Soul Savior reference · Patch 2.2.1 · Updated July 2026

Monster Train 2 Soul Tier List

All 33 Souls ranked for consistent Soul Savior starts, followed by every Tier I–III effect and exact unlock goal from the current game data. Use the ranking for strategy, then check the data cards before committing a run.

33Souls ranked
99effect tiers
4ranking tiers
2.2.1current patch

Quick answer

Best starting Souls: Showtime, Butterball and Goldie

Showtime + Butterball is the safest generic core: one creates permanent post-battle scaling and floor space, while the other turns those stats into a reusable carry. Goldie adds movable Hold and merchant economy. If your deck already has a durable Sweep or Multistrike unit, Grump can replace Goldie for faster permanent combat scaling; Silver is the slower global-value option.

Community-informed ranking

All 33 Monster Train 2 Souls ranked

This is a starting consistency list for Soul Savior, especially Tangle and Overgrowth—not a claim that one Soul wins every clan pairing. A Soul moves up when it helps the opening fights, works across many decks and keeps scaling. Exact values remain in the game-data cards below.

S

Best starting Souls

Immediate, broadly useful power that stabilizes the punishing opening fights and still scales into Lifemother.

Showtime

Solves early floor space and grows a frontliner after every battle, buying time to take greedier map rewards.

Best with: Butterball, Grump and a carry that wants permanent stats

Butterball

Turns a real unit into both an early tank and reusable food, creating the fastest generic route to a huge carry.

Best with: Showtime, Grump, Endless units and high-stat targets

Goldie

Movable Hold access fixes a key card every turn while the Gold income pays for the upgraded merchants Soul Savior demands.

Best with: Any high-impact spell and merchant-heavy routes
A

Run-defining

Excellent starts or pickups with a real ceiling; some need a carrier, a few battles or one supporting Soul.

Ghastbud

Immediate Titanite is a strong defensive floor, and later tiers turn a chosen unit into a cheap recurring anchor.

Best with: A durable carry that needs protection from Soul Savior damage

Grump

Permanent Attack and Health reward a unit that acts or takes repeated hits, producing the scaling higher difficulties require.

Best with: Sweep, Multistrike, revenge tanks and Butterball

Meanmug

Starts slowly but converts the run economy into a permanent carry; its mature form can take over late fights by itself.

Best with: Gold generation, frequent spending and summon loops

Silver

Delayed rather than defensive, but repeated boss rewards and Pyre growth keep adding global value without a card slot.

Best with: Showtime or Butterball covering the first fights

Equilibrius

Automatically trims deck bloat and eventually converts removals into permanent draw, a rare form of run-wide consistency.

Best with: Thik, large draft packages and decks that want a tight final loop

Mimic

A second Champion creates a unique build-around and extra Light Forge scaling, though curses and random paths can lower the floor.

Best with: Allied Champions with independently strong upgrade paths

Lil' Cap

Turns the larger decks Soul Savior naturally creates into team-wide base stats and jump-starts other scaling Souls.

Best with: Thik, wide floors, Umbra and other unit-scaling Souls

Slacy

Permanent equipment growth rewards the same carry across battles and can supply both offense and Armor in one plan.

Best with: Railforged, Lazarus League and repeatable equipment
B

Strong in the right build

Good Souls with a clear shell, target or timing requirement; move them up when the starting deck already supports them.

Bougie

Attuned Magic Power can turn cheap area spells into wave clear, but a unit-heavy start may have no worthwhile target.

Best with: Attuned spells, sweep damage and Luna or Stygian casting

Dipper

Copies existing Buff stacks across a floor; spectacular after setup, blank when the deck cannot build a loaded source unit.

Best with: Rage, Armor, Valor and repeatable Summon effects

Gorgon

Spell Slays translate into capacity and team stats, but the chosen spell must reliably secure kills instead of only softening waves.

Best with: Cheap repeatable damage and Hold effects

Metamind

Extra spell upgrade slots create absurd finishers once upgraded merchants appear, with limited help in the opening battles.

