?
Not reliably without a clear caveat. The sequel’s Room and Equipment systems and reported Seraph matchup differences can change how a clan’s plan performs, so an older list should be treated as background rather than a current ranking.
Does an S-tier clan guarantee a Covenant 10 win?
No. A tier is an editorial assessment, not a promise about an individual run or a published win rate. Draft quality, opening survival, matchup, floor capacity, and player familiarity still matter.
How many clans are in Monster Train 2?
RailTools’ patch 2.2.1 data lists 12 playable clans. That count is tied to the source’s recorded patch data and should not be treated as a permanent total if the game changes.
Does my allied clan affect XP progression?
According to the cited unlock guide, the primary clan receives 100% of the score as XP and the allied clan receives 50%. That makes the primary slot the more direct progression choice when you are leveling a specific clan.
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No universally best pair is established by the cited material. Start with the primary clan’s champion and plan, then choose an ally that covers a demonstrated weakness without creating unmanageable floor-space or sequencing demands.
Why do I keep dying early on Covenant 10?
Check opening stability before chasing late-game power. You may be relying on one rare card, delaying defensive plays for setup, filling the floor before your key unit arrives, or choosing an ally that does not solve the actual early problem. Railforged coverage illustrates that a high ceiling can coexist with early-game pressure.
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Do Room and Equipment cards change clan comparisons?
Yes. They can compete with units for floor space, alter the order in which effects must be played, and change whether a clan’s preferred setup fits the room. That is one reason an old sequel-free tier list should not be copied without qualification.
Are the 564 cards and 220 artifacts permanent game totals?
No. They are RailTools figures generated from patch 2.2.1 data. Treat them as dated, source-specific counts that may change with updates rather than as timeless totals.
Is Railforged a bad clan because it can struggle early?
Not necessarily. PC Gamer’s report supports the narrower point that its mechanical, smelting-oriented plan can have difficulty surviving standard Covenant 10 openings. A clan can remain attractive for experienced players while being a poor first recommendation for someone seeking immediate consistency.
Frequently Asked Questions
Do original Monster Train clan tier lists apply to Monster Train 2?
Not reliably without a clear caveat. The sequel’s Room and Equipment systems and reported Seraph matchup differences can change how a clan’s plan performs, so an older list should be treated as background rather than a current ranking.
Does an S-tier clan guarantee a Covenant 10 win?
No. A tier is an editorial assessment, not a promise about an individual run or a published win rate. Draft quality, opening survival, matchup, floor capacity, and player familiarity still matter.
How many clans are in Monster Train 2?
RailTools’ patch 2.2.1 data lists 12 playable clans. That count is tied to the source’s recorded patch data and should not be treated as a permanent total if the game changes.
Does my allied clan affect XP progression?
According to the cited unlock guide, the primary clan receives 100% of the score as XP and the allied clan receives 50%. That makes the primary slot the more direct progression choice when you are leveling a specific clan.
What is the best primary and allied clan combination?
No universally best pair is established by the cited material. Start with the primary clan’s champion and plan, then choose an ally that covers a demonstrated weakness without creating unmanageable floor-space or sequencing demands.
Why do I keep dying early on Covenant 10?
Check opening stability before chasing late-game power. You may be relying on one rare card, delaying defensive plays for setup, filling the floor before your key unit arrives, or choosing an ally that does not solve the actual early problem.
Do Room and Equipment cards change clan comparisons?
Yes. They can compete with units for floor space, alter sequencing, and change whether a clan’s preferred setup fits the room.
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Are the 564 cards and 220 artifacts permanent totals?
No. They are RailTools figures generated from patch 2.2.1 data and may change with updates.
The Bottom Line
Bottom line: Choose a primary clan you can understand and keep it for several runs while changing the ally. For high Covenant, judge Underlegion, Melting Remnant, Luna Coven, Railforged, Lazarus League, and Banished as current candidates—not guarantees—by opening stability, scaling, matchup coverage, floor space, and recovery from imperfect drafts. Put the clan you want to level in the primary slot, where the cited guide awards 100% XP versus 50% for the ally.
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