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Monster Train Champion Stat Progression Guide

Posted on May 28, 2020
If you play Monster Train and want to know Champion Stat, this guide will show all of the possible champion stat combinations in Monster Train, let’s check them out.

Introduction

This guide presents all of the possible combinations of champion stats and abilities. While single-skill champion information is unlocked very early in your progress through Monster Train, the way that multi-skill champions work takes a little adjustment.

The key to understanding multi-skill champions is that each upgrade adds to the current build of the champion, starting with the base stats found on the champion cards in the “Cards” tab of the Logbook and then adding different skills and stats as shown in the “Dark Forge” tab.

I’ve also presented some of my thoughts on varying combinations, but there are plentiful viable ways to build a Monster Train champion just as there are plentiful viable ways to build a Monster Train deck.

(Note: This guide is tagged as a “Gameplay Basics” Steam Guide. If you have moved beyond basic gameplay already, you may find its content too rudimentary.)

Hellhorned

The Hellhorned champion, the Hornbreaker Prince, is the first champion players are introduced to in Monster Train. His Brawler path focuses on Multistrike, his Reaper path focuses on increased attack stats and the Slay skill (for added attack), and his Wrathful path focuses on balanced stat progression along with the Slay skill (for added armor) and the Revenge skill (for added Rage).

Brawler Upgrades
1: +0/+0, Multistrike-1
2: +0/+0, Multistrike-1
3: +0/+0, Multistrike-2

Reaper Upgrades
1: +12/+0, Slay: +10-attack
2: +18/+0, Slay: +10-attack
3: +36/+0, Slay: +20-attack

Wrathful Upgrades
1: +6/+6, Slay: +5-armor, Revenge: Rage-1
2: +6/+6, Slay: +5-armor, Revenge: Rage-1
3: +9/+9, Slay: +10-armor, Revenge: Rage-2

Which gives us the following Hellhorned champions at each level…

Hornbreaker Prince Card
6/6 (Size 2)

Level 1 Hornbreaker Prince
Brawler-I: 6/6, Multistrike
Reaper-I: 18/6, Slay: +10-attack
Wrathful-I: 12/12, Slay: +5-armor, Revenge: Rage-1

Level 2 Hornbreaker Prince
Brawler-II: 6/6, Multistrike-2
Reaper-II: 36/6, Slay: +20-attack
Wrathful-II: 18/18, Slay: +10-armor, Revenge: Rage-2
Brawler-I/Reaper-I: 18/6, Multistrike, Slay: +10-attack
Brawler-I/Wrathful-I: 12/12, Multistrike, Slay: +5-armor, Revenge: Rage-1
Reaper-I/Wrathful-I: 30/12, Slay: +10-attack/+5-armor, Revenge: Rage-1

Level 3 Hornbreaker Prince
Brawler-III: 6/6, Multistrike-4
Reaper-III: 72/6, Slay: +40-attack
Wrathful-III: 27/27, Slay: +20-armor, Revenge: Rage-4
Brawler-II/Reaper-I: 18/6, Multistrike-2, Slay: +10-attack
Brawler-II/Wrathful-I: 12/12, Multistrike-2, Slay: +5-armor, Revenge: Rage-1
Reaper-II/Wrathful-I: 48/12, Slay: +20-attack/+5-armor, Revenge: Rage-1
Brawler-I/Reaper-II: 36/6, Multistrike, Slay: +20-attack
Brawler-I/Wrathful-II: 18/18, Multistrike, Slay: +10-armor, Revenge: Rage-2
Reaper-I/Wrathful-II: 39/21, Slay: +10-attack/+10-armor, Revenge: Rage-2

Despite how tempting the big bonuses of level 3 can be, it can also be worth combining paths when crafting your Hornbreaker Prince. Brawler/Reaper is my favorite combination, especially in a deck containing additional ways to increase the champion’s attack. Extra attacks from Multistrike can grant you extra Slay triggers and can also weed through enemies quicker than the single massive attack a pure Reaper brings to the table.

Awoken

The Awoken champion, The Sentient, is a defensive champion whose attack stat is pegged at 0 throughout her progression, but all three paths increase her health fairly substantially. Her Explosive path deals damage when she’s healed, her Cultivating path adds to your card pool when she’s damaged, and her Bristling path damages attackers with the Spikes ability.