Best with: A spell worth investing several premium upgrades into

Mollis

Multiplies status applications and becomes exceptional at its mature tier, but only attaches to spells that directly apply statuses.

Best with: Frostbite, Armor and other stack-heavy targeted spells

Sarge

Creates a five-upgrade super-unit over time; it needs merchant access and a carry that survives long enough to Celebrate.

Best with: A durable carry and upgraded Merchant of Steel routes

Savanta

Makes an expensive spell free and eventually adds Spellchain, trading Pyre safety for a powerful repeated play.

Best with: High-cost spells, Pyre healing and controlled self-damage

Solaris

Front-loads Ember when the first fights are most dangerous, then fades instead of providing the long-run scaling of higher tiers.

Best with: Expensive opening hands and decks that need setup tempo

Sparky

Champion kills and Pyre kills feed each other permanently, but the loop is far stronger with the right clan and Champion path.

Best with: Railforged Pyre plans and Champion-led floors

Sprout

Can scale a carry very quickly when Infested enemies are present, while region and boss rolls can leave it underfed.

Best with: A Multistrike carry and Infested-heavy regions

Thik

Double drafts and deck-size Pyre stats create raw resources, but the extra cards need a payoff or a reliable way to prune them.

Best with: Equilibrius, Lil’ Cap and draft-driven strategies

Warborne

Provides valuable draw when enemies occupy several floors, but its output depends on wave state rather than player control.

Best with: Large hands and decks able to exploit variable draw

Wizlord

Permanently raises the rest of a spell hand and rewards consuming the Soul card at the right moment, demanding a spell-dense deck.

Best with: Luna Coven, Stygian and large spell hands

Wormgut

Global capacity is useful immediately and the Ember ceiling is high, but collecting it asks the run to develop all three floors.

Best with: Wide multi-floor plans and unit-heavy clans

Red Hot

Explosive Magic Power offers wave clear and later discounts, but needs a spell that can repeatedly land the Slay.

Best with: Area damage, Magic Power and repeat casts
C

Niche or high-friction

Playable build-arounds, but their payoff is narrower, slower or less reliable than the alternatives above.

Beeziebub

A one-shot draw burst can save a turn, but Annihilate and Pyre self-damage leave no reusable scaling engine.

Best with: Pyre healing and decks desperate for one explosive hand

Daemos

Only pays when the Pyre takes damage, so the benefit often arrives after a leak has already become dangerous.

Best with: Deliberate Pyre self-damage and strong recovery

Elle

Random starter upgrades improve tempo but spread value across cards the final deck may be trying to remove.

Best with: Starter-card payoffs and decks that keep their opening package

Heartbreaker

Fragile can erase enemy durability, but arranging repeated deaths without losing the attached unit takes substantial support.

Best with: Endless, Reanimate, Halls-style copying and Quick attackers

Karma

Reflective damage asks an attached unit to keep taking hits while Malaise works against the same survival plan.

Best with: High-health Revenge tanks and reliable healing

Lamb

Recurring death can smooth draw and Ember, but the ceiling is modest unless the deck already loops Extinguish units.

Best with: Melting Remnant death loops and sacrifice floors

Maniac

Advance and Burst can accelerate offense, yet forced movement disrupts careful floor order and is difficult to stabilize early.

Best with: Banished movement plans and floors built around Burst

Exact game data

All Soul effects, tiers and unlock goals

Every Soul has three tiers. Tier I shows its unlock goal; Tier II and Tier III show the cumulative upgrade goals encoded by the game. Effects use patch 2.2.1 data, including the post-launch Butterball and Meanmug balance changes.

33 of 33

Beeziebub

C tier

A one-shot draw burst can save a turn, but Annihilate and Pyre self-damage leave no reusable scaling engine.

Best with: Pyre healing and decks desperate for one explosive hand

Tier 1

Annihilate this card. Deal damage to your Pyre equal to 10% of its current health. Draw 3 cards.

Goal 25 Purge Spells to unlock.

Tier 2

Annihilate this card. Deal damage to your Pyre equal to 10% of its current health. Draw 3 cards and apply -1 Ember.

Goal 40 Purge Spells to upgrade.

