Covenant ranks 1–10 and how to beat Covenant 10
Covenant 10 is the top difficulty. Every rank keeps the rules of the ranks below it, and you unlock the next rank by beating Seraph Aeternus at the current one. Runs that win at Covenant 10 usually build one unit or one floor that scales every battle until it can kill Seraph by itself, keep the deck small, and take boss artifacts that feed that plan.

What each rank adds
| Rank | Rule added | What to do about it |
|---|---|---|
| 1 | Enemies are stronger; your starting deck gets extra random cards: a pair of commons from each clan and an uncommon banner unit | The only rank with a benefit. Learn new clans here. |
| 2 | Battles have extra enemies | Area damage and Sweep units gain value. |
| 3 | Merchant rerolls cost 50% more and purge costs rise 50% faster | Purge early, before the price climbs; reroll less. |
| 4 | Bosses gain Attack and Health; non-flying bosses gain an extra mechanic | Check each boss’s Covenant 4 ability on its boss page. |
| 5 | Two Vengeful Shard Blights in the starting deck | Unpurgeable; each deals 1 to your Pyre if left in hand (Reserve) or costs 1 Ember to play away. |
| 6 | One card per draft also adds a Calcified Ember | One offered card in each draft carries it; taking that card adds the Blight. It costs 3 Ember to play and then Purges itself. |
| 7 | No empty wave before bosses | Your units fight the boss straight after the last wave; set up healing and buffs a turn earlier. |
| 8 | Enemies are stronger | The second stat jump; boss stats rise again at Covenant 8. |
| 9 | Your Pyre starts the run with 30% damage | High-Health Pyre Hearts and Holystone heals matter more. |
| 10 | Elite Chosen enemies appear in flying-boss battles | Chosen units replace some ordinary enemies in those waves, Seraph’s fight included. |
Covenant 1–9 and Covenant 10 keep separate win streaks. Beating the Titans on Covenant 10 rolls the credits.
The plan that wins
The winning runs described in Steam guides and threads share three habits:
- One scaling threat. A unit that gains Attack permanently every turn or every kill (Harvest, Rally, Punish, Revenge, Slay effects) and gets Multistrike from a Frenzystone. From Covenant 2, Ring 8 waves hold five or six enemies, so a +5-per-death unit grows fast.
- Space for it. Heaven’s Light adds 2 Capacity to every floor; a Smidgestone sets one unit’s Capacity to 1. Either lets you stack three or four copies of the threat on one floor.
- A thin deck. Purge starter cards you no longer play so the engine pieces come up every turn. Covenant 5 and 6 add Blights you cannot remove, which makes every purge more valuable.
Example: Wickless Barons (any clan with Melting Remnant)
Joey Ortiz cleared Covenant 10 with every clan using this plan:
- Wickless Baron (1 Ember, 5/15): Harvest +5 Attack and +5 Health, triggered by any unit dying on its floor, yours or the enemy’s.
- Put three or four Barons on one floor with Heaven’s Light or Smidgestone, and give each a Frenzystone.
- Feed the floor with deaths: Remnant Host (0/1, summons 2 Draff when it dies), Votivary (1/1, Endless, draws 2 next turn when it dies), Dreg (0 Ember) and Entombed Explosive (65 damage to the front enemy on death).
- With Underlegion as the ally, Eager Conscript and Cluster Colonel spawn Funguy whose deaths also feed the Barons.
He reports Barons at 400–600 Attack by the final boss. The guide predates later patches; the card text above is checked against the 10 November 2026 patch.
Example: Banished at Covenant 10
Replies in the Steam thread on Banished at Covenant 10 name Fel on the Unchained path (permanent Valor on every Shift) with Punk Shredder for Trample and Imprisoned Zephyr plus Windblade to trigger Shift every turn. Shield of Wyngh (Revenge damage equal to the unit’s Health) and Avenger were named as the two Banished cards most worth taking.
More plans for every clan, including the Punished, are on clan combos that win.
Boss artifact choice
After each flying boss you pick one of three artifacts:
| Artifact | Effect | When it fits |
|---|---|---|
| Hell’s Flame | +1 Ember per turn and +1 Deployment Ember | Expensive cards, or when you need more units placed before the fight. |
| Limbo’s Solace | +1 card drawn per turn | Decks that need specific pieces each turn. |
| Heaven’s Light | +2 Capacity on each floor | Stacking copies of one threat on one floor. |
Each also raises your Pyre’s Attack and Health by an amount that depends on the Pyre Heart. PesNRen’s guide reports taking Heaven’s Light or Hell’s Flame first in almost every run.
Sources
- Monster Train 2 Wiki: Covenant RanksRank list and unlock rule. CC BY-SA 4.0.
- Beginner's Guide: Getting better at Monster Train 2! (PesNRen)Covenant levels explained; boss artifacts; the Covenant 1 seeding.
- Defeating Covenant 10 on all clans! (Joey Ortiz)Steam guide, July 2025: the plan used to clear Covenant 10 with every clan.
- Easy Win combos (Irene)Steam guide updated 10 November 2026: one scaling plan per clan.
- Steam discussion: Cannot complete covenant 10 with BanishedReplies naming the champion path and cards that won at Covenant 10.
Read next
Best clan combos in Monster Train 2: plans that winMonster Train 2 clan combos with the exact cards and upgrades: Wickless Barons with Underlegion, Punished Scarred Justicar, Shadeguard with Eclipse Chamber, Coldcaelia, Husk Hermit and more.
How to unlock and beat the Titans in Monster Train 2Unlock 10 Pyre Hearts to get Titan Trials, accept the Trial at all three flying-boss fights, then beat Dominion, Entropy and Savagery: Fate Link, Pyre damage, and why Sap counters all three.
How to deal with Corruption in Monster Train 2Corruption deals 1 damage per stack each turn and never decays. Which enemies apply it, what stops each one (Mute, Daze, Sap, blockers, Damage Shield) and how to survive Seraph the Dominant.
How to unlock every clan in Monster Train 2Unlock conditions for all 13 Monster Train 2 clans: Luna Coven 40 spell kills, Underlegion 75 consumed cards, Lazarus League 100 equipment, six Pyre Hearts for Hellhorned, then the rest.