Explosive Upgrades
1: +0/+15, Rejuvenate: 15-damage to front enemy
2: +0/+25, Rejuvenate: 15-damage to front enemy
3: +0/+50, Rejuvenate: 30-damage to front enemy

Cultivating Upgrades
1: +0/+30, Revenge: Draw-1
2: +0/+60
3: +0/+100

Bristling Upgrades
1: +0/+20, Spikes: 10
2: +0/+30, Spikes: 10
3: +0/+60, Spikes: 20

Which gives us the following Awoken champions at each level…

The Sentient Card
0/10 (Size 2)

Level 1 The Sentient
Explosive-I: 0/25, Rejuvenate: 15-damage to front enemy
Cultivating-I: 0/40, Revenge: Draw-1
Bristling-I: 0/30, Spikes: 10

Level 2 The Sentient
Explosive-II: 0/50, Rejuvenate: 30-damage to front enemy
Cultivating-II: 0/100, Revenge: Draw-1
Bristling-II: 0/60, Spikes: 20
Explosive-I/Cultivating-I: 0/55, Rejuvenate: 15-damage to front enemy, Revenge: Draw-1
Explosive-I/Bristling-I: 0/45, Rejuvenate: 15-damage to front enemy, Spikes: 10
Cultivating-I/Bristling-I: 0/60, Spikes: 10, Revenge: Draw-1

Level 3 The Sentient
Explosive-III: 0/100, Rejuvenate: 60-damage to front enemy
Cultivating-III: 0/200, Revenge: Draw-1
Bristling-III: 0/120, Spikes: 40
Explosive-II/Cultivating-I: 0/80, Rejuvenate: 30-damage to front enemy, Revenge: Draw-1
Explosive-II/Bristling-I: 0/70, Rejuvenate: 30-damage to front enemy, Spikes: 10
Cultivating-II/Bristling-I: 0/120, Spikes: 10, Revenge: Draw-1
Explosive-I/Cultivating-II: 0/115, Rejuvenate: 15-damage to front enemy, Revenge: Draw-1
Explosive-I/Bristling-II: 0/75, Rejuvenate: 15-damage to front enemy, Spikes: 20
Cultivating-I/Bristling-II: 0/90, Spikes: 20, Revenge: Draw-1

I find a pure Bristling path to frequently be the best way to go, but note that the buff-stripping Seraph can strip away the Bristling Spikes, making The Sentient one of the few champions whose abilities can actually be removed during a battle. In deck combinations that need some extra card draw, a level of Cultivating can make a huge difference, but then feel free to mix in some Explosive or Bristling to get some extra damage potential into the mix.

Stygian Guard

The Stygian Guard champion, Tethys Titansbane, is the only size-1 champion in Monster Train. He has low health but packs a punch in a variety of ways. His Chillwind path has high attack and inflicts Frostbite, his Conduit path has decent attack increases and decreases offensive spell costs, and his Handheld Totem path has the Sweep skill and inflicts Spell Weakness.

Chillwind Upgrades
1: +10/+0, Strike: Frostbite-10
2: +15/+0, Strike: Frostbite-10
3: +30/+0, Strike: Frostbite-20

Conduit Upgrades
1: +5/+2, damage spell Cost-1
2: +10/+1, damage spell Cost-1
3: +20/+1, damage spell Cost-1

Handheld Totem Upgrades
1: +0/+3, Sweep, Spell Weakness-1
2: +0/+2, Spell Weakness-1
3: +0/+1, Spell Weakness-1

Tethys Titansbane Card
5/3 (Size 1)

Level 1 Tethys Titansbane
Chillwind-I: 15/3, Strike: Frostbite-10
Conduit-I: 10/5, damage spell Cost-1
Handheld Totem-I: 5/6, Sweep, Spell Weakness-1