Tier 3

Annihilate this card. Deal damage to your Pyre equal to 10% of its current health. Draw 5 cards and apply -2 Ember.

Goal 60 Purge Spells to upgrade.

Bougie

B tier

Attuned Magic Power can turn cheap area spells into wave clear, but a unit-heavy start may have no worthwhile target.

Best with: Attuned spells, sweep damage and Luna or Stygian casting

Tier 1

Gain Attuned and +10 Magic Power.

Goal 10000 Deal damage with Magic Power to unlock.

Tier 2

Gain Attuned and +20 Magic Power.

Goal 15000 Deal damage with Magic Power to upgrade.

Tier 3

Gain Attuned and +30 Magic Power.

Goal 20000 Deal damage with Magic Power to upgrade.

Butterball

S tier

Turns a real unit into both an early tank and reusable food, creating the fastest generic route to a huge carry.

Best with: Showtime, Grump, Endless units and high-stat targets

Tier 1

+10 Health. This unit can be Eaten to gain its Attack and Health.

Goal 15 Eat units to unlock.

Tier 2

+15 Health. Buffet 2. This unit can be Eaten to gain its Attack and Health.

Goal 50 Eat units to upgrade.

Tier 3

+25 Health. Buffet 3. This unit can be Eaten to gain its Attack and Health.

Goal 80 Eat units to upgrade.

Daemos

C tier

Only pays when the Pyre takes damage, so the benefit often arrives after a leak has already become dangerous.

Best with: Deliberate Pyre self-damage and strong recovery

Tier 1

Your Pyre takes an additional 1 damage from all sources and gains Revenge: Draw +1 next turn.

Goal 1 Defeat Lifemother while playing Hellhorned to unlock.

Tier 2

Your Pyre takes an additional 1 damage from all sources and gains Revenge: Draw +1 next turn and gain +1 permanent Pyre health.

Goal 1 Defeat Lifemother while playing Hellhorned to upgrade.

Tier 3

Your Pyre takes an additional 1 damage from all sources and gains Revenge: Draw +1 next turn and gain +1 permanent Pyre health and +1 permanent Pyre Attack.

Goal 1 Defeat Lifemother while playing Hellhorned to upgrade.

Dipper

B tier

Copies existing Buff stacks across a floor; spectacular after setup, blank when the deck cannot build a loaded source unit.

Best with: Rage, Armor, Valor and repeatable Summon effects

Tier 1

Summon: Apply 50% of this unit's Buff stacks to friendly units.

Goal 1000 Apply Buffs to unlock.

Tier 2

Summon: Apply 75% of this unit's Buff stacks to friendly units.

Goal 1500 Apply Buffs to upgrade.

Tier 3

Summon: Apply 100% of this unit's Buff stacks to friendly units.

Goal 2000 Apply Buffs to upgrade.

Elle

C tier

Random starter upgrades improve tempo but spread value across cards the final deck may be trying to remove.

Best with: Starter-card payoffs and decks that keep their opening package

Tier 1

2 random starter cards are upgraded with: Gain 1 Ember and draw +1 next turn.

Goal 75 Play Starter cards to unlock.

Tier 2

3 random starter cards are upgraded with: Gain 1 Ember and draw +1 next turn.

Goal 150 Play Starter cards to upgrade.

Tier 3

4 random starter cards are upgraded with: Gain 1 Ember and draw +1 next turn.

Goal 250 Play Starter cards to upgrade.

Equilibrius

A tier

Automatically trims deck bloat and eventually converts removals into permanent draw, a rare form of run-wide consistency.

Best with: Thik, large draft packages and decks that want a tight final loop

Tier 1

At the end of battle, If your deck is over 25 cards then purge down to 25 cards. After you purge a total of 9 cards, permanently draw +1 each turn.

Goal 50 Purge cards to unlock.

Tier 2

At the end of battle, If your deck is over 25 cards then purge down to 25 cards. After you purge a total of 7 cards, permanently draw +1 each turn.

Goal 50 Purge cards to upgrade.

