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.
Status effects 41
Armor
22 cardsDamage is dealt to Armor before health. Each point of Armor blocks one point of damage and is then removed.
Avarice
3 cardsWhen a unit with Avarice deals unblocked damage, gain Gold equal to stacks of Avarice.
Buffet
1 cardsThis unit can be eaten multiple times.
Burnout
10 cardsWhen Burnout runs out, the unit dies. Decreases every turn.
Burst
3 cardsAttacks 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 cardsThis unit's Ability can't be activated while there are any stacks of Cooldown.
Damage Shield
8 cardsNullify the next source of damage.
Dazed
7 cardsAs long as a unit is Dazed, it can't attack or use any Action or Resolve abilities. Decreases every turn.
Decay
6 cardsUnit takes 3 damage per stack at the end of turn. Decreases every turn.
Emberdrain
6 cardsAt the start of turn, you lose 1 Ember for every stack of Emberdrain. Decreases every turn.
Endless
1 cardsWhen this unit dies or is eaten, return its card to the top of the draw pile.
Fragile
2 cardsIf this unit loses health, it dies.
Frostbite
6 cardsUnit takes 1 damage per stack at the end of turn. Decreases every turn.
Fuel
1 cardsNegates the effect of Inert and Dormant. Loses 1 stack every turn.
Hatch
4 cardsAt 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 cardsCan't move between floors or change position on this floor.
Inert
1 cardsThis unit cannot attack unless it has Fuel.
Lifesteal
5 cardsWhen 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 cardsThe next time the unit is attacked, it takes that much damage again for each stack of Melee Weakness.
Multistrike
9 cardsAttacks an additional time per turn.
Mute
1 cardsDisables Triggers, Abilities, and Enchants. Decreases every turn.
Pyregel
6 cards+X incoming damage per stack.
Quick
3 cardsAttacks before enemy units during combat.
Rage
9 cards+X Attack per stack. Decreases every turn.
Reanimate
7 cardsWhen a unit with Reanimate is killed, it will be revived with 1 Health and lose 1 stack of Reanimate.
Reap
4 cardsUnit takes 1 damage per stack of Corrupt after combat ends. Does not decrease.
Regen
4 cardsRestores X health per stack at the end of turn. Decreases every turn.
Rooted
2 cardsPrevents 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 cardsThe 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 cardsWhen a unit with Spikes is attacked, the attacker takes X damage per stack.
Stealth
4 cardsNot a target in combat. Decreases every turn.
Steelguard
1 cardsCannot lose more than X Armor per hit.
Sweep
6 cardsAttacks all enemy units.
Titanskin
1 cardsX damage reduction per stack.
Trample
3 cardsWhen attacking, excess damage is applied to the subsequent enemy unit.
Troop
6 cardsTroop 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 cardsIf 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 cardsTriggers when Armor is added to this unit.
Artificer
1 cardsTriggers when Equipment is attached to any ally of this unit.
Celebrate
1 cardsTriggers after defeating a boss.
Consume
107 cardsRemoved from your deck for the rest of the battle after being played.
Eaten
6 cardsTriggers when this unit is eaten by the front unit.
Enchant
4 cardsAn aura: other units on this floor gain the listed bonus.
Equipped
2 cardsTriggers when Equipment is attached to this unit.
Etch
4 cardsTriggers when a card is Consumed on this floor.
Extinguish
14 cardsTriggers when this unit dies.
Gorge
6 cardsTriggers when this unit eats another unit.
Harvest
5 cardsTriggers when any unit dies on this floor.
Hunger
1 cardsTriggers when a unit with Eaten is summoned.
Incant
10 cardsTriggers when you play a spell on this floor.
Inspire
3 cardsTriggers when you gain the clan's resource on this floor.
Mooncycle
2 cardsTriggers when the moon changes phase.
Moonlit
1 cardsActive while the moon is in its Moonlit phase.
Moonshade
2 cardsActive while the moon is in its Moonshade phase.
Propagate
6 cardsIncrease existing eligible Buff stacks on friendly units and Debuff stacks on enemy units by the stated amount. Dazed is excluded.
Rally
5 cardsTriggers when a friendly unit is summoned on this floor.
Reanimated
2 cardsTriggers when this unit is revived by Reanimate.
Rejuvenate
3 cardsTriggers when this unit is healed, even at full health.
Resolve
8 cardsTriggers after combat.
Revenge
9 cardsTriggers when this unit is hit.
Shift
4 cardsTriggers whenever this unit moves.
Slay
17 cardsTriggers after dealing a killing blow.
Strike
9 cardsTriggers when this unit attacks.
Summon
18 cardsTriggers when this unit is played.
Unplayable
2 cardsThis card cannot be played.