Level 2 Tethys Titansbane
Chillwind-II: 30/3, Strike: Frostbite-20
Conduit-II: 20/6, damage spell Cost-2
Handheld Totem-II: 5/8, Sweep, Spell Weakness-2
Chillwind-I/Conduit-I: 20/5, Strike: Frostbite-10, damage spell Cost-1
Chillwind-I/Handheld Totem-I: 15/6, Strike: Frostbite-10, Sweep, Spell Weakness-1
Conduit-I/Handheld Totem-I: 10/8, damage spell Cost-1, Sweep, Spell Weakness-1

Level 3 Tethys Titansbane
Chillwind-III: 60/3, Strike: Frostbite-40
Conduit-III: 40/7, damage spell Cost-3
Handheld Totem-III: 5/9, Sweep, Spell Weakness-3
Chillwind-II/Conduit-I: 35/5, Strike: Frostbite-20, damage spell Cost-1
Chillwind-II/Handheld Totem-I: 30/6, Strike: Frostbite-20, Sweep, Spell Weakness-1
Conduit-II/Handheld Totem-I: 20/9, damage spell Cost-2, Sweep, Spell Weakness-1
Chillwind-I/Conduit-II: 30/6, Strike: Frostbite-10, damage spell Cost-2
Chillwind-I/Handheld Totem-II: 15/8, Strike: Frostbite-10, Sweep, Spell Weakness-2
Conduit-I/Handheld Totem-II: 10/10, damage spell Cost-1, Sweep, Spell Weakness-2

Tethys Titansbane is arguably the most likely champion to mix and match his paths during a run. Decreasing spell costs by 1 or 2 is often sufficient, and it only takes one level of Handheld Totem to get access to the amazing Sweep ability. Whatever the case, however, watch out for enemies with Thorns or Sweep. This pint sized champion is the most fragile by far, and most faction combinations don’t have a way to bring him back from the Consume pile.

Umbra (Coming Soon)

Penumbra Card
15/15 (Size 3)

Level 1 Penumbra
Architect-I: 20/15, Summon: +2-size on this floor
Monstrous-I: 35/20, Size 4, Trample
Glutton-I: 15/15, Gorge: +3-attack and +1-health

Level 2 Penumbra
Architect-II: 40/20, Summon: +3-size on this floor
Monstrous-II: 70/40, Size 5, Trample
Glutton-II: 15/15, Gorge: +6-attack and +2-health
Architect-I/Monstrous-I: WIP
Architect-I/Glutton-I: WIP
Monstrous-I/Glutton-I: WIP

Level 3 Penumbra
Architect-III: 80/25, Summon: +4-size on this floor
Monstrous-III: 150/90, Size 6, Trample
Glutton-III: 15/15, Gorge: +12-attack and +4-health
Architect-II/Monstrous-I: WIP
Architect-II/Glutton-I: WIP
Monstrous-II/Glutton-I: WIP
Architect-I/Monstrous-II: WIP
Architect-I/Handheld Totem-II: WIP
Monstrous-I/Glutton-II: WIP

This section is a work in progress.

Melting Remnant (Coming Soon)

Rector Flicker Card
10/10 (Size 2)

Level 1 Rector Flicker
Burn Bright-I: 60/60, Burnout 3
Accumulator-I: 10/15, Harvest: +5-Health
Dark Calling-I: 10/10, Reform: 1 Unit

Level 2 Rector Flicker
Burn Bright-II: 85/85, Burnout 3
Accumulator-II: 15/25, Harvest: +10-Health
Dark Calling-II: 20/20, Reform: 2 Units
Burn Bright-I/Accumulator-I: WIP
Burn Bright-I/Dark Calling-I: WIP
Accumulator-I/Dark Calling-I: WIP

Level 3 Rector Flicker
Burn Bright-III: 150/150, Burnout 3
Accumulator-III: 30/50, Harvest: +20-Health
Dark Calling-III: 40/40, Reform: 3 Units
Burn Bright-II/Accumulator-I: WIP
Burn Bright-II/Dark Calling-I: WIP
Monstrous-II/Dark Calling-I: WIP
Burn Bright-I/Accumulator-II: WIP
Burn Bright-I/Handheld Totem-II: WIP
Accumulator-I/Dark Calling-II: WIP

That’s all we are sharing today in Monster Train Champion Stat Progression Guide, if there are anything you want to add please feel free to leave a comment below and we’ll see you soon.

Credit to dacarnix

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