Tier 3

At the end of battle, If your deck is over 25 cards then purge down to 25 cards. After you purge a total of 5 cards, permanently draw +1 each turn.

Goal 50 Purge cards to upgrade.

Ghastbud

A tier

Immediate Titanite is a strong defensive floor, and later tiers turn a chosen unit into a cheap recurring anchor.

Best with: A durable carry that needs protection from Soul Savior damage

Tier 1

Gain Titanite and -2 Ember.

Available by default

Tier 2

Gain Titanite, Endless, and -2 Ember.

Goal 2 Defeat Lylith to upgrade.

Tier 3

Gain Titanite, Damage Shield 4, Endless, and -2 Ember.

Goal 3 Defeat Lylith to upgrade.

Goldie

S tier

Movable Hold access fixes a key card every turn while the Gold income pays for the upgraded merchants Soul Savior demands.

Best with: Any high-impact spell and merchant-heavy routes

Tier 1

Gain Hold. When played, gain 10 Gold per Ember cost.

Goal 5000 Earn Coins to unlock.

Tier 2

Gain Hold. When played, gain 20 Gold per Ember cost.

Goal 7000 Earn Coins to upgrade.

Tier 3

Gain Hold. When played, gain 30 Gold per Ember cost.

Goal 10000 Earn Coins to upgrade.

Gorgon

B tier

Spell Slays translate into capacity and team stats, but the chosen spell must reliably secure kills instead of only softening waves.

Best with: Cheap repeatable damage and Hold effects

Tier 1

Slay: +1 Capacity. Friendly units gain +2 Attack and +4 Health.

Goal 50 Slay enemy units with spells to unlock.

Tier 2

Slay: +2 Capacity. Friendly units gain +2 Attack and +4 Health.

Goal 80 Slay enemy units with spells to upgrade.

Tier 3

Slay: +2 Capacity. Friendly units gain +4 Attack and +8 Health.

Goal 120 Slay enemy units with spells to upgrade.

Grump

A tier

Permanent Attack and Health reward a unit that acts or takes repeated hits, producing the scaling higher difficulties require.

Best with: Sweep, Multistrike, revenge tanks and Butterball

Tier 1

Revenge: Gain +1 Attack permanently. Action: Gain +1 Health permanently.

Goal 30000 Deal damage to units to unlock.

Tier 2

Revenge: Gain +1 Attack permanently. Action: Gain +2 Health permanently.

Goal 50000 Deal damage to units to upgrade.

Tier 3

Revenge: Gain +2 Attack permanently. Action: Gain +3 Health permanently.

Goal 100000 Deal damage to units to upgrade.

Heartbreaker

C tier

Fragile can erase enemy durability, but arranging repeated deaths without losing the attached unit takes substantial support.

Best with: Endless, Reanimate, Halls-style copying and Quick attackers

Tier 1

Gain Fragile. Extinguish: Apply Fragile to the non-boss unit that killed it.

Goal 1 Defeat Lifemother while playing Melting Remnant to unlock.

Tier 2

Gain Fragile and Reanimate 1. Extinguish: Apply Fragile to the non-boss unit that killed it.

Goal 1 Defeat Lifemother while playing Melting Remnant to upgrade.

Tier 3

Gain Fragile and Reanimate 2. Extinguish: Apply Fragile to the non-boss unit that killed it.

Goal 1 Defeat Lifemother while playing Melting Remnant to upgrade.

Karma

C tier

Reflective damage asks an attached unit to keep taking hits while Malaise works against the same survival plan.

Best with: High-health Revenge tanks and reliable healing

Tier 1

Revenge: Deal damage to the attacker equal to Attack and gain Malaise 3.

Goal 1 Defeat Lifemother while playing Awoken to unlock.

Tier 2

Revenge: Deal damage to the attacker equal to Attack and gain Malaise 2.

Goal 1 Defeat Lifemother while playing Awoken to upgrade.

Tier 3

Revenge: Deal damage to the attacker equal to Attack and gain Malaise 1.

Goal 1 Defeat Lifemother while playing Awoken to upgrade

Lamb

C tier

Recurring death can smooth draw and Ember, but the ceiling is modest unless the deck already loops Extinguish units.

