Mutators are run modifiers that have different effects in Monster Train 2, and some of them are very entertaining, to say the least.
Mutators are available from the moment you start playing the game as special effects that can be applied at the start of your run. You can use up to three mutators on a single run, and they have different impacts on your units and enemies alike.
This guide will list the top choices for your run.
Table of contents
Top Mutators to try out in Monster Train 2
Before we proceed, there are no so-called amazing Mutators in Monster Train 2. I’ve considered several factors like their in-game effects, pros and cons, along with how “broken” they might feel on the run. I have also mentioned the rationale behind my reason on the table, which will help you understand if a certain Mutator is for you or not.

Mutator | Effect | Reason |
---|---|---|
A Simple Plan | Non-Champion units cost +2. Start with Sketches of Salvation | While all your units are costlier by two, Sketches of Salvation adds a random unit from your deck to each floor. If you’re lucky, it could even place an unit with higher Amber cost than you could afford. It’s one of my favorite Artifact effects, and this Mutator is the perfect blend of both hardships and rewards. |
At Your Service | Upgrading Steward units gives them an additional +10 Strike and +10 Heart | This is a good choice for beginners who are just starting to play the game. You can improve the impacts of upgrading Stewards, which is going to make it easy for you get the win. |
Final Shard | At the start of battle, apply Fragile and Damage Shield 2 to your Pyre | This is for those who love to enjoy a firm challenge. Fragile means that your Pyre will be destroyed on taking any damage, but the Damage Shield will protect it for two turns. Your objective will be to ensure that your Pyre doesn’t take any damage at all. |
Permadeath | When a non-Champion unit dies, it is purged from your deck | This Mutator will make you play carefully and focus more on survivability of your units. Any unit that dies will be permanently removed from your deck for that run. |
Vampiric Touch | All units enter with Lifesteal 3 | I have always been a fan of Lifesteal in video games, and this Mutator just ensures that all units in the game will have that effect. Your enemies will be able to steal the health of your units, but so will the latter. It will become a matter of who can steal more health. |
Time for Trials | Trials are always enabled in battles that have them | If you’re a fan of trials (higher risk but higher returns), this is the best Mutator to use. It will automatically apply the effects of a Trial and offer better rewards if that’s applicable for a particular battle. |
Moth Magic | When a damage spell hits a unit, Ascend it | This is a perfect option to consider if you want random fun on your run. If an enemy survives damage from a spell, it will automatically be sent to the room above. When used strategically, this can change the course of a battle. |
Is it worth using Mutators in Monster Train 2?
Mutators are fun to apply, but they have a negative side. Whenever you apply them on a run, you won’t be able to include any progress. This includes XP, rank gains, and more. So you should only apply them if you want to have fun on the run. If you’re still unlocking in-game content like cards and Clans, it’s best to exclude the use of Mutators.
Published: May 23, 2025 11:54 am