Monster Train clans and champions

Five base-game clans plus Wurmkin from The Last Divinity give six clans and twelve champions in the original Monster Train.

ClanDefault championExiled championMain planEditionEvidence
HellhornedHornbreaker PrinceShardtail QueenRage, Armor and Imp summon effectsBase game2 sources · Fandom and Japanese wiki
AwokenThe SentientWyldentenHealing, Regen, Spikes and large frontlinersBase game2 sources · Fandom and Japanese wiki
Stygian GuardTethys TitansbaneSolgard the MartyrSpell casts, Incant and FrostbiteBase game2 sources · Fandom and Japanese wiki
UmbraPenumbraPrimordiumMorsel feeding, Gorge and capacityBase game2 sources · Fandom and Japanese wiki
Melting RemnantRector FlickerLittle FadeBurnout, Reform and death triggersBase game2 sources · Fandom and Japanese wiki
WurmkinSpine ChiefEchowrightCharged Echoes, Extract and eggsThe Last Divinity2 sources · Fandom and official DLC

The primary clan supplies your champion, and the allied clan supplies additional draft options. An Exiled champion changes the opening and starter cards rather than adding a seventh clan. Start with one damage plan, then use the allied draft to fill missing defense, draw or Ember.

Wurmkin requires The Last Divinity on editions where it is a separate expansion. First Class includes that content. The platform guide distinguishes editions; the mechanics reference explains Pact Shards and other systems.

Little Fade belongs to Melting Remnant, Primordium to Umbra, and Wyldenten to Awoken. These names return in Monster Train 2, but their sequel paths and numbers belong to the sequel champion roster. Angels are enemies in the original campaign rather than a draftable original-game clan.

FAQ

How many clans are in Monster Train 1?

Six, counting Wurmkin from The Last Divinity, according to the Fandom wiki checked 9 November 2026.

Sources

Related: Monster Train 2 hub · how facts are checked