Best with: Melting Remnant death loops and sacrifice floors

Tier 1

Endless. Extinguish: Draw +1 next turn.

Goal 1 Defeat Lifemother while playing Lazarus League to unlock.

Tier 2

Endless. Extinguish: Draw +1 next turn and apply -1 Ember.

Goal 1 Defeat Lifemother while playing Lazarus League to upgrade.

Tier 3

Endless. Extinguish: Draw +2 next turn and apply -1 Ember.

Goal 1 Defeat Lifemother while playing Lazarus League to upgrade.

Lil' Cap

A tier

Turns the larger decks Soul Savior naturally creates into team-wide base stats and jump-starts other scaling Souls.

Best with: Thik, wide floors, Umbra and other unit-scaling Souls

Tier 1

Units gain +2 Attack and +4 Health for every 10 cards you have in your Deck.

Goal 1 Defeat Lifemother while playing Underlegion to unlock.

Tier 2

Units gain +4 Attack and +8 Health for every 10 cards you have in your Deck.

Goal 1 Defeat Lifemother while playing Underlegion to upgrade.

Tier 3

Units gain +6 Attack and +12 Health for every 10 cards you have in your Deck.

Goal 1 Defeat Lifemother while playing Underlegion to upgrade.

Maniac

C tier

Advance and Burst can accelerate offense, yet forced movement disrupts careful floor order and is difficult to stabilize early.

Best with: Banished movement plans and floors built around Burst

Tier 1

Resolve: Advance and gain Pyregel 4. Friendly units gain Burst 1.

Goal 1 Defeat Lifemother while playing Banished to unlock.

Tier 2

Vanguard: Multistrike 1. Resolve: Advance and gain Pyregel 4. Friendly units gain Burst 1.

Goal 1 Defeat Lifemother while playing Banished to upgrade.

Tier 3

Vanguard: Multistrike 1. Resolve: Advance and gain Pyregel 4. Friendly units gain Burst 1 and +5 Attack.

Goal 1 Defeat Lifemother while playing Banished to upgrade.

Meanmug

A tier

Starts slowly but converts the run economy into a permanent carry; its mature form can take over late fights by itself.

Best with: Gold generation, frequent spending and summon loops

Tier 1

Gain Avarice 9.

Goal 1 Defeat Thaddeus to unlock.

Tier 2

Gain Avarice 9. Celebrate: Gain Avarice 4 permanently.

Goal 2 Defeat Thaddeus to upgrade.

Tier 3

Gain Avarice 9. Celebrate: Gain Avarice 4 permanently. For every 100 Gold spent, gain +10 Attack.

Goal 3 Defeat Thaddeus to upgrade.

Metamind

B tier

Extra spell upgrade slots create absurd finishers once upgraded merchants appear, with limited help in the opening battles.

Best with: A spell worth investing several premium upgrades into

Tier 1

When played, add 1 upgrade slot. Spells have a max of 5 upgrade slots.

Goal 40 Apply upgrades to spells to unlock.

Tier 2

When played, add 2 upgrade slots. Spells have a max of 5 upgrade slots.

Goal 50 Apply upgrades to spells to upgrade.

Tier 3

When played, add 3 upgrade slots. Spells have a max of 5 upgrade slots.

Goal 50 Apply upgrades to spells to upgrade.

Mimic

A tier

A second Champion creates a unique build-around and extra Light Forge scaling, though curses and random paths can lower the floor.

Best with: Allied Champions with independently strong upgrade paths

Tier 1

Gain the allied champion. It gains a random upgrade the next time you use a lightforge.

Goal 60 Slay units with a Champion to unlock.

Tier 2

Gain the allied champion. It gains a random upgrade the next 2 times you use a lightforge.

Goal 120 Slay units with a Champion to upgrade.

Tier 3

Gain the allied champion. It gains a random upgrade the next 3 times you use a lightforge.

Goal 180 Slay units with a Champion to upgrade.

Mollis

B tier

Multiplies status applications and becomes exceptional at its mature tier, but only attaches to spells that directly apply statuses.

