Monster Train How to Utilize the Hellhorned Clan

Monster Train: How to Utilize the Hellhorned Clan

The Hellhorned are one of the starting clans in Monster Train. This guide will help new players familiarize themselves with the clan’s deck.



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Monster Train How to Utilize the Hellhorned Clan

The Hellhorned are one of the 5 clans in Monster Train, the latest roguelike deckbuilder to hit Steam. Players choose two of the Underworld’s clans of monsters on a quest with their fright train, the Boneshaker. While there are 5 clans, only 2 are unlocked at the start, including The Hellhorned.

The Hellhorned, lead by their Prince, are strong warriors from the fiery depths who specialize in improving their attack and setting up shields. As they are 1 of 2 classes new players have access to, it’s important that they understand the basics with this starting clan. This guide will help get newcomers accustomed to the Hellhorned deck, so their future strategies and plans of attack can have some framework.

Monster Train’s Hellhorned Deck

Monster Train How to Utilize the Hellhorned Clan

One of the most important parts of any clan is its champion, a powerful fighter that can change the tide in battle. For the Hellhorned, it’s the Hornbreaker Prince. This red bruiser has several upgrades available to maximize his damage output. He can gain a multistrike, allowing him to strike the target twice, or even gain +10 damage for every kill he gets. His third upgrade grants Revenge every time they receive damage and armor every time they defeat an enemy (the mechanics of which are explained below), making this a good frontline pick. Which upgrade the player chooses is up to what build works best for their current deck and their own personal preference, so be sure to experiment with the different choices every time the Hellhorned are chosen as the primary clan.

The Hellhorned deck is notable for bringing 2 different combat buffs for its warriors: Rage and Armor. Rage grants +2 attack for each level applied but lowers its level by 1 each turn. So a monster with 2 Rage would deal +4 damage that turns, and then +2 damage the next turn after its dropped to 1 Rage. Building up rage repeatedly is a great way to rack up damage, making it a great method to take out bosses. Hornbreaker Prince’s multistrike upgrade utilizes rage exceptionally well, making each individual hit all the stronger. The other buff is Armor, which serves as secondary health; enemy attacks target armor before their main health. This protects monsters from harm and lets them survive a longer, which can be enough to deal a fatal blow to a boss. Extra damage, and extra survivability; The Hellhorned are the most simplistic clan deck, but certainly an effective one.

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Apart from the spells that grant Rage and Armor, many Hellbreaker spell cards are damage based. The base card for them, which every deck comes with 5 of at the start, is Torch. This 2 damage fireball may seem weak, but it stands out from damaging cards in other decks in that it can target any foe. Most attacking spells target the enemy in the front, but Torch is useful for taking out low health enemies that hide behind bulkier ones. If the player is looking to deal more damage, look no further than Inferno. This card deals 100 damage to all combatants on a floor, friend or foe alike. Some bosses will have several hundred health, so Inferno can but a dent in them if need be. Unless that floor is unoccupied by the player’s monsters, be very careful! For a safer option, try the Vent spell, which deals 2 damage X the current ember (or energy). This only targets enemies, and is great for knocking out those with low health.

Meet the Hellhorned in Monster Train

Now, let’s take a look at the monster themselves; the strong warriors of the Hellhorned Clan. Most of them either have high damage output or benefit Armor and Rage in some form. Demon Fiend is very powerful dealing 50 damage per hit and has 50 health, but requires 4 ember to place; players start with only 3 ember. This demon can be harder to obtain in the early game, but after upgrading the Boneshaker to increase its maximum energy per turn, Demon Fiend becomes more accessible. The Branded Warrior is a great option for decks focusing on rage and with multihit; they grant 3 Rage to all allies on that floor every time they slay an opponent. However, this requires them to land the killing blow, so position them in such a way so that they’re not robbed of it. After playing with the Hellhorned for a while, players will unlock a new monster called the Railbeater, a demonic railroad worker. This monster’s attacks will knock the target in front to the back, which will expose any weaker foes hiding behind them. This pairs very well with multihit monsters, like the Hornbreaker Prince, as it lets them breeze through frail backlines like butter. Make sure the Railbeater is in front, furthest on the right, as that determines attack order. If placed in the back, the Hornbreaker will have already struck the front target.

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There is another type of monster Hellhorned can obtain through normal card picks called Imps. These little demons don’t deal much damage and die easily, but grant a variety of bonuses once summoned: Fledgling Imps apply 3 Rage to all allies on that floor, Molting Imp deals 5 damage to all enemies on that floor, and more. Because they have little to offer after they’re summoned, they can make for great meat shields to protect frailer allies, provided the enemy isn’t using a hit all attack. What’s more, is that they only take up 1 space. Each floor can only hold a certain capacity, 5 at base, and each monster requires a certain amount of space. This means that many Imps can be played on a single floor at once, and can serve as a barrier for more important units like the Hornbreaker Prince. One Hellhorned monster, known as the Consumer of Crowns, practically requires Imps to place. He costs 10 ember, which is very hard to obtain, but costs 3 less for every imp currently riding the Boneshaker. Those building an Imp deck should definitely pick him up should he appear at Hellhorned recruiting stations, as he deals a whopping 100 damage for every hit.

Because every run will consist of a primary clan and a secondary clan, there are many options for synergy for the Hellhorned deck. Any clan can take advantage of Rage and Armor, making them universally useful buffs for any run. Notably, however, certain members of the Stygian Sea pair very well with them. Some of these monsters come with Incant passives, that boost certain attributes, like attack, whenever a spell is used on that floor. This means that Incant monsters will gain extra bonuses for every spell that grants Rage and Armor. Like two birds with one stone! Also keep in mind that many of the damaging spells, like Vent, also trigger the Incant passive. For another clan, Imp-based decks pair with the Melting Remnants. These candle people have access to the reform ability, which can revive fallen comrades, albeit temporarily at times. Reform will allow the Imps, which are prone to dying, to continually come back so their bonuses are impactful the entire fight. Certain Remnant monsters gain bonuses for every death on their floor, like bonus damage or gold, making Imps all the more useful on their side.

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Even after unlocking the other clans, The Hellhorned still remains a competitive force in Monster Train runs. Prioritize multistrike upgrades in the upgrade shop to best utilize Rage, and be wise with monster placement. Let the fiery flames of the underworld consume your foes with this band of demons!

Link Source : https://screenrant.com/monster-train-hellhorned-clan-starter-guide/


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