How to unlock and beat the Titans in Monster Train 2
The Titans are an optional ninth ring after Seraph. To reach them, unlock every Pyre Heart except the three Titan hearts; from then on, each run offers a Titan Trial at the three flying-boss fights (Arkion or Fleshweaver, Cael or Stryx and Hallow, and Seraph). Accept all three Trials and win, and the run continues into Clash with the Titans against Dominion, Entropy and Savagery at once. Skipping any one Trial closes the fight for that run.

What a Titan Trial changes
Each flying boss has three variants, and the Trial version strengthens the one you face. Examples from the wiki’s Trials page: Arkion’s Hard Headed variant gains +150 Health, Pyre Hunter gains +5 Attack and Furious Frenzy gains Rage 4 instead of 2 on Siphon. Against Seraph Aeternus-The Savage the Trial raises his Enchant to Rage 6 and your units enter with Melee Weakness 2, so his 30-Attack hit lands for 90.
PesNRen’s guide notes that you can still back out of the Titan fight after winning the Seraph Trial, which matters when the Pyre is too damaged to survive Dominion’s hits.
The fight
| Titan | Covenant 0–3 | Covenant 4+ | Threat |
|---|---|---|---|
| Dominion | 3/1555 | 3/2055 | Pyre Bound and Immobile: stays in the Pyre room and attacks your Pyre every turn. Corrupts the front unit on each floor every turn. |
| Entropy | 15/3500 | 20/4500 | Occupies all three floors and attacks each one. Adds Curse of Entropy to your deck: damages the Pyre if unplayed, Saps your units if played. Cannot be Dazed. |
| Savagery | 10/2750 | 15/3250 | Trample, Live to Fight (cycles back to the bottom floor instead of reaching the Pyre). Gains Rage 2 on Resolve and Multistrike 1 on each loop. Deals 5 to the Pyre on Resolve if its floor has no units. |
All three have Fate Link: none can die until all three are at 1 Health. A Titan reduced to 1 Health keeps attacking, so damage has to be spread across all three. There is no Relentless phase; waves keep coming, and after wave 9 they repeat from wave 1. Savagery returns as waves 1, 4 and 7.
Before the fight
- Pyre Health: Dominion hits the Pyre every turn. The wiki’s guidance is that fewer than about 50 Pyre Health going in makes survival very hard; PesNRen’s guide adds that Holystone heals and high-Health Pyre Hearts help.
- Pyre Heart choice: high-Attack hearts kill Dominion faster with the Pyre’s own attacks; high-Health hearts survive longer. The wiki estimates the Proto Heartcage (45 Attack) needs 12 rounds to kill Dominion alone at Covenant 0–3, or 6 if you play one Pyre Light a turn.
- Backline Health: the two Ragewing Assassins in the third wave deal about 14 damage to a whole floor, so backline units want at least 15 Health (about 25 at Covenant 10, where a Chosen Assassin replaces one).
Counters
- Sap: 2 stacks stop Dominion’s 3-Attack Pyre hits entirely, and it works on Savagery however much Multistrike he has. Underlegion’s Mushy Room (Sap 3 to enemies after combat) keeps Entropy’s attacks on that floor near 0 after a few turns.
- Daze and Stealth: Savagery does not attack while Dazed and cannot hit units in Stealth. Lazarus League’s Meathook applies Dazed 1 with its Hookhand ability. Entropy is immune to Daze.
- Mute: muting Entropy stops the Curse of Entropy cards; Mute is the one debuff that hits all three floors of him at once.
- Melee Weakness and Pyre Light: each Melee Weakness stack raises the Pyre’s damage to Dominion, and Dominion’s Resolve gives you Pyre Light spells that damage him and raise the Pyre’s Attack. Play them when you have the Ember.
- Sweep, Trample and area spells: Entropy hides behind Savagery and the waves, so attacks that reach past the front unit keep damage flowing to him.
Clan notes from PesNRen’s guide
- Pyreborne: Pyregel speeds up the kill, but the clan’s weak defences can collapse within a few turns.
- Banished: a Valor tank can hold one floor, but single-floor setups leave empty floors for Savagery’s Pyre strike.
- Luna Coven: Daze and Stealth handle Savagery; fragile units still struggle with the incoming damage.
- Underlegion: Sap and Decay, spread with Propagate, are the best tools here, but Funguy screens get crushed by Savagery.
- Lazarus League: Sap, Damage Shield, Lifesteal and Meathook all help; Unstable cannot finish a Titan until the other two are at 1 Health.
Defeating the Titans unlocks the last three Pyre Hearts: Pyre of Dominion, Pyre of Entropy and Pyre of Savagery. The achievements are Wait, There’s More (unlock the battle) and Titanslayer (win it).
Sources
- Monster Train 2 Wiki: The Great AbyssUnlock rule, Titan mechanics, wave list and the Pyre Health advice. CC BY-SA 4.0.
- Monster Train 2 Wiki: Trials (boss variants)Titan Trial versions of each flying boss.
- Beginner's Guide: Getting better at Monster Train 2! (PesNRen)Steam guide, updated 28 July 2026: Titan threats and counters per clan.
- Monster Train 2's second DLC, The Punished, OUT NOW with Major Patch!10 November 2026 fixes to Fate Link interactions and the Titans victory crown.
Read next
Covenant ranks 1–10 and how to beat Covenant 10What each Monster Train 2 Covenant rank adds, from extra enemies to Elite Chosen at Covenant 10, and the plan that wins it: one scaling floor, a thin deck and boss artifacts picked for it.
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.
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.
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.