Best with: Frostbite, Armor and other stack-heavy targeted spells

Tier 1

Gain Triplestack.

Goal 1 Defeat Lifemother while playing Stygian to unlock.

Tier 2

Gain Triplestack. Apply Frostbite 3 to targeted enemy units and Armor 3 to targeted friendly units.

Goal 1 Defeat Lifemother while playing Stygian to upgrade.

Tier 3

Gain Quadrastack. Apply Frostbite 3 to targeted enemy units and Armor 3 to targeted friendly units.

Goal 1 Defeat Lifemother while playing Stygian to upgrade.

Red Hot

B tier

Explosive Magic Power offers wave clear and later discounts, but needs a spell that can repeatedly land the Slay.

Best with: Area damage, Magic Power and repeat casts

Tier 1

Gain Explosive and +5 Magic Power.

Goal 1 Defeat Lifemother while playing Pyreborne to unlock.

Tier 2

Gain Explosive and +5 Magic Power. Slay: Apply -1 Ember to a random card.

Goal 1 Defeat Lifemother while playing Pyreborne to upgrade.

Tier 3

Gain Explosive and +10 Magic Power. Slay: Apply -1 Ember to a random card.

Goal 1 Defeat Lifemother while playing Pyreborne to upgrade.

Sarge

B tier

Creates a five-upgrade super-unit over time; it needs merchant access and a carry that survives long enough to Celebrate.

Best with: A durable carry and upgraded Merchant of Steel routes

Tier 1

Celebrate: Gain 1 upgrade slot and +10 Health permanently. Units have a max of 5 upgrade slots.

Goal 35 Apply upgrades to units to unlock.

Tier 2

Celebrate: Gain 2 upgrade slots and +20 Health permanently. Units have a max of 5 upgrade slots.

Goal 60 Apply upgrades to units to upgrade.

Tier 3

Celebrate: Gain 3 upgrade slots and +30 Health permanently. Units have a max of 5 upgrade slots.

Goal 70 Apply upgrades to units to upgrade.

Savanta

B tier

Makes an expensive spell free and eventually adds Spellchain, trading Pyre safety for a powerful repeated play.

Best with: High-cost spells, Pyre healing and controlled self-damage

Tier 1

Apply 0 Ember. Take Pyre health damage equal to the base cost.

Goal 1 Defeat Lifemother while playing Wurmkin to unlock.

Tier 2

Apply 0 Ember. Take Pyre health damage equal to the base cost -1 Ember.

Goal 1 Defeat Lifemother while playing Wurmkin to upgrade.

Tier 3

Apply 0 Ember. Take Pyre health damage equal to the base cost -1 Ember. Spellchain.

Goal 1 Defeat Lifemother while playing Wurmkin to upgrade.

Showtime

S tier

Solves early floor space and grows a frontliner after every battle, buying time to take greedier map rewards.

Best with: Butterball, Grump and a carry that wants permanent stats

Tier 1

A random floor has +3 Capacity. At the end of combat, the front friendly unit on that floor gains +1 Capacity, +5 Attack and +25 Health if there is Capacity available (max 6 Capacity).

Goal 1 Defeat Tivi to unlock.

Tier 2

A random floor has +3 Capacity. At the end of combat, the front friendly unit on that floor gains +1 Capacity, +10 Attack and +30 Health if there is Capacity available (max 6 Capacity).

Goal 2 Defeat Tivi to upgrade.

Tier 3

A random floor has +5 Capacity. At the end of combat, the front friendly unit on that floor gains +1 Capacity, +10 Attack and +30 Health if there is Capacity available (max 6 Capacity).

Goal 3 Defeat Tivi to upgrade.

Silver

A tier

Delayed rather than defensive, but repeated boss rewards and Pyre growth keep adding global value without a card slot.

Best with: Showtime or Butterball covering the first fights

Tier 1

Your Pyre randomly gains either +5 Health or +5 Attack after any boss is defeated. Gain an artifact that gives either +1 Ember, +1 Draw, or +2 Capacity after the next flying boss is defeated.

