Monster Train 2/Keywords

Monster Train 2 Keyword Glossary

69 status effects, triggers and mechanics. Status definitions use the game's tooltips; trigger definitions explain when they activate. Each term links to the cards that mention it, plus matching artifacts, upgrades and bosses.

69 terms

Status effects 41

Armor

22 cards

Damage is dealt to Armor before health. Each point of Armor blocks one point of damage and is then removed.

Avarice

3 cards

When a unit with Avarice deals unblocked damage, gain Gold equal to stacks of Avarice.

Buffet

1 cards

This unit can be eaten multiple times.

Burnout

10 cards

When Burnout runs out, the unit dies. Decreases every turn.

Burst

3 cards

Attacks an additional time per stack. Remove 1 stack after each attack made this way.

Conduit

7 cards

+X Magic Power on this floor per stack.

Cooldown

1 cards

This unit's Ability can't be activated while there are any stacks of Cooldown.

Damage Shield

8 cards

Nullify the next source of damage.

Dazed

7 cards

As long as a unit is Dazed, it can't attack or use any Action or Resolve abilities. Decreases every turn.

Decay

6 cards

Unit takes 3 damage per stack at the end of turn. Decreases every turn.

Emberdrain

6 cards

At the start of turn, you lose 1 Ember for every stack of Emberdrain. Decreases every turn.

Endless

1 cards

When this unit dies or is eaten, return its card to the top of the draw pile.

Fragile

2 cards

If this unit loses health, it dies.

Frostbite

6 cards

Unit takes 1 damage per stack at the end of turn. Decreases every turn.

Fuel

1 cards

Negates the effect of Inert and Dormant. Loses 1 stack every turn.

Hatch

4 cards

At end of turn, remove Corrupt from the floor to remove Hatch from the front unit with Hatch. When all Hatch is removed, the unit will Hatched.

Immobile

2 cards

Can't move between floors or change position on this floor.

Inert

1 cards

This unit cannot attack unless it has Fuel.

Lifesteal

5 cards

When a unit with Lifesteal attacks, it restores health equal to the damage dealt. Decreases each time the unit attacks.

Mageblade

3 cards

+X Attack per stack for each Magic Power on the floor.

Melee Weakness

6 cards

The next time the unit is attacked, it takes that much damage again for each stack of Melee Weakness.

Multistrike

9 cards

Attacks an additional time per turn.

Mute

1 cards

Disables Triggers, Abilities, and Enchants. Decreases every turn.

Pyregel

6 cards

+X incoming damage per stack.

Quick

3 cards

Attacks before enemy units during combat.

Rage

9 cards

+X Attack per stack. Decreases every turn.

Reanimate

7 cards

When a unit with Reanimate is killed, it will be revived with 1 Health and lose 1 stack of Reanimate.

Reap

4 cards

Unit takes 1 damage per stack of Corrupt after combat ends. Does not decrease.

Regen

4 cards

Restores X health per stack at the end of turn. Decreases every turn.

Rooted

2 cards

Prevents the next time a unit would move between floors. Bosses are immune.

Sap

7 cards

-X Attack per stack. Decreases every turn.

Spell Weakness

4 cards

The next time the unit is hit by a damage spell or ability, it takes that much damage again for each stack of Spell Weakness.

Spikes

7 cards

When a unit with Spikes is attacked, the attacker takes X damage per stack.

Stealth

4 cards

Not a target in combat. Decreases every turn.

Steelguard

1 cards

Cannot lose more than X Armor per hit.

Sweep

6 cards

Attacks all enemy units.

Titanskin

1 cards

X damage reduction per stack.

Trample

3 cards

When attacking, excess damage is applied to the subsequent enemy unit.

Troop

6 cards

Troop gains bonus Attack and Health per stack. Additional Troop stacks on a floor are added to any existing Troop. When this unit loses health equal to the Health granted by one stack, it loses a Troop stack.

Unstable

3 cards

If a unit's HP is less than or equal to stacks of Unstable at the end of combat, they die if not invulnerable. On death, this unit explodes, dealing damage equal to stacks to enemies on the floor.

Valor

7 cards

+1 Attack per stack. Raise Armor to stack count if this is the front unit after combat.

Triggers & mechanics 28

Armored

1 cards

Triggers when Armor is added to this unit.

Artificer

1 cards

Triggers when Equipment is attached to any ally of this unit.

Celebrate

1 cards

Triggers after defeating a boss.

Consume

107 cards

Removed from your deck for the rest of the battle after being played.

Eaten

6 cards

Triggers when this unit is eaten by the front unit.

Enchant

4 cards

An aura: other units on this floor gain the listed bonus.

Equipped

2 cards

Triggers when Equipment is attached to this unit.

Etch

4 cards

Triggers when a card is Consumed on this floor.

Extinguish

14 cards

Triggers when this unit dies.

Gorge

6 cards

Triggers when this unit eats another unit.

Harvest

5 cards

Triggers when any unit dies on this floor.

Hunger

1 cards

Triggers when a unit with Eaten is summoned.

Incant

10 cards

Triggers when you play a spell on this floor.

Inspire

3 cards

Triggers when you gain the clan's resource on this floor.

Mooncycle

2 cards

Triggers when the moon changes phase.

Moonlit

1 cards

Active while the moon is in its Moonlit phase.

Moonshade

2 cards

Active while the moon is in its Moonshade phase.

Propagate

6 cards

Increase existing eligible Buff stacks on friendly units and Debuff stacks on enemy units by the stated amount. Dazed is excluded.

Rally

5 cards

Triggers when a friendly unit is summoned on this floor.

Reanimated

2 cards

Triggers when this unit is revived by Reanimate.

Rejuvenate

3 cards

Triggers when this unit is healed, even at full health.

Resolve

8 cards

Triggers after combat.

Revenge

9 cards

Triggers when this unit is hit.

Shift

4 cards

Triggers whenever this unit moves.

Slay

17 cards

Triggers after dealing a killing blow.

Strike

9 cards

Triggers when this unit attacks.

Summon

18 cards

Triggers when this unit is played.

Unplayable

2 cards

This card cannot be played.