Goal 5 Defeat any Boss to unlock.

Tier 2

Your Pyre randomly gains either +7 Health or +7 Attack after any boss is defeated. Gain an artifact that gives either +1 Ember, +1 Draw, or +2 Capacity after the next 2 flying bosses are defeated.

Goal 25 Defeat any Boss to upgrade.

Tier 3

Your Pyre randomly gains either +10 Health or +10 Attack after any boss is defeated. Gain an artifact that gives either +1 Ember, +1 Draw, or +2 Capacity after the next 3 flying bosses are defeated.

Goal 50 Defeat any Boss to upgrade.

Slacy

A tier

Permanent equipment growth rewards the same carry across battles and can supply both offense and Armor in one plan.

Best with: Railforged, Lazarus League and repeatable equipment

Tier 1

Equipped: The attached equipment gains +5 Attack permanently. Slay: The attached equipment gains +1 Attack and Armor 5 permanently.

Goal 20 Equip equipment to unlock.

Tier 2

Equipped: The attached equipment gains +7 Attack permanently. Slay: The attached equipment gains +2 Attack and Armor 7 permanently.

Goal 35 Equip equipment to upgrade.

Tier 3

Equipped: The attached equipment gains +10 Attack permanently. Slay: The attached equipment gains +3 Attack and Armor 10 permanently.

Goal 50 Equip equipment to upgrade.

Solaris

B tier

Front-loads Ember when the first fights are most dangerous, then fades instead of providing the long-run scaling of higher tiers.

Best with: Expensive opening hands and decks that need setup tempo

Tier 1

Gain 3 Ember. Reduce this amount by 1 each turn.

Goal 1 Defeat Maera to unlock.

Tier 2

Gain 4 Ember. Reduce this amount by 1 each turn.

Goal 2 Defeat Maera to upgrade.

Tier 3

Gain 5 Ember. Reduce this amount by 1 each turn.

Goal 3 Defeat Maera to upgrade.

Sparky

B tier

Champion kills and Pyre kills feed each other permanently, but the loop is far stronger with the right clan and Champion path.

Best with: Railforged Pyre plans and Champion-led floors

Tier 1

Your Pyre gains +1 Attack and +2 Health permanently when a Champion kills a unit. Champions gain +2 Attack and +2 Health permanently when the Pyre kills a unit.

Goal 1 Defeat Lifemother while playing Railforged to unlock.

Tier 2

Your Pyre gains +2 Attack and +3 Health permanently when a Champion kills a unit. Champions gain +3 Attack and +3 Health permanently when the Pyre kills a unit.

Goal 1 Defeat Lifemother while playing Railforged to upgrade.

Tier 3

Your Pyre gains +3 Attack and +4 Health permanently when a Champion kills a unit. Champions gain +4 Attack and +4 Health permanently when the Pyre kills a unit.

Goal 1 Defeat Lifemother while playing Railforged to upgrade.

Sprout

B tier

Can scale a carry very quickly when Infested enemies are present, while region and boss rolls can leave it underfed.

Best with: A Multistrike carry and Infested-heavy regions

Tier 1

Gain Attack equal to all Infested stacks.

Goal 30 Slay enemy units with Infested to unlock.

Tier 2

Gain Attack equal to all Infested stacks. Siphon: Gain +2 Attack permanently when an Infested unit dies.

Goal 45 Slay enemy units with Infested to upgrade.

Tier 3

Gain Attack equal to all Infested stacks. Siphon: Gain +4 Attack permanently when an Infested unit dies.

Goal 60 Slay enemy units with Infested to upgrade.

Thik

B tier

Double drafts and deck-size Pyre stats create raw resources, but the extra cards need a payoff or a reliable way to prune them.

Best with: Equilibrius, Lil’ Cap and draft-driven strategies

Tier 1

Each time you draft a card, gain a second copy. Your Pyre has +3 Pyre health for each card in your deck.

Goal 30 Draft cards to unlock.

Tier 2

Each time you draft a card, gain a second copy. Your Pyre has +4 Pyre health for each card in your deck.

Goal 40 Draft cards to upgrade.

Tier 3

Each time you draft a card, gain a second copy. Your Pyre has +5 Pyre health and +2 Attack for each card in your deck.

Goal 50 Draft cards to upgrade.

Warborne

B tier

Provides valuable draw when enemies occupy several floors, but its output depends on wave state rather than player control.

Best with: Large hands and decks able to exploit variable draw

Tier 1

Draw +1 for each floor that has enemy units on it at turn end.

Goal 250 Slay enemy units to unlock.

Tier 2

Draw +1 for each floor that has enemy units on it at turn end. Draw +1 each turn during Relentless.

Goal 500 Slay enemy units to upgrade.

Tier 3

Draw +1 for each floor that has enemy units on it at turn end. Draw +1 each turn during Relentless. Draw 2 after playing 10 cards in a turn.

Goal 750 Slay enemy units to upgrade.

Wizlord

B tier

Permanently raises the rest of a spell hand and rewards consuming the Soul card at the right moment, demanding a spell-dense deck.

Best with: Luna Coven, Stygian and large spell hands

Tier 1

When played other spells in hand gain +1 Magic Power permanently. Consume: Double the effect.

Goal 1 Defeat Lifemother while playing Luna Coven to unlock.

Tier 2

When played other spells in hand gain +2 Magic Power permanently. Consume: Double the effect.

Goal 1 Defeat Lifemother while playing Luna Coven to upgrade.

Tier 3

When played other spells in hand gain +3 Magic Power permanently. Consume: Double the effect.

Goal 1 Defeat Lifemother while playing Luna Coven to upgrade.

Wormgut

B tier

Global capacity is useful immediately and the Ember ceiling is high, but collecting it asks the run to develop all three floors.

Best with: Wide multi-floor plans and unit-heavy clans

Tier 1

+1 Capacity on each floor. If all three floors have friendly units at turn start, gain 1 Ember.

Goal 1 Defeat Lifemother while playing Umbra to unlock.

Tier 2

+1 Capacity on each floor. If all three floors have friendly units at turn start, gain 1 Ember. If you are filling at least 20 capacity, gain 1 Ember.

Goal 1 Defeat Lifemother while playing Umbra to upgrade.

Tier 3

+1 Capacity on each floor. If all three floors have friendly units at turn start, gain 1 Ember. If you are filling at least 20 capacity, gain 2 Ember.

Goal 1 Defeat Lifemother while playing Umbra to upgrade.

Soul Savior questions

What are the best Souls in Monster Train 2?

Showtime, Butterball and Goldie are the most broadly reliable starting Souls in the current community discussion. Showtime plus Butterball is the core scaling pair; Goldie adds Hold and economy without requiring a specific clan.

How many Souls are in Monster Train 2?

There are 33 Souls in the current Soul Savior data. Every Soul has three effect tiers, for 99 tier entries in total.

Do Soul tiers change which Soul you should start with?

Yes. Some Souls provide immediate survival at Tier I, while others become run-defining only after later upgrades. This ranking weighs opening strength, consistency, build dependence and mature scaling rather than raw Tier III ceiling alone.

Is Soul Savior part of the base game?

No. Soul Savior and its Souls are part of the paid Destiny of the Railforged DLC. Wurmkin is the free clan released alongside the expansion, but the Soul Savior mode itself belongs to the DLC.

Ranking method, sources and accuracy

The S–C ranking is an editorial synthesis of current public Soul Savior discussions, weighted toward opening survival, cross-clan consistency, build dependence and mature scaling. Community opinions are not game data; disagreements are expected, especially for Souls that need a particular clan or Tier III effect.

Names, effects, tier levels and unlock counters are generated from the Monster Train 2 game-data dump, last refreshed . Five defaults omitted or misreferenced by the serialized dump are filled from the developer's official Destiny of the Railforged launch notes; current values then follow the patch 2.2.1 data. The official 2.1 and 2.2 notes document important Soul fixes and balance changes, which is why launch-day rankings should not be copied without checking current effects.

Looking for the mode's opposition? The Soul Savior enemies table lists its regular enemies and bosses with stats and abilities.